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Thirteen Parsecs

The document is a comprehensive guide for a science fiction role-playing game, detailing character generation, game mechanics, and universe building. It includes contributions from various authors and artists, with a focus on creating a rich gaming experience through diverse species, technology, and supernatural elements. The work is dedicated to James M. Ward, a pioneer in the genre, and emphasizes the fictional nature of its content for entertainment purposes.

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Kerry Harrison
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
83% found this document useful (6 votes)
3K views290 pages

Thirteen Parsecs

The document is a comprehensive guide for a science fiction role-playing game, detailing character generation, game mechanics, and universe building. It includes contributions from various authors and artists, with a focus on creating a rich gaming experience through diverse species, technology, and supernatural elements. The work is dedicated to James M. Ward, a pioneer in the genre, and emphasizes the fictional nature of its content for entertainment purposes.

Uploaded by

Kerry Harrison
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

By

b
Jason Vey

Additional Material By:


Timothy S. Brannan
Bill Coffin
Derek Stoelting
Game System Design: Jason Vey
Writing: Jason Vey
Additional Material: Timothy S. Brannan, Bill Coffin, Derek Stoelting
Editing and Layout: Jason Vey
Proofreading: Susan Vey
Cover art: “Commander” by Nicole Cardiff, © 2009 by Jason Vey/Elf Lair Games
Interior Art: Bradley K. McDevitt, Jacob Blackmon, Aaron Lee, Christof Grobelski, Joyce
Maureira, Nick Ong, Grzegorz Perdrycz, Jeshields, Tan Ho Sim, Dean Spencer, Some art by
Art of War Games. All art used by permission or under license. Unless otherwise noted, all
artwork remains copyright © the original artists.
Cover Design and Trade Dress © 2024 Jason Vey and Elf Lair, LLC. All Rights Re-
served. Produced and published by Elf Lair Games
Beneath a Vaulted Sky and Cosmic Harvest © 2024 Bill Coffin. All Rights reserved. Used
under license.
Bug Hunt on Creones 43 © 2024 Derek Stoelting. All Rights Reserved. Used under license.
Space Truckers © 2024 Timothy S. Brannan. All Rights Reserved. Used under license.

Thirteen Parsecs™, Beyond the Solar Frontier™, Solar Frontiers™, Wasted Lands™, The
Dreaming Age™, Night Shift™, Veterans of the Supernatural Wars™, O.G.R.E.S.™, Old-
school Generic Roleplaying Engine System™, and other proper names, characters, locales,
and elements of trade dress are trademarks of Elf Lair, LLC. All Rights Reserved.

The text of this work is copyright © 2024 by Jason Vey and Elf Lair, LLC. All Rights Reserved.

No part of this work may be reproduced without written permission from the publisher, ex-
cept for review purposes. Any similarity to characters, situations, institutions, corporations,
etc. (without satirical intent) is strictly fictional or coincidental. This book uses settings,
characters, and themes of a supernatural nature. All elements, mystical and supernatural,
are fictional and intended for entertainment purposes.

Reader discretion is advised.

Disclaimer: Elf Lair Games bears no responsibility for evil galactic empires, space truck-
ers, hunter-killer aliens with acid for blood, or your sleeper ship losing life support.

FIRST PRINTING, November 2024

Stock: ELG 7000

Printed in the U.S.A.

ISBN: 978-1-7347979-6-1

This work is lovingly dedicated to the memory of


James M. Ward, who gifted us the first science
fiction role playing game.
Table of Contents
Introduction 31
CHAPTER ONE: SPACE PIRATES AND PSYCHIC WARRIORS 31
Character Generation: Step by Step 31
Generate Attributes 32
Determining Attributes 32
Record Ability Bonuses 33
Attribute checks 33
Your Concept 34
Nonhuman Species 34
Using Nonhuman Species 34
List of Nonhuman Species 35
Android or Robot 35
Canis 36
Decti 36
Gray Alien 37
Jalex 38
Remoni 40
Saurians 41
Creating New Fantasy Species 42
Sample New Species: Felis 42
Species Size and Benefits 44
Human Cultural Backgrounds 44
Choosing a Cultural Background 44
Building a Cultural Character 44
Creating Other Backgrounds 45
Combining Backgrounds and Species 45
The XP Bank: If Everyone Has a Species or Background 46
List of Backgrounds and Benefits 46
Anthropologist / Archaeologist 46
Colonist 47
Corporate or Underworld 47
Craft 48
Desert 49
Mining 50
Scholarly 51
Space Runner 51
Transhumanist 52
Warrior 53
Character Class 54
Reading the Class Descriptions 54
AUGMENT 56
BLASTER 59
DIPLOMAT 61
ENGINEER 63
HUNTER-SOLDIER 66
MYSTIC WARRIOR 69
PSYCHIC 72
SLICER 77
Multiclassing 79
Determine Vitality 80
Improving Vitality 80
Skills 80
Base Chance of Success 80
Skills and Saves 81
Skills and Difficulty 81
Skills with Multiple Attributes 81
Skills and Class Abilities 81
Choosing Skills 82
List of Skills 82
Breaking Out Skills 83
Secondary Training 83
Alignment 84
Good vs. Evil 84
Neutral 84
Light vs. Dark 85
Twilight Characters 85
Putting It Together 86
Using Alignment in Game 86
Languages 86
Languages of Your Campaign 87
Equipping the Character 87
Determining Defense Value 88
Fate Points 88
CHAPTER TWO: FUTURE TECH 89
Monetary System 89
Dealing with Variant Economies 89
Character “Starter” Packs 90
Armor 90
Descriptions of Sci-Fi Armor 91
Weapons 91
Vibro- and Energy Weapons 91
Standard Equipment and Gear 95
Encumbrance 95
CHAPTER THREE: INTO THE MYSTIC 97
Building Powers and Devices 97
Using Powers or Devices 97
Attack Powers or Devices 98
Corruption 98
Power or Device Backfire 102
Heroic Touchstones 103
Playing Without Heroic Touchstones 103
Gaining Heroic Touchstones 103
Sample Heroic Touchstones 106
Power or Device Effects 111
Power Effects and Spells 111
List of Power Effects 111
Power Limitations 122
CHAPTER FOUR: READY FOR LAUNCH! 125
The Rules of Play: Short and Sweet 125
Campaign Style 125
The Check Mechanic 126
Attribute bonus 126
Check Bonus 126
Difficulty Modifiers 127
Contests 127
Ongoing Tasks 127
Aiding One Another 128
Levels of Success 128
Adopting a Sliding Target Number 128
Save Checks 128
Class Abilities 129
Exceptions for Special Abilities 129
Class Abilities and Helping One Another 130
Opposed Checks 130
Levels of Success with Class Abilities 130
The Rule of 2 131
Using the Rule of 2 131
The Rule of 2 vs. Attribute Checks 132
Combat 132
Initiative 132
Rounds 133
Scenes 133
Movement 133
Attacks 133
Combat and the Sliding Target Number 134
Improvised Weapons 134
Armor 134
Actions Other than Attacks 136
Damage 136
Non-Lethal Combat 137
Firearms and Blasters 137
Situational Bonuses and Penalties 139
Special Attack Maneuvers 139
Complex Actions 140
Combat Conditions 140
Concealment and Cover 141
Grappling 142
Healing 142
Jumping 143
Drowning and Suffocation 143
Poison and Disease 143
Inverse Ninja: “Mook” and “Big Bad” Rules 144
Critical Successes and Failures 145
Travel 145
Overland Travel 145
Travel in Space 146
Vehicles (Planetside) 146
Vehicles and Ability Scores 147
Vehicle Intelligence and Wits 148
Speed and Acceleration 148
Damage to Passengers from Crashing 148
Firing at Vehicles 149
Travel and Combat in Space 149
Starship Systems 149
Starship Derived Abilities 151
Building a Ship 151
Age 151
Size 152
Sample Ship: Solar Spryte Starfighter 154
Sample Space Station: The Achilles 154
Which System Rating Do I Add? 154
Starship Combat 155
Dogfighting: The Basics 155
Dogfighting: Combat Maneuvers 157
Initial Engagement Maneuvers 158
Defensive Maneuvers 159
Attack Maneuvers 160
Combat between Crewed Ships 161
Risk Levels 162
Risk Factor 162
Status Check 163
Computer Hacking and Cyberjacking 164
Basic Hacking 164
Advanced Hacking: Hackers in the Network 165
Secondary Training 167
Fate Points 168
Down But Not Out 168
Fortune’s Favor 168
Mighty Blow 169
Providence Smiles 169
Righteous Rage 169
Second Wind 169
You Missed! 169
Starting and Gaining Fate Points 169
Madness 170
Mental Illness in the Real World 170
Using Madness 170
Acute Stress Reaction 171
Recovering from Mental Illness 172
Breaking from Reality: Unplayable Characters 172
Madness and Play Styles 173
CHAPTER FIVE: UNIVERSE BUILDING 175
Do I Need This Section? 175
Session Zero 176
Character Generation 176
"The Talk" 176
Planning Your Game 177
To Railroad or Not to Railroad? 177
The Episodic Structure 177
Creating the Outline 177
Location-Based Adventures 180
Non-Player Characters 181
Maps of the Region 181
Building Your Story 181
Structuring Your Season 182
Basic Sub-Genres of Starfaring Science Fiction 182
Hard Sci-Fi 182
Science Fantasy 183
Space Opera 184
Other Sub-Genres of Science Fiction 185
Post-Apocalypse 185
Battlemechs and Kaiju 186
Supers 186
Alien Invasion 186
Investigative Sci-Fi 187
Building a Universe 187
Establish the Rules of the Supernatural 188
Establish the Rules of Technology 188
Faster than Light Travel 188
A Discussion of Time Travel 193
What Does Your Time Machine Look Like? 194
Time Machine Creation Tables 194
Paradoxes and Changing Time 195
Interstellar Power 197
Power Generation 197
Power Storage 198
Artificial Gravity 198
Technobabble 199
Hazards in Space 199
Asteroids, Moons, and Space Junk 199
Black Holes and Gravity Wells 199
White Holes 201
Nebulas and Gas Clouds 201
High-Power Electromagnetic Pulses 201
Cosmic Radiation, Antimatter Particles and Solar Flares 201
Random Projectiles 201
Energy Weapons vs. Projectile Weapons 201
Beam Weapons 202
Physical Projectile Weapons 202
Plasma Bolts and Plasma Swords 202
It’s All Set Dressing 202
Creating Worlds 202
Planetary Design Tables 203
Running a Game: Consistency Is King 206
Developing NPCs 206
One-Off NPCs 207
Recurring NPCs 207
Using Heroic Touchstones 207
Use Mythology for Inspiration 208
Cosmic Horror in Your Game 208
Putting the “Cosmic” in Cosmic Horror 208
The Question of Cultural Appropriation 209
Dealing with the Rules 209
The Importance of Rules 209
The Hierarchy of Play 209
Handling Rules Issues 210
Creating New Character Types 211
Modifying and Combining Existing Classes 212
Creating Brand New Abilities 212
Adding New Mystic Abilities and Psionics 212
Creating New Classes 212
Developing Your Intuition 213
A Brief Bestiary of Alien Threats 213
Reading the Stat Blocks 213
Monster Vitality Dice and Checks 214
Monsters with Unique Kill Methods 214
Supernatural Attacks 214
Experience Awards 215
The Bestiary 215
Android / Synthetic 215
Canis 216
Crab-Men 216
Decti 218
Felis 218
Gray 219
Human 219
Huntermorph 220
Jalex 221
Kaiju 222
People Of The Worm 224
Remoni 225
Saurian 226
CHAPTER SIX: COSMIC HARVEST 227
CHAPTER SEVEN: WAR IN THE NINE SYSTEMS 239
CHAPTER EIGHT: BUG HUNT ON CREONES 43 254
CHAPTER NINE: SPACE TRUCKERS 271
New Species 276
Aquarians aka “Blues” 276
Simians 276
Snorks aka “Lot Lizards” 276
Porcines 277
Ursines 277
Prologue: For Jim
James M. Ward was a giant standing on SIEGE Engine mechanics and format. The
the shoulders of giants. He created one of direct collaboration was for a Troll Lord
the very first science fiction role playing Games project that alas never came to
games, Metamorphosis Alpha, way back in fruition. It was to be a sort of dictionary of
the earliest days of our shared hobby, and culture and mythology to go in line with
is best known for the many years and many their Storyteller’s Dictionary and Story-
works he produced for TSR, Inc. It’s not teller’s Thesaurus. In the end, we found the
exaggerating to say that in some ways he project to be far too encyclopedic to muddle
was a legend of the hobby. What really down into a single small volume, and we
made him great, though, is that he did not had to let it go.
let that make him arrogant or self-impor-
tant. He knew his legacy, but he always He and I talked many times about work-
strived to maintain a certain humbleness ing together on a science fiction project and
about it. I had deep hopes that he would contribute
to this book you hold in your hands. Then,
I am on record stating I considered Jim on March 18, 2024, just before Gary Con,
Ward a friend. To be 100% fair, he and I Jim Ward rejoined the cosmos about which
were not close friends, but were more he wrote with so much passion and intelli-
along the lines of friendly colleagues and gence. Everything changed, and now he
acquaintances. We spent some time to- and I never will work together on that sci-
gether at conventions and we talked over ence fiction project.
email, telephone, and through Messenger
many times. We knew each other, and the I’m not sure what else to say. I’m not a
conversations I had with Jim meant the eulogist and other people knew him far bet-
world to me. ter than me. But what I did know of Jim
Ward, I loved dearly. His loss is truly a loss
I found Jim always to be kind, warm, to the entire hobby. Once again, I miss him
understanding, and charitable. He always all the time, and I sincerely hope that this
had time for friends, family, and fans. He little book has in some way done him jus-
never complained about being asked for a tice and been a fitting tribute to his legacy.
signature, and he always had a smile for Rest in peace, Jim, and fly free among the
someone he met. Even if he was in a hurry stars. You’ve earned it.
to get from point A to point B, he was
never in too much of a hurry to stop and -Jason Vey
chat with anyone who wanted a few min- June 2024
utes of his time.
Indeed, gaming and gamers were his life,
and he was endearingly naïve about the
darker aspects of fandom on the Internet.
Many were the times he said something
completely innocent, and it was misinter-
preted in the worst way possible by people
always looking for someone to blame for
their own pain, or just someone to rage
against. Every time it happened, it stung
Jim deeply, because Jim cared about peo-
ple. He really, honestly did.
I worked with Jim twice – once indirectly
and once directly. Indirectly I helped to re-
write many of the spells he submitted for a
Troll Lord Games project (Elemental
Spells) to bring the spells in line with the

10
Beneath a Vaulted Sky
By Bill Coffin
throneworld from its sun. Once completed,
the entirety of the Empire would remove it-
A REPORT TO THE SUPREMACY | We self from its multitude of homeworlds, fac-
still do not know with complete certainty tory planets, preserve systems, commerce
what caused the five simultaneous super- zones, colonies, bases, outposts, scientific
novae across the Qu'ruua Empire, or their preserves, and noble estates, and reunite as
precise role in the successionary wars that one people beneath a vaulted sky, where a
followed. But in the interest of better un- million different worlds could live without
derstanding the destabilizing effect this fear of even seeing one another, let alone de-
conflict has had within the Empire itself as pleting their resources or worrying if the
well as the various regions that border imminent collapse of hyperspace would spell
it—including the Morso Singularity, the the end of their far-flung civilization.
Dinillian Republic, the Skex Entirety, the
Oudoss Expanse, and the dozens of lesser Like the other Imperial System Ships be-
systems and client-states between them all – fore it, the Xenovore was the size of a small
we present this report. solar system itself, a gargantuan testament
not so much to Qu'ruua ingenuity, but to the
What follows is a reconstruction based on power of the various ancient technologies it
the work of a number of agencies, including had plundered and managed to understand.
the Ministry of Psionics, the Ministry of In- Powered by a small captive star, the Xen-
telligence, the Ministry of Xenology, and the ovore consisted of a quantum lattice that
generous assistance of House Balandine, shackled the star, and on which were built
House Cunrith, and House Jinvulent. Every the millions of miles of arcologies in which
effort was made to link relevant details to- one might find the endless machinery that
gether; where key information was missing, made the ship run, the vast gravitic accelera-
our primary author, Bin of Gheresy, took tors that drew entire planets into its embrace
artistic license when appropriate. and reduced them to their elemental compo-
Bin’s work as a storyteller, researcher and nents, the even vaster storage and processing
journalist have earned him many well-de- units that refined those components, the
served accolades from dozens of star systems. even vaster still robotic banks where the
His execution at the conclusion of this report Qu'ruua synthience worked endlessly to en-
was as regrettable as it was necessary for the sure the Xenovore’s continued progress, and
purposes of secrecy. The Republic will mourn the even vaster still housing modules in
his disappearance, and rightly so. which live the nearly 10 billion people who
called the ship their home.
***
Nearly all of them were born on the Xenovore.
On the outer edges of the Zirian Salient, Nearly all of them would never leave it. And
the supermassive Imperial Systems Ship why not? On board were all the creature com-
Xenovore approached the Ea:a Continuum, forts that the highest degrees of Qu'ruua sci-
intent on making this it just one more in an ence, technology and luxury had to offer. There
endless string of worlds that would feed the was want for nothing for the people of the Xen-
ship’s insatiable appetite. Built to harvest ovore, except perhaps a relief from the boredom
entire solar systems, interstellar dust clouds many of them felt in a life of endless luxury and
and rogue stars, the Xenovore’s mission was idle pursuit. Virtually none of them even both-
as simple as it was ambitious: to gather the ered to wonder what their ship’s mission was, or
resources it would need to reunite one day where it was going, or how it accomplished its
with the four other harvesters traveling stated goals. They merely lived their lives of
across the Qu'ruua Empire, link their spans quiet pleasure, a testament to the highest com-
together, and begin to construct a fully- pliment Qu'ruua culture could pay itself: to live
formed worldsphere with exactly the same long, comfortable lives without actually doing
radius as the distance of the Qu'ruua much of anything at all.
11
But not all lived so. There was the crew of ing, or mildly threatening, or that were simply
the ship, those remnants from far-flung civ- in the way. And that is what brought her to
ilizations drawn into the Xenovore’s path the Ea:a Continuum, out on the edge of
and integrated with the culture on board. known space, just before the galactic arm
Aliens from civilizations older than history, thinned out into nothingness for a million
from star-spanning peoples whose ambi- light-years.
tions might once have rivaled the Qu'ruua’s The Ea:a were a hardly-known oddity in
own, or from pregalactic worlds too young the Imperial registers; an entire civilization
and inexperienced to do anything when the of Class 10 telepaths whose psionic powers
Xenovore came for them but look upon the had advanced sufficiently as to transcend
shadow cast across their world and know any normal technologies. They had merged
that whatever power to which they prayed with the exotic species that lived in space,
had not sufficiently prepared them. Their and could fly between worlds on their own
value to the ship was mostly their diverse power, fueled by the energies of the universe.
heritage, which was inevitably incorporated They remained invisible to the various wan-
into the breeding programs that yielded an derers and explorers that had tried so many
unbroken lineage of Prodigies who com- times to find them. The only thing that sepa-
manded the Xenovore, and made sure that rated them from myth and legend was their
its loyalty to the Empress and her dominion occasional communication with Qu'ruua
remained unshaken over time, distance and telepaths. The Imperial Mind Corps had
independent ambitions. their mission to find and chronicle psionic life
Admiral Kana Ferese was merely the wherever they could find it. And every time
latest in this long line of commanding offi- they made contact with the elusive Ea:a, the
cers, born like her many generations of an- message was always the same.
cestors on board the Xenovore, with no Leave us in peace.
hope or interest in escape from it. This was
her home, her reason for being, the thing Kana had no choice but to regard such
for which she was meant. There were a arrogance as a challenge to Qu'ruua supe-
thousand other noble houses on board the riority. After all, no civilization dared to
ship, each producing the finest heirs their give orders of any kind to the Empress.
bloodlines might yield. And all of them had Those that did would know the Empire’s
their various gifts of intellect, willpower, wrath. Only the Ea:a, hidden so far away in
physical longevity, mechanical intuition, the galactic frontier, never merited the
psionic sensitivity, alien understand- time or effort it would take to find them
ing…but none of them had them all in such and bring them to heel. That is, until now.
strong and equal measure as the scions of
House Ferese, whose best and brightest Kana stood on the bridge of her ship,
continued to rule the world-harvester for resting her hands on the large galactic map
longer than most could even remember. before her, smiling at the thought of doing
what no other harvester could. At last, she
But for Kana, it was different. She knew would prove to her sisters commanding the
this ship was nearing its end. Its compiler four other harvesters scouring the Empire
holds were filled with every possible raw that she among them was supreme. She
material known to metascience, and there among them was…Prime.
was more than enough for her to begin com-
piling it all into the quantum filaments Kana never spoke; she was far too ad-
needed to begin the worldsphere. The Xen- vanced a telepath for it. Her gift was rare
ovore had been ahead of schedule for at least even among those of her house’s breeding
a generation, and now, it waited until its programs, and instantly marked her for
sister ships caught up and announced that greatness, especially since she was one of
at last, the great construction could begin. those rarities who could master her psionic
talent without letting it prevent her from
In the meantime, Kana occupied herself by excelling in the many other ways in which
harvesting systems that she found interest- she had to excel if the Xenovore was ever to

12
be hers. So special was she, in fact, that She gave the order for the Xenovore to
upon birth, she underwent full cellular du- dive into hyperspace, where space and time
plication not once, but four times, so that lost all meaning. Within that dimension be-
her likeness could be sent to the farthest tween dimensions coursed the lifeblood of
corners of the Empire. the universe, that energy which bound to-
gether all things, and which Kana herself
In time, when her predicted telepathy often suspected was the power behind her
emerged, she made contact with her dupli- own psionic gifts. She never believed the
cant sisters on the Empire’s other har- mystic ramblings of the Imperial priests
vester ships, and together they established and thoughtmages who theorized how a
a communion that spanned the distance of mind like Kana’s worked. She could feel
the galaxy, keeping in contact with them- hyperspace just beneath her skin. She
selves and the Empress herself, making could feel its energy buzzing all around her.
sure that they never crossed paths or even She could hear the echoes of eternity from
came within a hundred light-years of each within its endless expanses. With all that,
other. For each of them was a wandering was it really so hard to imagine that she
example of the will of the Empress herself, could share her thoughts with her own
bringing to the many worlds that might blood, no matter where they were in the
harbor a fleeting dream of defiance, the universe? Of course not.
reality that none could escape the will of
the Empire. Not even the stars themselves. Moments later, the Xenovore had
reached Ea:a, and Kana gave the order to
Kana made contact with her sisters, as surface. The ship emerged from hyperspace
was her rite, before the Xenovore arrived at like a cosmic leviathan slowly rising from a
Ea:a, and checked upon them all, partly out pool of infinity. It took a full light-minute
of a need to share her thoughts with the only for the Xenovore to re-enter the prime
creatures she felt were equal enough to her plane of spacetime, and the resulting ripple
to merit some semblance of affection. And over such a long distance caused a suffi-
partly out of a desire to remind them all how cient quantum distortion to completely de-
far ahead she was before all of them, and stroy the outlying planet of K!os and all
how the Xenovore’s continued success, even twenty million members of the Ea:a Con-
when its mission was all but completed, was tinuum that lived there.
a reminder of how they would never equal
that from which they came. It was no accident that the Xenovore
emerged right on top of K’os, for that was
But it was also to verify what she had Kana’s preferred shock tactic. It was her
spent the last 10 years suspecting: the ex- signature move, a sudden wrenching of the
act location of the Ea:a continuum. She had fabric of the universe that could unmake a
listened in on their telepathic whispers world in an instant. It was wasteful, yes.
across the stars, sharing them with her There were many resources to be gathered
sisters, whose own telepathy enabled the from these planets so ruined. But Kana had
lot of them to slowly piece together the long ago promised not to deny herself the lit-
source of the Ea:a thoughtwaves. None of tle pleasures that came with her station.
the sisters could have figured it out on their
own, and none of them had done more than Upon arrival in Ea:a, Kana immediately
Kana to discern the Ea:a’s location. gave the orders for a full suppression of its
primary world. She could have ordered the
At last, she shared with them what she knew, ship to fire its gravitic cannons and simply
and they each shared with her what they knew tear the world apart for easy pickings, but
as well, and together it became an unmistakable there was that nagging fear she had that
map to that point in space where the galaxy’s destroying the heart of such an advanced
greatest race of telepaths hid themselves. Kana psychic people might cause a mental shock-
thanked her sisters for their help, and promised wave great enough to destroy her own
that when she communed with them once more, mind. Far better to destroy the Ea:a the
it would be to bring them news of her victory. slow way, through combat, and lessen their

13
psionic death throes to something more remnants from a thousand forgotten em-
manageable. Besides, actual fighting was pires lost to history. The warship stood like
something close to a religion to Kana, and a statue in the form of an angry thought,
she never got to worship at the altar of bat- its sleek surface not quite metal and not
tle as often as she would like. quite stone, scored with a dense network of
channels through which pulsed an energy
Forward observers noted the massing of a field synched to Kana’s own psionic pat-
huge field of biomechanical beings halfway terns. The ship was an extension of her
between the Xenovore and the Ea:a home- mind, and it bore no name. When she was
world. These must have been the symbiotes in it, it was an extension of herself. It was
the Ea:a were known for; giant space-crea- Admiral Ferese.
tures that were living spaceships capable of
sending physical manifestation of Ea:a Kana entered the vessel, which automati-
thought impressions anywhere in the gal- cally parted when she drew near, and then
axy. They now formed a single swarm in a enclosed behind her after she entered, co-
vain attempt to turn Kana back. She would cooning her. Once inside, she harmonized
have pitied them, had she any patience for her mind with the ship, establishing the
the pitiful mewling of a lesser culture. same communion with it that she used to
speak with her sisters. Only this was of a dif-
She used the Xenovore’s internal tele- ferent kind, as unique and apart from her
porters to go to her flight bay, where a fleet sisterspeak as the emotions of hate and envy.
of a hundred thousand fighters, bombers,
interceptors, devastators, and annihilators As she surveyed the various psystems of
all parked in formation, armed and ener- her warcraft and attuned each of them
gizing for battle. Their sentient pilots and down to the tiniest microstate in her brain,
flight crew all snapped to attention the mo- she imagined that there might be a dozen
ment she arrived, themselves just barely different technologies she could invent
psychically sensitive enough to know when were she interested in devoting her psion-
their Admiral was near. And even though ics to the benefit of science. She had often
this flight deck was large enough to have dreamed, in moments of terrible weakness,
its own atmospheric patterns near the ceil- that she could turn the power of the Xen-
ing, they all knew their Admiral was here. ovore into something that would propel its
And somehow, the synchronized sound of passengers and those they served into
their clicking heels echoed throughout the something further than their current hu-
chamber like a low peal of subtle thunder. man form. But that was the kind of thing a
fool would suggest. She had no need to fur-
Kana walked—walked—to her ship, ther science with her mind. Her mind was
parked at the head of the fleet. It took her a all the science she would ever need. And
full hour to do so. And as she went, she sa- now, she would show the Ea:a why.
vored the telepathic silence in the chamber.
There were a million hardened soldiers of She launched from the Xenovore, and
the Empire here, each a specialist in one of her armada of fellow warships followed
the many little tasks that made the Qu'ruua her, expanding out in formation, like a
war machine run. And yet, they all cleared cloud of particles each capable of destroy-
their minds, standing rigid in a state of self- ing an entire civilization. She extended her
imposed stasis until their Admiral sent the thoughts into the relays of her fleet and in
slightest thoughtpulse telling them it was an instant, she could hear her legion of pi-
time for them to ride into battle. And at that lots and co-pilots and gunners and engi-
moment, they all resumed their activity, neers and navigators all choosing their
returning to their interrupted tasks without targets, readying their weapons, and pre-
a single wasted movement or moment. paring for war.
Kana boarded her warship, a beast of her The Ea:a bioships were upon them at close
own design, a monument to both the finest to lightspeed, smashing through Kana’s fleet
Qu'ruua metascience as well as the alien with their armored bodies, punching through

14
energy shields and demolishing hardened Overmind reach out to her and gently push
hullframes as well as the far more fragile back, as if to say that there was no need to
pilots within. Kana accepted these losses; she look so hard; they would come to her.
knew they were inevitable.
She could sense the Ea:a as a single en-
In return, she guided her ships with the tity, emerging from within the homeworld.
power of thought to move and intercept the She did not know what to make of it; per-
different probing talons of the Ea:a offensive, haps they had hidden within the planet
meeting the ravaging bioships in their hun- itself. Perhaps they had all submerged into
dred different forms—these strange, ar- the shallowest layer of hyperspace to see
mored things that evoked a nightmare of how far Kana’s thoughts could really go.
insects and undersea abominations—and re- But what was most important was that
turning fire. Her ship’s pulse guns blistered when the Ea:a spoke, it spoke as one. And
the darkness of space with short beams of a it spoke to Kana and to nobody else. It con-
dozen different frequencies and colors, reduc- gratulated her on a hard-fought battle, and
ing the Ea:a to wisps of radiation. Her mis- it expressed regret for all of the lives that
siles blasted them into particles. Her gravitic were lost in the fighting, even though the
cannons distorted entire clusters of the en- bioships were themselves not truly sen-
emy into quantum anomalies. tient, and even though they could tell that
none of Kana’s co-pilots had ever been
All the while, she darted among them, granted enough freedom of thought to con-
fighting at the closest range, spinning free of sider a life beyond one of selfless servitude
their reach, nimbly avoiding the beams of to their Admiral.
psychic energy emitted from the vents in
their carapaces. As the ships of her fleet Kana dispensed with the overtures and
died all around her, moving between Kana informed the Ea:a that she was here to har-
and the enemy, Kana herself remained un- vest their world. She asked if they were
touched, and untouchable. interested in surrender. They answered
that they were: Hers.
So it was for the duration of the battle,
which Kana let go for longer than she had Kana ordered the dispersal of her fighter
to, simply because once the balance had group and for its immediate return to the
been decided, she knew she could afford the Xenovore, which she commanded to power
luxury of single combat with the greatest of up its gravitic cannons. She herself pulled
the Ea:a defenders. As she destroyed her back from the Ea:a homeworld, just enough
99th bioship, she relaxed her psionic com- to be safe when she would have the planet
munion with the rest of the battle group blasted into a footnote in some quantum
and extended a thoughtpulse toward the scientist’s field calculations. But not so far
Ea:a homeworld, where she expected to feel away that she couldn’t view the glory of
the collected horror of a people whose time such destruction with her own eyes.
had come, and in the form of the mightiest
soldier the Qu'ruua Empress had ever set The Ea:a made a thoughtpulse that felt
loose upon the worlds of her Empire. like a smile, and said that it would be see-
ing Kana again. She could fire when ready.
But there was only silence.
I do not need your permission, she thought,
Surely, it is a ruse, Kana thought, and or- and gave the order.
dered the remainder of her fleet to form a
bubble around the homeworld, where she The destruction of Ea:a prime was a
then projected her thoughts into the psionic thing beyond anything Kana had ever
receptors of every one of the ships. She imagined. The Xenovore’s cannons pro-
scanned the entire world, even down to a jected a microsingularity into the core of
hyperspace level, knowing that to think that the planet, destroying the world instantly,
deeply would cause her immense pain. And There was a glory and a splendor to such an
it did. And as she summoned her every elemental power as she saw the world dive
strength to endure it, she could feel the Ea:a into its own core, and its psionic membrane

15
shudder and spike and stretch and snap. They would grab onto that final, dying
And even though it all only lasted for a thought and look back in time to see what
moment, it was a moment of such unbear- had become of her. And in that, they real-
able ecstasy to Kana that afterward she ized that their sister was not merely dead,
just let her ship drift through the point or her mind destroyed. Her entire har-
where the Ea:a homeworld had once ex- vester ship was gone, the captive star
isted, and she glowed in the warmth of the within its engine core suddenly prompted
psychic impression it left behind. to go supernova.
She projected her consciousness back to That was what destroyed their mindlink
the Xenovore, and used the harvester ship so quickly. Not just the loss of their sister,
as an ansible through which to broadcast but the accompanying psionic disturbance
her thoughts. She was eager to share the of so much reality savaged by a blast of de-
news of her victory with her sisters, each in ific magnitude. This was the ship in the
some far corner of the Empire. Ce4 ultracloud, so there were no nearby
worlds to destroy, no civilizations to wipe
There was one reducing the entire Ce4 out. But what would have happened had
ultracloud into a single unit of gravity this occurred someplace where—
phased into solid form. There was another
in the heart of the Dascenti Archipelago, …This ship! The ship!
eating up that system’s nine asteroid belts She extended her thoughts back to the Xen-
and the different civilizations that inhabited ovore, scanning its crew for signs of betrayal.
each of them. There was another that was And she found them, bubbling to the surface in
within the largest gas giant of the galaxy, a myriad ways, each borne from the many differ-
behemoth so huge it dwarfed her harvester ent cruelties they had known under their Ad-
ship, but yet was not so strong that it could miral’s command. For every soldier sacrificed
resist being devoured from within. And in battle, there were two left behind to bear the
there was another that was siphoning the pain, and to wonder about a day when there
energy from the middle of a trinary solar might be justice. For every alien brought on
system, blinking a trinity of stars into dark- board, for every refugee from a world con-
ness all at once. sumed by imperial ambition, there lay the seed
She communed with each of her sisters, of resentment and rebellion. Kana had known
who exalted in the Ea:a destruction, and these were all around her. She had just re-
who had news that they too would soon mained confident that through her will, she
complete their harvest of the stars. They could prevent any insurrection. For hers’ was
too would soon have filled their great silos the supreme mind on the Xenovore, and the
of stardust and planetary cores, and they entire ship responded to her presence.
would join her to begin— Except now, that was no longer the case.
…Kana’s mind reeled before the psychic There was a second thought pattern within the
abyss that opened up within her. Without a ship. Something powerful, something that
hint of warning, she felt the first of her loomed over her mindscape like an immense
sisters vanish from her thought. It was not shadow originating from the center of all time
merely her mind closing off to her. There and space, dwarfing her and shutting her out of
was no mind left to close. Somehow, her the ship that had been her home, her second
sister was gone, removed from existence body, her family. This…presence…coursed
like a light extinguished. through the ship, flitting from mind to mind in
search of that which it needed until at last, it
As she struggled to recover, Kana could found the Engineers, and imposed its entire
hear the scattered thoughts of her sisters weight upon them.
echo in her head, distorted and distant.
Each of them cast out for answers, trying to Their minds crumbled instantly, and
follow the telepathic residue that remained were no longer their own. And somewhere,
for one last moment before that which was from afar, this menacing figment, this cruel
their sister had ceased to be. dream, this spectre of darkest space, told

16
the Engineers that they were to proceed at The attack came to the second sister,
once to the Xenovore’s star core, and to put whose ship that had been consuming the
into motion those processes that would push asteroid chains. Kana stirred her sisters to
the star into supernova. The ship is lost, the action, and together they formed a psychic
presence whispered into the deepest re- web in the hope that it could stave off the
cesses of their minds, where their loyalties invasion. But the distance was too great, the
were the strongest. It must be destroyed, lest Enemy too strong, Kana too exhausted from
it fall into the wrong hands. defending her own ship, and her sisters too
stunned from the loss of one of their own.
Yes, they responded. We hear. We obey. Their hold on the crew shattered, and the
We serve. second sister could only watch as she physi-
No, no! Kana thought. She could not let cally rushed to the star core in time for her
this happen. And yet, what power did she crew to rise against her, and hold her in
have against such overwhelming psionic place, as they went about their sinister
might? Could this be the Ea:a, exacting work. The sister cried out for the others to
their revenge? leave her, to abandon her, but they would
not, and when the second ship’s star—
No, said the soothing voice of the Ea:a
Overmind, inviting itself into her mind with- …Kana’s mind drifted in pain and confu-
out violence or intrusion. Let us help you. sion, awash in a torrent of telepathic dis-
tress. Her own mind shuddered before the
And Kana felt her mind expand, taking shock of another lost sister, but there was
hold of every mind on board the Xenovore, also the sense of a galactic trauma under-
dashing away the predator’s will that had way, as every lesser mind that had even the
captured them, and knitting them together slightest hint of psionic talent felt what
into a single consciousness into which she was happening. Whatever world, moon or
sent a single message: Stop. ship they inhabited, there was a kind of
They did. And that presence that had pain and loss they could not truly under-
invaded their will, and subjugated Kana’s stand, except to know that somehow, they
own, retreated from the ship. Not entirely, were losing members from a kind of family
lingering like the dwindling shudder of a they never knew they had.
freshly expired nightmare, promising to re- She reached out to her sisters once more,
turn, although nowhere to be found. in the hope that perhaps the Enemy had
Kana could not understand what had expended itself in its onslaught. But she
happened, what the Ea:a had done, or why could sense its writhing grasp within her
they had done it. She could only grasp what third sister, whose ship lay in the heart of
she heard next in her mind, that this was the gas giant, consuming that world from
only a temporary reprieve, and that she within like a cosmic parasite. That sister
was far from danger. was not even coherent any longer, her
thoughts scattered and out of sequence, un-
She made contact with her sisters and able to put to order the kind of energies she
told them what she had just experienced, would need to protect herself and her peo-
that something had come into her mind, ple. The Enemy made short work of her
into her ship, and nearly forced its self-de- outermost defenses, and Kana knew it was
struction. only a matter of time before another super-
nova seared the galaxy. The Ea:a had
But who would do such a thing? her sis- helped her defend herself; perhaps she
ters asked. And why? could do the same for her sister. Kana
The answer will make itself known in due plucked a few key thoughts from her sis-
time, Kana responded. For now, we must link ter’s willing memory, and with them, she
their minds as tightly as we can, for when the reached out to those on board the ship who
Enemy strikes next at one of us, we will need had not been crushed by the psychic bar-
our combined strength to mount a defense. rage of the invader. She told them in the
voice of her sister that a great Enemy had
17
come into their home, and that they were mind and attuned it to her sister’s, so she
needed to defend it. might know that indeed, the same tragedy
that had befallen the other ships was hap-
The call to arms was answered, and Kana pening once more to this one. Kana could
smiled as she felt a legion of Imperial only watch as the people of the ship gave
zealots don their combat armor, clad in themselves to the dire presence among
enormous mechanical suits of warframe, them, as they let go of whatever their
armed with the weapons that had reduced minds once had been and were pressed
so many alien landscapes to cratered ruins fully to the task of ending their own lives.
of ash and plasma and phases of carbon. She grasped for anything that might stop
They flew through the ship to the star core, this from happening, but there was no
intent on killing the Engineers, and secur- stratagem, no diversion, no secret ploy that
ing the ship. They were met with fierce re- might stay her Enemy’s will. She had been
sistance, by a legion just as large, and beaten in a way she could never have pre-
similarly armed, commanded by the Enemy dicted, by a power she could never have
mind that knew what Kana’s plan might be. imagined. And so, as she watched the slow
The Enemy force presented just enough ritual of annihilation overtake her sister’s
superiority to allow for the hope, however ship, Kana let go of any thoughts of victory
brief, that Kana might save the ship. and turned her mind to the Enemy itself, to
The battle raged across the enormous whom she begged for mercy.
chambers and halls and bays of the core of She did not know what to say, for she
the vessel. Great beams of hellfire and sen- cared not for the lives lost on each of the
tient missiles and projected blade fields ships; they had never meant anything to
scored the vaulted sky and shattered every- her. She cared not for the ships themselves,
thing beneath it. And when it was all over, even as remarkable as they had been, hold-
when ten thousand acts of the greatest ing the plunder of so many different worlds
valor the Empire would ever know had and storing the promise of a kind of future
been committed by heroes on either side, no human had ever seen. For she knew
then did the Enemy resume its work and that she would never live to bask in the sun
order the Engineers to turn their ship into of the vaulted sky. She would be that for-
the fist of an angry god— gotten relic who had put it in motion, to be
…Kana’s mind was adrift now, as the unknown by those born to the wonders she
third shockwave blasted through her. had made.
There were only two of them left now, she She cared not for her sisters, whom she
and her final sister, whose ship lay at the knew were all but pale imitations of herself,
central point between three companion inferior in every way, yet close enough to
stars, drinking each of them dry in an act of her to provide the only kind of fellowship
stellar harvesting that was both gluttonous she could ever want or need. For she knew
and beautiful in its audacity. Kana reached they were all lost. They had been thrust into
out to her last sister, but there was nothing that inevitable journey into the beyond, the
there any longer. She had crumbled be- one that she had sometimes considered in
neath the destruction of the other ships, her darkest and most sleepless moments.
and now all that remained of her was a
softly drifting dreamscape in which freely She cared not for herself, for she was a
associated thoughts gently tumbled across warrior and she knew that one day she
one another, so detached from reality that would fall in battle, if fate was kind. She just
no force in the universe might ever bring had not realized that no matter how much
them back together again. she prepared, she would never truly be ready
for the day when it arrived. It would steal
She did not try to sense what was hap- upon her like an assassin in the dark, strik-
pening on that distant vessel, but she ing without mercy, taking without warning.
knew, for the Enemy made sure of it. The
Enemy reached out to Kana’s stunned

18
She cared for none of these things. But That is the reasoning of a child, Kana’s
she did want to know who it was who had Prime told her. It was the Empire itself that
beaten her so, and what war had she lost, destroyed hyperspace. Every ship that dove
after all? into it left a hole by its passing that could
not be repaired. Imperial scientists warned
The Enemy paused in its dread work, of this and the warning went unheeded for
considering the nature of Kana’s request, centuries. Centuries. And now, when it is
turning it over, examining it like the small too late, the Empire seeks to save itself by
curiosity that it was. Then the presence destroying the best of its dominion. It is
vaulted across the abyss between the Em- insane. It is reckless. And it must be
pire’s many worlds and projected itself stopped. You must be stopped.
within the depths of Kana’s own mind to
say with a voice that was sweet and clear But I am of your flesh. I am…your child?
and at once entirely familiar:
You are nothing to me but abomination.
I am you, Kana. I am the Prime. The Empress never asked if I wanted dupli-
cates of myself, racing across the stars and
It was then that Kana knew just how destroying everything in their path. This is
much farther she could fall. For she was only one of the crimes she has committed
not the one her sisters had copied. She was against myself and every other living mind
simply one of them, perhaps different in within the Empire. Today, the Empress
her ambition, but even then, perhaps not. dies, and her order overthrown. It begins
She was an order of magnitude less than with you, my shadow, my reflection. I must
she from whom she was made. She was ev- dispel you in the bright light of starfire, and
erything she sneered at in her sisters: de- cleanse this universe of your presence. I
rivative, secondary, redundant. But worse must return that which you have stolen to
than that. She was not truly herself. She the stars. And so I shall.
was an interpretation of somebody else
whom she had never met before now. I did nothing to you you to deserve this.
You do not have to do this, Kana thought You defiled me simply by being. That is
to her Prime. We can work together. What- all. And now, you are alone—
ever it is that you need, I can…
…Kana felt the last of her sisters go as
The Prime cut her off with an impenetra- that ship went supernova. The detonation
ble, undeniable wall of thought, behind was different than the others, Engineered in
which there pulsed a mote of derisive laugh- such a way as to cause the surrounding
ter. And then the Prime thought to her. three stars to join in the conflagration, and
together, they formed a trinity of ruin that
What are you? Not a child. Not a sister. could be felt for light years. The psionics of
Not a friend. Not a lover. Not a mother. You the Qu'ruua Empire shrieked and held their
are none of these things. For you are a tool, heads as most of them bled from their brains
made of flesh not your own, to do the bid- and died short and horrible deaths. Worlds
ding of a master who considers you a upon worlds shook as the supernovae
stranger. You have wrought unspeakable washed over them, scourging entire planets
damage to this universe, destroying entire of their atmospheres, blasting the rocky
peoples and worlds and the glories of the homes of billions into oblivion. A grand act
stars, and for what? To build a grand mon- of destruction to mark the passing of the
ument to a tyrant’s ambitions? Harvesters, which had themselves con-
Hyperspace is collapsing, Kana thought. sumed so many worlds over their long, cruel
This is known everywhere. Hyperspace is transit across the galaxy. For millennia to
falling in upon itself, after millennia of star come, scientists and poets would look upon
ships diving in and out of it, and if we do not this empty patch of the endless night and
build the world sphere, our Empire will die. know that once there had been a great,
bright light that shook the fabric of eternity,
a retribution of some kind.
19
And Kana was granted a glimpse into the You have to flee, Kana thought. My ship
mind of that which dominated her. She could is going to explode. It is going to destroy ev-
see how the true Kana Ferese, scion of the erything. You must flee.
Qu'ruua Throne, had spent her life building No, Kana, the Overmind thought. There
the telepathic skill to arrange for this most is still a way for you. Your ship is lost. Your
brazen of rebellions. The Empress had been people, everything you ever served. None of
the first to fall, slaughtered by the full force of it is what you thought it was. None of it was
her daughter’s weaponized mind. And then ever yours. Even your mind is not your own.
the rest of the royal family. Her father, the Re- And yet…you can make it so, if you desire.
gent. Her 99 brothers and sisters, and their
many ranks of children and children’s chil- Tell me what I need to do.
dren. All had to die so there would be none left
to rebuild what would be overthrown. In a sin- Turn your ship towards our sun.
gle, savage dream, she had brought their Kana found herself doing that, free from
minds together, and then as one, she shut it the will of the Enemy, shielded by the
off forever. As if there had been no struggle at power of the Ea:a. She turned her craft to-
all, the Qu'ruua bloodline, save for Kana’s var- ward the Ea:a’s system star, burning
ied forms, was no more. brightly before her. Behind her, the Xen-
After that, it had been the simplest of ovore hummed with impending doom.
tasks to reach into the minds of every cap- What are you doing? Kana heard her
tain of every ship in the Endless Armada, Prime say. There is nowhere to run. You
deployed across the Empire, and enslave are finished.
them to her will. Those who resisted were
destroyed by those who did not. There was She is wrong, the Ea:a told her. Dive
the distant concern that a rumored Shad- into the heart of our star. There, you will
owed fleet, led by machine minds immune find refuge.
to psionic interference, would avenge the Kana did so, certain that her little ship
fallen Empress, but that was a concern for would burst into vapor long before she
another time. found the deliverance the Ea:a promised. It
For now, at last, it was time for Kana to would be fitting, she thought. For I have
join her sisters. She felt her Prime, the En- done so much to so many. It would be right
emy, reach into her mind from across the for me to end this way.
stars, and bend her will to do nothing, to say End? thought the Ea:a. There is no end
nothing, to think nothing. She felt herself for the likes of us. There are only beginnings.
enter a blank darkness like the sleep before
birth as the crew of the Xenovore knitted Kana’s ship dove into the first layers of the
their minds together, and devoted them- star’s heat and light, and a protective field
selves to their destruction. Kana could not formed around her, allowing her to descend
sense how the Engineers were doing their through a deep abyss of life, death and fire.
bidding to turn their home’s star core into She felt herself flying towards a world that
the grandest kind of destruction. She simply should not have been possible, and yet, there
knew it to be, and after the loss of her four it hung in the flames, orbiting within the star
sisters, she was powerless to do anything itself, a hidden planet more ancient than
but to know what had to come next. anything Kana had ever seen or imagined.
Through her shield, she could look upon the
Except. flames surrounding her, but when she
We told you we would meet again, Kana turned her attention to the Ea:a world, it
felt a new voice say to her. The Ea:a. proved too intense to behold. She could only
close her eyes to it and know that it was a
You saved me before, Kana thought. Why? tiny thing, with the sense of something made
You are asking the wrong question, the and placed here, a design apart from that
Ea:a Overmind thought. which governed the rest of the universe.

20
This is our homeworld, the Ea:a said. There is no Kana, she said.
This is what we left just before you arrived.
We have no more need for places such as Yes, the Ea:a said.
this. And soon, neither will you. There never has been.
I know, Kana thought. This will all be Yes, the E:a said.
destroyed in a few more moments. My Xen-
ovore… And there never will be.
Is irrelevant. Your talents alone have Yes, the Ea:a said. And now you are
marked you as special, Kana. You know ready.
this. None have spanned the stars with her The Ea:a responded to itself, made
mind quite as you have done. Even your greater by its newest inclusion.
Prime self knows this. And yet, you are like
a child, so proud of having taken your first Yes.
steps, not knowing the length of the way
ahead. Come, Kana Ferese. Your journey
lies with us. ***
Kana could feel the thought within her
struggling to take hold. She tried to find
signs of the Ea:a on their world, hidden in ENDNOTE | The undoing of the
the embrace of a sun, behind such a great Qu'ruua Empire remains the single most
power that their psionics would go unno- devastating psionic even in galactic his-
ticed, even by a mind such as hers. Even by tory. The sublimation of the Ea:a into post-
a mind such as her Prime. physical existence left a residual psychic
ripple at the site of the Xenovore’s detona-
She could not find the Ea:a because they tion, though our own mindscience has been
were no longer here. They had forsaken unable to determine exactly how the Ea:a
that which bound them to this thin, rippled transcended reality.
fabric of time and space. In a place beyond
places, they rejoiced, as one. She could be The strange case of Kana Ferese remains
part of that. She could join them. But it a matter of intense speculation. Our own
could not be borne out of fear or anger or thoughtdivers have tried without success
want or need. It could only be borne of an to sense the whereabouts of the Admiral
understanding that… and her duplicants, but all they have found
was a single message, hovering within the
…that… deepest recesses of any and every psychic
…the…Xenovore…exploding… mind:

The wave was upon her, upon this star, Welcome.


wiping all that she had ever done from the
surface of the universe. She could feel her
self’s dissolution, reduced to the stardust
from which she had come, to that which she
had harvested these many long years. She
felt herself reduced back to her earliest be-
ginning, brought to a single point.
Are you ready? She heard the Ea:a say.
Am I?
Am…I…?
…I…

21
INTRODUCTION: SEEKING THE SOLAR FRONTIER
Thirteen Parsecs: Adventures Be- It’s all this and more.
yond the Solar Frontier is a game of the
farthest reaches of human imagination. It’s Let’s dive in and find out what the Solar
a game where you can explore the darkest, Frontier means for you.
shadowy corners of corporate greed and The Background of
rogue AIs deep within computer architec-
ture and where cybernetically-enhanced Thirteen Parsecs
soldiers and androids indistinguishable
from humans battle for supremacy. Like Night Shift: VSW before it, 13P (as
we call it) does not have a “core” setting.
It’s a game where all the laws of science as Rather, it embraces the concept of “mini-set-
we know them apply in an ironclad box as we tings,” which we call Solar Frontiers. Each
seek new ways to explore beyond the bound- has a common, shared element in that in ev-
aries of human understanding, while at the ery one, for one reason or another, humanity
same time seeking the nature of what it means has failed to penetrate beyond 13 Parsecs out
to be human. It’s a game where the laws of from the planet Earth. For those unaware,
physics as we know them bend, twist, and that’s roughly 43 light-years and change. It’s
break in the face of quantum mechanics, psy- still a massive sphere of influence with lots of
chic powers, and mystic knights while swash- potential for alien species, exploration, and
buckling space pirates band together against dangers in the black between the black.
evil empires in a battle among the stars.
The reason for this will be different from
It’s a game where gigantic battlemechs fight setting to setting, and of course, in your home
to keep rampaging kaiju at bay. It’s a game games, you’re free to ignore that entirely. We
where in the all-too-mundane trappings of the just determined that it would be a really fun
modern world, government agents battle thread to tie everything together.
against a clandestine alien invasion.
23
So what, then, is Thirteen Parsecs: was probably in everyone’s best interest.
Adventures Beyond the Solar Fron- Thirteen Parsecs began as something of
tier? It’s the third of our trilogy of core a joke in the “These go to eleven!: mold, but
games Powered by O.G.R.E.S. Completely the more it was used, the more we liked the
compatible with Night Shift: VSW and way it sounded. It then became a factor of
Wasted Lands: TDA, this game gives you “what does it mean beyond the obvious,
a toolkit to play any kind of science fiction ‘this is one louder’ joke?”
game you like from gritty cyberpunk to Hence the Solar Frontier concept. And
modern conspiracy, from high-adventure here we are!
planetary romance and space opera to hard
sci fi exploring the nature of humanity. What This Book
With these three games, we have given you
the ability to run a game in any genre or Contains
sub-genre you like from high fantasy to
swords and sorcery to the Wild West to Chapter One: Character Creation
modern urban fantasy to the distant future shows you how to make characters for Thir-
and beyond. We hope that they bring you teen Parsecs, and at the same time helps
and your table joy and adventure for many you to gain an understanding for what the
years to come. numbers on the page mean, and how they
will work for you. It presents the character
Developing Thirteen classes, or types of adventurer your charac-
ter may be, as well as looking at a few op-
Parsecs tions for playing non-human species such as
This entire project started with Night aliens, androids, and others who may live in
Shift: Veterans of the Supernatural the deepest parts of the Black and have cho-
Wars. I won’t re-hash there; if you’re inter- sen to cast their lot in with humanity.
ested that work talks about how it came Chapter Two: Future Tech is the
about. Very quickly, however, it became equipment chapter. Here you will find infor-
clear that just about every tabletop RPG mation on the technology of science fiction,
publisher needs a fantasy game to give a and statistics for many sample weapons and
sense of relevance to their work, and fortu- equipment you will need to make your way
nately I had been developing Wasted in the galaxy, with some discussion of
Lands for many years, and since the tweaking and modifying technology to suit
O.G.R.E.S. rules system is built off of the your specific campaign setting.
rules from the original edition of the
World’s Most Famous Fantasy Game, it Chapter Three: Power Effects con-
was a natural fit. Again, the story of that tains a full list of effects by level that you
game can be found therein. can use to create custom gadgets, technol-
ogy, and even superhuman abilities for your
From there the discussion took shape: If game. By choosing abilities and combining
we were going to do a modern and a fantasy their levels together, you will generate a
game, we should complete the trilogy with point-cost which you can use to buy technol-
a sci-fi game, allowing our fans to use ogy or powers for your character (if their
O.G.R.E.S. for powering any game in any class allows it), or which you can simply use
genre or sub-genre they like. to compare the power levels of different ve-
Originally, the game was to be called hicles, gadgets, or pieces of technology.
Twelve Parsecs. We thought it was clever Chapter Four: Powered by
and cheeky. O.G.R.E.S. contains the core of the
Unfortunately, so did three or four other O.G.R.E.S. system. It outlines exactly how
people who got their product to market be- to play the game, the three basic mechanics
fore we had a chance to start developing. that power the system, and how to use
While none of those are tabletop role play- them in game. This chapter also includes
ing games, as such, we decided a new name optional bolt-on mechanics for things like

24
sanity and heroic touchstones. It discusses dice, and read them as a percentage. Many
three different levels of "grit" you can add dice sets these days come with a die that is
to your game to scale it from raw survival marked as tens (so it will read 00 to 90) as
horror to full-on cinematic heroism. well as one simply marked 0 to 9. In this
case read the tens die first. Otherwise, sim-
Chapter Five: Universe Building is ply use two dice of different colors and de-
the Game Master’s Section. It will discuss note a tens die before rolling.
the practical meat of running a science fic-
tion game, including a look at the practical For example, if you throw percentile dice
concerns surrounding space travel, tech- and they come up with the tens die at 90 (or
nology, and the various genres and sub- 9, if you don't have a die marked with tens)
genres of science fiction. From practical ad- and the ones die at 3, that's a 93. If the dice
vice like handling tricky players to ap- come up as 00 (or 000), that's not zero, but
proaches to adventure and campaign 100. Otherwise, 00 or 0 means zero. So your
writing as well as world-building, you’ll total range is 01 to 00 (or 100).
find it here.
Chapters Six through Ten: Solar Boxed Text
Frontiers outline five mini-settings, or so- When you see text in shades boxes, this is
lar frontiers, covering a number of different additional, tangential, or detail-oriented
sci-fi genres in which you can play and text that falls outside the norm, but which
which you can use as a springboard, tweak- may be useful in specific situations. For
ing them to customize your own adventures example, a set of boxed text may give you
in the Dark. information on how to alter the rules to
The Appendices offer rules adapting this make a game more cinematic or grittier.
game to be used with unified mechanics of
your choice, ranging from roll-over to per- Measurements
centile, to dice pool mechanics to allow for the We understand that we live in a global
Multiverse of Systems Powered by O.G.R.E.S™, world and more countries use the metric
as well as optional rules for such things as system than the Imperial system. That be-
variable damage, dealing with technology in ing said, we are in the United States and
game terms, and other options. quite simply are not as good with the met-
ric system as we are with Imperial. As
Text Conventions such, Imperial measurements are used
throughout the book.
Most text conventions in this book should
be self-explanatory. It has been laid out to be If you live in a nation that uses the met-
as easy to absorb the information as humanly ric system, there are close approximates
possible, so you can get up and playing you can make through quick calculations. A
quickly. Here are a few things to keep in mile is technically 1.609 kilometers, but
mind about our language, layout, and text. you can simply multiply by 1.5 or 1.6 to get
close enough for play. A kilogram, likewise,
is technically 0.4536 pounds, but you can
Dice Codes simply divide pounds in half for a very
rough equivalent for play. You'll find that
When you see the letter "d" followed by a in the vast majority of situations, it's not
number, that represents a die of that many necessary to be 100% precise.
sides. Thus, a d6 means a 6-sided die, a d20
means a 20-sided die, etc. If you see a num- For those who want exact measure-
ber before the "d," that represents the num- ments, here are a few common conversions
ber of dice to roll—2d8, then, means, "roll to keep in mind:
2, 8-sided dice."
When you see the term "percentile dice,"
"d%," or "d100," that means roll 2, 10-sided

25
1 centimeter: 0.3937 inches The Game Master
1 meter: 1.0936 yards The remaining player is called the Game
Master, or GM. That player controls every-
1 kilometer: 0.6214 miles thing in the entire game world (and indeed
1 hectare: 2.4711 acres the game universe) that's not one of the PCs.
.That means the weather on any given day,
1 liter: 2.113 fluid pints or 1.7598 pints what the local DJ says on the radio, the poli-
(3.7854 liters to the gallon) cies of the government, the actions of secret
societies, even the acts of God in the game.
1 gram: 0.0353 oz.
The GM also controls all the characters
1 kilogram: 2.2046 lb. (0.4536 kg to 16 that aren't PCs. These are called non-
oz or 1 pound). player characters, or NPCs. They're the
1 long ton: 1.0160 tons bartender at your favorite watering hole,
the delivery guy that shows up at your
What Is a Role door, the science teacher at the high school,
Playing Game? and even the monsters you have to fight.

A role playing game is at its heart just a The GM's Responsibilities


more advanced version of playing pretend The core job of the GM is to create the
when you were a child, or a different take on world around your players and give them
shared storytelling like you might do around conflict and challenges to overcome. That
a campfire. The difference is, there are rules doesn't mean that the GM is the enemy of
in place to adjudicate situations that are the PCs. In fact, the real job of the Game
otherwise unclear. Everyone remembers Master is to ensure that everyone at the
playing cops and robbers as kids, and the table has a great time.
argument takes place where one kid yells, "I
shot ya!" and the other responds, "Nuh-uh! I The GM should challenge your charac-
dodged!" or, "Nuh-uh! I got body armor!" ters, give them a sense of danger and of liv-
ing in a thriving, vibrant world, but
Role playing games offer rules to deter- shouldn't get mad or frustrated when the
mine whether or not you shot the bad guy, PCs manage to pull off an awesome feat. In
and whether or not he's wearing armor (and fact, that means the game is going right!
what effect that armor has).
When it comes to creating adventures,
A role playing game, or RPG for short, the GM can either buy pre-written episodes
needs at least two players to work properly, (which we hope to produce on a regular ba-
though more are preferable, with anywhere sis for Wasted Lands) or make up their
between five to seven being generally consid- own. If you get to know the system well
ered optimal. The roles and responsibilities of enough, you'll be able to use story ideas and
each player at the table are as follows. even pre-published modules from any num-
ber of games, converting them easily to this
Player Characters game for use with your heroes. Some guide-
lines on creating adventures will be found
Every player except one will control a single in Chapter Four: Earth After Dark.
character in the overarching story. These Player
Characters, or PCs, will consist of statistics on a
piece of paper that determine how strong, fast, The Ongoing Game
smart, willful, charismatic, and tough they are, As your game progresses, the GM will
as well as the probability that they can do things award experience points that the players will
like hit with a sword, fire a gun, pick a lock, etc. use to advance to higher levels of power and
As a player, you can have your PC try anything proficiency, getting gradually better at all
you want in the context of the story, within their the things they do. They in turn will garner
listed physical and mental limits. notoriety and experience within the game

26
world, tackling ever greater challenges, and Fortunately for you, it's a sunny day,
even, sometimes, beating back the forces of though the tenement is all boarded up.
darkness to avert the Apocalypse itself…at
least, until the next one comes along! Jean: No approach like the direct ap-
proach! I throw open the door and stride in,
bathed in sunlight.
How Do I Win?
Gary: You grab the door but it doesn't
There's no winning or losing an RPG. budge. It's been locked from the inside by
Technically, I suppose, you could lose if your what appears to be a very sophisticated
character dies, but even then you get to just electronic lock. Far too sophisticated for
make a new character and jump right back this area of town.
into the story. There may even be ways for
your deceased character to come back from Dave: Saw that coming! Looks like we
the dead. After all, it happens in movies and found the place. No worries; I just beefed
TV, so why not in the game? up my data jack with a new slicing app just
for situations like this. I've been wanting to
The rewards of playing an RPG are the expe- try this out.
rience of telling an epic, ongoing tale, and sur-
viving against the challenges the GM throws Gary: Okay, you pull the panel, connect
your way as long as possible. This is a coopera- your data jack, and your senses are momen-
tive game that only ends when the players all tarily overwhelmed by the transition from the
decide it's time to bring the story to a close. real world to the digital Range. Go ahead, try
to release the lock. What's your percentage?
Throughout the game, your huge story
(called a campaign or series) will be broken up Dave (checks his sheet): Says my lock
into smaller stories – adventures, modules, or picking is only 40%. Ugh. Well, might as
episodes – that will have beginnings, middle, well give it a go. (throws dice). Crap! 43.
and endings unto themselves. They may or
may not play a part in the greater story, but Gary: That's over your percentage
they give you a sense of accomplishment, com- chance, so you can't find the subroutine.
pletion, and closure as well as continuation. The lock remains secure. Fortunately,
since you just barely missed it, you manage
to jack out before any firewalls catch you
Example of Play and cause bio-feedback for your troubles.
Our game consists of four players, a GM Dave: Well that’s something, I guess.
and 3 PCs. The GM is Gary and the players Can I try again?
are Jean, who is running a Mercenary (a
powerful character built for combat); Dave, Gary: Not in this case. The lock is just
who is playing a SLicer (a character whose beyond your ability right now, and the fire-
skills and abilities are entirely related to walls have been triggered. They’d be on the
stealth, infiltration, and investigation), and lookout for you if you logged back in.
Margaret, who is playing an Engineer (an
expert with gadgets and technology). Margaret: I step forward and crack my
knuckles. I got this. I pull out a few pieces
Let's join them as they approach the hide- of tech and assemble them to create an
out of a local street gang they've tracked EMP lock disabler.
down in the city's slums. They have intel
that this particular gang has been hopped Gary: Make your SCIENCE! check.
up with black market cybernetics which Margaret: Let's see…I have a base 75%
have driven them mad, and as an odd side- chance, and that's a first level effect, which
effect, made them sensitive to light. reduces it by 10. So 65%. (throws dice).
Gary (GM): You approach the rundown, Yeah! 50! That means it goes off right away!
abandoned tenement in the low rent dis- Gary: There's an audible click, and the
trict. Even though it's mid-afternoon, the door swings open.
streets in this area of town are deserted.
27
Dave: Why didn't you lead with that? Fiction
Margaret: I wanted you to feel like you Shelley, Mary W. Frankenstein
were being useful. Asimov, Isaac. The Foundation Trilogy
Gary: So what now? Heinlein, Robert A. Stranger in a Strange
Land
Jean: I move in, ready for a fight, but
staying in the sunlight since our intel says Heinlein, Robert A. Starship Troopers
these guys are overly sensitive to light. Herbert, Frank. Dune series
Gary: Okay, you move in. (he throws a Burroughs, Edgar Rice. Barsoom Series (A
die behind his screen, checking to see if Princess of Mars, et. al.)
what he's got in store surprises Jean. He Burroughs, Edgar Rice. Carson of Venus
rolls 1d6 and gets a 2, indicating surprise). Series
You're utterly shocked when something Burroughs, Edgar Rice. Pellucidar Series
dives right at you through the shaft of Gibson, William. Neuromancer
light, yowling in pain as it does so.
Bradbury, Ray. Fahrenheit 451
(He rolls an attack roll for the ghoul; the Wells, H.G. War of the Worlds
result is a 15. Adding the ghoul's hit dice
and Jean's armor class to the roll, the ghoul Wells, H.G. The Time Machine
beats its target number and hits) The body
knocks you into the shadows. You take (rolls Non-Fiction
a d6)…3 points of damage. When you re-
cover, you find yourself facing four cybered- Hawking, Stephen. A Brief History of Time
out thugs…but something has clearly gone Sagan, Carl. Cosmos
wrong. The flesh around their implants is
fetid and rotting and they emit a horrid Film
stench. You can see by the look in their eyes
that they’ve also gone completely mad, Blade Runner series
they’re hungry…and you’re on the menu. Blood of Heroes / Salute of the Jugger
Jean: Ow! That hurt, you putrid husk! Flash Gordon (original serials and 80s re-
Hope that was your best shot because it's make)
gunna be your last. Independence Day
Gary: Four other cyber-ghouls step out Mad Max series
from the shadows. It's time to roll for initiative The Matrix series
to see who goes first. Everyone throw a d10. Pacific Rim series
…and the game progresses from there. The Running Man
Robocop series
Star Wars series
Recommended Star Trek series
Reading and Tron series
Viewing
Television
This list includes the barest few “must
read” resources to get a feel for the worlds Battlestar Galactica
and themes of Thirteen Parsecs: Beyond Blade Runner: Black Lotus
the Solar Frontier Buck Rogers in the 25th Century
Farscape
Firefly

28
Max Headroom: 20 Minutes into the Future Games, where he is the sole author (cur-
Star Trek (all series) rently) and line developer for Amazing
Adventures and the line developer for the
Star Wars (live action and animated) TLG Fifth Edition line, as well as a contrib-
The X-Files utor to a number of Castles & Crusades
products, including the Castle Keeper’s
There are thousands upon thousands of Guide and the World of Aihrde.
outstanding science fiction and science fan-
tasy books, comics, television, and film as Jason has celebrated his 29th birthday
well as works on postmodern technology, way too many times over, and lives in Pitts-
astronomy, and astrophysics out there, burgh, PA with his wife Julie and his furry
many by authors who are certified experts feline son, Finnegan. He spends too much
in the topics about which they write. Those time getting irritated with social media,
listed here barely scratch the surface and watching Star Wars, Star Trek, and the
represent just a bare few favorites. The Marvel Cinematic Universe, and playing
more you can educate yourself about futur- guitar and bass in his living room. One of
ism, technology, and fringe theories like his favorite things to do is conventions,
quantum mechanics, the more intricate cosplay, and meet fans.
and detailed your game will become. Those
listed here, however, are more than enough Timothy S. Brannan, like Jason, has
to get any Game Master started on an epic been gaming and writing forever. He
game set on the Solar Frontier. started gaming in the last part of 1979
when he borrowed a friend’s AD&D Mon-
About the ster Manual and never looked back. He
started his very first Witch character class
Authors soon after and began publishing them on-
line starting in 1999.
Jason Vey has been writing stories as
long as he can remember, from superheroes For reading he started out in fantasy,
to swords and sorcery to spaceships to Gothic moved over to dark fantasy, and finally to
horror. Telling tales that evoke emotion in horror where he has remained for years.
other people is his passion. To date, he has Citing H.P. Lovecraft, Clark Ashton Smith,
published one novel, which is currently out of Stephen King, and Christopher Golden
print, but he hopes will be back in print soon! among his favorites. In truth there are far
He is working on a few other novels, but more than can be mentioned here.
these are between the busy schedule he He has developed game material for
keeps at his day job as a Senior Web Content Eden Studios, Misfit Studios, Wizards of
Writer, and as a game designer. the Coast, Green Ronin and more. Cur-
Jason cites George Lucas, Robert E. rently he splits his time with his own label,
Howard, Gene Roddenberry, Stan Lee, and the The Other Side Publishing, and his day job
heavy metal band Iron Maiden as the core ele- where he develops college curriculum for
ments that made him the geek he is today. In many schools.
fact, his earliest memory is seeing the original Tim lives in the suburbs of Chicago with
Star Wars (before it was called A New Hope) in his wife Natalie, two fantastic sons, Liam
the theater when he was three years old. and Connor, and for reason he has not fig-
He has been gaming since the age of five, ured out, three rabbits, Amy, Rory and Si-
where he experienced Advanced Dungeons mon. He participates in the October
& Dragons the year it debuted. Jason has Horror Movie Marathon every October and
played and run more gaming systems than writes compulsively on his blog, The
he can count, and has contributed books, Other Side.
articles, and source material to such com- Derek Stoelting has been a glorious
panies as Palladium, Eden Studios, Misfit pain in the rear-end for Jason and Tim
Studios, Goodman Games, and others on since the early 2000s. He has spent most of
his way to his current home at Troll Lord
29
his game design career working with Eden upcoming superhero novel Omega Reign,
Studios on a wealth of products, specifically and more than a dozen role-playing game
for the All Flesh Must Be Eaten! line. He titles, including The Western Empire,
lives in Indiana with his wife Patti and Systems Failure, and Century Station.
their canine children. Bill lives in a secret base somewhere in
New Jersey with his wife and family,
By day, Bill Coffin is a mild-mannered, where he reads tons of books, plays games
award-winning business journalist. By of all sorts, and hosts the Moments of
night, Bill is a speculative fiction writer Truth podcast at www.momentsoft-
and game designer whose published work ruth.show.
includes the Dark Britannia trilogy, the

30
CHAPTER ONE: SPACE PIRATES AND
PSYCHIC WARRIORS
Introduction your character will be statistical; that is, it
will involve numbers that you'll add to die
The first step in playing Thirteen Par- rolls when you face challenges that need to
secs: Adventures Beyond the Solar be overcome. But we'll get to that in a bit.
Frontier is to create a character. Your
character will be your eyes and ears in the For now, the steps to creating your char-
world of the Thirteen Parsecs, your ticket to acter are:
adventure, and your way to make your mark 1. Generate attributes
upon the world. Ideally, you will create a 2. Come up with a concept
hero that will form the myths and legends of 3. Choose a species or human cultural
our ages past—a mortal hero who is remem- background
bered as a god in the millennia to come. 4. Select a character class
Creating a character is a relatively sim- 5. Determine vitality
ple prospect that can be completed in 20 6. Choose skills and secondary training
minutes or so at most, by simply following 7. Choose an alignment
a step-by-step process. Let's dive in! 8. Note language slots
9. Equip your character
Character 10. Determine Defense Value (DV)
Generation: Step 11. Assign Fate Points (optional)
by Step
Generating your character is an 8-step
process, most of which is writing down im-
portant information so that you know your
hero's limitations and abilities. Much of

31
Generate reading, and writing languages. All charac-
Attributes ters gain one language per point of Intelli-
gence bonus, except for Diplomats, who
There are six attributes that serve as the gain one language per point of intelligence.
primary indicators of your character’s
physical, mental, and emotional strengths Wits is your character’s common sense,
and weaknesses. These atrributes are: willpower, and perceptiveness. It is used to
Strength (Str), Agility (Agi), Toughness check any time a character needs to push
(Tou), Intelligence (Int), Wits (Wit), and through a situation with sheer force of will,
Persona (Per). Each defines an essential to see if they pick up on social cues, sense
aspect of your character, and will be used to deception, notice danger, hear noises, or
make checks whenever some aspect of spot something hidden. It is one of two pos-
game play is in question. sible prime requisites for Psychics.

What each attribute represents is as follows: Persona is a combination of physical


beauty, charm, charisma, animal mag-
Strength is the raw, physical might your netism, and raw force of personality. It is
character can exercise, as well as an indica- often used to resist mind-affecting drugs
tor of their prowess in physical, melee, com- and magic that attempts to overcome the
bat. It is the Prime Requisite for Hunter- personality of the character, or to make
Soldiers, who also add Strength bonus to all rolls to charm or influence others. It is the
attack and damage rolls for melee combat Prime Requisite for Augments and a sec-
(the only class to do so). In general, the max- ond possible prime requisite for Psychics.
imum amount of weight your character can
carry is 15 times their Strength score. Note that just because a character has a
high Persona, doesn’t necessarily mean
Agility combines coordination, dexterity, they are physically beautiful, and just be-
and reflexes into a single score. It’s an indi- cause they have a low Persona, doesn’t nec-
cator of how good you are in ranged combat. essarily mean they are ugly. A character
It is the Prime Requisite for Blasters, Mystic can be drop-dead gorgeous, but off-putting
Warriors, and Slicers, and serves to addi- or crass. Likewise, they can be homely or
tionally improve defense of characters who unattractive, but have a stark animal mag-
have the Improved Defense class ability, netism or leadership quality that can’t be
who also impose an Agility-based penalty to ignored. In the end, what your character
opponents’ rolls to hit in combat. Blasters, looks like is entirely up to you, and Persona
Hunter-Soldiers, Mystic Warriors, and represents more than just looks.
Slicers also add Agility bonus to strike with
ranged weapons. These classes are the only Determining Attributes
ones to apply Agility to combat in these
ways. All classes modify their Defense Value Each attribute is expressed in a range
by their Agility bonus (subtracting their from 1 to 20 and an associated ability
bonus from the final DV). bonus. Player characters will begin the
game with scores ranging between 7 and
Toughness is your physical constitution, 18. Depending on the level of game you
your resistance to harm, and an indicator of wish to run, there are different methods for
the amount of punishment you can suffer be- determining attributes. At the beginning of
fore dying. All characters add their Toughness the game, the GM chooses one of these
bonus to their rolled vitality at every level. methods, and all players use that method
Intelligence represents your charac- to generate scores.
ter’s mental acuity, their level of learning Method I: roll 2d6+6 for each attribute, in
capability, their capacity for logic and rea- order, for Str, Agi, Tou, Int, Wit, and Per. Af-
soning, and, in lay terms, their general I.Q, ter scores are recorded, the Prime Requisite
as outdated as the term may technically be. may be raised to a maximum of 20 by reduc-
It is the prime requisite for Diplomats and ing another attribute by 2 points for each 1
Engineers, and plays a role in speaking, point the Prime Requisite is raised. No more

32
than one score may be 20; if more than 1 score Tiered Abilities
reaches 20, it is reduced to 18. This method is
best for gritty games that skew towards an Your character has three categories of abili-
average, with heroes excelling in their prime ties. The first, or Tier 1, is the Prime Requisite
requisite area and having one or more in of your character class. This ability is called an
which they have measurable weakness. It Aspect (e.g. “my character is Aspected towards
tends to create very dynamic characters. Strength”) If you change classes later, your Tier
1 ability does not change; it always stays the
Method II: Roll 4d6, keeping the best Prime Requisite of the first class you choose.
three results, and arrange the resulting
scores to taste. This method tends to heroes You then choose two other abilities,
with a greater range of attributes, who are which are Tier 2 Abilities, referred to as
much more dynamic and customizable. It is Normal abilities. The three remaining
conceivable with this method to have a scores are Tier 3 Abilities, referred to as
character with scores below 7. Disadvantaged abilities.

Method III: In Method III, the GM assigns These abilities each have an associated
a “point buy” system, deciding what they want “Check Bonus.” The Check bonus for your
the average score to be for player characters, Prime Requisite starts at +2 and improves
and assigning that number times 6 in points. by +1 for every three levels (+3 at level 3,
This method creates completely customizable +4 at level 6, etc.). Your Tier 2 Abilities
characters, but players are forced to make have a check bonus of +1 at level 1 and im-
hard choices, sacrificing ability in some areas prove by +1 per every four character levels
to gain high scores in others. (4, 8, 12, etc.). Finally, your Tier 3 abilities
have no bonus at first level and improve by
Under such a system, no more than a +1 per every 5 levels (5, 10, 15, etc.). The
single attribute should be allowed to go be- following table illustrates the progression:
yond 18 to 20. A suggested base point spread
is 75 points, which evenly creates a spread Table: Check Bonuses by Level
of four abilities at twelve and two at 13, or a
balanced spread of 17, 15, 14, 12, 10, 8. Level Aspect Normal Disadvantaged
1 +2 +1 0
Record Ability Bonuses 2 +2 +1 0
3 +3 +1 0
After you’ve generated attributes, you’ll
need to record the ability bonus for each 4 +3 +2 0
score. Ability bonuses use the same table, 5 +3 +2 +1
regardless of the ability in question, and 6 +4 +2 +1
are determined by the score itself. Consult 7 +4 +2 +1
the table below: 8 +4 +3 +1
9 +5 +3 +1
Attribute Bonus 10 +5 +3 +2
11+ +1/3 levels +1/4 levels +1/5 levels
2-3 -3
4-6 -2 Attribute checks
7-8 -1 At certain times in the game, you will be
9-12 0 required to make an attribute check to de-
13-15 +1 termine your success at a task you wish to
attempt. To make an attribute check, you
16-17 +2 will roll 1d20, adding your ability bonus,
18-19 +3 your level-based check bonus, and any mis-
cellaneous modifiers, and attempting to
20 +4 reach a target of 20 or better.

33
For example, a first-level character with space travel at all. Science fiction covers
Strength 15 (+1) as a Prime Requisite a mind-bogglingly broad suite of genres
(Check bonus +2), attempts to lift a heavy and sub-genres and establishing expecta-
gate. Since the gate is fairly heavy, the GM tions right from the start is essential to a
rules that it’s a difficult task and there are successful game.
no modifiers to the roll. He rolls a d20 and
comes up with a 14. Adding +1 for his Much more can be found about some of these
Strength and +2 for his check bonus, he gets genres and their tropes in Chapter Five.
only a 17 total, not enough to lift the gate. If Nonhuman Species
the gate were well-oiled and relatively light-
weight, the GM might rule that he gets a +3 The inclusion of nonhuman species is an
situational bonus to the check, which would optional part of character generation. Any
have resulted in a 20, a success. player that wishes to create a human being
can skip this part and move directly into
Re-Checks choosing a character class. Herein you’ll find
some options to play everything from intelli-
Generally speaking, a failed roll cannot be gent robots to alien creatures from the deep
re-checked; it simply means that your charac- cosmos. Human characters who so choose,
ter cannot accomplish the task at hand. The may instead choose a human cultural back-
GM may, under certain circumstances and at ground (see the next section, below), but
their discretion, allow additional checks, but again, this is by no means required.
there should always be some sort of conse-
quence or increased difficulty for trying again.
Using Nonhuman Species
For more on attribute checks, and how
they work in game, see Chapters 4 and 5. These species offer specific benefits and
drawbacks that humans do not possess. In
Your Concept return, they suffer an experience penalty be-
fore they can choose a character class. All
Concept is essential to your character in non-human species begin play with +0 to hit
Thirteen Parsecs. It's your ticket to leg- and no Aspected, Normal, or Disadvantaged
end, to fame and fortune. For the most check bonus. They do, however, begin play
part, the conceit of this game and setting is with a single die of Vitality Points, as de-
that your heroes are walking the paths of scribed under their species, and the ability to
legendary heroes, even though they are use weapons and armor as determined by
simple mortal heroes. Your GM may craft their species’ archetypal culture, plus other
adventures for you based on an infinite benefits as described under the species.
number of approaches to the genre, from
the hard sci-fi of Isaac Asimov with his After the character obtains the requisite
Foundation series and rules of robotics to experience (under XP cost), they reset ex-
the militarism or mysticism of Robert perience to zero and may choose a charac-
Heinlein, to planetary exploration in the ter class as standard, gaining a second
vein of Gene Roddenberry, to the Barsoo- Vitality Die based on their class, and all
mian adventures of Edgar Rice Burroughs, the other abilities the class offers.
the galactic wars of George Lucas, the tech- In essence, a nonhuman species is a single-
noir of Philip K. Dick, or the cyberpunk of level character class, which does not carry a
William Gibson and beyond. multiclassing penalty associated with it (see
That’s why it’s so important to discuss “Multiclassing,” later in this chapter.)
the setting that will be run with your The real reason for this is to offset the addi-
Game Master before you dive into charac- tional benefits nonhuman species gain. The in-
ter creation. Not every setting, for exam- game explanation could be that some are long-
ple, will have augments who are lived and are in no hurry to make their mark on
overloaded with mutant superpowers, the galaxy (in many cases, they were precursors
and some may not even have ace pilots or to humanity who have already made their mark

34
and have grown complacent as a species as a Species/Cultural Abilities
result). Others may be arrogant about their
place in the universe and thus train more Technical Expertise: Robots are generally
slowly. Still others might have skills that are so programmed for expertise in one area. As such,
alien to human beings that such skills have no they may choose any one non-mystical class abil-
role to play in a galactic campaign. What sets ity or any one skill, at which they gain a 70%
humans apart is that they have an innate tenac- base proficiency. This skill never improves nor-
ity and determination not possessed by other mally, though after the robot takes a normal
sapient species in the cosmos. character class, they may at any level gain
forego advancing one of their existing class abili-
List of Nonhuman ties to instead advance their technical expertise,
involving their redirection of internal resources
Species to improve their learning in this area. Such an
advancement adds 5% to the base proficiency, to
Android or Robot a maximum of 95%.
Robots take many forms in science fiction The one exception to this rule is if the robot
tales, from deadly pepper pots with disintegrat- chooses a skill that they later gain as a class abil-
ing extermination rays to cute garbage-cans on ity. In such a case, the skill begins at 70% in-
wheels, to humanoid but still clearly robotic stead of whatever the class rating is, and
soldiers or butlers, to full androids indistin- improves normally with their class, maxing out
guishable from human beings. Sometimes ro- for the class as normal.
bots are allies, sometimes the deadliest of
enemies. Before choosing this character species,
it is important to discuss with the Game Mas-
ter the role of androids or robots, and of artifi-
cial intelligence, in game. They may wish to
modify this character species in ways ranging
from minor to complete overhaul based on their
campaign intents. Here we present a “generic”
robot or android character species that can fit
most roles in a game.
Size: Medium (roughly human-sized). An-
droids gain no special benefits or penalties due
to size.
Vitality Die: 1d8
Saves: Due to their lack of true human emo-
tions (though they can in some settings mimic
human emotions), robotic characters gain +2 to
all Wits or Persona-based save checks involving
fear or emotional control. Since many sci-fi stories
show the danger of unstable artificial persons,
however, they can be subject to madness in
games where such rules are in play.
Move: 30 ft.
Senses: Robots are nightsighted, enabling
them to see clearly in natural darkness, so long as
the equivalent of starlight or moonlight is present.
Weapons and Armor: Robots are proficient
with any and all weapons and armor.
XP Cost: 1,500
35
Canis Move: 30 ft.
Canis are your classic canine species, rep- Senses: Canis have an astounding sense
resenting worlds where canines evolved to of smell. They gain the perception ability of a
intelligence, bipedal stature, and opposable slicer, at 50%, adding +15% to their base for
thumbs instead of (or in addition to) apes. any check involving smell. In addition, they
Most canis species tend to be highly commu- can track as a first-level hunter-soldier,
nal and fiercely loyal, but also prone to un- adding +15% to efforts to track by smell. Nei-
predictable outbursts which can be deadly. ther of these abilities advance normally un-
less they become a part of the Canis’ regular
Canis tend to be warlike with a powerful hunt- character class, though the Canis can choose
ing instinct, but also highly social creatures, al- to forego advancing a normal class ability to
ways seeking out companionship. They can be instead advance one of these two abilities by
boisterous and energetic, but are generally enjoy- 5%, to a maximum of 95%.
able companions overall, just so long as they do
not perceive their trust has been betrayed. Weapons and Armor: Canis can use
any weapon or wear any armor.
XP Cost: 2,000

Species/Cultural Abilities
Bite: Canis have a bite attack dealing 1d6
damage, and they are never considered unarmed.
Pack Tactics: If a Canis is able to coor-
dinate attacks with at least one compan-
ion, they gain +2 to all attacks. They also
gain the Vital Strike ability of a first-level
Slicer. This ability does not improve unless
the Canis enters the Slicer character class,
and the Canis may not choose to improve it
as they can their sensory abilities, above.

Decti
The Decti are a highly honorable species
with a complex culture filled with political
maneuvering, social mobility, and incredi-
bly complicated rules, strictures, and
codes. It is heavily merit-based and a Decti
can find themselves rocketing through the
Size: Medium. Canis gain no special societal ranks one week and plummeted to
benefits or drawbacks based on their the bottom the next due to some real or
roughly human size. imagined slight against the wrong person.
Vitality Dice: 1d8 They are also a species that embraces
biotechnology to improve and alter their
Saves: Canis’ aptitudes strongly depend forms, and no two Decti look remotely alike
on the general breed of canine (which can as a result. They are in many ways what
vary widely from world to world) from would happen if a warrior culture like that
which they evolve. Choose any one at- of medieval Japan included internal social
tribute. Canis gain +2 to save checks using mobility and dove headfirst into full-on
that attribute. Once chosen, the attribute transhumanist ideals.
cannot be changed.
Honor and loyalty mean a great deal to
them, and they do not suffer insults lightly.

36
They are often perceived as a humorless peo- They communicate without speaking,
ple, but in truth they have a dark and some- using some sort of telepathic transmis-
what dry sense of humor that many other sion, and are highly scientific, marked by
species fail to recognize as their jokes are often scientific curiosity for the sake of curios-
delivered without recognizable mirth, and their ity. They experiment on what they view
laughter, delivered in short bursts, can some- as lesser species, kidnapping them, per-
times be mistaken for a hack, wheeze, or cough. forming various tests, and returning
their victims whose memories are wiped
Size: Medium. The Decti gain no special of the experience.
benefits or drawbacks due to their roughly
human size. Their name comes from the color of their
skin, which is a grayish off-white, and
Vitality Dice: 1d8 which has been described as the color and
Saves: Choose any one attribute. The texture of marshmallows.
Decti gain +2 to saves with The role they play in a cam-
that attribute. paign can widely vary. They
Move: 30 ft. could be servitors of the
Great Old Ones seeking to
Senses: The Decti have control lesser species.
no special senses (but see They could be simply
biotechnology, below). scientifically curious.
Weapons and Armor: They could even have
The Decti are not profi- evolved into allies
cient in armor and are over the centuries in
proficient in pistols and some greater inter-
in all melee weapons. stellar conflict.

XP Cost: 2,000 Size: Small (Aver-


age 3-4 ft. tall).
Species/Cultural Grays improve their
Abilities DV by 2 against large
or bigger creatures.
Biotechnology: All
Decti gain augmentation Vitality Dice: 1d4
points as a first-level Augment. Saves: Grays gain +2 to
These points must all be spent during all Intelligence, Wits, and Persona
character creation and represent the biotech- save checks.
nological advancements the Decti has re-
ceived. If the Decti later enters the Augment Move: 25 ft.
character class, these points do not count Senses: Grays have darksight, enabling
against those they gain in the class. them to see in near absolute darkness out to
60 feet. This sight functions in all but the
Gray Alien most absolute darkness; so long as there is
The Grays are the classic “flying saucer any ambient light at all, they can see, al-
men” of UFO reports ever since the 1940s. though fine details may be difficult to discern
They are described as a diminutive, ex- in the darkest caverns. Due to their psychic
tremely frail-looking species, devoid of cloth- awareness, Grays are also blind-sighted;
ing or any secondary sexual characteristics, they can never be truly blind, for they can de-
with a large head, enormous, almond- tect the presence of other creatures and phys-
shaped black eyes, and a nose, ears, and ical objects around them.
mouth that are little more than holes or slits This blind-sight does not enable them to
in their heads. Their limbs are long and gan- detect details, colors, or even specifics,
gly, and they move as though gliding. however; it only allows them to sense

37
where objects and creatures are in the ing psychic activation score, and their cho-
dark. A Gray that is used to the presence sen species psionics do not count against
of a given individual or object may have a their starting class powers.
50% chance plus 5% per class level to rec-
ognize that presence. Advanced Science: All Grays are natural
Engineers. They gain Devices as a first-level
Weapons and Armor: Grays do not Engineer (2 + Intelligence Science Points) and
wear armor and are proficient with light the Science! class ability as a first-level Engi-
weapons and pistols. neer. This ability never improves, unless the
Gray enters the Engineer character class, in
XP Cost: 2,500 which case they are treated as one level
higher than they actually are.
Species/Cultural Abilities
Psionic: Grays are naturally psychic. Jalex
All have the psychic ability of Telepathy,
plus one other psychic power chosen by the The Jalex are an arthropod species,
player at creation. Their Telepathy always highly warlike and aggressive. They move
functions at 100% proficiency, while their from system to system, treating every crea-
chance to activate the other ability is 50% ture and resource as something to be con-
and never improves, though they may sumed and exploited. While they feast on
choose after taking a class to forego ad- all living things, they do not do so with im-
vancement in a class ability any time they punity; they maintain some of their con-
gain a new level, to instead advance their quered subjects as they are highly
psychic activation score by 5%. intelligent and understand that an empty
empire is no empire at all.
If they choose the psychic character
class, they instead gain +15% to their start- They possess a rigid military hierarchy and
those conquered are folded into that hierar-
chy, expected to behave with brutal discipline
and absolute obedience. One of the most horri-
fying aspects of their society is that as soon as
they deem a conquered society worthy of join-
ing the Jalex Imperium, they seed the planet
with a metamorphic virus which alters the
DNA of the populace, slowly transforming
them entirely into new Jalex.
The Jalex are of a telepathic hive mind,
which makes them frighteningly capable in
terms of strategy and tactics. They work
seamlessly alongside each other, all for the
greater good of the Imperium.
For the most part, Jalex are a species that
will be treated as a nemesis to player char-
acters. There are those, however, that have
turned away from the imperialistic atti-
tudes of the greater culture, and have
formed something of a Fifth Column, work-
ing alongside those who struggle against
the Imperium.
Size: Medium. Jalex gain no special
bonuses or drawbacks due to their size.
Vitality Dice: 1d8

38
Saves: Jalex gain +2 to all Toughness-
based saves, and to saves against telepa-
thy, empathy, or mind control.
Move: 40 ft.
Senses: Jalex have darksight, enabling
them to see in near absolute darkness out
to 60 feet. This sight functions in all but the
most absolute darkness; so long as there is
any ambient light at all, they can see, al-
though fine details may be difficult to dis-
cern in the darkest caverns. Due to their
psychic awareness and their peculiar abil-
ity to sense vibrations in the air, earth, wa-
ter, and even transmitted through vacuum,
Jalex are also blind-sighted; they can never
be truly blind, for they can detect the pres-
ence of other creatures and physical objects
around them. This blind-sight does not en-
able them to detect details, colors, or even
specifics, however; it only allows them to
sense where objects and creatures are in
the dark. A Jalex that is used to the pres-
ence of a given individual or object may long as that species has the potential for
have a 50% chance plus 5% per class level psychic ability). Such a telepathic bond
to recognize that presence. grants +2 to hit in combat to the Jalex, and
+1 to non-Jalex recipients, so long as the
Weapons and Armor: Jalex can use creatures are working tactically in concert.
any weapons, but do not wear armor. It also allows all recipients of the bond to
XP Cost: 3,000 use the highest appropriate mental at-
tribute from all linked individuals when
Species/Cultural Abilities making any saving throw against mind
control, telepathy, or empathy effects.
Claw/Bite: Jalex have natural weapons
in the form of claws and a bite attack, deal- This bond has no limit to range, and
ing the standard 1d6 damage (but see those bonded will always know the general
“Venom,” below) distance, direction, and emotional state of
all others bonded. On the down side, it is
Climbing: Jalex can skitter up walls impossible to hide one’s thoughts from
and even on ceilings upside-down at their other members of the bond, and whenever
full rate of speed, and can move through one member of the bond suffers damage, all
difficult terrain with no penalties. Under others bonded must attempt a Persona sav-
normal circumstances, they need make no ing throw (Difficulty 10 – damage dealt) or
check to climb or move on such surfaces (a suffer half the total damage themselves. A
Jalex slicer, for example, normally does not single Jalex can maintain such a bond with
need to make rolls for climbing). In extreme a number of individuals equal to one half
situations where the GM deems such a roll their level. If that Jalex ever rejoins the
is needed, their multiple limbs grant them greater hive mind of the Jalex species, their
+10% or +2 to attribute checks. personal bonds are all immediately severed
and all those to whom the Jalex is bonded
Hive Mind: Jalex who leave, are ex- suffer 1d6 psychic damage with no saving
pelled, or are otherwise not part of the throw allowed.
greater hive mind of the species can create
a telepathic bond with other Jalex (and
with willing creatures of other species, so
39
Multi-Limbed: Jalex have six to eight
limbs in total. This allows them to perform
feats of manual dexterity with greater pro-
ficiency than others. They gain +2 to
Agility-related checks dealing with manual
dexterity, and +10% to class abilities and
skills that deal with such. They would, for
example, gain this bonus to the Slicer’s
abilities to bypass traps, open locks, and
sleight of hand, but not to stealth.
Natural Armor: Jalex have a natural
DV of 4 minus their Agility bonus.
Venom: When a Jalex bites a victim,
they deal an additional 1d6-1 (totaled)
damage from poison (zero additional is pos-
sible), unless the victim succeeds at a
Toughness saving throw with a difficulty of
10 – The Jalex’ level.

Remoni
The Remoni are a silicone-based lifeform
that live on a world that is constantly buffeted
by severe electrical storms; they have, thus
developed physiological adaptations to deal
with these conditions, including the resistance twisted into a constant and sharp frown, full
to and generation of bioelectrical energy. They of small, needle-like teeth. Their completely
are a highly individualistic people and prone hairless skin is blue-black in color, somewhat
to severe mood swings, being exceptionally shiny, and they possess grey eyes with no lids.
stoic one moment and raging over some slight
(real or imagined) the next. They are a race of Size: Medium. Remoni gain no special
lusty creatures who embrace all that life has bonuses or drawbacks due to their size.
to offer, but woe betide one who accidentally Vitality Dice: 1d8
insults a Remoni during a drinking binge.
Saves: Remoni gain +2 to Toughness
Due to their unique bioelectric evolution, saves and are immune to electrical damage
the Remoni have adapted to use biotechnol- of any type.
ogy, which while it allows them a degree of
space travel, tends to lack behind the purely Move: 30 ft.
scientific and technological advancements of Senses: Remoni are nightsighted, en-
other species. They are learning, as members abling them to see clearly in natural dark-
of a big and dangerous galaxy, however, to ness, so long as the equivalent of starlight
catch up to this and over the past few decades or moon-light is present.
their biotech has advanced by leaps and
bounds. Some races watch them carefully, Weapons and Armor: Remoni may use
concerned about what happens when a light hand weapons and pistols.
species advances too fast, too quickly…
XP Cost: 1,500 XP
Remoni are humanoid in appearance, with
two arms, two legs, and a face, though their Species/Cultural Abilities
eyes sit somewhat low on their face, with a
triangular ridge rising between them, just be- Bioelectric Adaptation: Remoni can
neath which is a pair of constantly undulating generate a bioelectric shock that can fry elec-
nostrils, and a mouth that parallels the ridge, tronics and damage opponents. This ability

40
affects everything within a 5’ radius of the Some saurians don’t believe in their peo-
Remoni and deals 1d6 damage, plus the Re- ple’s activities and have formed an offshoot
moni’s level. Those in the radius can make a society, battling against the Galactic Fleet
Toughness-based save for half damage. Elec- and seeking peaceful coexistence with
tronics caught in the radius are destroyed other species. These may be important al-
(GMs may make exceptions for carried equip- lies or freelance independents in the galaxy
ment by other characters and NPCs as is and can make ideal player characters. Un-
dramatically appropriate). The Remoni, how- fortunately, even these offshoot saurians
ever, must make a Toughness save of their tend towards a high level of egocentrism
own (Difficulty 10-damage dealt) or immedi- and ethnocentrism, maintaining the mili-
ately suffers Fatigue from using this ability, taristic view of their parent society and
meaning that until they rest for one hour, tending to look down on other species as
they are at -3/-15% to all actions. lesser. Some who have accepted their help
have wondered how much better they are
Saurians (if at all) from the larger, imperialistic fac-
tions of their species.
Saurians are, quite simply, a species on
whose home world reptiles evolved instead Size: Medium. Saurians gain no special
of primates. They hail from the star system benefit or drawback due to size.
orbiting the star we know as Sirius. They Vitality Dice: 1d6
are a military-minded race bent on galactic
conquest. They possess a high level of tech- Saves: Saurians gain +2 to Wits saves
nology, including FTL travel, and have all and to saves against heat-based attacks, but
but exhausted the natural resources on -2 to saves against cold.
their world. Thus, they travel the galaxy,
stripping other worlds of their own re- Move: 30 feet.
sources to maintain their military-indus- Senses: Saurians are nightsighted and
trial complex. They have even destroyed can see with perfect clarity in natural dark-
entire stars, mining them for plasma. ness so long as there is at least starlight or
Their general modus operandi when ar- moonlight-equivalent illumination. They
riving on a populated world is to spy on the are also blind-sighted; they can never be
populace from afar, becoming educated in truly blind, for they can detect the presence
the native cultures. They then disguise of other creatures and physical objects
themselves as the dominant species and ap- around them through heat-sensing organs
pear as friends, offering miracle technology in their heads. This blind-sight does not en-
to help the species in question. Meanwhile able them to detect details, colors, or even
they secretly harvest the world’s natural re- specifics, however; it only allows them to
sources, passing off the environmental sense where objects and creatures are in
changes as dangerous climate change which the dark. A saurian that is used to the pres-
they are attempting to stave off. ence of a given individual or object may
have a 50% chance plus 5% per class level
They also secretly harvest the population, to recognize that presence. This blind-sight
eventually creating fear and paranoia and can be foiled in the presence of high heat.
establishing a military dictatorship. Finally,
when the world is nearly uninhabitable, Weapons and Armor: As a military
they generously offer to transport the people culture, Saurians are trained in the use of
to a new home…and the population is com- all weapons and armor.
pletely consumed, both culturally and liter- XP Cost: 1,500 XP
ally. They are in the common view of other
races cannibalistic, meaning that in addi- Species/Cultural Abilities
tion to “lower animals,” they consume other
intelligent bipedal species for food. They Amphibious: Saurians can breathe in
also enslave other species to serve as sol- water as easily as they can breathe in air.
diers in their ongoing war with the galaxy. They can also naturally swim at the same

41
speed as their normal movement and suffer fice for many games. It is possible, however,
no penalties to act underwater. to create an infinite variety of species for
your game using those here as an example.
Bite: Saurians can bite their opponents The biggest trick is balancing the XP cost of
for 1d6 points of damage. a fantasy race, and that is best handled by
Venom: When a saurian bites a victim, playtesting the species. Look at the abilities
they may choose to deal an additional 1d6- the species grants, compare it to the experi-
1 (totaled) damage from their neurotoxic ence progressions of the character classes in
venom (zero additional is possible) and Chapter One, and try to determine which
cause the victim to be stunned for 1d6-2 one is most comparable at first level to the
(minimum 1) hours, unless the victim suc- species. Set your XP total accordingly.
ceeds at a Toughness saving throw with a If during play you find that the species is
difficulty of 10 – The poison damage dealt. overpowered, you can ask the player to
Alternately, the saurian can “spray” take an additional 500 XP (or whatever)
their venom at the face of a victim. This penalty before continuing to advance, to
serves as a melee attack and is a Potency allow the other player characters to catch
4 neurotoxin (see Chapter 4). A failed up. If it is underpowered, you can grant the
Toughness save means the victim is player a bonus 500 XP (or whatever) to
blinded and stunned for 1d6-2 (minimum catch them up.
1) hours or until they get medical treat-
ment (an eye wash and antitoxin). After Sample New Species: Felis
using their venom, either for bite or
spray, the saurian may not do so again for Consider, for example, the classic idea of
1d3 (1d6/3) hours. a cat-person. We will call them Felis, a
name given by humans, and they may have
Creating New their own intra-species name for them-
selves. First, we consider what makes a cat
Fantasy Species a cat – they are graceful, stealthy, can see
The fantasy species offered herein repre- in the dark, their whiskers allow them to
sent a variety of tropes, and they should suf- balance and navigate when near blind, and
they have claws that are deadly to their
prey. They are also willful and stubborn.
That gives us plenty to work with.
The next step in creating the species is the
basics: size, Vitality Die, saves, move, senses,
and weapons and armor. Thinking about
what we need for the Felis, we want them to
be the same size as most others, so we go
with medium, which carries a movement of
30 feet (see below) and no other benefits.
For their Vitality Die, cats seem hearty,
but we know that they can be subject to a
range of health difficulties. We decide to go
with a basic d8.
For saves, they certainly deserve
Agility. We give them +2. Since they are
willful, we also give them +2 to Persona
saves representing their allure and force of
personality. We could go with Wits, but in
this case Persona works better.

42
Their senses certainly include night- if the species enters that class, they improve
sight, but we also give them vibration sense said abilities by 10% as a one-time bonus.
due to their whiskers. Adding their claws to this, we get the follow-
ing two special abilities:
Finally, for weapons and armor, we allow
them the basics: light weapons and short Claws: Felis have retractable claws
bows, knowing they are getting a natural which can be deadly weapons. They deal a
weapon. Their basic stat block looks like this: single die of damage, and the Felis is never
considered unarmed.
Size: Medium (6 to 7 feet tall). The Felis
gain no special benefits or drawbacks due Feline Stealth: Felis possess the climb-
to their size. ing and stealth skills of a Slicer of their
level. If the Felis enters the Slicer class,
Vitality Die: 1d8 these skills improve by 10%. Remember
Saves: Felis gain +2 to Agility saves and that a Felis is considered level one even af-
+2 to Persona saves ter entering a class, so their skills do not
improve when they enter the class.
Move: 30 ft.
Heightened Senses: Felis have the
Senses: Felis are nightsighted, enabling Perception ability of a Slicer one level
them to see clearly in natural darkness, so higher than they currently are. Thus, when
long as the equivalent of starlight or moon- chosen, the Felis has a Perception score of
light is present. Felis also have vibration- 45%. When they choose their class, they
sense: they cannot be truly blinded, for they still remain first-level, so the score remains
can detect vibrations in the ground as crea- 45%, and increases by 5% per level there-
tures move around them, and can sense the after. If the Felis is a Slicer, their Percep-
presence of physical objects based on sens- tion score instead gains a +10% bonus.
ing the displacement of air. This vibration-
sense does not allow them to detect details,
colors, or even specifics, however; it only
allows them to sense where objects and
creatures are in the dark. A Felis that is
used to the presence of a given individual
or object (an adventuring companion, for
example), may throw percentile dice to dis-
cern these familiar presences. The chances
are 50%, plus 5% per class level (not count-
ing the single level of Felis).
Weapons and Armor: Felis can use
light weapons and short bows and may
wear light armor.
Next, we do special abilities. We already
know that we want to give them stealth abil-
ities, and they need a natural weapon – their
claws. We also know that cats have great
hearing and eyesight, and a somewhat
boosted sense of smell. This is relatively
straightforward, as all the abilities they need
exist in a character class – the Slicer. We de-
cide to give them the stealth skills and climb
ability of the Slicer at their own class level,
and enhanced senses granting the Slicer’s
Perception at one level higher. It should be
standard that when granting a class ability,

43
XP Value: Finally, we must assign an expe- Each cultural background provides a set
rience (XP) value to the creature. At a glance, of benefits and drawbacks that help to give
the Felis has a lot of the abilities of the Slicer, your character a unique identity in line
but not all, though their additional senses and with the culture from which they came.
claws make up for those they lack, and they can
never be caught unarmed or truly blinded. Choosing a Cultural
We’ll give them an XP value of 1,500. Background
There you have it! A new player charac- Rather than defining these backgrounds
ter species, ready to go for your games. by nation or region, we are presenting a
suite of archetypal cultures from which you
Species Size and Benefits can choose, such as barbarian cultures,
For the most part, species will come in horse cultures, etc. It is left to the Game
three sizes: small, medium, or large. While Master and player which of these cultures
creatures can be as tiny as miniscule or as fit the region and community from which
large as gargantuan, player character the player character hails.
species generally do not fall outside of the The reason for this is that a character may
small to large range. Sizes for species grant be defined by their individual, smaller com-
the following benefits and drawbacks. munity even more than by their larger cul-
Small: Small creatures have a movement of ture. An overarching culture, for example,
20 feet (unless they have a special movement may be psychic in nature, but the character
ability). They also improve their Defense Value comes from an outlying region which, while
(DV) by 2 against creatures of large size. ostensibly under the control of the psychic
culture, is famed for their military. They,
Medium: Medium creatures have a move- then, might choose a warrior culture for their
ment of 30 feet, and no other special bonuses. community, within the greater culture.
Large: Large creatures have a move- Alternately, a culture may be a warrior
ment of 35 feet. They impair their Defense culture, but your character comes from a
Value (DV) by 1 against small or medium long line of craftspeople within the culture.
creatures. When rolling damage, large They instead choose the crafting culture to
creatures add +1 to damage dealt. define their character instead of the war-
rior culture that defines the larger culture.
Human Cultural Examples can go on and on. The idea is
Backgrounds that the character’s cultural background
can be personalized and does not need to
Every culture has its standards, and there pigeonhole the character into a stereotype
are certain skills and abilities that are sort of of the region from which they hail.
“baked” into representatives of that culture.
Thirteen Parsecs: Adventures Beyond Building a Cultural
the Solar Frontier treats player characters
as exemplary people who take advantage of Character
the ability we all have to exceed or go beyond Building a cultural character is akin to
our cultural norms, so human beings in this choosing a character species. When you choose
game are not defined by their culture. Still, if a cultural background, you do not choose a
you wish, you can choose to take a cultural character class – rather, your cultural back-
background at character creation. ground forms a special single-level class. You
Cultural backgrounds can be used in a begin play with a Vitality die, weapon and ar-
standard campaign set in Adventures Be- mor lists, and a selection of special abilities.
yond the Solar Frontier to add a bit of addi- You gain +0 to hit, no save bonus, and no
tional identity to player characters. Check Tiered check bonuses for attributes.
with your Game Master before choosing
one to see if they are allowing this option.

44
When you reach the XP threshold/cost of 10% if both state that having the ability as
your background, your experience resets to a part of the Slicer class allows this. If,
zero, and you then choose a class as normal, however, you then choose Slicer as a char-
adding that class’ abilities, Vitality, check acter class you wouldn't get the +10%
bonuses, and the like to your existing abilities. again. It's a one-off bonus.
You are considered a second level character
with one class level. This means that any Advancing Backgrounds
factors determined by character level are de-
termined by adding your level of background You will note that most backgrounds
to your class, while factors determined by your state that their abilities do not ever ad-
class level do not account for your background vance. They are “frozen” at whatever per-
(unless the background states otherwise). centage they grant (usually 50%). This is
because the background is just that: a
background. It’s a former position you held
Creating Other before entering your current career, or a
Backgrounds position you hold, but have to balance with
The list of cultural backgrounds here is other pursuits (your character class).
far from complete. If a player has an idea In most cases, however, you may choose
for a community background they wish to upon gaining a level in your character class
explore that is not here, the Game Master to eschew advancing one of your standard
can use those listed here as guidelines (and class abilities, to instead advance your
the guidelines for creating a new species, background skills. For example, if you
above) to create your own. As with any choose to become an Augmented, when you
background or species, you may discover in reach level 2 (or any subsequent level) in
playing the culture that the XP threshold is that class, you may choose to forego in-
too high or too low. Adjust it as needed to creasing your base augmentation points to
balance the class as you go, always working instead increase a single cultural back-
in collaboration with the player. ground ability you have. You may only do
this once per level.
Combining Backgrounds
and Species Combined XP Threshold
Human cultural backgrounds, from a Choosing both a species and a cultural
rules standpoint, function identically to background, however, would require you to
species, above, and serve as a one-level gain the full XP threshold of both combined
character class. This means that it is possi- before choosing a normal character class.
ble to combine human cultural back- If, then, your species has a threshold of
grounds and species together. If you 1,500 and your culture has a threshold of
choose, you can have all characters begin 1,000, you would have to gain 2,500 XP be-
with no character class, simply selecting a fore you could take a class.
background. There is also no reason you
couldn't have both a species and a cultural Tiered Ability Bonuses
background. Simply choose both. Restric- It may be worthwhile, if a player chooses
tions and guidelines are as follows: both a species and a background, to grant
Aspected, Normal, and Disadvantaged
Redundant Abilities ability bonuses as though they were a regu-
Any redundant abilities are just that - lar first level character. This, again, is left
redundant. They do not combine unless to the Game Master to decide.
something in the species or background
says otherwise. A species that has stealth
abilities like a Slicer combined with a back-
ground that provides the same, for exam-
ple, may improve your stealth abilities by

45
The XP Bank: If Everyone and archaeologists can use small, light
Has a Species or melee weapons and pistols or shotguns.
Background XP Value: 1,500
Alternately, if everyone in the game Cultural / Background Abilities
chooses a background or species (or both), you
can offer a “bank” of 1,000 XP (the cost of the Archaeology/Anthropology: Those of
“cheapest” backgrounds and species). Any this background gain a skill in their area of fo-
background or species that costs 1,000 XP or cus (Archaeology or Anthropology). This skill
less allows also starting with a character has a base percentage of 50% and does not
class. Other backgrounds or species gain a increase, though when the character chooses a
1,000 XP “discount” on their choice. Thus, a class, they may at any level gain after first
character who begins with a 1,500-point choose to forego advancing one of their class
species or background would only need to earn abilities to instead advance this skill by 5%.
500 XP before choosing a class. This allows
something closer to the more traditional “race/ Cryptolinguist: Those of an archaeolo-
species and class” approach to the game, while gist or anthropologist background gain addi-
still maintaining internal balance. tional language slots equal to 3 plus their
Intelligence score. In addition, given enough
List of time (usually anywhere from 1d6 to 4d6
hours, depending on the complexity of the
Backgrounds and translation) they can usually figure out the
Benefits meaning of a written alien language. While
translations this fast are not 100% accurate
Anthropologist / Archaeologist or detailed, they can gather the gist of the
necessary information.
Characters with an anthropologist or ar-
chaeologist background are consummate Given weeks or months of study and mul-
scholars, obsessed with either the interactions tiple sources from which to work, the archae-
and structure of culture and society (anthro- ologist and anthropologist may be able to
pologist) or the physical remnants of history functionally become literate in the language.
(archaeologist), both human and alien. They This ability works at a base percentage of
seek to preserve as much of history as they 50% and does not increase, though when the
can so that we can learn from it and not repeat character chooses a class, they may at any
the mistakes of the past. Such physical history level gain after first choose to forego advanc-
is also a way to learn about alien cultures long ing one of their class abilities to instead ad-
gone, their successes and failures, and what vance this skill by 5%.
such cultures can teach us.
Cultural Insight: Whenever dealing
Both anthropologists and archaeologists with a new culture, the archaeologist or
are vital to the success or failure of first con- anthropologist knows how to “read” into
tact with new species; they have a deep and their culture, beliefs, and iconography. This
innate understanding of those things that gives them a chance to properly interact
bind all creatures across the galaxy (or at least with and relate to that culture. This chance
out to the Solar Frontier) and of the ways that equates to +2 on Persona checks or +10% to
cultures starkly differentiate themselves. any class ability checks that the character
can justify as being culturally-related.
Vitality Die: 1d6
Religion/Mythology: Anthropologist or
Saves: Choose Intelligence or Wits. Gain archaeologist characters gain the Religion/
+2 with saves using that attribute. Mythology skill as a bonus skill. This skill
Move: 30 ft. does not count against their normal selec-
tion, and advances as normal.
Senses: No special senses
Weapons and Armor: Anthropologists

46
Colonist Corporate or Underworld
You are rugged and a survivor, born and Those with a corporate background were
bred to forge new paths and bring new worlds brought up in the depths of corporate arcol-
under the influence of Earth or your home ogy and architecture, steeped in and sur-
planet. You are an adventurer and a colonist, rounded by red tape, bureaucracy,
eager to meet the challenges of the harsh en- diplomacy, policy, and politics. This has
virons but astounding potential of a new resulted in them carrying themselves with
world, ready to be molded and shaped. a bit of a stuffy arrogance and egocentrism,
but has granted them the ability to garner
Vitality Die: 1d8 resources, talk their way into (and out of)
Saves: Choose any one attribute. Gain any situation, and navigate the social maze
+2 to saves with that score. of just about any circumstance.
Move: 30 ft. Interestingly, corporate and underworld
backgrounds have a very similar skills set.
Senses: Colonists gain no special senses. Both involve navigating complex webs of
Weapons and Armor: Colonists can behavior, knowledge, and knowing who
use light melee weapons, pistols, and rifles. and when to deal with. Both can be equally
dangerous in different ways – say the
XP Value: 1,500. wrong thing to the wrong person in either
situation, and you’re in trouble.
Cultural / Background Abilities
When choosing this background, you must
Extreme Survival: You gain the abil- choose whether your character is in the corpo-
ity to find food and resist the extreme rate or underworld ecology. This will inform
temperatures of a hostile alien climate. the types of resources, contacts, and interac-
This ability begins at 50% and never in- tions your character will be able to navigate,
creases. You may, however, when you and it will be left to the GM to determine who
gain a character class, choose at each and what you can find in a given circum-
level gain to forego increasing one of your stance. It may even be that a group has both a
class abilities to instead improve your Ex- corporate character and an underworld char-
treme Survival by 5%. You may only do acter, and in the exact same situation the two
this once per level. come up with completely different resources
plying the exact same skills.
In addition, you suffer half damage re-
lated to heat or cold. Vitality Die: d8
Ingenuity: You gain the ability to repair Saves: +2 to all Persona saves
and maintain machinery in the worst con-
ditions, and to come up with brilliant solu- Move: 30 ft.
tions to difficult situations when you need Senses: No special senses, but see Social
it the most. You gain the Science! ability of Awareness, below.
the Engineer, which is at 50% but never
increases. You may, however, when you Weapons and Armor: Light melee
gain a character class, choose at each level weapons, pistols, light armor
gain to forego increasing one of your class XP Value: 1,500
abilities to instead improve your Ingenuity
by 5%. You may only do this once per level. Cultural / Background Abilities
Alternately, if you choose the Engineer
character class, your Science! ability gains Contacts: These people know someone
a one-time bonus of +10% and thereafter just about anywhere in the civilized worlds.
advances normally. Any time you need resources or informa-
tion, you can make a check to see if you
happen to know someone who owes you (or
is willing to do you) a favor. Calling in fa-
47
vors from contacts is not always an auto- outright lying, or otherwise has some sort
matic thing. After locating a contact, and of hidden agenda. This percentage chance
depending on the situation, the GM may never changes. You may, however, when
require you to make a Persona check to you gain a character class, choose at each
convince the contact to help you, and/or you level gain to forego increasing one of your
may end up owing favors in return. These class abilities to instead improve your So-
can come back to haunt you when they’re cial Awareness by 5%. You may only do
called in at inopportune times… this once per level.
The chance to locate such a contact is Social Navigation: Whenever you are in
identical to that of a first-level Diplomat and complex social situations that require diplo-
never increases. You may, however, when macy, politicking, or navigating bureaucracy,
you gain a character class, choose at each you have an instinctive way of navigating
level gain to forego increasing one of your such situations. In these cases you have a
class abilities to instead improve your Con- 50% chance of knowing the right steps to
tacts by 5%. You may only do this once per take, the means to get to the right people,
level. Alternately, if you choose Diplomat as and the best solution to cut through the
your character class, you instead gain a one- garbage, be it favors, bribes, or simply know-
time bonus of 10% to your Contacts ability, ing the rules. This percentage never changes.
which then advances as normal. You may, however, when you gain a charac-
ter class, choose at each level gain to forego
Credit: You have money and resources increasing one of your class abilities to in-
when it counts. Whenever the need comes stead improve your Social Awareness by 5%.
to purchase something expensive, from a You may only do this once per level.
starship to a favor from an unsavory client,
you can call upon the resources to make it
happen. Unfortunately, these resources Craft
often come in the form of credit, rather Many colonies begin with very simple
than credits. You have a 50% chance to be means of living, some even hearkening back
able to pull strings, move funds, and get the to almost-medieval levels of sustenance as
resources you need for a given situation. they attempt to build new societies on re-
This percentage never increases. You may, mote worlds. Naturally, they are sent out
however, when you gain a character class, with modern computers, the means to set up
choose at each level gain to forego increas- greenhouses, and even livestock, but noth-
ing one of your class abilities to instead im- ing beats practical skills, and craftspeople
prove your Credit by 5%. You may only do are highly prized in such communities.
this once per level.
Characters from a crafting community,
If you succeed at your check by less than culture, or family are heavily influenced by
half your percentage, you pull it off without the artistic and “maker” aspects of their cul-
a hitch. If you succeed by a margin greater ture. Whether they are potters, cobblers,
than half your percentage, you’ve had to carpenters, blacksmiths, leatherworkers,
call upon credit, owing money with interest even gunsmiths or shipbuilders, they have a
or a favor, possibly to someone you don’t crafting background that is part and parcel
want to owe. The exact circumstances of of who they are. These characters take great
what and who you owe are left to the dis- pride in the things they create, and since
cretion of the GM, though you may make their work produces important tools, imple-
suggestions (and particularly problematic ments, and trade goods, they are often
ones might net you a Fate Point in return). highly valued by their community.
Social Awareness: You have an un- Few crafters are generalists, however;
canny knack for cutting through the crap every craftsperson has an area in which
when navigating social circles or cutting they specialize – a carpenter, for example,
through red tape. You have a 50% chance to will not make shoes or create leather
tell if someone is holding back information, jerkins, while a blacksmith is not going to

48
carve a yew staff into a bow. For this rea- considered to continuously work on it
son, your character will be a specific type of throughout their life. For each +1 benefit or
craftsperson which you choose when you effective effect level ability they wish to im-
select this background. bue, the percentage is reduced by 10%. More
powerful items, thus, are far more difficult to
Vitality Die: 1d6 create, but also carry greater prestige.
Saves: +2 to Toughness-based saves re- At the GM’s option, using incredibly
lated to stamina and endurance high-quality materials (precious metals,
Move: 30 ft. rare and advanced technology packages or
chips, etc.) or specific conditions and tools
Senses: Normal (no special senses) may grant additional bonuses to help offset
Weapons and Armor: Light weapons penalties based on powers, usually in 5% or
and light armor 10% increments.

XP Cost: 1,000 XP The character may only ever attempt to


create the item once in their life. If they fail,
Cultural / Background Abilities the item, though it still may be a high-qual-
ity mundane item, will never be imbued
Craftsmen: The character gains a single with any special powers or technological
skill in a type of crafting of the player’s benefits. Failure to create a signature item
choice. It might be carpentry, stonema- is perceived as a great failure on the part of
sonry, leatherworking, weapon smithing, the character, but it happens far more often
armor smithing, cobbling, or any other type than many among the culture or community
of craft desired. This skill begins at 50% pro- would ever admit. In fact, more craftspeople
ficiency and never increases. You may, how- fail to create the item than succeed, and
ever, when you gain a character class, many never even make the effort.
choose at each level gain to forego increasing
one of your class abilities to instead improve Desert
your crafting skill by 5%. You may only do
this once per level. You also gain the neces- You hail from a community that has
sary tools to make repairs and craft small lived in a desert clime for many genera-
items in the field (though raw materials and tions, and has adapted to the extreme tem-
potentially a forge or larger workshop may peratures and low water found in this
be needed for major items. climate. Many desert peoples are adept at
riding desert-adapted beasts of burden as
Signature Item: Once in their life, the well as at piloting dune buggies and other
character has the capacity to create an item off-road which are uniquely suited to these
of astounding beauty, value, and excep- environments. As such you have a unique
tional power. This item is a lifelong pur- ability to survive and even thrive in harsh
suit. It is often a weapon or piece of armor, natural conditions.
and is often tied to their craft skill, but it
can be anything the character desires. The Vitality Die: d8
player should work with the Game Master Saves: +2 to Toughness Saves
from the start to describe this item, how it
functions, what its abilities will be, and the Move: 30 ft.
like. In a science fiction game, this item is
usually based in technology but at the GM’s Senses: No special senses
discretion and with good justification it Weapons and Armor: Light and
could also carry some sort of mystical, bio- medium weapons, light armor
logical, or psionic connection.
XP Cost: 1,000
The character begins play with a 5%
chance to complete the item. This chance in-
creases by 5% per level, and the character is

49
Cultural / Background Abilities manner (but you may advance both Ex-
treme Survival and Riding by sacrificing
Extreme Survival: You must choose advancement in two other class abilities,
when you take this background whether if you have two to sacrifice).
your clime is a cold desert or hot desert. You
gain the ability to find food and resist the
extreme temperatures of this climate. This Mining
ability begins at 50% and never increases. Mining planets for ore, gems, minerals, and
You may, however, when you gain a other resources is a key part of humanity’s
character class, choose at each level gain to stretch to the stars, and entire colonies have
forego increasing one of your class abilities been founded based on the idea of strip-min-
to instead improve your Extreme Survival ing asteroids and barren worlds that are nev-
by 5%. You may only do this once per level. ertheless rich in natural mineral resources
(and even fossil fuels, in the case of planets
In addition, you suffer half damage from whose native populations have gone extinct).
the type of climate you chose – if you choose
an arctic (cold) desert, you take half dam- You come from a colony or family that is
age from cold, while if you choose a hot adept at delving deep into the earth and
desert, you take half damage from heat. finding items of value, be it ore, coal, gems,
or any other material that requires digging
Driving: You are adept at piloting ground- to find. You are of a hearty background and
based vehicles from wheeled ATVs to hover- are adept at surviving in dangerous condi-
cars and hoverbikes that can get you from one tions. You have evolved the ability to see
point to another in the desert quickly. When- clearly in near-darkness, and you can spot
ever you must make a check for maneuvering underground construction and evaluate
a vehicle, before you make your attribute masonry wherever you see it.
check you may attempt a drive check. Your
base percentage chance is 50%, modified by Vitality Die: 1d8
5% per modifier that would be applied to an Saves: +2 to Toughness saves
attribute check. Thus, if an attribute check
would suffer a -2 modifier (or has a Difficulty Move: 30 ft.
Modifier of 2), your base percentage is reduced Senses: You gain darksight and can see
to 40%. If you fail at this check you may still in near-absolute dark for up to 60 feet. This
make a standard attribute check. sight functions in all but the most absolute
This percentage chance never changes. darkness; so long as there is any ambient
You may, however, when you gain a char- light, you can see, albeit fine details may be
acter class, choose at each level gain to difficult to discern in the darkest caverns.
forego increasing one of your class abili- Weapons and Armor: You gain profi-
ties to instead improve your driving skill ciency with axes, small shields, hammers,
ability by 5%. You may only do this once and picks, and light armor.
per level.
XP Cost: 1,000 XP
Riding: As riding is an efficient means
of travel in harsh conditions, you are Cultural / Background Abilities
adept at handling riding beasts. Whenever
you must make a check to attempt a ma- Appraisal: You have spent so much
neuver or remain seated on a riding beast, time delving the depths for ores, minerals,
you may first make a Riding check. Your and gems that you can appraise the value
base percentage is 50% and it never in- of rare metals and gemstones with 50% ac-
creases, but may be increased in the same curacy. This percentage never increases.
manner as your Extreme Survival, above, You may, however, when you gain a char-
by foregoing advancing another class abil- acter class, choose at each level gain to
ity. As with Extreme Survival, you may forego increasing one of your class abilities
only increase Riding once per level in this to instead improve your Appraisal by 5%.

50
Close-Quarters Fighting: You are adept fied by level) as standard. If you later choose
at fighting in the close quarters of tunnels the Augmented class, this constitutes an ad-
and passageways created by mining. You suf- ditional first-level effect you gain for free,
fer no penalty for fighting in cramped quar- and you needn’t worry about activation per-
ters when using an axe, hammer, or pick, and centile when using it.
when you are fighting against someone who
does suffer a penalty, you also gain +1 to hit Lore: you gain the Lore ability exactly
and your DV improves by 1. as a first-level Diplomat. If you choose the
Diplomat character class later, you im-
Mining: Those from the mining back- prove that class’ Lore skill by 10%.
ground can determine the approximate
depth underground or what direction you Skilled: You gain 6 skills instead of 4.
are traveling underground with 50% accu-
racy. You can detect an upwards or down- Space Runner
wards grade or slope in a passage, or new You’ve spent time in the lanes, either legiti-
construction with 75% accuracy. You can de- mately or under the wire, running cargo from
tect sliding or shifting rooms or walls with one place to another. The types of space run-
70% accuracy. Finally, you can detect con- ners (also called “Space Truckers”) vary wildly.
structed traps involving stonework with Some are legitimate, corporate-sponsored run-
50% accuracy. If the GM wishes to use the ners bringing desperately needed supplies and
Rule of 2 for this, depth underground and equipment to colonists along the solar frontier.
stonework traps use a d4, new construction
and grade use 1-3 on a d4, and sliding or Others are runners of contraband:
shifting rooms and walls use 1-4 on 1d6. weapons, drugs, or other illicit goods rang-
ing from medical experimentation to even
Scholarly less savory exploits which are strictly forbid-
den by most civilized planets. Still others
You come from a background that cher- are just plain folk, trying to make a living
ishes knowledge, research, and learning. from one job to another, keeping out of the
This tends to make you something of a Jack way of the authorities and trying not to ask
or Jill of all trades, though it can some- too many questions but still maintaining a
times make you know just enough to be basic sense of decency and morality.
dangerous. Still, you have picked up a few
things along the way, and you are primed In the end, these are the folk who are
to become an adept Diplomat. aces at what they do, who know the secret
ways to get from place to place, and who
Vitality Die: 1d6 can get the job done when no one else can.
Saves: +1 to saves against powers and effects Vitality Die: d8
Move: 30 ft. Saves: Choose one attribute. Gain +2 on
Senses: No special senses saves with that attribute.

Weapons and Armor: You can use Move: 30 ft.


small, light weapons and light armor Senses: No special senses, but see Per-
XP Cost: 1,000 ception, below.
Weapons and Armor: Any weapons,
Cultural / Background Abilities light armor.
Transhuman Dabbler: You have picked XP Value: 1,500 XP
up a bit of mystical knowledge. Choose one
first-level effect. This represents a cyber-
netic or biotech implant, or other transhu-
man modification you have received. You
may use this effect at 45% ability (not modi-

51
Cultural / Background Abilities Under the Radar: You gain a version
of the Slicer’s stealth skill, which applies
Ace Piloting: You are adept at pilot- to running silent in space lanes. Any time
ing starships, from snub fighters and you need to get through a blockade or
shuttlecrafts to large freighters and be- evade being hunted, you may attempt
yond. Whenever you must make a check your skill to avoid detection or otherwise
for maneuvering a vehicle, before you getting past the obstacle (sometimes even
make any other skill or attribute check bluffing your way through on comms).
you may attempt a drive check. Your base This percentage is equal to the first level
percentage chance is 50%, modified by 5% Stealth skill of a Slicer and never im-
per modifier that would be applied to an proves. You may, however, when you gain
attribute check. Thus, if an attribute a character class, choose at each level gain
check would suffer a -2 modifier (or has a to forego increasing one of your class abil-
Difficulty Modifier of 2), your base per- ities to instead improve your Under the
centage is reduced to 40%. If you fail at Radar by 5%. Alternately, if you choose
this check you may still make a standard the Slicer character class, your Under the
skill or attribute check. Radar increases as standard alongside
This percentage chance never changes. your stealth skill (both having the same
You may, however, when you gain a char- base percentage).
acter class, choose at each level gain to
forego increasing one of your class abili- Transhumanist
ties to instead improve your Ace piloting
skill in this area by 5%. You may only do Transhumanists have embraced the
this once per level. concept of forced evolution, or improve-
ment based on physical augmentation of
Perception: You gain Perception as a the human form, be it through cybernet-
first level Slicer. This ability never im- ics, chemically-induced mutations, or
proves. You may, however, when you biotechnology. They believe that now that
gain a character class, choose at each humanity has reached for the stars, be-
level gain to forego increasing one of coming more than human is a natural
your class abilities to instead improve next step, and it is humanity’s responsi-
your Perception by 5%. You may only do bility to take that evolution into their
this once per level. Alternately, if you own hands.
choose Slicer as your character class, you
instead gain a one-time bonus of +10% to Transhumanists are often mistrusted
your Perception ability, which then ad- or even subject to outright hostility as
vances as normal. they look and often behave differently
than natural humans. Some have even
Space Lanes: You gain Navigation as proposed that as they leave humanity be-
a bonus skill, and it doesn’t count hind, they are no longer entitled to hu-
against any other skills you may have. It man rights, though thankfully such
progresses exactly as any normal skill. voices, though loud, are in the minority.
In addition, you may always make a These people make a decision to change
Navigation check to reduce the time to their physical being to suit their own im-
get from point A to point B by 10% per age of what they could be, and this makes
10% by which you make your check. many uncomfortable. A hotbed of rights
Thus, if you have a navigation skill of issues and social change has begun
50%, and you make a space lanes check, around the movement.
scoring 30% (20% below the target), you
reduce your travel time by 20% making Statistically speaking, the transhu-
use of hyperspace jump points, quantum manist background is almost identical
bubbles, secret wormholes, or other to the Decti alien species, as both repre-
means applicable to your setting. sent basic biological lifeforms that have
embraced artificial augmentation.
Transhumanist humans are not inher-

52
ently militaristic, so their weapons and use detailed plans and strategies; others
armor proficiency is different. In some use horde tactics. In some, honor dictates
settings, transhumanism may indeed that no one is left behind. In others, those
have taken off as a movement after first who fall are seen as not having the neces-
contact with the Decti. sary bravery and honor to continue and
are left. In still others, death on the bat-
Vitality Dice: 1d8 tlefield is the greatest honor. The details
Saves: Choose any one attribute. The tran- of your culture are left to you.
shumanist gains +2 to saves with that attribute. Regardless, you aren’t just a fighter.
Move: 30 ft. You’re a warrior. You have a powerful code
of honor based entirely around battle and
Senses: The transhumanist has no spe- proving oneself in the face of adversity.
cial senses (but see augmentation, below). What is certain is that your life up to this
Weapons and Armor: Transhumanists point has revolved around the force of
are not proficient in armor and are proficient arms and bravery in the face of desperate
in pistols and in small, light melee weapons. circumstances.

XP Cost: 2,000 Vitality Die: d10


Saves: +2 to Toughness saves
Species/Cultural Abilities
Move: 30 ft
Augmentation: All transhumanists
gain augmentation points as a first-level Senses: Warriors train their senses to
Augment. These points must all be spent see in difficult light. They are nightsighted,
during character creation and represent enabling them to see clearly in natural
the biotechnological, chemical, or cyber- darkness, so long as the equivalent of
netic enhancements the transhumanist starlight or moonlight is present. See also
has received. If the transhumanist later Danger Sense and Perception, below.
enters the Augment character class, these Weapons and Armor: You may use any
points do not count against those they weapons and any armor
gain in the class.
XP Cost: 1,500
Warrior
Cultural / Background Abilities
You come from a community renowned
for producing outstanding combatants. Code: You must outline a five-point
Perhaps your family has a long history of (minimum) code of honor or ethics by
military officers. You may even be a mem- which your culture abides. You are bound
ber of a remote colony evolved from sol- by this code as it is ingrained in your cul-
diers from a long-forgotten war, whose tural background. It can be anything from
civilization grew to embrace those ways. “Always be truthful” to “leave the fallen
Perhaps your game is set in a wasted where they lie.” After choosing a character
world long after a great war splintered class and reaching second level, if you
civilization and humanity must desper- wish (and you have good in-game reason,
ately battle every day against alien in- approved by the Game Master) you may
vaders or machine intellects out to ensure choose to forego advancing any one class
its utter annihilation. ability to remove your Code.
The details of warrior cultures can vary Danger Sense: You gain Danger Sense
widely – in some, warriors form nobility as a first-level Slicer. This ability does not
with the power of life and death over increase unless you choose the Slicer as a
their subjects. In others, all young people character class, in which case you are
are expected to train in the skills re- counted as one level higher than normal for
quired for warfare. Some warrior cultures purposes of increasing your Danger Sense.

53
Melee Combat Expertise: You add an are one, and both are equally deadly.
additional +2 to hit and damage with ● Psychic: Whether it’s pyrokinesis,
melee weapons. empathy, or mind control, you can
Perception: You gain Perception as a harness the raw power of the mind to
first-level Slicer. If you choose Slicer as a dramatic effect.
character class, you improve your base ● Slicer: From blending into high soci-
percentage by 10%. Otherwise, this ability ety to basic B&E or hacking into high
does not improve, but you may after tak- security computer systems, people
ing a character class, choose to forego ad- turn to you when they need some-
vancing another class ability to instead thing unsavory. They just maybe
increase Perception by 5%. For example, if don’t trust you.
you choose Diplomat as a character class,
when you reach level 2 in that class, you Reading the Class
may choose to forego advancing your Lore Descriptions
skill to instead improve Perception by 5%.
Each class is outlined in the same way.
Character Class Here's a look at each class.
Next, choose your character class. There Class Name: the general name by which
are eight character classes available in people of that persuasion are known (Psy-
Thirteen Parsecs: The Augment, the chic, Renegade, etc.)
Blaster, the Diplomat, the Engineer, the
Hunter-Soldier, the Mystic Warrior, the Class Advancement Table: This table
Psychic, and the Slicer. Depending on your is a quick reference, showing you how
campaign, some classes may be restricted many Vitality Dice you get at each level,
for rarity, or may be altogether unavail- your attack bonus at a given level, a list of
able. Consult your Game Master for infor- abilities you gain, and the amount of expe-
mation on which classes may be limited or rience you must acquire before reaching
not available before making your choice. the next level.
Your character class defines your charac- Class Description: A few paragraphs talk-
ter’s relationship to the world and the skills ing about the role the class plays in the world.
they’ve developed to deal with a life where Vitality Dice (ViD), also Hit Dice
things that go bump in the night are real, {HD): This is the type of die you roll for
and the boogeyman really is in the closet or Vitality at each level. Vitality points are a
under the bed. In brief, classes can be de- sort of abstract method of how effective
fined as follows: your character is in battle at any given
● Augment: You have bioware, cybernet- time. They represent everything from cuts,
ics, or powers that elevate you beyond the bruises, gashes, slashes, and real damage
common member of your species. to near misses and pure, blind luck. As you
lose vitality, you are less effective in com-
● Blaster: You’re a space gunfighter, ca- bat (again, on an abstract level) and closer
pable of putting a plasma bolt through to losing the battle or even death. Charac-
a half-inch hole. Several times. ters get maximum Vitality for their first
● Diplomat: You can talk your way into ViD and roll for every level thereafter.
– or out of – anything.
A Psychic, for example, has a d6 Vital-
● Engineer: You are the one people need ity die, so at first level they get 6 points
when things break down…or tech of initial vitality (plus their Toughness
needs to be innovated yesterday. bonus). This forms their first ViD. When
● Hunter-Soldier: You’ve got the training they reach level 2, they have a total of 2
and guts to track a mark, create strategies, Vitality Dice, so they roll another 1d6
and engage in frontal assaults. and add it to the initial, and so on. Un-
● Mystic Warrior: Your mind and body less otherwise stated, you always add

54
any Toughness bonus you possess to ev- cast spells if they wear armor in which they
ery roll for Vitality. If the psychic above are not proficient.
had a Toughness of 13 (+1), they would
add +1 to their d6 roll each level for Vi- Saving Throws: Each class gains a
tality gained. bonus in specific types of saves. This is
where that bonus is explained.
Weapons and Armor: The weapons
and armor the character is proficient in us- Aspect: The Tier 1 ability of the class.
ing. Using a weapon that you are not pro- Class Abilities: following is a list of
ficient in using means you do not add any abilities you get for being a part of that
attack bonus or ability score bonus to your class, with detailed explanations of how
attack—you simply roll a d20 and nothing each ability works.
else. Using armor that you are not profi-
cient in negates your Strength and Agility
bonuses in all things. Magic users cannot

55
AUGMENT

Level ViD Attack Abilities XP


Bonus

1 1 +1 Powers (2+Persona Augmentation Points), Skilled 2,500


2 2 +1 Augmentation Points (1d6+1) 5,000
3 3 +2 Power Stunts (1 point), Augmentation Points (1d6+1) 10,000
4 4 +2 Power Stunts (2 points), Augmentation Points (1d6+1) 20,000
5 5 +2 Power Stunts (2 points), Augmentation Points (1d6+1) 40,000
6 6 +3 Power Stunts (3 points), Augmentation Points (1d6+1) 80,000
7 7 +3 Power Stunts (3 points), Augmentation Points (1d6+1) 150,000
8 8 +3 Power Stunts (4 points), Augmentation Points (1d6+1) 300,000
9 9 +4 Power Stunts (4 points), Augmentation Points (1d6+1) 600,000
10 10 +4 Power Stunts (5 points), Augmentation Points (1d6+1) 850,000
11+ +1 +4 Power Stunts (5 points), Augmentation Points (1d6+1) +250,000

The Augment is a person who has abilities Powers: Powers are what defines the
beyond the scope (and sometimes beyond the Augment. They are purchased in game us-
ken) of normal people. These may be super- ing augmentation points, which the Aug-
powers, they may be bionic or biotech aug- ment gains as they rise in levels. Augments
mentations, or any other form of ability begin with 2 plus their Persona bonus in
(except psychic powers; those are covered un- science points. Thereafter, at each level,
der the Psychic character class, below). the Augment gains 1d6 additional augmen-
Whether they have the ability to see in tation points. These points may be spent
darkness with enhanced reflexes and natu- immediately or banked towards larger de-
ral claws, or they have a gun mounted inside vices in the future.
their arm that fires explosive projectiles,
augments are not only respected, but feared
across the galaxy, and their abilities are
hotly sought after by megacorporations, sur-
vivalist groups, militia groups, and private
security firms everywhere.
To become an Augment, the character
must possess a Wits score of 13 or better.
Augments have the following class abilities:
Vitality Dice: d6
Weapons and Armor: Augments can
use any form of weapon or armor.
Saving Throws: Augments gain +3 to
Agility and Wits saving throws.
Aspect: Persona

56
To gain an ability, the Augment chooses the more difficult it is to control, hence the
a power effect as a starting point. They increasing penalties.
then work with the GM to conceptualize
and modify the power effects to suit the The GM is always within their rights to
power they wish to create. Imagine, for ex- further limit augmentations based on game
ample, that an Augment wishes to possess balance—having a device that can continu-
ocular implants that detect body heat by ally heal lost Vitality with no restrictions,
seeing the infrared spectrum. The scan for example, could unbalance the game. It is
power effect is clearly the place to start —it within the GM's purview to rule that even
detects a radiant energy that must be cus- though healing is a first-level ability, it can
tomized. So the Augment tells the GM she only be used once per day per purchase, re-
wishes to create an infrared cybernetic eye quiring multiple purchases of the ability to
based off of the scan power, which will de- gain additional uses.
tect heat signatures when directed in a cer- This system leaves a lot of room to cus-
tain direction. tomize effects—does the Augment wish to
The cost of a power is the maximum ef- spend power points on the power of the
fective level of the power effect desired. item, raising its effective level, or on daily
Thus, the infrared vision based on scan usage? Note that if an Augment increases
costs 1 science point to create, since it the power level of an ability, the GM may im-
doesn't seek to enhance the effects of the pose new limits based on the new power, such
effect upon which it's based—it just detects as limits on daily usage that require extra
a different type of energy. costs to increase. A powerful ability, for exam-
ple, may need to be purchased two, three, even
Alternately, consider the Augment who five times to allow for unlimited daily use.
wishes to create a directed energy power
that fires homing plasma bolts based off of Humanity Drain: The problem with
homing blast. He wants a weapon that fires augments is that the more power they gain,
3 missiles per use. Since this elevates the the less innate “human” they become (this
ability to an 4th level effect, the device applies to aliens as well). As they “evolve” in
would cost 4 augmentation points to create. their eyes, they suffer points of degeneracy,
which can lead to corruption. They become
Activating Powers: In general, using a less mentally stable, and less able to em-
power requires an activation roll. This is a pathize with other people. Complete rules
basic percentile check. A character has a for degeneracy and corruption can be found
base 50% plus 5% per level chance to acti- in Chapter Three, but the basics are, every
vate powers, starting at level 1 (so level one time an augment gains or improves a power,
abilities are at a base 55%). This base per- they must make a Persona saving throw
centage is penalized by 10% per level of the against becoming a little less human. This
power being used – thus, a level 2 power save is penalized by their existing levels of
imparts a 20% penalty to activation. Corruption (if any). If they fail, they gain a
number of Degeneracy points based on the
Attack powers, on the other hand, do not power level of the new or improved ability.
require such a check, but instead require Every ten Degeneracy a character gains
an attack roll to hit the target as standard. converts to a level of Corruption.
This attack, however, uses the character’s
Persona bonus instead of their Strength or Corruption leads to a character having a
Ability. If the power in question has a level darker and less empathic outlook on the
greater than half the Augment’s character universe (their alignment will subtly, then
level, the attack suffers a penalty equal to more noticeably, shift towards Evil-Light).
half the power level, rounded up. Thus, if It may also result in additional effects at
an eighth-level Augment attempts to uti- the GM’s discretion.
lize a fifth level power, their attack suffers
-3 to hit as they are as yet unable to solidly Power Stunts: Starting at level three, in
control their ability. The greater the power, addition to their suite of permanent abilities,
the Augment has a pool of points they can
57
use to produce "power stunts." These repre- completely new ability that has never before
sent the character’s ability to use their pow- manifested. The GM is within their rights to
ers in new or unusual ways, often as a one- make the player justify how a power stunt is
off. Such intuitive powers may be produced related to their existing ability. It may simply
only using level 1 or 2 effects, or can modify be that they use their abilities in a new way.
an existing power in such a way that it func-
tions differently on a temporary basis, but Consider, for example, a character who has
does not exceed its current power level by a fire bolt and an elemental blast (fire) power.
more than 1. Such stunts last for one single That character finds themselves in a hairy
scene of play, at which point they fade. The situation where they are forced into melee
GM will let you know when a scene ends. combat. They decide to use a power stunt to
turn their fire bolt into a flaming sword, using
The Augment has a pool of Stunt Points it in melee instead of ranged. The GM deter-
they can use to produce these instant ef- mines that this remains generally in line with
fects equal to half their level (minimum 1, the power level of their existing abilities, so
round down). Producing an instant effect it’s a wash in the end, and a cost of 1 point and
requires a Power Stunt check. The base -10% activation is assigned. Increasing the
percentage for this check is 50% +5% per damage or giving the sword some sort of ar-
level of experience. The check is modified mor-piercing ability, on the other hand, might
downward by 10% per increased level of the carry a 2-point cost and be at -20% activation.
effect being produced, plus one.
On the other hand, a character who has
Thus, for an effect that is below or equal to fire-based abilities suddenly wanting to read
the power upon which it is based, the cost is 1 someone’s mind or influence their emotions
point, and the check is at -10%. For an effect would be tougher to justify.
that increases the power upon which it is
based by 1 level, the check is at -20% and the Skilled: Most augments have some area of
cost is 2 points. specialty in which they are highly trained.
They might be a brilliant scientist, a talented
A failed roll means the points are lost and the librarian, a medical doctor, a mechanic, or
effect fails to function. This pool of points re- even someone steeped in the criminal under-
freshes each new Episode of play. The GM will let world. As a result, the Augmented character
you know when you have completed an Episode. gets to choose one additional skill at level one
(see Skills, later in this chapter). This skill
Power stunts should, in some way, be re- gains an additional +15% to base proficiency.
lated to the character’s existing suite of abili- It otherwise advances as normal.
ties and not represent some random and

58
BLASTER
Melee Ranged
Level ViD Bonus Abilities XP
Bonus
Improved Defense, Armor Piercing, Ranged
1 1 +1 +1 2,000
Combat
Eagle Eye (double range increments), Super-
2 2 +1 +2 4,000
natural Attacks (bow)
3 3 +1 +2 Improved ranged damage (2d6, keep best) 8,000
4 4 +2 +3 Eagle Eye (fourth range increment) 16,000
Incapacitating Shot, Multi-Attack (two tar-
5 5 +2 +3 30,000
gets), Supernatural Attacks (melee)
Improved ranged damage (3d6, keep best 2),
6 6 +2 +4 65,000
Trick Shot
7 7 +3 +4 Multi-Attack (three targets) 130,000
8 8 +3 +5 Careful Aim 250,000
9 9 +3 +5 Trick Shot (+1) 500,000
10 10 +4 +6 Multi-Attack (with Careful Aim) 750,000
Trick shot (improves at level 12 and every 3
11+ +1 +4 +6 +250,000
levels beyond)
The Blaster makes their way by the can get your back while you are in the thick of
guns on their hips. They are the expert ranged it, the Blaster is the one you want when some-
combatant, the one who picks off foes at a dis- one has to shoot into melee.
tance. Their shots can pierce armor, ricochet
around corners, and even incapacitate ene- Vitality Dice: d8
mies. They are not expert melee combatants, Weapons and Armor: All ranged
preferring to avoid direct confrontations wher- weapons plus light melee weapons, light
ever possible, but if you need someone who and medium armor
Saving Throws: +3 to all Ability-based
saves; Saves improve by +1/3 levels.
Aspect: Agility
Armor Piercing: The Blaster may by-
pass any mundane armor a target pos-
sesses, including natural armor. Once per
round, they may attempt a percentile check
to hit an opponent. If this percentile check
succeeds, they do full normal damage. If
the check fails, they may still attempt a
normal attack. The Blaster has a percent-
age chance to hit an opponent equal to the
total of their Wits and Agility scores at first
level. This percentage increases by 5% per
level, to a maximum of 90%.
Careful Aim: At level eight, the Blaster
adds double their Agility bonus to hit in

59
combat, and even if they miss, they deal a At level seven, they improve rate of fire by
minimum of their Agility bonus in damage. two. At level ten, the Blaster may use
This ability cannot combine with multi-at- multi-attack with Careful Aim.
tack until 10th level.
Ranged Combat: The Blaster adds
Eagle-Eye: Starting at second level, the their Agility bonus to ranged combat at-
Blaster doubles every range increment tack and damage.
when using a ranged weapon. At fourth
level, they add a fourth range increment Supernatural Attacks: At second
equal to double their (modified) long-range. level, the Blaster’s attacks with a ranged
This fourth range suffers a -6 penalty to hit weapon count as supernatural for the pur-
and damage. poses of overcoming damage resistance. At
fifth level, the Blaster’s melee attacks also
Improved Ranged Damage: Starting count as supernatural.
at third level, when using a ranged weapon,
the Blaster, whenever rolling for damage, Trick Shot: At sixth level, the Blaster’s
rolls one extra die, keeping the best result of mastery of his craft is such that he can
all dice rolled. If a weapon’s damage code is make astounding trick shots with his
2d6, for example, the Blaster rolls 3d6, weapon, avoiding obstacles and finding
keeping the best die. At sixth level, they roll minute targets. In this manner he can
an additional two dice, keeping the best two make shots that are simply impossible for
of the three for damage. others. The Blaster must aim for one full
round before making such a shot.
Improved Defense: The Blaster with
an Agility of 15 or greater reduces oppo- The Game Master sets the DV for mak-
nents’ chances to hit them, imposing a ing such a trick shot, with the following
penalty of -1 per point of Agility above 14. guidelines: shooting an arrow through a
coin-sized hole requires an attack against
Incapacitating Shot: At fifth level, DV 1; shooting the chain on a chandelier is
with a successful attack at -8 to hit, the DV 2. Attaching a cable to spike gun, for
Blaster can incapacitate their opponent. example, and firing it at a far building side
For each round the Blaster spends care- to create an anchor for a stable tightrope or
fully aiming before pulling the trigger, this grappling hook is DV 4.
called shot penalty is reduced by 1. If they
are successful, they deal normal damage At ninth level, the Blaster gains an ad-
and manage to put a shot into a spot that ditional +1 to hit with a trick shot. At
can temporarily cripple or incapacitate the twelfth level, They gain another +1. Trick
victim, while leaving them alive. The vic- shot cannot be combined with any other
tim is entitled to a Toughness or Persona Blaster abilities.
save check to resist. The difficulty of this At twelfth level, The Blaster’s mastery of
check is 10-the damage dealt on the origi- ranged combat is such that he can use
nal shot. Thus, if the Blaster dealt 4 dam- Trick Shot to avoid obstacles, causing the
age on the original shot, the Difficulty projectile to curve or ricochet in such a way
Modifier would be +6. Such incapacitation that that it can strike a target behind
lasts for 1d6-1 minutes (minimum 1 cover. This ability does not allow The
minute), after which the victim can make a Blaster to shoot around corners or outside
Toughness or Persona save check each of his line of sight; the obstacle can be no
minute (victim’s choice) to overcome the more than man-sized.
pain and act normally. In any case, victims
recover from being incapacitated after a At fifteenth level, Trick Shot can be used
maximum of one hour has passed. This to strike around an object larger than man-
ability may not be combined with any other sized, and can even ricochet around a blind
abilities save Ranged Combat. corner if a viable object is present off which
to bounce the shot. However, striking a tar-
Multi-Attack: At level five, the Blaster get around a corner or behind larger-than-
improves their weapon’s rate of fire by one. man-sized cover suffers a -8 penalty.

60
DIPLOMAT
Level ViD Attack Abilities XP
Bonus
Contacts, Languages, Lore, Mesmerize Others,
1 1 +1 Suggestion, Slicer Skills (Sneak, Open Locks, 1,500
Bypass Traps, Sleight of Hand)
2 2 +1 Slicer Skills (Fast Talk, Disguise) 3,000
3 3 +1 Read Languages 6,000
4 4 +2 10,000
5 5 +2 20,000
6 6 +2 40,000
7 7 +2 80,000
8 8 +3 150,000
9 9 +3 300,000
10 10 +3 500,000
11+ +1 +3 +250,000
The Diplomat is the expert who always has Languages: The Diplomat speaks,
the knowledge to back up the group’s efforts, reads, and writes one language for each
and to train them in their pursuits. They point of intelligence they possess.
know how to navigate society and they always
seem to know someone, somewhere, in any Aspect: Intelligence
situation. If you need someone who knows Contacts: The Diplomat always seems
someone, the Diplomat is the one to have in to have a friend when they need one. They
your corner. They are the ultimate social nav- have contacts all over the galaxy, either
igators, able to get through just about any professional colleagues, personal friends,
form of red tape or bureaucracy and de-esca-
late any powder keg (or light the fuse and get
out of the way, if they choose).
Diplomats are highly knowledgeable
about the social mores of just about any
culture, they have the ability to influence
others, and they have the silver-tongued
abilities to back up their knowledge. They
are in many ways a Jack (or Jill)-of-all-
trades and they can be invaluable to any
group of supernatural hunters.
Diplomats have the following class abilities:
Vitality Dice: d6
Weapons and Armor: All weapons,
Light armor up to and including studded
leather
Saving Throws: +3 to saves against
psychic powers and mind-affecting effects;
Saves improve by +1/4 levels.

61
or friends of their family. This ability has Mesmerize Others: The Diplomat may
two aspects: the first is the ability to locate attempt to mesmerize others with the sound
and get in touch with a contact. The second of their voice. So long as they continue talk-
is the ability to pull strings or otherwise ing and take no other actions, the victim
convince the contact to help out. The Diplo- may become unable to do anything but sit
mat may never use their Mesmerize Others and listen, enraptured. This ability may be
skill to convince a contact to help; should used once per day, per level of the Diplomat,
they do so, regardless of whether the at- and the base chance to mesmerize is 10%
tempt succeeds, the contact will be aware per level of the Diplomat. All creatures that
they were manipulated and that contact is can hear the Diplomat whom the Diplomat
forever “burned,” as well as spreading the wishes to be affected by the ability, will be
word about the manipulation, meaning the affected. Creatures with at least 5 Vitality
Diplomat thereafter suffers -25% to all Dice, however, reduce the chance of success
efforts to locate contacts in the same region by 10% plus 5% per Vitality die above 5.
thereafter (the “region” being determined Thus, a 10 Vitality Die monster reduces the
by the GM), or at least until they do some- chance to mesmerize by 35% (10% at 5 Vi-
thing to make amends. tality Dice, plus 5% each for Vitality Dice 6,
7, 8, 9, 10). Thus, if a group of listeners have
The score to locate a contact begins at different Vitality Dice, some may be mes-
20%, plus the Intelligence score of the merized, while others may not. The Diplo-
Diplomat. The score to convince a contact mat rolls only once and each listener adjusts
to aid in a given circumstance begins at the total based on their individual Vitality
15%, plus the Persona score of the Diplo- Dice (or character levels).
mat. These percentages increase by +10%
per level, to a maximum of 95%. No matter Read Languages: Beginning at 3rd
how good the Diplomat is, there is always a level, the Diplomat gains the Read Lan-
chance for failure. guages ability of a Slicer, which is only re-
quired after the Diplomat has expended all
Lore: The Diplomat is a master of un- of their available language slots.
usual knowledge, and has access to li-
braries, books, documents, and all sorts of Slicer Skills: A Diplomat has the ability
sources of knowledge from historic events to to Sneak, Open Locks, Bypass Traps, and
alien cultures, to detailed records of the perform Sleight of Hand as a Slicer at half
criminal underworld. At first level, the their level, rounded down. Beginning at
Diplomat has a 10% chance of knowing level two, the Diplomat gains the slicer’s
some fact about any given situation, crea- abilities of fast talk and disguise, at half
ture, legend, myth, location, item, etc. This their level.
chance is modified by the Diplomat’s intelli-
gence score, so that a Diplomat with a 15 Suggestion: While mesmerizing a crea-
Intelligence has a base 25% Lore. The per- ture, the Diplomat can attempt to implant
centage further increases by 10% per level of a suggestion into the creature’s mind. The
the Diplomat beyond first. In some cases, at creature is entitled to a Wits saving throw
the GM’s discretion, the Diplomat may need to resist the suggestion; if it succeeds, it is
to consult their databases to find the neces- no longer mesmerized and is aware of what
sary information, and this could take sub- has happened to it. At the GM’s suggestion,
stantial time, depending on how rare the even a successful suggestion may leave the
knowledge is. In addition, the rarity of victim aware they have been manipulated
knowledge could reduce the chances of suc- after they complete the task, depending on
cess by anywhere from 10 to 100%. Again, the nature of the creature, the suggestion,
this is left to the discretion of the GM, but and other factors. Victims aware they have
GMs are warned not to make finding knowl- been thus manipulated may be immune to
edge so onerous as to make this core ability further attempts, or at least gain bonuses
of the Diplomat worthless. The Diplomat to save against future attempts.
should be the source of important knowl-
edge that helps to move the story forward.

62
ENGINEER
Level ViD Attack Abilities XP
Bonus
1 1 +1 Devices (2+Intelligence Science Points), Science! 2,500
Devices (1d6+1 Science Points), Instant Gadgets
2 2 +1 5,000
(1 ingenuity point)
Devices (1d6+1 Science Points), Instant Gadgets
3 3 +2 10,000
(1 ingenuity point)
Devices (1d6+1 Science Points), Instant Gadgets
4 4 +2 20,000
(2 ingenuity points)
Devices (1d6+1 Science Points), Instant Gadgets
5 5 +2 40,000
(2 ingenuity points
Devices (1d6+1 Science Points), Instant Gadgets
6 6 +3 80,000
(3 ingenuity points)
Devices (1d6+1 Science Points), Instant Gadgets
7 7 +3 150,000
(3 ingenuity points)
Devices (1d6+1 Science Points), Instant Gadgets
8 8 +3 300,000
(4 ingenuity points)
Devices (1d6+1 Science Points), Instant Gadgets
9 9 +4 600,000
(4 ingenuity points)
Devices (1d6+1 Science Points), Instant Gadgets
10 10 +4 850,000
(5 ingenuity points)
Devices (1d6+1 Science Points), Instant Gadgets
11+ +1 +4 +250,000
(5 ingenuity points)
their ingenuity either inward, seeking to
The Engineer is a genius who excels at cre- use it for evil purposes, or outward, bat-
ating items using super-science. These men tling those who would do harm to others.
and women can build just about anything, to
suit any situation or need, so long as they have
the equipment available. The equipment they
build is referred to in game as a device and
forms the core of their abilities.
In most modern urban fantasy games,
Engineers can build the devices they do
because of some sort of mysterious or other-
worldly force. Perhaps they live on a di-
mensional portal to Hell, whose leeching
energies allow them insights and their
technology to function in ways that normal
people could never achieve. Perhaps they
are just that far ahead of normal tech. One
of the core elements of the Engineer, how-
ever, is that their devices function only for
them. The genius and the curse of the Engi-
neer is that most can never market their
ideas to the general public, so they turn

63
To become an Engineer, the character must weapon. He’ll need to purchase this ability
possess an Intelligence score of 13 or better. three times to affect all three attacks each
Engineers have the following class abilities: round, for a total of 3 more points. He now has
a device with a value of Level 7 and a commen-
Vitality Dice: d6 surate cost of 7 science points to create. It will
Weapons and Armor: Engineers can fire three energy bolts each round, each at +2 to
use any form of weapon or armor. hit and dealing 2d6 damage, keeping the best
1d6 – a very powerful weapon indeed!
Saving Throws: Engineers gain +3 to
Intelligence and Wits saving throws. Complete rules for gadget creation and
effects can be found in Chapter 3.
Aspect: Intelligence
Limits on Use: Devices created at base level
Devices: Devices are the Engineer's using level 1 or 2 effects can be used at will with
stock in trade. They are built in game using no limits (attack powers still require a roll to hit).
science points, which the Engineer gains as Devices created at higher levels may be used once
they rise in levels. Engineers begin with 2 per day, per extra science point spent. Spending a
plus their Intelligence bonus in science minimum of 5 additional science points allows it
points. Thereafter, at each level, the Engi- to be used unlimited and at will. Thus, the blaster
neer gains 1d6 additional science points. above using his homing blaster pistol can be used
These points may be spent immediately or once per day and then needs to recharge. If the
banked towards larger devices in the future. Engineer spends an additional science point, it
To build a device, the Engineer chooses a can be used twice, 2 extra points 3 times, etc. If
power effect as a starting point. They then the Engineer spends a total of 12 science points (7
work with the GM to conceptualize and for the blaster plus an additional 5) he can use it
modify the effects to suit the device they as often as he likes, with no restrictions (aside
wish to create. Imagine, for example, that from the requisite attack rolls) and no recharge
an Engineer wishes to create a scanner necessary. The Engineer can spend these points
that detects body heat. The clear analogue over time, improving the device as the character
for this is the Level 1 Scan ability. So the rises in levels.
Engineer tells the GM she wishes to create The GM may further limit gadgets for
an infrared scanner based off of that effect, game balance—having a device that can con-
which will detect heat signatures when tinually heal lost Vitality with no restrictions,
directed in a certain direction. for example, could unbalance the game, and
The cost of a device is its effective level, the GM may rule that it can only be used once
based on combination of all level-based ef- per day, with no cap for unlimited use.
fects built in. Thus, the infrared scanner Likewise, no matter what the effect might be,
based on detect magic costs 1 science point to there should always be some chance for failure.
create, since it doesn't seek to enhance the This is particularly the case with damaging
effects of the effect upon which it's based—it devices, which should always require an attack
just detects a specific type of energy. roll in addition to any save allowed (though area
Alternately, consider the Engineer who effect attacks may replace the attack roll with
wishes to create a directed energy weapon that the save, at the Game Master’s discretion).
fires homing plasma bolts. He wants a weapon This system leaves a lot of room to custom-
that fires 3 missiles per use. We then have sev- ize effects—does the Engineer wish to spend
eral effects to stack together: Attack is a level 1 science points on the power of the item, rais-
ability, and Range is a level 1 ability. Extra ing its effective level, or on daily usage? Note
Attack, then, is a level 2 ability and since the that if an Engineer increases the daily usage
Engineer wants three bolts, he will need to of an item to unlimited, but then increases
purchase this twice. We are now up to a Level the power level, it reverts to limited per-day
4 gadget. Finally, since he wants a homing usage, requiring the difference then be spent
blast, he will need to purchase Accuracy, a level in science points to again reach the max-
1 power that grants +2 to attacks with the level-plus-5 required for unlimited use.

64
Instant Gadgets: Beginning at level 2,
In addition to their suite of permanent de-
vices, the Engineer has a pool of points they
can use to produce "instant gadgets." These
are devices that they can put together in
seconds from bits and pieces of equipment
they carry with them. Instant gadgets may
be produced only using level 1 or 2 effects,
and last for one single scene of play, at
which point they break down. The GM will
let you know when a scene ends.
The Engineer has a pool of Ingenuity
Points they can use to produce Instant
Gadgets equal to half their level (minimum
1, round down). Producing an instant gad-
get requires one full round to assemble the
device and a Science! check (see below),
modified downward by 10% for a level 1
instant gadget or 20% for a level 2 instant
gadget. A failed roll means the points are
lost and the gadget fails to function. This
pool of points refreshes each new Episode of
play. The GM will let you know when you
have completed an Episode.
Science! Science is the primary ability
of the Engineer. They are experts in every-
thing from biology to chemistry to experi-
mental physics and more. Whenever a
science-based question arises in game, the
gadgeteer may attempt a Science! check to
come up with a solution, based on scientific
principles or a gadget they can produce.
The base chance for such a check is 50% at
first level, and the percentage increases by
5% per level thereafter.
Science! is a very open-ended ability cov-
ering everything from mechanical engineer-
ing to quantum physics. It can be used to
jury-rig repairs on a device, hack a computer
or electronic security system, or come up
with a brilliant idea based on careful analy-
sis of a situation. In addition to the GM call-
ing for Science! checks, the Engineer should
feel free to ask the GM at any given time if
they can use Science! to come up with an
idea or attempt to solve a conundrum.
As with any class ability, the GM may
modify the chance of success by 5% per
level of the challenge up or down (see
Chapter 2 for more on how class ability
checks function).

65
HUNTER-SOLDIER
Level ViD Attack Abilities XP
Bonus
Combat Expertise, Improved Defense, Increased Damage,
1 1 +1 Master of Battle, Melee Combat, Ranged Combat, Psychic 3,000
resistance, Supernatural Attacks (Melee), Tracking
2 2 +1 5,000
3 3 +2 Master of Weapons 10,000
4 4 +2 Extra Attack 20,000
5 5 +2 Supernatural Attacks (Ranged) 40,000
6 6 +3 50,000
7 7 +3 100,000
8 8 +3 Extra Attack 250,000
9 9 +4 500,000
10 10 +4 750,000
– +1 +4 +250,000

The Hunter-Soldier is a character with


formal training, whether it’s monster hunt-
ing, military, survivalism, or any other
means of actual drilled combat. Such char-
acters could be corporate security, bounty
hunters, military, mercenaries or come
from a wide range of backgrounds. What
marks them is that they know how to han-
dle themselves in a fight, and that these
are the ones who go looking for it. Never
one to run from conflict, the Hunter-Sol-
dier takes the fight to the enemy.
Hunter-Soldiers can become adventur-
ers in any number of ways. Some are mem-
bers of secret societies who were raised and
trained from childhood, training to battle
an ancient enemy of their species. Others
are members of mundane (or even extraor-
dinary) everyday occupations that saw
something they can never forget, and de-
cided that it would never happen to them.

66
Some have lost people to war or violence. sesses, including natural armor. Once per
Others are actively recruited by mentors. round, they may attempt a percentile check
Others simply have an overriding wander- to hit an opponent. If this percentile check
lust. The possibilities are endless. One succeeds, they do full normal damage. If the
thing they are not, however, are ordinary check fails, they may still attempt their nor-
folks. They have formal, intensive training mal attack. The Hunter-Soldier has a per-
in the use of weapons and tactics. centage chance to hit an opponent equal to
the total of their Strength and Agility scores
Hunter-Soldiers have the following at first level. This percentage increases by
class abilities: 5% per level, to a maximum of 90%.
Vitality Dice: d8 Master of Weapons: At third level,
Weapons and Armor: Any Hunter-Soldiers can use anything at hand
as an effective weapon. They ignore any
Saving Throws: +1 to all saving penalties for using improvised weapons
throws; add’l +1 per 3 levels (4, 7, 10, etc.) and do their full normal damage when us-
Aspect: Strength ing improvised weapons. They may not
make supernatural attacks with such im-
Combat Expertise: Hunter-Soldiers provised weapons unless the item itself is
get one attack per level against enemies made of a material representing a crea-
with 1 Vitality die or less. Against any ture’s weakness (using a silver pitcher
opponent with more than 1 Vitality die, but against a werewolf, for example).
less than their own, they get two attacks
per round. When fighting groups of oppo- Ranged Combat: Hunter-Soldiers add
nents, use the average Vitality Dice of the their Agility bonus to ranged attack rolls.
entire group to determine how many at- Psychic Resistance: Hunter-Soldiers
tacks the Hunter-Soldier gets. are resistant to the powers of psychics.
Extra Attack: At every 4th level (levels Whenever they are targeted by a psychic
4, 8, 12, etc.) the Hunter-Soldier gains an power, they may attempt a psychic resis-
extra attack per round. They may not com- tance check to completely throw off the ef-
bine these extra attacks with their Master of fects. This check has a 10% chance of
Battle ability; that can only be used on one success at first level and increases by 3% per
attack each round in place of a single attack. level thereafter. If they fail their percentage
This ability also does combine with any ad- check, they may still attempt any saving
ditional attack from Combat Expertise. throw that would normally be allowed.

Improved Defense: Hunter-Soldiers Supernatural Attacks: The Hunter-


with an Agility of 15 or greater reduce Soldier can call upon their experience bat-
opponents’ chances to hit them, imposing a tling creatures of all varieties to make use
penalty of -1 per point of Agility above 14. of their weaknesses. Their melee attacks
can be treated as supernatural for the pur-
Increased Damage: Whenever rolling pose of overcoming damage immunities. If
for damage, Hunter-Soldiers roll one extra they do so, however, they do not roll extra
die, keeping the best result of all dice rolled. dice for damage from their Increased Dam-
If a weapon’s damage code is 2d6, for exam- age ability (though they still add their
ple, the Hunter-Soldier rolls 3d6, keeping Strength bonus). Starting at fifth level,
the best die. This combines with their Melee ranged attacks by Hunter-Soldiers are also
and Ranged Combat ability bonuses. considered supernatural for this purpose.
Melee Combat: Hunter-Soldiers add Tracking: Hunter-Soldiers have become
their Strength bonus to melee combat at- expert trackers, able to follow the signs of
tack and damage rolls. their quarry unerringly even through the
most difficult terrain. Tracking can take
Master of Battle: Hunter-Soldiers may two forms: physical tracking by following
bypass any mundane armor a target pos- signs like disturbed scenery, footprints,
67
and the like; or social, by asking questions
and gathering information. The base
chance to track is 50%, increases by 5% per
level of experience, and is modified by the
difficulty of the signs.
● Creatures who pass through doors,
clear obstacles, or otherwise take basic
efforts to evade reduce the chance by
10%
● Creatures who take exceptional efforts
to evade such as climbing trees, care-
fully passing through hidden entry-
ways or the like, reduce the chance by
20%
● Those who pass through water, stop to
clean themselves, physically cover
their tracks, or take otherwise extraor-
dinary efforts to avoid being detected
reduce the chance by 30-40%, at the
GM's option
● Every 24 hours that passes from the
initial creation of the trail also reduces
chances by 10% cumulative, as does
each hour of rain, snow, or precipita-
tion.
A tracking check may not automatically
lead the Hunter-Soldier to the quarry di-
rectly, but to a new area where another
tracking check may be called for. In this
manner, the GM can create a dramatic
element to tracking, where the Hunter-Sol-
dier needs to constantly suss out and inter-
pret symbols and information given, to
continue tracking their quarry.
The above modifiers also apply to social
situations. If the target takes basic efforts
to remain inconspicuous as they move
through society, trying to keep a hood up,
stay away from cameras, and avoid draw-
ing a massive scene, this counts as basic ef-
forts, while a creature with a great deal of
friends and associates in a region that
would go to bat to hide them might count as
extraordinary efforts. The GM should ap-
ply modifiers based on the creature's ability
to move among society, and again, a suc-
cessful check should lead from one piece of
information to the next, and not necessar-
ily to the quarry directly.

68
MYSTIC WARRIOR
No. of Attack
Level ViD DV Attacks Abilities XP
Bonus
Combat Mastery, Impossibly Agile,
1 1 9 1 +1 2,500
Mysticism
2 2 8 1 +1 Lightning Fast 5,000
3 3 8 1 +2 Survivor Skills; Power Advance 10,000
4 4 7 3/2 +2 Favored Weapon (+1) 20,000
5 5 6 3/2 +2 Free Running 40,000
6 6 5 2 +3 Power Advance or New Power 80,000
7 7 5 2 +3 Iron Will, Favored Weapon (+2) 150,000
8 8 4 5/2 +4 Mind over Body 275,000
9 9 3 5/2 +4 Power Advance or New Power 550,000
10 10 2 3 +4 Favored Weapon (+1 die damage) 800,000
11 11 2 3 +5 1,050,000
12 12 2 3 +5 Power Advance or New Power 1,300,000
13 13 2 3 +6 Instant Kill 1,550,000
14+ 14 2 3 +6 Favored Weapon (power focus) +250,000
Mystic Warriors may not
Whether their skills were be appropriate for all cam-
honed in a remote monastery paigns, but they can add a
converted from a penal colony fun extra dimension to play
on a remote mining asteroid, which can add more creative
or they have always had a fun to the game. Mystic
spark of "something" inside Warriors generally adven-
them which bolsters their ture either to explore the
abilities far beyond those of world and find their path, to
normal boxers and martial actively seek out and de-
artists, the Mystic Warrior is stroy some specific evil, or
that warrior whose body, simply to lend aid wherever
mind, and personal energy their skills might be needed.
are their greatest weapons. Those of a less altruistic na-
They are a staple of science ture may sell their services
fantasy literature, those who to crime lords, street gangs,
can take on multiple as- or even demonic cults. There
sailants while wielding noth- are many roles they might
ing but their hands, feet, and fill in a campaign.
wits, who may be able to fire
blasts of biokinetic energy, Many abilities of the Mys-
create illusions of the mind, tic Warrior represent their
or wield a deadly plasma ability to draw upon the
blade during impossibly acro- power of their own pneuma,
batic duels. their vital spirit, soul, or cre-
ative force. Pneuma is called
different things in different
cultures: common far east-

69
ern words that are roughly analogous in- ritual lasting twelve hours, which must be
clude Chi, Qi, or Ki. In ancient Hindu the undertaken in complete solitude.
rough approximation is Prana. It's impor-
tant to note the term "roughly analogous," Impossibly Agile: Mystic Warriors add
as philosophically speaking, these are very +3 to Agility. This can raise Agility to a
complex concepts and they have very differ- maximum of 20. If it would raise Agility
ent nuances in varied cultures. The core higher than 20, extra points are lost.
idea, however, is that the Mystic warrior Melee and Ranged Combat: Mystic
draws upon their own spiritual energy to Warriors add their Agility bonus to both
create mystical or superhuman effects. ranged and melee attack and damage rolls.
Mystic Warriors have the following Free Running: Beginning at 5th level,
game statistics: the Mystic Warrior can perform feats of ac-
Vitality Dice: d6 robatics and gymnastics that others can't.
They may move through difficult areas like
Weapons and Armor: Archaic weapons debris-strewn battlefields or even groups of
only; no firearms enemies at their full rate of movement with
no ill consequences (they run up along
Saving Throws: +1 to Toughness and walls, leap over foes to land gracefully be-
Agility saving throws; plus 1 per 3 levels hind them, etc.) They may also leap double
gained (levels 4, 7, 10, etc.) their Agility bonus both high and long from
Aspect: Agility a standing point (most characters may only
leap up to their Agility bonus high and
Combat Mastery: Mystic Warriors gain long, with a minimum of 1 foot), and up to
improved DV and additional attacks per 5 times their bonus if they get a running
round as indicated in their class table. start of at least 10 feet (most characters
Favored Weapon: Starting at level can make it up to 3 times their Agility
four, the Mystic Warrior selects a single bonus with a running start).
weapon in their arsenal. This weapon be- Instant Kill: Each tradition has a dif-
comes mystically bonded to the warrior – it ferent name for this technique, and a dif-
could be a weapon of their sect, or simply ferent means by which it works.
one that they have chosen with which to Essentially, however, beginning at 13th
bond. The weapon must be a melee weapon. level, upon a successful unarmed melee
When using this weapon, the Mystic War- strike against an opponent, the Mystic
rior gains +1 to hit and damage. At level Warrior may attempt a percentile roll with
seven, the bonus with this weapon in- success rate of 50% plus the damage dealt
creases to +2 to hit and damage. At level on the attack. If they succeed, the victim
ten, the Mystic Warrior rolls an additional must succeed at a Toughness saving throw,
die of damage when using their favored or they will die at any time of the Mystic
weapon, keeping the best results (in addi- Warrior's choosing, within the next week.
tion to the +2 to hit and damage). If they survive a week without being com-
At level 14, the Mystic Warrior may manded to die, they will die at the end of
choose a single mystic power they possess. the week. This ability may be used only
This power can be directed through their once per month, and it drains the Mystic
favored weapon, granting them +10% to the Warrior of pneuma such that the moment
power’s use, and if appropriate, an addi- their victim dies, the Mystic Warrior falls
tional +2 to hit, +2 to damage, and an die of unconscious for 3d6 days. It also has no
damage when using the power in this way. effect on creatures with greater than 9 Vi-
tality Dice.
If the warrior ever loses this weapon,
they must wait thirty standard days and Iron Will: Beginning at 7th level, the
undertake cleansing rituals to be ready for Mystic Warrior gains +3 to saving throws
another, which they may then adopt with a against all psionics and mind-affecting
abilities or powers.

70
Lightning Fast: Starting at 2nd level, to cast that effect. Thus, if you at third level
Mystic Warriors add +1 to initiative decide to purchase a second level effect,
your casting percentage with that effect
Mind over Body: Beginning at 8th would be 40% instead of 50%. Failure to
level, the Mystic Warrior heals damage suf- cast a effect requires rolling on the device
fered at a rate of their Toughness bonus in backfire table in Chapter 3.
damage per hour.
Pneuma Blast: Some Mystic Warriors
Mysticism: The Mystic Warrior may at may draw upon their pneuma, or inner
first level choose two Mystic Warrior Mysti- spirit, to fire bursts of spiritual energy
cism abilities (see below). Thereafter, at ev- which damage their opponents, often by
ery multiple of 3 (levels 3, 6, 9, etc.) they burning the very soul of their target. You
may either improve one of their existing may use homing blast as an innate ability;
abilities which can be improved, or they your percentage to activate it is 50%, and if
may choose a new ability. New abilities you succeed, the missile automatically hits
always begin at base effectiveness and its target (and counts as a supernatural at-
must be improved using further advances. tack). For each advancement you decide to
Survivor Skills: Beginning at Level 3, purchase with this ability, you may either
Mystic Warriors gain the Climb, Hide, and add one additional missile, or raise your
Move Silently skills as a Slicer of two levels activation percentage by 10% (to a maxi-
lower than their Mystic Warrior level. mum of 90%). If you fail an activation
check, you suffer half the damage on the
Mystic Warrior Mysticism attack as it backfires on you, and you may
not call upon this ability until you have had
Danger Sense: You have a basic "sixth 8 hours of sleep or meditation.
sense" that warns you of danger in the sur-
rounding world. You can only be surprised Psychic Power: You may choose a single
on a roll of 1 on 1d8. psychic power. You may use your psychic
power once per day, and if a duration is
Enhanced Senses: You can see in total needed, it lasts for one scene. Your base
darkness up to 60 feet, and you gain the chance to use this power is 50%, and if you
perception ability of a slicer of the same roll a 90% or greater on your check, you suf-
level. You can also add +4 to any Wits fer psychic feedback as normal. For each
checks you make based on sight, hearing, advancement you purchase, you may use
smell, taste, or touch. You may activate this power an additional time per day or
your senses once per day, plus once per increase your percentage chance to use the
each advancement you purchase. A use power by 10% (to a maximum of 90%).
lasts for one scene of game play.
Supernatural Attacks: Your melee attacks
Innate Magic: You may call upon your are counted as supernatural for the purposes
Pneuma to create truly mystical effects. of damaging creatures that are only damaged
Choose one power effect of first level. You by supernatural attacks. For each advance-
may use this ability once per day and your ment you purchase, you add either +1 to your
base percentage to activate the power is attack roll or +1 to damage.
50%. This effect is always cast at first level
ability. For each advancement you pur-
chase, you may either raise the effective-
ness of this effect by 1 level, increase your
base casting percentage by 10% (to a maxi-
mum of 90%), or choose a new effect, which
will also be at minimum effectiveness. New
effects chosen may be of any level up to half
your character level, rounded up, but for
each effect level higher than 1, your casting
percentage is reduced by 10% when you try

71
PSYCHIC
Level ViD ABonus
ttack Abilities XP
Innate Power, Psychic Power, Supernatural
1 1 +1 1,500
Attacks, Sixth Sense,
2 2 +1 3,000
3 3 +1 Psychic Power 6,000
4 4 +2 12,000
5 5 +2 25,000
6 6 +2 Psychic Power 50,000
7 7 +2 125,000
8 8 +3 250,000
9 9 +3 Psychic Power 500,000
10 10 +3 750,000
11 11 +3 950,000
12+ +1 +4 Psychic Power (1/3 levels) +250,000

Psychics are men and women who have


strange and mysterious abilities that come
from the power of their own minds. These
are ESPers, clairvoyants, psychokinetics,
telepaths, biokinetics (those who can heal
with mental energy, who can control their
environment and the biorhythms of others,
who can push their bodies to seemingly
unnatural levels), and more.
Psychics are poorly understood by sci-
ence and the mystic arts and are often
feared and mistrusted by just about every-
one (including other psychics) as a result.
Their origins are as clouded as their abili-
ties—some say they were created by direct
experimentation from the Old Ones. Oth-
ers believe they are the result of an innate
potential and represent an untapped stage
of evolution in mankind. Wherever they
come from, however, they represent the
raw potential of the human mind.
To become a psychic, a character must pos-
sess both Wits and Persona scores of 13 or bet-
ter. Psychics have the following class abilities:
Vitality Dice: d6
Weapons and Armor: Small, light
weapons such as knives, clubs, slings,
bows, short swords, hand axes and the like,
and light armor up to studded leather.

72
Saving Throws: Choose either Wits or 90 or greater on percentile dice, regardless
Persona. You gain +3 to all saves with that of whether the power succeeds or fails, they
particular ability. suffer 1 die of damage from psychic feed-
back and mental overload, are stunned for
Aspect: Wits or Persona (same as cho- one round (unable to take actions), and
sen for saves, above). likely exhibit bleeding from the nose, ears,
Innate Power: The psychic at first or eyes. They also lose access to the power
level, chooses one single psychic power. until they get a full night’s sleep, unless
They can use this ability once per day with- they succeed at a Wits or Persona saving
out the need for a psychic activation check throw. Some advanced power usage may
and it automatically succeeds. At levels increase the chance for psychic feedback
four, eight, and every multiple of four (and even the damage and consequences
thereafter, they may use this ability one suffered from it)
additional time per day. Supernatural Attacks: All damage
Psychic Powers: At first level, and at dealt by psychic powers is considered su-
every multiple of 3 thereafter (3, 6, 9, 12, pernatural in nature for purposes of over-
etc.), a psychic chooses a new psychic power. coming damage resistance.
Each new power they gain begins at first Sixth Sense: Psychics have a basic
level and improves by 1 level per level “sixth sense” that warns them of danger in
gained by the psychic. Thus, at sixth level, a the surrounding world. They can only be
psychic will have one power at 6th level pro- surprised on a roll of 1 on 1d8.
ficiency, one power at 3rd level proficiency,
and one power at 1st level proficiency. Psychic Powers
To use this power, they must (unless Bio-Feedback: The psychic can heal
otherwise noted in the individual power) damage, both damage that they have suf-
make a psychic power check, at the level of fered and that inflicted upon others. Heal-
the power. Thus, the 6th level psychic ing requires an activation roll, and the
above, would activate their 1st level power amount of damage healed is equal to 1d8
as though they were a first level character. per three levels of the power.
To make this check, throw percentile dice. This power can also be used to inflict psy-
A power has a base 15% chance to activate at chic harm on others, requiring a psychic acti-
first level, plus the total of the psychic's Wits vation roll, followed by an attack roll, using
and Persona scores, rounded to the nearest 5. the psychic’s Wits bonus instead of their
It then improves by +5% per level thereafter. Strength or Agility bonus, and a Hit Bonus as
For example: A psychic has a 15% chance though the psychic were a Warrior. See
to activate a first-level power. If the psychic Chapter 4 for more information on Hit
has a Wits score of 13 and a Persona score Bonus. Damage is a base 1d6 plus Wits bonus
of 18, this adds 31% to their activation, for at first level. At fifth level, roll 2d6, keeping
a total of 46% chance to activate, rounded the better of the two. At tenth level, roll 3d6,
down to 45%. At second level, they add 5% keeping the best of the 3, and at 15th level, roll
to this total for a 50% chance to activate. At 4d6, keeping the best of the 4. At 20th level,
third level, the base chance increases by the power does a flat 6 damage.
+5% per level again, so the psychic would Body Control: Body control allows the
have a 55% chance to activate. psychic to control their basic bodily func-
Abilities work as described under each tions, increasing their abilities and capabil-
individual power, and some advanced uses ities as they need. With this ability, they
of powers impose a penalty to activation can increase their speed by double. They
and/or a bonus to the target’s saving throw. can increase any attribute by 1d6 per 4 lev-
els of the power. They can grant themselves
Psychic feedback: Psychic powers are bonus temporary vitality at the same rate
dangerous and unreliable. If a psychic rolls as attribute increases. Other effects may be
73
possible, at the GM’s discretion, and using ESP: ESP, or extrasensory perception, is
these as a guideline. the ability to sense things that cannot be
sensed with the normal five senses. This
The power lasts for 1 minute per level of includes psychic disciplines such as clair-
the power, and each additional boost re- voyance, clairaudience, sixth sense, etc. In
quires a new activation roll at a cumulative general, a separate roll to activate this
-10% penalty to the power. No individual power for each “virtual sense” the charac-
ability may be boosted more than once at a ter wishes to enact. For example, to see
time, i.e. the psychic cannot boost Strength into another room requires a check for
twice, but they can boost Strength, Agility, clairvoyance; hearing what’s going on in
and Toughness, though the second boost the room requires a separate check for
would reduce the power by 10% and the clairaudience. Each additional sense main-
third by 20%. tained at the same time results in a cumu-
Domination: Domination is, quite sim- lative -10% to the power check. Thus, if
ply, mind control. The GM will set the dif- activating both sight and sound, as above,
ficulty, often basing it on the level of the the roll to activate clairvoyance would be at
target, with first level (those with 1 Vital- normal ability, and the roll to activate
ity Die) targets using the base level of clairaudience would be at -10%.
power, and each level above first reducing The range of this power is 100 feet at
the power by 5%. Any use of this power al- first level proficiency, and doubles with
lows for a Persona save to resist. Another each additional level; thus, 200 feet at sec-
option, for those who possess Night Shift: ond level, 400 feet at third level, 800 at
VSW or Wasted Lands: TDA is to refer- fourth, and so on. Range can be extended
ence the spells in those games and base but results in a -10% to the power per dou-
the saving throws on the level of the spell ble the range increment, cumulative. Thus,
that comes nearest to what the psychic is a first level character who wishes to in-
trying to accomplish. crease their power to 800 feet increases the
Empathy: Empathy is similar to telepa- power by 3 doubling increments (200, 400,
thy but revolves around emotion rather and 800), or -30% to the activation roll.
than thoughts. Empaths can read the emo- The ability lasts for 1 minute per level of
tional state of others, which can lead them the power.
to know when someone is lying, when they
are aggressive, etc. The range is the same ESP also carries a sixth, or danger, sense
as the range for telepathy. In general, em- with it. Characters who possess ESP are
pathy is used against a single target; other- normally surprised only on a roll of 1 on
wise, the onslaught of emotions gets to be 1d10, and if there is a remote chance of
overwhelming for the reader. active detection of danger, the GM should
secretly roll a power check using the char-
With this power, two other abilities are acter’s base power before any attribute
possible. First, the empath can set up an checks are made (see Chapter 4 and 5 for
empathic bond with a number of willing re- more information on attribute checks and
cipients equal to three times their Wits class abilities).
bonus. While this empathic bond is active
(which is permanent, unless the empath de- Psychokinesis: Psychokinesis refers to
cides to end it), all members will be con- the control over a specific element or type
stantly aware of the emotions of the others, of energy. There are a number of different
as well as having a vague awareness of types of psychokinesis, with the most com-
where they are (base direction and relative mon being: telekinesis (earth, or the physi-
distance), no matter how far apart they are. cal world); pyrokinesis (fire); electrokinesis
Second, the empath can attempt to control (electricity); and cryokinesis (cold). The ef-
the emotions of others, implanting any emo- fects of this ability are standardized—
tional state they desire. Victims are entitled when this ability is selected, choose a type
to a Persona saving throw to resist. of PK (telekinesis, pyrokinesis, electrokine-

74
sis, etc.) When you use the ability to attack, ● Cryokinetics can lower temperature to
damage is of the type chosen (fire for py- a maximum of two degrees below freez-
rokinesis, bludgeoning or by weapon for ing per point of Wits, and can do so by
TK, etc.), as is the way in which manipula- 5 degrees per round, or can use extreme
tion works and what’s possible. cold to deal damage to foes, as stan-
dard, with a range equal to 5 feet per
Damage: Damage from attacks is stan- point of Wits.
dard: 1d6 just as though it were a weapon,
plus the Wits bonus of the psychic. At 5th ● Photokinetics can create laser beams to
level, roll 2d6, keeping the better of the deal damage and can increase or de-
two. At 10th level, roll 3d6, keeping the crease the lights in an area with an
best of the three, and at 15th, roll 4d6, area of up to 5 feet per point of Wits.
keeping the best of the four. At 20th level, They can also blind people with light
attacks simply deal 6 points of damage. (or darkness), treating this effect as the
The psychic can "force" additional damage cause blindness or deafness spell and
dice which total by reducing the power acti- reducing their chance to activate the
vation by 10% per extra d6. power by -15%
● Other forms of psychokinesis may be
For Example: a first level psychic who available, as may additional effects for
has a 45% chance to activate their power those lifted above, with their specifics
wishes to deal 3d6 damage (totaled) with a and effects at the discretion of the GM
psychokinetic attack. They would reduce and using these guidelines as exam-
the power by 20%, meaning they would ples.
only have a 25% chance to activate.
Different types of psychokinesis can be
The same psychic at 5th level would see selected as different powers.
their normal base become 65%; reducing it
by 20% means they would have a 45% Supernatural Attacks: This psychic
chance to get off the damage. In addition, power does not require an activation roll to
because they are 5th level, if they succeed, use. It is always active and always works.
they will roll 4d6, keeping the best 3. In addition to psychic powers being super-
natural attacks, the psychic’s melee and
Manipulation of Objects and Elements: The ranged attacks with weapons are supernat-
size or mass of an element that can be manipu- ural in nature, for the purposes of affecting
lated and the range of the power is dependent creatures that are immune to non-super-
upon the Wits of the psychic. For example: natural attacks.
● Telekinetics can manipulate objects Telemagery: Telemagery is the ability
as though their Wits were their to create illusions with the power of the
Strength score. mind, tricking others into seeing what you
● Pyrokinetics can manipulate fires to a want them to see. As with Domination,
maximum of 1 square foot per point of above, the GM will set the difficulty usually
Wits, growing an existing fire by that based on the level of the target, reducing
much total, at the rate of 1 foot per round, the base power level by 5% per level above
or reducing the size of a fire by that much first, or by referencing illusion-type spells
per round (effectively extinguishing it if in Wasted Lands or Night Shift if one of
the size reaches zero feet). They can cre- those games is on hand. In this manner just
ate fire from nothing, but the first round about any psychic illusion can be created,
the fire is simply the size of a match or from changing one’s appearance to creating
candle flame. They can also use fire and entire illusory landscapes, mimicking the
heat to deal damage with a range equal to exact effects of a given spell, with the
5 feet per point of Wits. caster level being equal to the power level.
● Electrokinetics can cast lightning or Note, however, that anything the psychic
manipulate electrical devices within a creates/summons with this ability is en-
range of 5 feet per point of Wits. tirely illusory in nature. Thus, if the psy-

75
chic, for example, chooses to summon an less likely their vision is to be accurate.
animal, that animal is simply an illusion,
and any time it interacts with any physical Seeing just a round or two in the future
object or attacks another, onlookers can is possible, however, and with a successful
make a saving throw (Intelligence, if not check (requiring one melee round to con-
otherwise noted in the spell) to see through centrate), the psychic can gain an extra
the illusion, and thus be able to completely Fate Point (see Chapter 4) that they can
disregard it. spend at any point within the next 10 min-
utes, for any reason (even Providence
Telepathy: Telepathy encompasses the Smiles, if they have already done so). They
disciplines of mind-reading, mind-probing, can only possess one such point at a time,
and telepathic communication. In general, and they can only use this ability once per
it can be used to read thoughts, as per the day. If Fate Points are not in play for the
spell. It can also be used to communicate game, this power still grants one and all of
telepathically with others. The maximum its associated uses.
range is 100 feet at first level, doubling at
each level thereafter as with the range for In all cases with this power, the GM is
ESP, and the psychic can communicate the final arbiter of exactly what is seen,
with a number of willing subjects equal to and visions of both past and future can be
three times their Wits bonus at once. Pro- hazy and somewhat indistinct. The GM is
jecting thoughts into an unwilling mind well within their rights to limit the infor-
nets the recipient a saving throw, and the mation granted with this power to prevent
telepath may not control another’s mind; it from being a game breaking ability.
that is the province of domination.
Temporal Senses: Temporal senses al-
low a psychic to sense the past, present,
and future. It provides the same danger/
sixth sense as ESP and allows the psychic
to see into the distant past as well as the
immediate and distant future, read the his-
tory of objects, and more. When looking
backwards, the psychic can only see the
immediate area (their current line of sight)
and can go back up to a number of years
equal to their Wits modifier. This number
increases by five for every level of the
power.
Psychometry, or Object Reading, is also
possible with this power. The range of time
in the past is the same as with postcogni-
tion, above, but instead of the immediate
line of sight area, the psychic gets impres-
sions of the object being read—its history,
past users, where it has been, etc.
Looking forward, or precognition, is
trickier, as nothing is certain in the future,
and any future the psychic sees could
change instantly with a single person any-
where in the world making the wrong
choice at any point along the timeline.
Thus, while the range of time is the same
as postcognition, the further one looks, the

76
SLICER

Level ViD Attack Abilities XP


Bonus
Improved Defense, Ranged Combat, Slicing, Stealth
1 1 +1 Skills, Climbing, Danger Sense (1-2), Perception, Vital 1,500
Strike x2 (supernatural)
2 2 +1 3,000
3 3 +1 Danger Sense (1-3), Read Languages 6,000
4 4 +2 Vital Strike x3 12,000
5 5 +2 20,000
6 6 +2 40,000
7 7 +2 Danger Sense (1-4) 80,000
8 8 +3 Vital Strike x4 150,000
9 9 +3 300,000
10 10 +3 Danger Sense (1-5) 500,000
11+ +1 +3 +200,000

Slicers are, for the most part, normal people


who have been thrust into a life they never
asked for, and a world where they are forced
to battle against the horrific monsters that
once held humankind in chains, creatures
from their darkest dreams and stories of child-
hood boogeymen. There’s no escape from the
shadow world—once you look into it, it looks
back into you, and you’re now a part of it. If
the Warrior goes looking for trouble and takes
the fight to the forces of darkness, the Slicer
finds that trouble comes for them, when
mostly they just want to live a normal life.
Of course, some Slicers paint themselves
as thieves, assassins, and masters of
stealth, and revel in that lifestyle, viewing it
as their own way of hunting the hunters.
These are bringers of chaos, tricksters, or
simply those who see it as a way to actually
fight back when you don't have the strength
of arms that a trained soldier possesses, or
the mysterious powers of a psychic.
Regardless, such characters must find a
way to survive, and for the most part, they
do so by mastering the arts of becoming
unseen. They learn to be stealthy, to spot
tricks and traps before they are sprung, to
perform acts of sleight of hand, and to
strike from the shadows. They learn how to
take advantage of their own mundane na-
77
ture to do battle with the forces of dark- Stealth Skills: Slicers have learned to
ness… mostly so they can get behind an be stealthy and get by without being seen.
augment or soldier. This allows them to battle in the face of the
forces of darkness. The skills they possess
Slicers have the following class abilities: are: Bypass Security Systems (mechanical,
Vitality Dice: d4 electronic, and computer hacking), Bypass
Traps, Sleight of Hand, and Sneak.
Weapons and Armor: Knives, daggers,
small clubs, and other light weapons, and Base chance of success for each of these
armor up to (and including) studded leather. skills is listed below. Skills improve by 10%
per level of experience, to a maximum of
Saving Throws: +3 vs. attacks that 95% (no matter how high the character
would result in instant death and area goes, there is always a margin for failure).
effects (explosions and the like); all saves If the Slicer fails, they may be entitled to
improve by +1/5 levels. With any saving an appropriate attribute check. A failed
throw that would normally allow for half attempt on the skill and attribute means
damage on a success, the Slicer takes no the task cannot be completed; no repeat at-
damage on a success. tempt is allowed.
Aspect: Agility ● Bypass Security Systems: 15%
Improved Defense: Slicers with an ● Bypass Traps: 10%
Agility of 15 or greater reduce opponents’ ● Sleight of Hand: 20%
chances to hit them, imposing a penalty of
-1 per point of Agility above 14. ● Sneak: 20%

Ranged Combat: Slicers add their Failed Checks: A failed check to sneak or
Agility bonus to ranged attacks in combat. perform a feat of sleight of hand does not
automatically mean detection. Observers
Slicing: Slicers have developed a set of with between 0 and 3 Vitality Dice have a
skills that enable them to move like a 1 in 6 chance of detecting the failed stealth.
ghost, either in the machine or in society If the observer has more than 3 Vitality
itself. This is the meaning of “slicing.” They Dice, for each level or Vitality die of the
may slice a network, an organization, or potential observer, there is a 5% chance
even just slice their way into a club. It cov- they will detect the Slicer on a failed check;
ers network hacking as much as it does cut- otherwise, the attempt succeeds regardless
ting through red tape. of a failed roll.
Slicing skills include Computers, Dis- Climbing: Slicers are adept at clamber-
guise, and Fast Talk. Skills improve by 5% ing over obstacles to escape pursuit. At
per level of experience, to a maximum of first level, they have a 70% chance to climb
95% (no matter how high the character goes, an object such as a wall, fence, or other
there is always a margin for failure). If the vertical surface, and can do so at their full
slicer fails, they may be entitled to an appro- speed, even going up objects otherwise too
priate attribute check (followed, if the GM sheer for most people to climb. For every 2
deems it appropriate, by a Rule of 2 check). levels of experience, this chance increases
A failed attempt on all two (or three) checks by 5%, so that by 10th level, the Slicer has
means the task simply cannot be completed a 95% chance to climb any surface. This
at this time; no repeat attempt is allowed. ability cannot go higher than 95%; as with
Complete rules for computer hacking and stealth skills, there is always a margin for
slicing can be found in Chapter Four. error. Failing this check still allows an at-
tribute check to back it up before the Slicer
Their percentages are as follows: falls, suffering 1d6 damage per 10 feet
● Computers: 30% fallen (totaled).
● Disguise: 25%
● Fast Talk: 40%

78
Danger Sense: Slicers have a keen abil- Multiclassing
ity to sense danger, whether by hearing the
slightest sounds, spotting something out of Multiclassing is the process of advancing
place, or just sensing something is wrong. your character in more than one character
The base chance to sense danger is 1-2 on class. You could be a character, for exam-
1d6 at first level. This chance increases to ple, who began as a Diplomat and later dis-
1-3 at 3rd level, 1-4 at 7th level, and 1-5 at covered she had the potential to become a
10th level. A successful Danger Sense Psychic or started as a Soldier only to get
check always gives warning that something Augment powers later. Perhaps David de-
bad is about to happen, with any other ap- cides to play a bounty hunter named Fox,
propriate information (“you hear whisper- who began as a Slicer and later progressed
ing around the next corner,” for example); into a military career, transitioning to Sol-
this also means the Slicer can make prepa- dier. Maybe as a Slicer you had a strange
rations against the danger and cannot be experience with alien crystals, unlocking
surprised. If the Danger Sense roll fails, minor powers as a Mystic Warrior.
the Slicer still gets a standard Rule of 2 Whatever the combination, this is ac-
surprise check (see Chapter 4). complished through multiclassing.
Perception: In addition, Slicers are ex- The process for multiclassing is simple.
tremely perceptive, able to notice things When you reach the point where you would
that others cannot, hear noises in the dark, normally gain a level, you cease advance-
and generally take advantage of keen ment in your original class, and start ad-
senses. At first level, the Slicer has a 40% vancing in a new class. In order to do so, you
chance to make use of their sensory abili- must have a minimum score of 13 in the
ties, which can function automatically (the Prime Requisite of the new class. You pick
GM instructs a roll) or at will (the charac- up first level in the new class and start a
ter actively attempts to search an area, lis- new experience progression (from 0) in that
ten at a door, etc.). This ability increases by class. You add the new class’ Vitality die for
5% per level to a maximum of 95%. If the vitality instead of your original class, and
attempt fails, the Slicer may be entitled to you gain the abilities of the new class.
an appropriate attribute check, a Rule of 2
check, or both before they fail entirely. You do not gain the save bonuses or pro-
gression of your secondary class, and you
Vital Strike: A Slicer who attacks from do not gain a second Tier 1 Ability. These
stealth or from behind an enemy gains +4 to are set by your original class and do not
attack, and the attack deals double damage. change. While advancing in your new
Such attacks are also considered to be super- class, you do not progress in your original
natural for the purposes of overcoming dam- class, which is “frozen” at the point you
age immunity to mundane attacks. For every left it. Whenever you gain a level in your
four levels the Slicer attains (including first), new class, you can choose to advance that
the damage multiplier increases by one; from class to the next level, or you can switch
levels 4-7 they deal 3x damage, from 8-11 they back to your original class. It is recom-
deal 4x damage, etc. A Slicer can Vital Strike mended that no character carry more than
if the opponent is unaware of their presence, two classes, however.
or if they are battling the same enemy as an-
other ally and can as such maneuver into a Finally, for game balance reasons, unless
vulnerable spot. Vital Strikes can be ranged, you always remain within two levels differ-
but only if the Slicer is within 30 feet of their ence in each class you carry, the amount of
target and the target is unaware or distracted. XP you need to advance a level in either
class is equal to its normal advancement,
Read Languages: By 3rd level, a Slicer has plus 10,000 times your current character
picked up enough knowledge to have an 80% level. Character level is your combined lev-
chance to read any language they encounter. els in all classes.

79
This means if you are a fifth-level Soldier Improving Vitality
and you opt to pick up a level in Psychic,
you must, before reaching second level in After first level, with each level gained,
Psychic (or switching back to Soldier), characters roll their ViD and add the result
achieve 63,000 experience points (3,000 to to their existing Vitality total.
reach Psychic second level, plus a 60,000-
point XP penalty for being an effective 6th This assumes a Realistic game.
level character). If, however, you always
keep your Soldier and Psychic classes In a Cinematic game, characters roll for
within two levels of one another, there is no Vitality points as above, but may not have
such XP penalty. This ensures some level of a result lower than half their ViD plus one
parity among characters advancing. before Toughness bonus is added. Thus,
the Diplomat in the example above, when
Determine Vitality they hit second level, rolls 1d6. If the die
comes up 3 or below, they get 4 Vitality
Next, we determine your character’s Vi- points plus their Toughness bonus, added
tality points. Vitality is the amount of harm to their total.
your character can take before they die – it’s
not wounds, per se, but a nebulous abstract In a Gritty game, characters simply roll
of your character’s general ability to remain their ViD and add the result to their total,
in the fight, as it were. It represents near with Toughness not figuring into the
misses, lucky breaks, and their general equation at all.
combat ability as much as it does how many
times they’ve been shot or stabbed. Skills
To determine vitality, at first level each Skilled characters are part and parcel of
character gets a number of Vitality points science fiction games. As such, they become a
equal to the maximum value of their nor- core assumption in Thirteen Parsecs,
mal Vitality Die (ViD), plus their Tough- whereas in other O.G.R.E.S. games they
ness bonus. Thus, a Diplomat (1d6 ViD) were considered an optional addendum. Still,
with a Toughness of 14 (+1) would start for tables who don’t wish to bog games down
play with 7 Vitality points. with extra abilities such as those repre-
Alternately, characters who first take a sented here, the Secondary Training section
species or cultural background gain the full below can be used to replace the full skill
maximum value of that species or back- system if you desire. A skill operates on the
ground’s ViD, and rolls for their class Vital- Class Ability mechanic—that is, success is
ity as they would when advancing a level determined by a percentile roll for success.
(see Improving Vitality, below).
Base Chance of Success
This assumes a Realistic game. The percentage chance of success in a
In a Cinematic game, characters begin skill is determined by the associated at-
play with a number of Vitality points equal tribute. When initially chosen, a skill has a
to their full Toughness Score. In this case, percentage chance of success equal to dou-
the Diplomat above would start play with ble the associated ability, rounded to the
14 Vitality points. This vastly increases nearest 5%. Thus, if a skill is associated
the toughness of starting characters and is with Agility, and the character has an
best served for combat-heavy games. Agility of 12 or 13, they have a 25% chance
of success. If they have an Agility of 14 or
In a Gritty game, characters roll their 15, they have a 30% base chance of success.
ViD and do not add Toughness bonus in
any fashion. In the example above, the Whenever a skill is used in game (suc-
Diplomat would simply roll 1d6 for their cessfully or not), the player places a check
Vitality points at first level. mark next to that skill on their character
sheet. When they level, any skill that has

80
been used advances by 5%, and all check Ongoing Checks
marks are erased. No skill can rise to a
level greater than 95%; there is always a In some cases, a skill may require ongo-
margin for failure, and no skill can increase ing work. At the GM's option, this can re-
by more than 5% per level, regardless of quire multiple skill checks, with a certain
how often it has been used. There is no number of successes being required to ac-
need to put multiple check marks next to a complish the task, and a certain number of
skill that's used often. failures meaning things have gotten too
bad to continue.
Skills and Saves Putting It Together
In some cases, a skill could conceivably Consider the example of surgery, above.
be used as a replacement for a save check. The GM may decree that surgery is com-
In this case, treat it as any class ability— plex enough that it requires a series of ac-
the character may check their skill first, tions to succeed over a few hours of time.
and if it succeeds, they need not save. If it The player must attempt repeated skill
fails, they still get a save check. checks, with 4 successes meaning they
have accomplished the surgery, closed up
Skills and Difficulty the patient, and kept them stable. If they
The GM may apply difficulty modifiers to fail twice, however, the patient dies on the
skill checks. Such modifiers should always operating table.
be in increments of 5% and based on the At some point, the character encounters
difficulty. They are applied to the chance of a conundrum, a puzzle that would normally
success. A skill that is trivial to accomplish require Wits to solve. The GM decides that
should never require a roll. A relatively the skill check for that particular conun-
easy task may get a +10% bonus. An aver- drum is based upon Intelligence and Wits
age task gains no bonus nor penalty. A instead of Intelligence and Agility.
tricky task is at -5%, a hard task at -10%, a
difficult task at -15%, and so on. The GM Skills and Class Abilities
may also simply decide that an extremely
difficult task is performed at half the nor- In no case should a skill replace a class
mal chance of success. ability – while stealth and climbing, for ex-
ample, exist as skills, they nowhere near
Skills with Multiple Attributes represent the sheer capability of the class
ability of the same name. In situations
Some skills may require multiple at- where there is crossover, the player with
tributes to engage. Performing surgery, for both the skill and the class ability may at-
example, requires manual dexterity tempt both their skill and their class ability
(Agility) as well as intelligence. In this before failing or turning to an attribute
case, determine the chance of success by check or the Rule of 2. It should in most
adding the two abilities together instead of cases be very difficult for someone with both
doubling one (in this case, base difficulty a class ability and a skill to fail at a task.
for surgery would use Intelligence +
Agility), then adding any advancement In such cases, the order of effort is:
bonuses (if your medicine skill has ad- 1. Class ability
vanced twice, you still get the 10%). If a
skill could require more than 2 attributes, 2. Skill
simply choose the two that are most appli- 3. Attribute check
cable, with one always being the base abil- 4. Rule of 2.
ity associated with the skill.
Each successive check represents a
lesser “degree” of success. Consider stealth,
for example.

81
A character with a class ability is a If there's a question about what a skill
ghost in the night, all but invisible and can be used for, the GM's ruling is final in
absolutely silent. all cases.
A character with the skill has been for- Strength
mally trained in stealth techniques and is Athletics
very quiet, but nowhere near the degree of Climbing
the person with the class ability. Swimming
Someone making an attribute check is
relying on their own agility. They move Agility
reasonably quiet, probably silent enough to Contortionism
get past a typical guard, but there still may Dance
be a counter-check by the guard to beat Forgery
their roll and spot them. Graphic Art
Gymnastics/Tumbling
Finally, the Rule of 2 means they just barely Pilot (Air/Space) or (Land) (choose one
squeaked by, and a potential observer may per skill selection)
also get a Rule of 2 check to spot them anyway. Seamanship
In addition, unlike class abilities, Skills Sleight of Hand
almost never allow an attribute check as a Steady Hands
backup. If you fail a skill check, you fail the Stealth
task, period. In some circumstances, the
GM may allow a Rule of 2 check or allow a Toughness
success with some sort of complication, if Body Control
the skill check is important. Otherwise, Forced March
however, a fail is a fail when it comes to Resistance
skills. There’s no “second chance.”
Intelligence
Computers
Choosing Skills Carpentry
When creating a character, the player History
chooses any 4 skills in which to be proficient. At Knowledge
levels 5, 10, 15, and 20, a character can forego Literature
choosing to advance their existing skills and Masonry / Construction
instead choose a new skill in which to be profi- Medicine
cient at base (double ability) chance of success. Religion / Mythology
A new skill may only be chosen if there is a very Research
good in-game reason for doing so. The list of Science
skills and their associated abilities follows: Tactical

List of Skills Wits


Beast Whisperer
The skills below are left deliberately broad Cartography
and general. They should, for the most part, Insight
be self-explanatory. It is left to the GM and Navigation
players to determine exactly how they can be Notice
applied in game. Body Control, for example, Repair
could be used to engage in meditation or to Scan
feign death, while Resistance is applied Survival
against gas attacks or during a night of drink- Writing
ing. Steady Hands could be used for tasks re-
quiring fine detail like building models or
defusing bombs, while sleight of hand is for
things like shell games or close-up magic.

82
Persona character once was. This can give a bench-
Communications mark for the kinds of practical training they
Convince might have, what skills they possess, the
Impersonate knowledge they carry with them, etc. While
Intimidate measurable game effects for such informa-
Perform tion might be minimal (say, an additional +1
or +2 (+5% or +10%) to any attribute check,
Breaking Out Skills class ability, or skill where a secondary train-
ing comes into play), the GM can use it to
For some, the skill list here may be too base difficulty bonuses or penalties to checks.
broad and general (or even not broad
enough). The GM can choose, at their op- For example, a group of characters is
tion, to break out skills further—Some trying to figure out how structurally sound
skills, for example, may require a special- a mysterious old ruin might be. If one of
ization (Armorer as a specialization of them has a secondary training in architec-
Blacksmith, for example). They may choose ture, the GM might decide that for that
also to combine skills into one. Convince, character, the difficulty is easy (+10), while
Deceive, and Intimidate, for example, could for the others it’s medium (+1).
all just go into a single Persuade skill. In For those looking to differentiate their
the end, the system is designed to be as characters such that two Slicers aren’t identi-
flexible and malleable as you like. Break cal, the combination of secondary trainings
the skills out to whatever number and and ability strata (Tier 1, 2, and 3 abilities)
function works best for your game. are yet another way in which this is done.
Skill Defaults Secondary training can also be used in
place of the full skills system for those who
If you break out the skills into specialty wish a faster game with fewer abilities
areas, it may be a good idea to allow for spread among characters, while still main-
defaulting—allowing the use of a related taining a robust means of differentiating
skill, but at half the normal chance of suc- one character from another. Thirteen Par-
cess. A character with one science spe- secs is designed to be a wide-open game
cialty, for example, may have a broad and without the need for laundry lists of skills,
general knowledge in other areas. So a dec- special abilities, and random bonuses. Char-
orative ironworker may be able to attempt acters should be differentiated as much by
armor repair, for example, using half their role playing as statistics on the page. Sec-
normal skill proficiency (then applying any ondary trainings and ability strata allow for
bonuses or penalties). the mechanical differentiation that some
Secondary players crave, while still keeping the focus
on role playing and character as opposed to
Training numbers on a page.
Characters do not live in a vacuum. Of- In general, no character should have
ten, they were something else before fate or more than two secondary trainings, and
the corps came calling. Maybe they were these should be basic descriptions of their
just an average factory worker, or no-non- careers and areas of passionate interest,
sense colonial constable, a runaway, or expressed in one or two words each. There
nearly anything. Your character’s sec- is no predefined list of secondary train-
ondary training helps define who they were ings—like everything else in the game,
before the events of the game. Secondary they are designed to be broad and open,
training can help determine what skills or and to encourage outside-the-box thinking.
languages the character might know.
Some potential secondary trainings for a
The effect (if any) that secondary training sci-fi game include:
has on game play is left entirely to the GM. It
is here more as another descriptor of who the

83
1. Nobility tions to problems. They recognize social
2. Mean Streets / Criminal problems and wish to see them corrected,
3. Cook / Kitchen Staff and fair justice is important to them.
4. Monastic / Religious
Evil characters are selfish, cruel, and
5. Architecture value themselves over others in all things.
6. Merchant While they certainly can develop relation-
7. Colonist ships and care about others, such caring
8. Engineer tends to manifest in a selfish way—where a
9. Corporate Ecology good character wants to see someone they
10. Gunsmith love happy, even if it hurts, the evil charac-
11. Computer Technician ter wants to keep someone they love close,
12. Scientist never let them go, and hold them under any
13. Craftsperson circumstances. They'll ruthlessly remove
14. Artist obstacles in the way of what they want, and
15. Tailor in the worst cases, they even take pleasure
16. Undertaker in lying, manipulation, and violence.
17. Physician
18. Hermit Neutral
19. Performer
20. Drifter Neutral is the middle point of the Good-
Evil axis. It can mean characters who lean
This list is far from inclusive and while you one way or the other but aren't necessarily
may wish to have players roll a d20 on this all the way "in." Most people in the world,
table to generate backgrounds, you may also for example, tend to be neutral but lean to-
allow them to come up with their own ideas. wards good. That is, they can be selfish and
they're often tempted to put their own
Alignment needs ahead of others, but they still have a
The next step in creating your character conscience and they feel guilty when they
is to choose their Alignment. This is their don't do the right thing.
general outlook on the world and is ex- Other types of neutral characters may be
pressed in very basic terms. There are those who function in society because they
three axes upon which alignments lie: make a choice to act in a moral fashion, but
Good/Evil, Neutrality, and Light/Dark. don't have an innate imperative or drive to
These explore the various personality types do so. That is, these characters don't commit
in the world, how they relate to the Great murder, but that's not because they feel sick
Old Ones, whether they are extroverted, at the idea of killing, but because they ratio-
introverted, night owls, or morning people. nally know murder is wrong and so they
How alignments are defined is further make a choice to fall on that side of the
clarified below: equation. These are the characters that have
no compunction about killing in self-defense
Good vs. Evil and may not even feel guilty about it.
The idea of good vs. evil is easy enough to Neutral characters who lean towards
delineate and should be accessible to all of evil, on the other hand, do their best to re-
our players. If it's not, well, we worry about main within the law and the bounds of
you a little. Essentially, "good" implies morality, but they don't sweat it if they
placing value on other human lives, on hon- have to step outside every now and again.
esty, forthright living, and generally un- Petty criminals who commit armed robbery
derstanding the difference between right but generally try to avoid killing might be
and wrong. Good characters generally keep those who are neutral leaning towards evil.
their word when they give it, don't break Manipulators who lie and cheat, then jus-
promises, don't kill, avoid violence when tify to themselves why it's because they de-
possible and usually seek diplomatic solu- serve it fall into this category as well.

84
Neutral characters have a range of possi- dislike social gatherings. They may even
bilities, and for this reason, most charac- enjoy being among people, just so long as
ters will likely fall into the Neutral (Good) they can stay in the background. Dark
or Neutral (Evil) category. "True" neutral characters might frequent the local water-
characters are rare beyond rare and very ing hole but prefer to sit in the corner with
difficult to play, as they tend to have diffi- a beer or mead rather than sitting at a ta-
culty making decisions for themselves as ble at the center of the commons room en-
they simply can't decide whether a given gaged in conversation. Their energy comes
action should be taken. from watching others, not from being in the
thick of things.
These are characters who might be driven
to do something despicable because they're Characters who are introverts, who don't
selfish, but then will go over the top to do like conversations unless they're deep one-
something good and selfless because they on-one philosophical discourses, tend to fall
now feel the need to balance everything out. into the Dark category. These are the char-
acters who might be invaluable, powerful
Light vs. Dark teammates, but who never call the shots,
but rather whisper in the ear of those who
Light vs. Dark encompasses two distinct do. They're the ones that people listen to
ideals each, and a character may be one, when they speak up, because they speak up
the other, or both. That is to say, a charac- so rarely. They're observers.
ter may define themselves as light one way
but not the other, and it's left to the charac- Twilight Characters
ter to determine which is the more impor-
tant for them. Twilight characters are those who draw
their power and strength from the period
Light means physical light, the daytime, just before dark and just after dawn, when
and the sun; and it also means being outgo- the sky is red and purple and the shadows
ing, in the open, the center of attention. long. They disdain the spotlight and don't
Light characters draw their strength from like to be the center of attention, but at the
being in the spotlight, whether it's the noon same time they find cloudy days and the
day sun shining down upon them, or a lit- dead of night depressing.
eral spotlight as they stand on the stage
soaking up the cheers of an adoring crowd. These are characters who are comfort-
able in their own skin and are okay in
Characters who are extroverted and out- crowds once a conversation starts—they
going tend to be light characters, as do the may even feed on the conversation—but
ones who thrive on being out and about aren't likely to start the conversation them-
during the daytime. These are the charac- selves. They're good listeners and thought-
ters that enjoy going out to lunch, shop- ful leaders, but they might be people of few
ping, or hitting a café for their morning and words, making those words they do speak
even afternoon cuppa. They're the ones at matter. They can give a speech in public,
parties who are in the thick of the conver- but don't prefer it. Stage fright or perfor-
sation and are great at making new friends mance anxiety might get the best of them
and acquaintances. They may be natural every so often.
leaders or just outspoken team members.
Many twilight characters have some level
Dark, on the other hand, means both of impostor syndrome. They might be great
physical shadow and darkness, as well as at what they do, and even be able to put on
characters who avoid the spotlight and pre- airs of confidence, but deeply doubt their
fer to remain behind the curtain. These are own capabilities and wonder when people
characters that draw power and strength are going to figure out that they're a fraud.
from the nighttime, who are invigorated by
midnight air and the silence of the late-
night city streets. They enjoy quiet and
shadowy neighborhood taverns, and they
85
Putting It Together of the laws of the land and do they believe in
raging against the darkness, or are they a
This system is a two-axis system. Each nihilist who thinks that it’s all going to come
player will choose one space on each axis for crashing down, anyway?
their character to occupy, and work to inter-
pret their character's persona within that It’s okay to question whether a charac-
space. A character could, for example, be ter’s actions are in accordance with their
light-evil, a megalomaniac who is out for alignment, and even ask how so. This en-
themselves and is a brutal leader who be- courages players to think about how their
lieves that might makes right. Another char- character behaves. If a player notes one
acter could be good-twilight, a deeply moral alignment on their sheet, but their charac-
person with a black sense of sarcastic humor ter goes in a different direction, it’s also
that they use to hide their own insecurities. okay to change alignment to suit the char-
acter’s journey. What should not happen,
Still a third might be neutral-dark, the however, is a character constantly leaping
character who knows right from wrong, from one end of the spectrum to the other
who recognizes social injustices, but doesn't with no consistency in play style. This isn’t
care enough and is too gun shy to stand up a chaotic character—it’s an excuse to not
and speak out in person. They try to do portray a character…unless the character
what's right, but they also know that to in question has been established to have a
survive you look out for yourself and don't good reason for such a jump.
draw attention to yourself.
There’s only so much that can be said
By combining the Good-Evil-Neutral with about this, but we hope the idea and concept
the Light-Dark-Twilight descriptors, you of alignment and its important role as a de-
can create many different personality types, scriptor and shorthand in game is clear.
and it's the author's feeling that these de-
scriptors work much better than the law- Languages
chaos-good-evil boxes we've all become used
to for so long. Still, like most of the rules in Languages are important in a science fiction
this book, this subsystem is entirely op- game. How often in novels, television shows or
tional. It could even be combined, if you films do we see characters dealing with first
wish, with law and chaos to create a three- encounters between alien species? Generally,
axis system. It can also be ignored entirely. we just roll with the idea that in the tropes of
that universe, people just speak a lot of lan-
Using Alignment in Game guages. In some campaigns, a sort of transla-
tion technology is used whether it’s a special
This is extremely important to clarify and device or a psychic field generated by a living
for both players and game masters to remem- time ship. In such games, languages may play
ber. Alignment is a descriptor of your charac- less of a role. Still, each alien culture will have
ter’s outlook on the cosmos. It is absolutely its own languages (if not several languages).
not, in any way, a box into which your charac-
ter should be stuffed and kept. Alignments As such, in Thirteen Parsecs: Adven-
have a very broad range of approaches, and tures Beyond the Solar Frontier, every
even evil characters can have nuance and character speaks their native language and
should not be blanket required to be lying, the common language (if any) of their cam-
anarchic bastards without honor. paign setting. At the GM’s option, native
characters who wouldn’t normally speak two
Under no circumstances should a GM at- languages can choose a single bonus lan-
tempt to enforce a play style on a character guage that they picked up in school along the
based upon the alignment they have chosen. line—a Decti in their own region of space, for
Again, this is a descriptor, not a limiting example, would automatically speak the
factor on a character. It’s intended as a short- Decti language, and the GM can rule that
hand for the character’s overarching view of they have also learned a second language
the cosmos. Are they a determined supporter due to dealing with merchants and travelers

86
throughout their life. If your game has a com- gions covered by that mother tongue, but this
mon tongue, such as a trade language, all chance can never be improved unless a lan-
characters should begin play with that lan- guage slot is spent on a specific language.
guage as well, thus enabling an easy common
means of communication among them. The GM should always make rolls to un-
derstand other regional languages in secret
In addition, every character with a posi- and will then decide if the player simply
tive Intelligence bonus has a number of doesn’t understand, or they wish to impart a
“language slots” that represent other lan- misinterpretation of what was said.
guages that they can speak, read, or write.
These slots are equal to their Intelligence Languages and Play Styles
bonus. They needn’t define these languages
right out of the gate. Rather, whenever a The rules above assume a normal (re-
new language is encountered in game, the alistic) game.
character’s player can announce “I’m famil- In a Cinematic game, characters are as-
iar with that language!” and add it to their sumed to be well-traveled and to have picked
sheet, using up a slot. up the languages and customs of many ar-
Diplomats, as explained in their character eas. They know double the language slots
class, gain a number of language slots equal to they normally would, and all characters
their full Intelligence score, not bonus. A Diplo- have at least one language slot, even if their
mat with a 13 Intelligence has 13 language slots. intelligence would not normally be high
In addition, Slicers and Diplomats gain the abil- enough to do so. In addition, many cam-
ity to read most languages as they advance in paigns may establish a “trade language,” a
levels. However, any time they encounter a lan- common tongue spoken by all within the sec-
guage that is not expressly used as one of their tor or galactic frontier, making communica-
slots, they must make a read languages check to tion much simpler. Characters begin play
decipher the text. Even, for example, if a Slicer with their native language and the trade
or Diplomat has read an ancient set of hiero- language of the region in which the cam-
glyphs found on a set of planetary ruins in the paign is set, plus any bonus languages the
past using read languages, they still must make Game Master sees fit to award.
a read languages check every time they en- In a Gritty game, characters know 1d4
counter the writings of the same culture, unless languages including their native tongue.
they expend a language slot to know it. They do not gain bonus slots for a high
Intelligence, and all languages must be
Languages of Your chosen at character creation. There are no
Campaign language “slots.” Diplomats have one
quarter their normal bonus language
It is impossible to list a definitive grouping slots. Such games make communication
of languages, as this will wildly vary from part of the challenge of play.
campaign to campaign, depending on the
number of cultures, alien civilizations, and
political divisions that exist within your own Equipping the
Solar Frontiers. Work with your GM on the Character
various languages, linguistic groups, and
considerations for your campaign. In general, In general, the tropes of this sort of game
however, if a character uses a Language slot don’t revolve around the acquisition of money
on said named region, they need not make a and physical possessions. Most characters are
check; they speak the language fluently. assumed to be relatively middle-class, though
Diplomats or characters who are corporate
Characters can, if they wish, use a Lan- executives may be characters of means. In the
guage slot to speak the mother tongue of a end, this is left to the players and Game Mas-
region (if indeed one exists) instead of a spe- ter to determine, as are the effects it may have
cific regional tongue; this gives them a 65% on the resources available to characters.
chance to communicate with any of the re-

87
What this means is that “equipping the intended for Realistic and Cinematic games,
character” means jotting down on your char- and the basics are as follows:
acter sheet whatever gear and possessions
your character might reasonably have. This Fortune’s Favor: Alter a single d20 roll
may be an alien concept to fantasy gamers used to make an attack, attribute check,
who are used to having to “buy” equipment, level check, or save check, or a single per-
but it’s perfectly reasonable to assume your centile-based class ability.
character has a weapon or two, clothes, a Mighty Blow: Make a single, earth-shat-
cloak, boots, a couple of sacks, a backpack, tering attack which also stands a chance of
some rope, torches or a lantern and oil, even a smashing the character’s weapon.
basic suit of armor.
Righteous Rage: Gain a bonus to all
Thus, in the end, equipment and gear is attacks and actions for an entire scene.
as customizable as anything else in the
game. When outfitting your character, just You Missed!: Avoid an attack.
keep it within reason and remember, the Second Wind: Recover lost Vitality.
GM has final say on what is and is not
available to your characters based on their Down But Not Out: Avoid death when
idea for the game they wish to run. reduced to below -10 Vitality
You will find a complete list of equip- Providence Smiles: Gain a minor plot
ment and starting credits (the standard break or scene edit
term for nebulous monetary units in sci-fi)
in Chapter 2: Gearing up for War. This If you are using Fate Points in your game,
chapter also includes a basic “starter pack” Warriors begin play with 5 Fate Points, and all
of equipment for a standard character, other characters begin play with 10 Fate Points.
which can be modified as you see fit, with There you have it! The basics of character
the Game Master’s permission. generation are complete. Now that you have
all of your statistics worked out, it’s time to
Determining Defense Value move onto equipping your character.
The next step in creating your character is to
determine your character’s Defense Value
(DV). The lower the DV, the harder your char-
acter is to hit in combat. This is because the roll
to attack someone is a d20 + the attacker’s hit
bonuses (totaled) + the target’s DV, trying to
get a result of 20 or better. More on how to un-
dertake combat can be found in Chapter 4.
Everyone’s DV begins at 10 if you are not
wearing any armor. The armor you wear
sets your base DV. Different types of armor
can be found in Chapter 2, Chapter 4,
and Chapter 5. It is up to your GM what
kind of armor is available to your charac-
ter, or even if they can wear armor.
Fate Points
Finally, if you are using Fate Points in your
game (see Chapter Four for a description of
Fate Points), you will need to add these to
your character sheet. In brief, Fate Points al-
low players to have some extra agency in
game. Fate Points are an optional inclusion

88
CHAPTER TWO: FUTURE TECH
Now it’s time to equip your character! Dealing with Variant
What’s a sci-fi game without blasters, en- Economies
ergy swords, vibro-weapons, datapads,
communicators, and EV suits to allow you Your setting may be different – a near-
to survive in harsh conditions? That’s future cyberpunk setting may still use
wehre this chapter comes into play. some form of modern Earth currency, for
example, or possibly something based on a
As with many things in the O.G.R.E.S. muddled version of Earth currency, like
system, you will see many heavily ab- one using a strange mashup of Chinese cur-
stracted mechanics for the items herein. rencies called Renyuan. Perhaps a new Ro-
That plays directly into the toolkit nature man Empire has arisen, bringing back a
of the game, and keeps thins fast and fun. version of denarii with it! Or perhaps an
entirely new and fictional version of cur-
Monetary System rency graces your world such as those “gold
The common monetary system in a given pressed” bars in the 90s “next generation”
science fiction setting can vary wildly, era of Gene Roddenberry’s space opera.
based on the economics of the setting itself. When dealing with trade goods in vari-
For sheer simplicity, many (I would ven- ant economies, the Game Master will begin
ture to say “most”) resort to an abstract by comparing the credit values herein, but
system of “Credits,” and that is largely modifying the value of any given item
what we will go with. This provides a sim- based on the need and economy of the set-
ple baseline of comparison – even if you use ting in which it is being traded.
a different name for your payment method,
the “credits” system here provides a way to You may even see variant economies
know, for example, how valuable a blaster within your setting on different worlds and
may be next to a datapad. among different species – in a “hard” sci-fi
89
setting, that even makes a great deal of Armor
sense! Characters may, for example, have an
intricately carved jade statuette of a Mi-Go Armor, naturally, is the primary means
uncovered in the dense forests of the Far by which adventurers protect themselves
East on Earth, but while that statue is worth from harm while traversing dark wood-
thousands of credits to a colony on Pluto from lands, climbing endless mountains, wan-
where the Mi-Go hail, it may be worthless on dering back alleys of cities, and delving
a mining colony on Io, as it has no value for ancient, ruined cities of the Old Ones seek-
surviving in those brutal conditions. ing fortune and glory. Armor, sometimes in
conjunction with a character’s Agility
Likewise, the prices listed for goods in this bonus, provides a Defense Value (DV)
section are starting points, not the be-all, end- which affects an attacker’s roll to hit. Vari-
all of what they are valued. When haggling for ous types of armor found in sci-fi games are
goods and services, players are encouraged to as follows:
role play their efforts to get a better price,
sometimes augmented by Persona checks,
against the haggling ability of the merchant Armor Worn*,** Category Cost DV
with whom they are dealing. Final prices
could range anywhere from 10% to 50% or None N/A - 10
even more above or below listed prices.
Character Padded Light 10C 9
“Starter” Packs
Leather Coat Light 15C 8
To save time when creating characters, it is
not necessary to pore through the lists of gear, Studded Leather /
weapons, and equipment, spending money on Light 20C 7
Flight Gear
each individual item your character possesses.
It is assumed that when they set out on the Armored Coat Medium 30C 6
road, heroes have gathered the necessary gear
for basic survival, be it family heirlooms, gifts
from loved ones, or gear they have scraped Kevlar Vest Medium 80C 5
and saved and squirreled away over time.
Mobile Energy
The standard starting pack for charac- Medium 100C 4
Shield (MES)
ters consists of the following gear:
1 electric torch (flashlight or lamp) Military Combat Heavy 150C 3
1 ranged weapon of choice Armor*
1 flightsuit or suit of light armor
2 melee weapons of choice Reflective Plate** Heavy 200C 2
Backpack
Bedroll * Helmet can be upgraded with HUD technology
Communicator involving scanners, bio-readouts, thermo-imaging,
Extra clothes and even bio-filters providing protection from toxins
and gas with a limited self-contained air supply. This
Medi kit costs an additional 100 credits.
Mess kit
**Can be upgraded with all the same features as
Survival kit Military Combat Armor at the same cost. For an extra
CDT (Computerized Data Tablet) 200 credits, can also be upgraded with full EV-suit life
Utility cable, 50 ft., 500-lb capacity support capabilities allowing for limited survival in the
Utility knife vacuum of space. For 250 credits, can also be fitted with
boosters, so that one can move about while in space.
Credits: 3d6x10
Characters may save their credits or use
them to upgrade/buy additional equipment
and gear.
90
Descriptions of Sci-Fi with somewhat more mobility. Much like
Armor the above, it provides maximum protection
at the cost of mobility, and can be techno-
Padded: Padded armor is exactly what logically upgraded.
it says on the tag – heavy, thick padding
worn under clothing to provide a modicum Weapons
of protection against harm. Many common
sports pads fall into this category. The value of weapons, as one will see, is
not based on their utility and damage-deal-
Leather Coat: Again, exactly what it ing capabilities, but often on the degree of
says, from motorcycle jackets to leather skill and materials required to produce
trench coats and beyond. It’s built more to them. Highly artistic weapons may cost
keep your body looking good in the casket more, as may weapons of expert quality
than it is to actually save your life, but in a which carry additional benefits, such as
pinch it will stop a knife. well-balanced versions that improve
chances to hit, or extremely keen versions
Studded Leather / Flight Gear: Ei- that offer bonuses to damage.
ther standard leather armor with metal
studs sewn into it to provide some extra Since combat is highly abstracted in
protection (not to mention looking cool), or Thirteen Parsecs, weapons are not heav-
a standard flight suit designed to protect ily detailed. If using variable damage, this
against G-forces or the rigors of flying in may lead players to min/max their charac-
outer space. ter going for the greatest mechanical bene-
fit at the lowest price. In some ways there
Armored Coat: A trench coat with is nothing wrong with this. In others, the
metal or ceramic plates sewn into the in- Game Master may decide to add drawbacks
side, providing robust protection that is af- to certain weapons.
fordable to most common folks.
A Great Axe, for example, deals a lot of
Kevlar Vest: Your standard modern damage, but it is also heavy and unwieldy.
bullet-proof vest, filled with a strong, re- The GM could rule that using it imposes a
silient aramid fiber. Worn by police and 1-point penalty to DV (effectively raising
military personnel the world over. DV by one) due to the axe being a primarily
Mobile Energy Shield (MES): An offensive weapon. Weapons that offer a
electromagnetic or other form of energy reach beyond 5 feet, likewise, may be ruled
field that surrounds the wearer at a frac- to suffer a penalty to hit when battling op-
tion of an inch around the body, moves flu- ponents within 5 feet, as they are not made
idly with the body, and actively deflects for close combat.
incoming attacks using magnetic, electri-
cal, or even quantum fields depending on Vibro- and Energy
the setting. Not available in all settings. Weapons
Military Combat Armor: A full suit of The vast majority of these weapons, in a
heavy plastic, ceramic, Kevlar, or other science fiction setting, will present as en-
plates that cover the chest, arms, hands, ergy, “electro,” or “vibro” versions of their
groin, legs, and feet, and which include a classic forms. The difference, in game me-
helmet. Bulky and slows down the user but chanics, is largely cosmetic. Since combat is
provides outstanding protection, and for so heavily abstracted in O.G.R.E.S., there
additional cost can be technologically up- is little else to say beyond the flavor of the
graded with readouts, scanners, and life weapon. If desired, however, one can treat
support. the damage type of such weapons slightly
Reflective Plate: An upgraded form of differently.
military armor comprised of full, hardened,
reflective plates, resembling a sleeker,
more high-tech version of medieval plate,
91
Table: Archaic/Melee Weapons
Weapon Class Reach/Range⸸ Damage* Type Cost
Light
Axe, Hand 1 5 ft/10-20-40 ft 1d6 Slash 5C
Chain, Weighted 2 10 ft 1d4 Bash 5C
Flail 1 5 ft 1d4 Bash 3C
Knife / Dagger 1 5 ft/20-40-60 ft 1d4 Slash/Stab 2C
Sickle 1 5 ft 1d6 Slash 3C
Spear 1 5 ft/10-20-30 ft 1d8 Stab 1C
Staff 2 5 ft 1d8 Bash 5C
Sword, Short 1 5 ft 1d6 Stab 8C
Sword, Rapier 2 5 ft 1d6 Stab 10C
Sword, Scimitar 2 5 ft 1d6 Slash 10C
Medium
Axe, Battle 2 5 ft 1d8 Slash 5C
Hammer, War 1 5 ft 1d8 Bash 3C
Mace 2 5 ft 1d8 Bash 2C
Mace and Chain (Spiked) 2 5 ft 1d8 Bash/Stab 5C
Morning Star 2 5 ft 1d8 Bash/Stab 4C
Pick, Military/Battle** 2 5 ft 1d6 Bash/Stab 8C
Scythe 3 10 ft 1d8 Slash 6C
Sword, Broad 2 5 ft 1d8 Slash 15C
Sword, Bastard 2 5 ft 1d8/1d10*** Slash 15C
Sword, Khopesh 2 5 ft 1d8 Slash 15C
Heavy (Two-Handed)
Axe, Great 3 10 ft 1d12 Slash/Bash 15C
Polearm 4 15 ft 1d10 Slash/Stab 15C
Sword, Great 3 10 ft 1d10 Slash 15C
Spear, Long 4 15 ft 1d8 Stab 3C
*All weapons in Thirteen Parsecs deal 1d6 by default; values here are for those who wish to use variable
damage. It should be noted that variable damage will change the balance of the game. At the GM’s option,
weapons that deal 1d10 or 1d12 in variable damage may roll 2 dice for damage in standard games, keeping the
better result.
**Two-headed – hammer head does bash, pointed head does stab
***1d10 requires two-handed use
⸸Range increments are short, medium, and long. Short range is no penalty, medium is -2, long is -4. and the
weapon normally has no effective range beyond long.

Electro-weapons are simply electrified variable damage, increasing the die type
(or electromagnetic) versions of their clas- for damage by one, or adding +1d4 to a d12-
sic forms, sometimes crackling with visible damage weapon).
electricity, other times just humming with
invisible electrical fields. Damage from Vibro-weapons either vibrate at super-
electro weapons counts both as the stan- sonic speeds, ostensibly improving their pen-
dard weapon type (slashing, stabbing, etration. Damage from vibro-weapons counts
blunt) and as electrical damage. If the GM both as the standard weapon type and as
desires, electro-weapons may cost double sonic damage. If the GM desires, vibro-
the normal weapon type but roll 2 dice for weapons may cost double the normal weapon
damage, keeping the better (or if using type but add +2 to hit in melee combat.

92
Energy weapons are the classic “laser
sword” or “plasma sword” we have all
grown familiar with over the years. Energy
weapons deal damage solely as heat- or
fire-based damage and must be ignited to
use. Their normal appearance is simply
that of an empty hilt which, when acti-
vated, spawns a blade usually made of
plasma or focused light, which is held in
place by an electromagnetic field that also
gives it a sense of solidity such that two
energy weapons can parry one another.
If the GM desires, an energy weapon can
cost ten times the standard cost but add +2
to hit in melee combat and roll two dice for
damage, keeping the better (or if using
variable damage, increasing the die type
for damage by one, or adding +1d4 to a d12-
damage weapon).
Some weapons, at the GM’s discretion,
may not be able to be upgraded – it is difficult,
for example, to imagine an energy war ham-
mer. Still, it comes down to the GM’s call and
the nature of the setting whether a weapon
may be treated as electro-, vibro-, or energy.

Table: Ranged Weapons


Weapon Reach/Range⸸ Damage** Type Cost
Blaster Pistol 40/80/120 1d6/D Fire 75C
Blaster Pistol, Heavy 50/100/150 1d8/D Fire 100C
Blaster Carbine 100/150/200 1d6/A Fire 150C
Blaster Rifle 100/200/500 1d10 Fire 200C
Slug Pistol 25/50/100 1d6/D Stab 20C
Slug Rifle 100/500/1,000 1d8 Stab 50C
Slug Shotgun 25/50/100 1d8 Stab 25C
Pulse Detonator (Thrown)⸸⸸ 10/20/40 3d6⸸⸸ Bash/Fire 50C
Pulse Rifle (Slug) 50/100/150 1d6/A Stab 100C
Grenade Launcher 10/20/30 3d6⸸⸸⸸ Bash/Fire 200C
Particle Beam, Hand 200/400/600 1d6/A Fire/Elec. 100C
Particle Beam, Rifle 250/500/1,000 1d8/A Fire/Elec. 200C
*Also see thrown melee weapons, above
**All weapons in Wasted Lands deal 1d6 by default; values here are for those who wish to use variable damage. It should be
noted that variable damage will change the balance of the game. Weapons noted as “A” under damage are capable of auto fire (see
Chapter 4). Weapons noted as “D” under damage are capable of “double tap” (see Chapter 4). In a standard game (without
variable damage) heavy blaster pistols roll 2d6 damage, keeping the better.
***Given the epoch in which it is set, crossbows are not standard weapons available to player characters. They are included here
for those who wish to use Wasted Lands to run a standard “high fantasy” type of game set in a medieval society. Heavy and Light
crossbows require a full round to reload after firing. Pistol crossbows have no such restriction.
⸸Range increments are short, medium, and long. Short range is no penalty, medium is -2, long is -4. and the weapon normally has
no effective range beyond long.
⸸⸸ Thrown grenade-like weapon. Damage is dealt to a 15-foot radius. Cost is for each grenade.
⸸⸸⸸ Damage dealt to a 25-foot radius.

93
Table: Standard Equipment and Gear
Item Notes Cost
Chameleon Suit +5/+25% bonus to stealth 150C
CDT Tablet-like device that allows one to perform various computer-related tasks.
(Computerized Generally adds +2/+10% to checks related to computer use or cyber jacking. 100C
Data Tablet) Specific size and functions at GM’s option (some may be specialized)
Ear-bud, handheld device, or terminal that allows communication with
allies and contacts. Short range communications are within 1d4 miles.
Communicator 50C
Medium-range communications across a planet or with ships in orbit, and
long-range communication within a star system or even across the galaxy.
Available in two configurations: a flashlight or lantern. The flashlight
casts a beam of up to 200 feet, while the lantern illuminates an area
Electric Torch 10C
30 feet in diameter. The batteries are self-recharging and last for up
to 6 hours before needing to recharge for an equal amount of time.
Comes in many different forms. In some settings it may consist of
nanotech injected into the user; in others it's a mask that emits a thin
force field. In others still it's a full environmental suit. It allows for im-
mediate analysis of and adaptation to harsh environmental conditions
Environmental to provide breathable air in atmospheres that range from nonexistent to 500C
Apparatus lethally toxic. Beyond this, however, it can keep the user warm and cool,
offering the effects of an endure heat/cold spell. It can also neutralize
non-atmospheric poisons and toxins, including any inhaled, contact, or
injected, granting an additional saving throw at +10. It is an invaluable
piece of equipment for planetary exploration and colonizing.
This device allows the user to scan for various things in their environ-
ment: radiation, medical conditions, life signs, meteorological
phenomena, and more. In general, using one requires an Intelligence
Handheld check, at a CL set by the GM and based upon the type of phenomena 50-1,000+C
Scanner being scanned for and the data interpolated. A failed check means
the character has misread the data in some way. Range depends on
the size and purpose of the device, from a few meters to hundreds of
miles. Cost depends on function.
Uses nanotechnology or bio-engineered bacteria to help treat illness
and injuries in emergencies; a full kit has 10 uses; one use heals 1 hit
Medi-kit 150C
die worth of damage per use or adds +5 to save checks against poison
and disease. Allows a new save if a prior save has failed.
This device allows communication with any being that has a spoken
language which follows any sort of rules or strictures (has a syntax,
rules of grammar, etc.) For such languages, after 1d6+4 minutes, the
device grants the ability to communicate with native speakers of that
Multilinguic language. Before this time, each minute of communication grants the 250C
Translator user a 10% chance to get the basic gist of what the alien is saying, and
to respond properly based on what the user says. The consequences
of failure may be comical, tragic, or even deadly, depending on the
alien species, the level of failure, and the GM's discretion.
Various functions such as nightsight, darksight, thermal imaging,
targeting computers that increase accuracy of weapons, radiation
Sensor Suite detection, scanning for bio-signs, motion detectors, etc. Advanced 500-2,000+C
(Worn or uses may require a skill roll (such as a medical roll for diagnosing
cybernetic) injuries or illness). Cost depends on the level of upgrade and func-
tionality of the suite.
Includes an inflatable bedroll, pup tent, cooking kit, fire starter,
Survival Kit emergency food, flares, spikes, hand tools, and other gear necessary 25C
for surviving in the wild.
Ultra-thin cable with a 50 foot length, able to support up to 500
Utility cable pounds of weight. May be contained in a launcher with a grappling 50C or 75C
device for an additional 25 credits.

94
Standard Equipment and It is incumbent upon the players and the
Gear gaming group to police themselves and be
somewhat realistic about what they and
The table above lists the various types of their characters can transport given their
gear and items an adventurer might find use- current resources. The Game Master
ful in their career. This list is far from compre- should monitor the sheer level of posses-
hensive, and the Game Master is encouraged sions and treasure carried by the player
to come up with additional items as needed, characters and apply reasonable penalties
using the costs here as a guideline. if it begins to get out of hand. Such penal-
ties could be reduced movement, reduced
Encumbrance travel time, exhaustion or physical encum-
brance penalties to skills, class abilities,
Thirteen Parsecs does not include a checks, and saves, and other limitations as
system for encumbrance. It is the consid- seem appropriate.
ered opinion of the designer that encum-
brance slows play for no good reason,
creating another onerous resource to track
and maintain. That said, characters should
not be able to simply carry whatever they
wish at any time.

95
CHAPTER THREE: INTO THE MYSTIC
In the universe of Thirteen Parsecs, the Building Powers
black beyond the thirteenth parsec is a mys- and Devices
tery. In some games it may be suffused with
(and even polluted by) the energies of the The process to build powers and devices
Deeper Dark, the realm of Spaces Between is the same whether you are playing an
Spaces from whence the Great Old Ones augment or an engineer: you use power or
came when they formed the world out of pri- science points to stack together effects, cus-
mordial chaos. In others it may be the terri- tomizing these effects collaboratively with
tory of powerful alien empires, unfettered the Game Master, and skinning them as
pirates and crime syndicates, or wild consor- the power or device your character needs.
tiums of species building utopias with dark In many cases, only a single effect is
underbellies. In still others it represents the needed to create a power, but multiple ef-
endless possibilities of life and civilization in fects can be purchased to create multi-func-
all its myriad forms, all just waiting to be tion devices or “power suites.” There are no
met. Sometimes, just sometimes, it’s a huge, rules stating that each effect must repre-
vast emptiness and only humanity exists to sent a completely separate power or device,
populate countless worlds upon worlds. nor that a device, once created, must re-
main static.
The possibilities of the worlds, galaxies,
and dimensions Beyond the Solar Frontier Using Powers or
are endless.
Devices
One of the most important aspects of a
science fiction toolkit game is the idea of super To utilize a power or device for the first
science, devices, and transhumanism whether time, the player casts percentile dice. For
bioware or cybertech. To build such abilities Engineers, this check is a SCIENCE! check
and devices, an effects system is needed. (described under that character class). For

97
Augments it is an activation roll with a Corruption
base percentage of 50% plus 5% per level of
experience. This percentage is penalized by Beyond the Solar Frontier, many powers
10% per level of the power or device (thus, and devices – especially cybernetics, bioware,
a second level power or device imposes a and transhuman modifications, have a cor-
penalty of -20% to the SCIENCE! or Activa- rupting effect that essentially drains the hu-
tion check). The exception to this rule is at- manity from the modified individual. The more
tack-based powers or weaponry; see below. a power of this nature is used, the greater the
risk of them losing their immortal soul to the
If the player beats the base percentage degeneracy of transhumanism. This is repre-
chance to use a power or device by 10% or sented by them losing their ability to em-
more, the power or device goes off immedi- pathize with normal beings, and/or viewing
ately. If they succeed at less than a 10% themselves as inherently “evolved” or “supe-
margin, the power or device effect is delayed rior” to others. Whenever a power of this na-
by one round. If a character’s base chance to ture is used (successfully or unsuccessfully) the
use a power or device is over 100%, there is wielder must make a standard Persona save
no roll needed to cast; the power or device check against the level of the power or device.
always works at immediate effect. If she fails, she gains a point of Degeneracy.
For example, a first level character has a For every five points of Degeneracy
45% chance of success in using a first level gained, the wielder gains a level of Corrup-
power or device. If they achieve a result of tion, suffering -1 (cumulative) to future saves
35 or less on the d% check, the power or de- against Degeneracy or Corruption, and be-
vice goes off immediately; if the result is coming a bit less human. This begins with
36-45%, the power or device’s effect is de- her outlook—she slides ever more towards
layed by one round. At tenth level, the char- darkness and evil; each Corruption Level
acter would have a 90% chance to use a first corresponds to one "slide." That is, a good
level power or device, with an 80% chance of light character becomes twilight good. The
immediate effect. By twelfth level, the char- sequence of sliding into darkness is not en-
acter can cast first level powers or devices tirely intuitive, and progresses as follows:
without the need for a check, and they will
always take effect immediately. Table: Degeneracy and Corruption
Alignment Degeneracy Corruption
If the check to use the device fails, the Good-Light 0-5 1
Engineer or Augment must roll on the
Power or Device Backfire table (see below) Good-Twilight 6-10 2
and must thereafter roll an activation Good-Dark 11-15 3
check every time they attempt to use the Neutral-Light 16-20 4
ability until they get it right. Neutral-Twilight 21-25 5
Neutral-Dark 26-30 6
Attack Powers or Devices Evil-Dark 31-35 7
Powers or devices that directly deal dam- Evil-Twilight 36-40 8
age as weapons always require a standard Evil-Light 41-45 9
attack roll whenever used, but the Aug-
ment or Engineer always uses their Aspect The rationale for characters going from
bonus instead of Strength or Agility when Dark to Light is that as they lose their
making such an attack. These abilities may empathy, they gain a degree of self-impor-
be limited, at the GM’s option, by requiring tance and narcissism regarding what they
ammunition or by means of some sort of see as their deepening understanding of
“internal battery” that the character in- the cosmos and evolution beyond “normal
nately uses to power their abilities. When mortals.” This reflects in their being more
this internal battery runs low, the power outgoing and proselytizing about their in-
ceases to function until it recharges. sights, and being more willing and eager
for others to recognize their greatness.
98
Note that a character’s alignment is tied to ties of the character, and should be some-
their total number of corruption levels; it is not thing that is visibly outside their normal
relative to where they began. A character who species – a character playing an alien race
begins as Neutral-Twilight, for example, still that is covered with bumpy, leathery skin
requires 26 points of Degeneracy (6 Corruption and horns would not suffer from more
Levels) to fall to Neutral-Dark. They do not fall scales, bumps or horns. If their skin in-
after their 6th point of Degeneracy (1 Corrup- stead became sleek and carapace-like, on
tion Level). This does not mean they are not the other hand…
being corrupted; it simply means that as they
are further down the line of morality, they take Table: Effects of Corruption
longer to actually show their corruption, 1 Unnatural pallor
whereas a Good-Light paragon of virtue starts
2 Unnatural
that slide much more visibly much sooner. eyes: glowing red, reptil-
ian, coal black, etc.
Mutations: Physical Signs of 3 Jet black skin
Corruption 4 Reptilian scales
Once a character gains her fifth corruption 5 Black veins clearly visible on ghostly
level (25 points of Degeneracy), she begins to pale skin
show physical and mental effects of corruption
6 An aura that makes those around un-
in the form of physical mutations (possibly mu- comfortable
tations caused by rogue tech run wild). These
7 Plants wither and food spoils in the
effects are up to the GM, but they should include character’s presence
wildly unnatural physical features. Early mani-
festations may be possible to hide with clothing 8 Vestigial tentacles
and other efforts; as corruption increases, these 9 Clawed hands
features should become more evident, more
10 Teeth become jagged and/or needle-
monstrous, and more difficult to shield. like
It is worth noting that corruption, though 11 Gaunt appearance
a part of the Augment character class, may 12 One hand turns into a pincer
not be appropriate for all games, and should
be considered an optional inclusion to Thir- 13 Vestigial bat wings
teen Parsecs. If the Game Master doesn’t 14 Skin covered with warts
wish to have dehumanizing and mutagenic
effects of powers, cybernetics, and bioware, 15 Skin covered with lesions and sores
simply ignore these rules.
16 A faint (or increasingly powerful) odor
Some example features include the fol- of decay
17 Skin
lowing. If the Game Master so chooses, you turns pinkish-red and exudes a
can generate a random effect by rolling 1d20 thin layer of slime
18 Constant
on this table, adjusting up or down as seems but subtly shifting appear-
appropriate to the situation. A character can ance
get similar effects more than once, worsen- 19 Constantly exuding cold from their
ing or exacerbating an existing condition. skin; character is cold-blooded
Reptilian eyes, for example, could turn red
20 Legs vanish; from the waist down is
and glowing in addition to having a slit slug-like, worm-like, or serpent-like
pupil with yellow iris surrounding it. A claw
hand could grow bigger or become serrated. Game Effects of Corruption
Vestigial limbs may no longer be so vesti- Some of these signs of corruption may
gial, but may move and writhe on their own. carry in-game effects both beneficial and
Use your imagination. negative. All, for example, likely carry a
Whatever the effects of corruption are, reduction in a character’s Persona score,
they should be related directly to the abili- for example, but some may also be applied
as a bonus to intimidate others by generat-
99
ing discomfort and fear. A pincer for a hand In some cases, such as encountering spe-
robs the character of the ability to manipu- cific creatures, tomes of blasphemous
late fine tools but may function as a natural knowledge, or the like, your Game Master
weapon. Unnatural eyes may also grant may allow you to make a check to increase
the character the ability to see in darkness your score. These are outside of the normal
or sense heat. insight-based advancements.
Characters may also develop the effects In the end, insane insight is an optional
of Madness (see Chapter Four) in the rule designed for a specific sub-genre of
form of long-term and permanent psy- spacefaring horror and it is left to the GM
choses and trauma which cannot under any to include it or not.
circumstances be healed. The dehumaniz-
ing influence of mutations and transhu- Becoming Unplayable
manism cannot be so easily sloughed off.
Characters who reach an evil alignment
Every time a character gains a Sign of should be played as completely inhuman in
Corruption, they must make a Wits Check outlook, and completely callous regarding
against their total levels of corruption; failure the well-being of other humans. Such Sor-
means they suffer an Acute Stress Reaction cerers consider themselves “evolved,” and
as described in Chapter Four: Madness; above humanity. They are, indeed, the very
this Reaction is always dissociative and monsters they once battled. This is a rare
never results in fight, flight, or flee. Further, case where the GM is in their right to occa-
an Acute Stress Reaction from Corruption sionally direct the actions of the character,
may result in Insane Insight. if the player is not portraying them as well
and truly corrupt.
Insane Insight
Those who reach Evil-Light in alignment
In games that use such “spaces between and sustain a further five levels of corruption
spaces” approaches such as Lovecraftian are considered completely unplayable; their
horror set in space, characters who un- character may indeed mutate into an inhu-
dergo an Acute Stress Reaction from Cor- man, demonic minion of the Old Ones. They
ruption may undergo an insane insight cannot be brought back by any means. Turn
that enables them to understand the stark the character sheet over to the Game Master
truths of the Spaces Between Spaces. Such in case they wish to use the corrupted char-
characters may gain a special skill called acter as a villain in the future.
Forbidden Knowledge.
Redeeming the Corrupt
This skill represents an understanding Character
of all the Things That Should Not Be. What
separates Forbidden Knowledge from stan- Removing levels of corruption is not easy
dard arcane knowledge is left to the Game and should require a major character sacri-
Master, but in general if it deals with those fice to accomplish. Characters who come
things tied to Yog-Sothothery or the Deeper back from evil in books, movies, and televi-
Dark, it applies. sion series never do so without consequence.
Your base proficiency is equal to the sum There must be an intensive story reason
of your Intelligence and Persona scores for a character to come back, and the conse-
(thus, if you have Intelligence 12 and Per- quences could be as severe as losing pow-
sona 15, your Forbidden Knowledge is ers, losing a level of experience, or even
27%). It only increases by further access to worse, suffering ability score losses, even
the Deeper Dark – at each new Level of having to quit using powers altogether (ef-
Corruption, you must roll against your fectively becoming a different character
Forbidden Knowledge. If your roll fails (ie class and losing all abilities that came with
you roll over your score), your score in- being an Augment). Multiple sacrifices of
creases by 5%. this nature may need to be made, depend-
ing on the levels of corruption a character
100
currently has, and the number of physical using, or enhanced power or device effects
manifestations she displays. for a character to use black magic. If she
does so, she suffers an additional penalty of
In the end, it’s left to the GM and player -1 to -5 to her save check, based on the bene-
to come up with the process to redeem a fit granted. Once a character reaches four
fallen character, as are the level of corrup- levels of corruption, these benefits vanish,
tion at which a character becomes un- and she must actually succeed at a Wits
playable due to their sheer corruption. save check to not use black magic when the
opportunity arises, applying her corruption
Light and Dark Powers penalty to the save.
Also at the GM’s option, certain powers
or devices in the setting may impose addi- Corruption and Play Styles
tional penalties to corruption saves—those
powers or devices that have a distinctly evil These rules assume a realistic play style.
connotation or are used in sadistic or In a gritty game, a character receives a
overtly violent manners could impose a Corruption Level for every three points of
penalty equal to the level of the power or Degeneracy she racks up, and every
device on a corruption save. Such powers or power or device, regardless of its effects or
devices may even impose more than one the intent of a character, will trigger a
point of Degeneracy on a failed save, again, corruption save. Likewise, in a gritty
at the discretion of the GM. game, healing magic may not exist (at the
If this option is in play, only these “dark” GM’s discretion)
powers or devices will require a corruption In a cinematic game, the light vs. dark
save, while “light” powers such as healing powers option is in play; only certain pow-
powers or devices, will not. It is left to the ers or devices will trigger a corruption
GM’s discretion which powers or devices save: those that either brutally harm
are black magic, and which are white other people, support evil designs, or seek
magic. In addition, while white magic pow- to subvert nature in some base (and de-
ers or devices may still require a roll on the based) way. In addition, in a cinematic
backlash table for power or device failure, game, characters only gain a level of cor-
they never result in additional corruption, ruption every 10 points of Degeneracy, in-
even if the table indicates such a result. stead of every 5.
The Temptation of Corruption Corruption and Engineers
It is left to the GM which powers or de- It is worth noting that Engineers who
vices will lead to corruption saves, and simply create devices that they use as
some powers or devices may lead to corrup- pieces of equipment (energy weapons,
tion saves based on their intended use, in handheld portable scanners, even vehicles)
addition to their effect. For example, a should not suffer corruption from their
character that uses her magic out of rage, abilities. Only those who have innate,
hate, or malicious actions, regardless of the biotech, or cybernetic implants will suffer
power or device she is using, may trigger a from a loss of humanity. This means Aug-
corruption save. In general, it’s best prac- ment characters and any Engineers that
tice for the GM to make clear which powers choose to have their devices implanted into
or devices will and will not trigger a save, their body will risk corruption.
or when a character is about to take an ac-
tion that will trigger a save. characters will Why, you ask, would an Engineer ever
always know when they are treading on the risk corruption, then, by having cybernet-
edge of corruption. ics implanted into their body? The biggest
reason is that if a weapon or scanner be-
However, sometimes corruption will em- comes an implant, the character can’t lose
power a character, tempting her to step over it or have it stolen. That’s the trade-off.
to the dark. The GM may offer bonuses to
101
Power or Device Backfire damage or getting knocked unconscious, to the
power or device having its exact opposite in-
Any time an Augment or Engineer fails to use tended effect, to massive explosions, to unleash-
a power or device, it can backfire, sometimes ing Hell on Earth (literally).
catastrophically. Higher level powers or devices
have a greater chance of catastrophic backfire When a power or device fails, the wielder must
than lower level powers or devices, though disas- throw 1d20, add the power or device’s level, and
ter can accompany any power or device misfire. consult the following table to see what happens.
Effects can range from the character suffering
Table: Power or Device Backfire
Power or device simply fails to work; no loss or negative effects and the power
1-10 or device remains available to cast.
Power or device fails to work. The power or device cannot be used for eight
11 hours until the battery or power source recharges (including internal “batter-
ies” for natural powers.)
Wielder is stunned and cannot act for 1-4 turns. Power or device remains
12 available to use.
Wielder is stunned and cannot act for 1-4 turns. The power or device cannot be
13 used for eight hours until the battery or power source recharges (including
internal “batteries” for natural powers.)
14-15 Wielder is knocked unconscious; treat as if affected by the sleep effect. Power
or device remains available to use.
Wielder is knocked unconscious; treat as if affected by the sleep effect; The
16-17 power or device cannot be used for eight hours until the battery or power source
recharges (including internal “batteries” for natural powers.)
Wielder suffers 1d6 damage per 2 power or device levels (minimum 1d6) OR
18 gains 1 additional point of corruption (no save). Power or device remains avail-
able to use.
Power or device has the exact opposite effect intended (GM’s discretion) OR
wielder gains 1 additional point of corruption (no save). The power or device
19 cannot be used for eight hours until the battery or power source recharges
(including internal “batteries” for natural powers.)
Power or device affects the wrong parties (allies instead of enemies, enemies
instead of allies) OR wielder gains 1 additional point of corruption (no save).
20-21 The power or device cannot be used for eight hours until the battery or power
source recharges (including internal “batteries” for natural powers.)
Power or device opens a wormhole through which an alien monstrosity
emerges, with a number of Vitality Dice equal to the power or device’s level
22-23 AND wielder gains an additional point of corruption (no save). The creature is
immediately hostile towards the wielder and their allies.
Power or device creates an explosion centered on the wielder with a 30 ft.
radius, dealing 1d6 damage per level of the power or device to everyone in the
radius. An Agility save check can be made for half damage OR wielder gains
24-25 1d4 additional points of corruption (no save). The power or device cannot be
used for eight hours until the battery or power source recharges (including
internal “batteries” for natural powers.)
Power or device creates an explosion centered on the wielder with a 30 ft. radius,
dealing 1d6 damage per level of the power or device to everyone in the radius. An
Agility save check can be made for half damage and the wielder gains an addi-
26+ tional 1d6 points of corruption. All powers or devices are expended and the
wielder can’t use powers or devices until eight hours have passed (all batteries,
including internal natural “batteries” are drained of power).
102
Heroic may list more than one power for a given
Touchstones stage. In this case, your GM may let you
choose one of the available powers, or they
Heroic Touchstones are an optional sub- may simply award you one of the specific
system for the Thirteen Parsecs: Be- abilities at that level.
yond the Solar Frontier role playing
game. These are built around archetypes As a general guideline, characters should
and form a sort of “ladder” of abilities your unlock one touchstone any time they en-
character will unlock as they adventure, gage with their character’s back story or
representing a sort of “apotheosis” into persona in a meaningful way. The GM
something beyond a mere mortal into a leg- should work to make this happen, and in-
endary hero. deed may wish to make this the focus of the
campaign. This does not mean that a char-
acter will gain a Heroic Touchstone every
Playing Without Heroic level – indeed, if they did so the game
Touchstones would become overpowered very quickly. It
Heroic Touchstones should be seen as a is, rather, recommended that one or two
purely optional addition to the game, as touchstones be gained every few levels –
they absolutely ramp up the power level of between two and four levels. Some Heroic
play across the board by granting charac- Touchstones are exceptionally powerful, so
ters additional powers which grow in po- the Game Master should keep the intended
tency as the character increases in level. balance of their game in mind at all times,
This makes them only suitable as a Cine- and players should be willing to scale back
matic addition for play; they should not be or swap out Touchstones that prove too
used in Gritty games, and they may or may powerful for the campaign.
not find a place in Realistic level games.
Indeed, some Game Masters used to
more of an old school style of play may
choose to eschew Heroic Touchstones en-
tirely as they absolutely ramp up the power
level of the game, enabling characters to
eventually go toe to toe with powerful crea-
tures from beyond the pale, and even be-
coming empire builders of their own. If that
sort of epic level game is not your preferred
style of game, forget the Touchstones.
If, however, you like the idea of exploring
what it might look like when a mortal in a
world of epic heroes becomes something
more than human…Heroic Touchstones
are for you.

Gaining Heroic
Touchstones
You will gain Heroic Touchstones during
play when the GM lets you know. You nor-
mally don’t choose Heroic Touchstones; the
GM will simply inform you that you have
unlocked the next stage of your progression
and you gain the appropriate touchstone
power for that stage, which the Game Mas-
ter endows. In some cases, a progression
103
Heroic Touchstones should be tailored to wins her the reverence of these people, the
the most important aspect of the character, GM awards her a Heroic Touchstone.
and related to the way in which they gained
the touchstone in question. Again, Heroic One thing Game Masters should avoid,
Touchstones are only awarded when the at least in a grander scale, is “Your charac-
character meaningfully engages with their ter can’t do that.” Certainly you don’t want
persona, goals, or back story in some way. characters throwing around ninth level
What constitutes a meaningful engagement powers or devices at third level, but if they
is left to the Game Master to determine. It come up with a great idea that will not af-
could be a story set up by the GM, or it could fect the game balance in any way, but very
be something that organically evolves from much shows their connection to their char-
the player being canny enough to look for acter’s ongoing story, go for it. In the Ari-
opportunities that they can shape into part ana story above, for example, after the
of their personal mythology. scenario is over, Ariana’s player states, “I
am giving this young woman and her son a
For example, Janus Farlance, a mystic special code that will enable them to access
knight, finds himself at a crossroads; he a secret way off-world to disappear from
has undertaken a perilous journey to the those hunting her.”
center of a black hole to engage three old
crones with vast knowledge of the universe Certainly there are no rules or systems
to find the answer to a conundrum. The or powers or devices that allow Ariana to
crones refused, and Janus, angered at his do this, but in the end, the GM knows that
failure, feels a need to unlock the secret child will never show up in game again,
knowledge himself. and it is a perfect cap on the story. The
Game Master instead of saying, “There’s no
The Game Master contrives several stories way your character can do that,” instead
that involve Janus descending into a bottom- rewards the character with a Heroic Touch-
less well at the center of the galaxy, suffering stone for her efforts.
a critical injury at his own hands, and going
without food and water for one week while Tailoring Touchstones
chained in an inescapable cell. These tasks
occur over several adventures, each at a differ- Heroic Touchstones tend to be somewhat
ent stage in the story. When Janus achieves generic in their form. This is due to the fact
each of these tasks, he gains a Touchstone that there are an infinite number of ways
appropriate to his character level. that players could take their characters.
Keeping Heroic Touchstones generic (gain a
As a second example, the psychic Ariana, first level power or device) rather than spe-
a widow who lost both her husband and cific (healers gain restore vitality) allows the
child to her own brother-in-law, seeks to Game Master and players to truly custom-
avenge her dead husband against his ize each apotheosis to the player and char-
killer. Her ultimate goal is to find her hus- acter. In this way, even two characters of
band’s body and return it to her homeworld the same character class, can develop quite
for proper burial, but the GM decides that differently based on their character’s spe-
particular goal is far off. Instead, to set her cific goals, background, and pursuits, and
on the path, he has her encounter a young indeed, based on the individual stories in
mother in a similar situation, whose hus- which they gain the given touchstone.
band was murdered by a jealous smuggler,
slicer, and assassin. Nor do touchstones have to be some sort
of innate, magical power. They can instead
The woman and her son are currently be- be a special piece of equipment, a vehicle, or
ing hunted. Ariana uses her psychic powers some other physical item that becomes inte-
to defend them against an onslaught of insec- gral to the player character who obtains it.
toid aliens and offers them an escape route
that requires her to sacrifice her own way off- Lists of Heroic Touchstones by level are
world. As this parallels her own story, and it at the end of this section.

104
Spheres of Influence or Control If the ability you grant turns out too power-
ful, you can always work with the player to
Some Touchstones reference a “sphere of scale it back. There is no such thing as an abil-
influence” or “sphere of control.” This refers ity that is too weak – remember, a character
to some aspect of life or the cosmos to which can be awarded a Heroic Touchstone covering
the hero has a distinct mystical connection. any level up to their own. Thus, a fifth level
When the hero gains their first Touchstone, character can gain a Heroic Touchstone from
they should be granted this sphere of influ- levels 1 through 5 – they do not have to gain a
ence, or choose one. fifth level Touchstone. You can always, how-
A sphere of influence can be almost any- ever, amp up the power of a granted Touch-
thing imaginable – relationships, a specific stone if you feel the need as well.
elemental force like fire, travel, deceit, In the end, be creative and open-minded.
honor, justice, whatever you like. Though Even consider taking (or soliciting) sugges-
heroes in Thirteen Parsecs are com- tions from your players about what an appro-
pletely mortal, you could think of these priate Touchstone might be. Just always keep
spheres of influence as similar to the divine the balance of your game in mind and remem-
portfolio of a god. Thor, for example, is a ber, this is all a collaborative experience be-
god of storms and war. A hero could choose tween the players and the game master.
(or gain) storms as their sphere of influ-
ence, explaining it’s because even as a child
they have always had an affinity for rain or Touchstones and Play Styles
enjoyed watching thunderstorms from In a Realistic game, Touchstones may be
their front porch. awarded once every 2 or 3 levels, and no
Some Touchstones, then, will only come more than one should ever be granted in a
into play when the character does something single level of experience.
to serve this specific sphere of influence or For a Gritty game, Heroic Touchstones
control. The vast majority of the time this may not be in play at all; characters simply
falls at the discretion of the Game Master, play out their epic stories as the GM cre-
though players can and should advocate for ates them, and any destiny is flavor-based.
themselves when they believe they should Archetypes may still be chosen to serve as
get to use a Touchstone in such a manner. a guideline for how the player sees their
Nominally heroes will only have a single character, but associated powers may not
sphere of influence, though if the GM de- go along with those selections. Alternately,
sires, they could gain up to four, with new Heroic Touchstones can be used in a Gritty
ones appearing when appropriate to the game, but should advance far slower, with
story (but usually only when they gain a characters gaining a new touchstone per-
new Heroic Touchstone). haps once every four or five levels. In such
games, Touchstones are rare and exciting
Creating New Heroic rewards for true milestones of advance-
Touchstones ment on their path.
The list of Heroic Touchstones here is not Cinematic games are where Touchstones
and need not be exhaustive. Game Masters are intended for use. In such games, char-
who do not see an appropriate Touchstone acters should gain at least one touchstone
to grant to their heroes after an adventure every level of play and may gain Touch-
they feel merits one, are encouraged to in- stones at the rate of 2 or 3 per level. Take
vent brand new touchstones. The lists here care in such games to not over-award
should be quite robust enough to use as in- Touchstones as they can quickly result in
spiration for creating more and new abili- a character that runs away with the game
ties. Simply observe what is on offer, and on you.
generate a new, unique ability that roughly
matches the power level in question.

105
Sample Heroic Level Two Touchstones
Touchstones 1. Additional first-level power or device,
arcane power, or psychic power, usable
Below are lists of potential Heroic Touch- once per day with no activation roll.
stones by character level. The GM can use 2. Additional daily use of existing powers
these concepts to personalize the specific or devices or powers.
abilities granted to the player, customizing
their character as they proceed on the road 3. Additional +1 bonus to combat or saves.
to becoming galactic legends. 4. Additional +10 bonus to class abilities
or existing skills.
Please note that while these touchstones
are defined by character level, it is not the 5. +1 to hit with unique attack mode.
intent that a character should gain a new 6. Minor boost to unique defense mode.
touchstone every level. Consider these lists 7. Additional Vitality equal to one hit die.
as a “cap” on the maximum level of power
that should be granted with a touchstone at 8. “Luck” benefit equal to 1d6 that can be
a given character level. used to boost any roll, once per session.
9. Favored weapon – character has a mys-
Thus, if a character happens to be level tical bond with a specific weapon,
three when they receive a Heroic Touch- granting +1 to hit, +2 to damage, and
stone, they should gain a level one, two, or treating attacks with said weapon as
three touchstone. If a character is level six, supernatural in nature.
any touchstone from levels one through six
is appropriate, and so forth. 10. Some minor aspect of control over
their chosen sphere of influence.
The following lists are not exhaustive,
nor are they intended to be. The Game Level Three Touchstones
Master should use what is here as exam- 1. Any first or second-level touchstone,
ples to come up with your own, creative or incremental improvement on an ex-
ideas based on the mythology of your isting touchstone (usually this means
player characters, the stories with which they can use it an additional time per
they engage, and your campaign. day or gain a +1/+5% bonus to its use,
if it requires an activation check).
Level One Touchstones 2. Character gains a second-level power or
1. First-level power or device, usable once device, usable once per day with no roll,
per day with no activation roll necessary. or an additional use of an existing sec-
2. Arcane power (as mystic knight), us- ond-level power or device-like ability.
able once per day. 3. Spirit guide – the character gains
3. Psychic power, usable once per day some sort of “familiar” spirit that
with no activation roll necessary. takes the form of something related to
4. +1 Bonus to appropriate combat abilities. their sphere of influence. Functions as
the summon familiar power or device,
5. +1 Bonus to appropriate save checks. but need not be an animal, and if the
6. +10% bonus to a class ability. character is a magician, they may
7. Gain a bonus skill. have a normal familiar in addition to
this spirit guide.
8. Gain a unique mode of attack. The
character must still roll to hit. 4. Smite – the character must already
have the level one and two unique at-
9. Gain a unique mode of defense. tack mode abilities. They can, once per
10. Sense the presence of their sphere of day, deal 3d6 (totaled) damage with
influence (sense death, water, poison, their unique attack.
animals, etc.) within 100 yards, so
long as the character concentrates. 5. Powerful defense – the character suf-
fers half damage from one source that

106
is somehow related to their sphere of 8. Character can summon or conjure
influence (nature deities suffer half some element of their sphere of con-
damage from animal attacks; death trol, once per day.
spheres suffer half damage from un- 9. Character may take on some aspect of
dead, etc.) their sphere of influence (which may
6. Character gains an additional mode of or may not mimic the effects of a power
movement (flying, swimming, leaping, or device) once per day.
climbing, brachiation, etc.) at their 10. Increase one ability score by +2, or two
normal movement rate. ability scores by +1 each. A single
7. Character may change shape as per designated ability score may go above 20.
the glamour power or device.
8. Character gains level 1 class abilities Level Five Touchstones
of another class. 1. Any prior level touchstone, or incre-
mental improvement of a prior exist-
9. Character increases daily use of existing ing Touchstone (usually this means
level 1 and 2 class abilities by 1 per day. they can use it an additional time per
10. Character may charm creatures associ- day or gain a +1/+5% bonus to its use).
ated with their sphere of influence as the 2. The character gains a third level
emotional influence power effect at will. power or device, usable once per day
with no using check needed.
Level Four Touchstones
1. Any prior level touchstone, or incre- 3. Great Smite – the character must al-
mental improvement of one as listed ready have Smite. Once per day they
(usually this means they can use it an can deal 1d6 damage per level with their
additional time per day or gain a +1/ smite attack. Those struck may attempt
+5% bonus to its use). a save check based on the type of attack
for half damage. The ability used in the
2. Favored Enemy – the character gains save is chosen when this Touchstone is
a bonus to hit and damage equal to gained and cannot be changed. Thus a
half their level against creatures that fifth level character with a psychic en-
are anathema to their sphere of influ- ergy unique attack can deal 5d6 dam-
ence. This bonus increases as the char- age, once per day, with their unique
acter does (at level 4 the character is attack, unless the target makes a
+2 to hit and damage; at level 6 they Willpower save check, in which case the
are +3, etc.) damage is halved. The character may
3. Character gains level 2 abilities of an- still use their normal 3d6 version of
other class. Smite once per day as well.
4. Magical recovery – once per day the 4. Character gains the level 3 abilities of
character can recover any one ex- another class.
pended, limited resource such as a 5. Those attempting to save against any
power or device slot, Fate Point, etc. effect generated by this character suf-
5. Reroll – once per session the character fer a penalty equal to one ability of the
can reroll any d20 or percentile roll re- character chosen when this touchstone
lated to their sphere of influence, is gained. For example, a paragon of
keeping the better result. war may use their Strength bonus to
6. Once per session, the character can penalize any save checks made by oth-
automatically succeed at a single ers against their special abilities, while
save check. a paragon of love my use their Persona
to inflict such a penalty.
7. Divine Smite – once per session the charac-
ter can generate an automatic, successful 6. The character gains +1 to all attacks,
critical hit against one creature or object checks, and saves, and +5% to all class
anathema to their sphere of influence. abilities and skills.

107
7. The character may “grant” their power 7. The character gains immunity to damage
or device like abilities to others, allow- sources related to their sphere of influence.
ing another person to cast the power or 8. The character may turn creatures that
device on their behalf. If the character is are anathema to their sphere of influ-
a power or device wielder, they may also ence, with a 70% chance to turn single-
“grant” regular powers or devices to oth- ViD creatures, reduced by 10% per ViD
ers in this fashion, with the base using thereafter. Creatures thus turned flee
percentage equal to the 50% plus 5% per or cower if they cannot flee, unless at-
Vitality die the granted person or crea- tacked. This ability may be used at
ture has. In the case of regular powers will.
or devices, all normal power or device
using rules apply. 9. The character may cast glamour on
themselves at will.
8. A character with a unique attack adds
one additional ability score to attack 10. The character gains power effect resis-
and damage with that attack. The tance of 20%. Whenever a power is tar-
ability is chosen when this touchstone geted at them, even a power or device
is gained and is in addition to any that normally does not allow a save,
Strength, Agility, or other bonus. there is a 20% chance it will fail. This
percentage increases by 20% each addi-
9. A character with a unique attack can af- tional time this Touchstone is granted,
fect either all creatures in a 60-foot line, but has a maximum effectiveness of
or all creatures in a 40-foot diameter. No 90% (thus, a character who gets this
attack roll is necessary, but creatures in Touchstone five times has a 90% resis-
the area may save for half damage. tance, not 100%).
10. The character gains power or device
using abilities: They know and can Level Seven Touchstones
cast 3 first, two second, and one third- 1. The character gains any Touchstone
level power or device, and have a base from levels 3 through 6
using chance of 70%. Their powers or 2. The character gains any two Touch-
devices must be in some way related to stones from levels 1 or 2.
their spheres of influence, and once
chosen, cannot be changed. 3. The character incrementally improves
any existing Touchstone (usually this
Level Six Touchstones means they can use it an additional time
1. The character gains any Touchstone per day or gain a +1/+5% bonus to its use).
from levels 3 through 5 4. Servant: The character gains a servant/re-
2. The character gains any two Touchstones tainer associated with their sphere of influ-
from levels 1 or 2. ence. This servant/retainer has 3 Vitality
Dice and special abilities as defined by the
3. The character incrementally improves Game Master when it arrives. The servant
any existing Touchstone (usually this acts on the character’s initiative and obeys
means they can use it an additional time all commands given to it. If it is killed, its
per day or gain a +1/+5% bonus to its use). master loses 3 Vitality Dice and suffers -3/-
4. The character gains third-level abili- 15% to all attacks, saves, and class abilities.
ties in another character class. Every 24 hours thereafter, the Master may
5. The character may cast metamorpho- attempt a difficult (+0) Persona save to re-
sis on themselves, as per the power or duce these penalties by 1/5%. They are oth-
device, once per day, as a power or de- erwise persistent until the master
vice-like ability, with no check needed. successfully restores them through save
checks. Only when all penalties are re-
6. The character gains a special skill re- moved will a new, identical retainer appear.
flecting their mystical connection to and
knowledge of their sphere of influence. 5. Cult: The character begins to gather devo-
This skill has a base percentage of 75% tees (worshippers, though at this stage
they are better described as “cultists”).
108
When 100 thus followers/devotees exist Level Eight Touchstones
within a given city or location, the charac- 1. The character gains any Touchstone
ter may gain one hit die worth of Vitality, from levels 4 through 7
and +1/+5% to all attacks, saves, and class 2. The character gains any two Touch-
abilities, as well as healing 1 hit die worth stones from levels 2 or 3.
of Vitality daily. Devotees create cults in
their honor at various places across the 3. The character gains any three Touch-
galaxy (potentially under alternate names). stones from level 1.
The character must actively work to 4. The character gains a single fourth-
maintain their status as a cult leader, con- level power or device that they may use
tinuing to build their legend, and the GM once per day with no using roll neces-
will inform them when they gain benefits. sary, as a power or device-like ability.
These benefits max out after five locations 5. The character incrementally improves
have arisen but see Level eight. If the fol- any existing Touchstone (usually this
lowers in an area drop below 100, the ben- means they can use it an additional time
efits of this Touchstone are lost. Early on per day or gain a +1/+5% bonus to its use).
in a character’s apotheosis, it is likely that 6. The character gains fourth level abili-
this benefit will come and go, seemingly at ties in any other class.
random. The Game Master may use the
Rule of 2 on any given day for any given 7. Religion: To gain this touchstone, the
locale to determine whether the character character must have maintained at least
has the requisite followers to benefit from five Cult locations for one month without
this touchstone. Granting this touchstone losing any followers. Thereafter, the
one time reflects only one locale. Each character can no longer gain Cult touch-
time it is granted thereafter reflects a new stones. Instead, any locale that main-
cult has arisen. tains more than 1,000 followers grants
the abilities of Cult, and when the char-
6. The character ceases to age by natural acter has at least five such locales, they
means (but can still be aged magically). gain the power or device using abilities of
7. The character may re-roll any save a fourth-level Augment. If the character
check against poison or disease, using is already an Augment, they double their
the better result. Each save check may existing power points.
only be re-rolled once; otherwise, this 8. Signature Item: the character has a
ability is without restriction. signature item which grants one of the
8. The character may always roll a save following benefits: +5 to hit, +5 to dam-
check against any damage dealt to age, -3 to DV, Contains 1 Fate Point
them at a penalty equal to the damage that renews every morning at dawn,
dealt, halving the damage on a success. can cast 1-4 powers or devices (deter-
9. Divine Aura: Once per week, the char- mined when the item is granted) of
acter can spend a Fate Point to force levels 1-3 with each power or device
any enemies that face them to make a costing charges equal to the power or
morale save check. This check is a per- device’s level and 10 charges, which
sona check, and failure means that all recharge at dawn each morning.
enemies who can see the character 9. Bestow blessing: The character may
must flee, surrender, or be converted grant Fate Points to others. They may
to their message. The GM may over- grant a number of Fate points equal to
ride or limit this use of a Fate Point their Persona bonus each day. Granting
just as with any usage when not dra- a Fate Point requires an action, and
matically appropriate. while the character does not lose Fate
10. The character may use the inflict meta- Points when they grant them, they may
morphosis effect of Alternate Form once not grant Fate Points if they have none.
per day as a power or device-like ability, 10. Persistent Luck: If the character has no
requiring no check to cast. Fate Points, they gain one Fate Point.

109
Level Nine Touchstones Level Ten Touchstones
1. The character gains any Touchstone 1. The character gains any Touchstone
from levels 4 through 8 from levels 5 through 8
2. The character gains any two Touch- 2. The character gains any two Touch-
stones from levels 2 or 3. stones from levels 3 or 4.
3. The character gains any three Touch- 3. The character gains any three Touch-
stones from level 1. stones from level 1 or 2.
4. The character suffers half damage from 4. The character gains one fifth level
any mundane slashing, piercing, or bash- power or device that they may cast
ing attacks, but suffers double damage once per day with no using roll neces-
from one common substance determined sary, as a power or device-like ability.
when this Touchstone is awarded. 5. The character gains fifth level abilities
5. Heal Corruption: The character loses in any other class.
up to 10 points of Degeneracy (to a 6. Recover Ability: Once per day, the
minimum of zero) character may recover a single use of
6. Inflict/Restore Corruption: The char- any expended ability or may grant the
acter may afflict another with Degen- same to another person or creature,
eracy or cure a number of Degeneracy who may recover one of their own ex-
points in another equal to the result of pended abilities. The recovered ability
a rolled Fate Die, which is then spent. may be used immediately or saved.
7. Psychic link: the character may estab- 7. Divine Recovery: Once per week, when
lish a psychic link with another charac- reduced to zero Vitality, the character
ter. So long as the two are within 1 mile can instantly restore themselves to
of each other, they may communicate full Vitality.
telepathically. Two feet of stone, one 8. Divine Backlash: Once per day, the
foot of steel or iron, or one inch of lead character can cause any damage in-
plating blocks this communication. flicted to them from an attack, power
8. Overwhelming aura: Once per day, the or device, or other source to rebound
character may impose their Aspect and instead affect the attacker, with
bonus as a bonus or penalty (player’s no save check allowed.
choice) to another character attempting 9. Divine Step: The character may use
an attack roll or save check. This use Hop and Skip a number of times per
must be declared before a die is rolled. day equal to their Aspect bonus.
9. Divine insight: By spending a Fate 10. Time Slip: Once per week, the charac-
Point, the character can use any one ter can slip ahead in time a few sec-
ability they do not currently possess, onds. For the following 1d4 rounds,
from using a first through fourth level everything the character’s allies do
power or device to any class ability up works to maximum efficiency (all at-
to level nine. They are treated as hav- tacks deal maximum damage and are
ing an Aspect of 20 for purposes of us- criticals, all saves, checks, and abili-
ing this ability. ties exceed expectations, etc.) and all
10. The character gains one free usage of the enemies’ actions fail catastrophically.
Down But Not Out Fate Point ability,
without the need to spend Fate Points.

110
for example, makes for a fine superpower,
while using it for an invention may require
a very large, non-portable generator to cre-
ate the effect in a reasonable fashion.
Finally, as a reminder, unless otherwise
noted all powers require a power check to
activate. This includes attack powers,
which can backfire on a failed check and
which also require an attack roll to hit
(unless otherwise noted, such as with line
or area of effect abilities).

Power Effects and Spells


In Wasted Lands: the Dreaming Age
and Night Shift: Veterans of the Super-
natural Wars, powers and devices are gen-
erated using spells which are then modified
to the taste of the user, with approval and
guidance from the Game Master. If you own
these games and prefer to do so, you can con-
tinue to use this method with the spells
therein. The abilities here are designed to
Power or Device pare things down to their basest effects, so
Effects that specific devices, powers, and cybernetic
abilities can be created from the ground up.
Below you will find an expansive list (if not
100% complete) list of potential effects that As such, while game balance is mostly
can be used for super/transhuman powers or preserved, powers generated using this
devices. Naturally, players will come up with system may not precisely match the power
concepts that do not precisely fit those listed levels of those created via spells from other
here, and guidelines for new effects can be games Powered by O.G.R.E.S.
found in Chapter Five. Still, those listed Alternately, the system herein can also
here should suffice to provide a baseline for be used to build custom spells using either
most concepts one might consider in game. of the other games, if the Game Master
In many cases, to create a full device, one wishes to explore a magic system where
will need to select several powers and com- casters create their own custom effects by
bine them, adding the power levels together molding the very fabric of the universe. In
to get the final power of the device in ques- the end, it is left up to you.
tion. Creating a power that does 3d6 dam-
age (totaled) at range with an area of effect, List of Power Effects
for example, requires buying two levels of Accuracy (Level 1): Each level of this
ranged attack plus the area of effect power, ability purchased adds an accuracy bonus of
and combining the two effects together. +2 to hit to one attack with which it is asso-
It is important to note that some of these ciated. The attack in question must require
abilities are more suited to powers, and an attack roll for this ability to apply. Each
others more suited to inventions. It is left additional level adds an additional +2. No
to the Game Master and players to deter- more than three levels of Accuracy may be
mine which effects are appropriate to purchased for a single attack.
which abilities in game, and how they Alter Perception (Level 1, 3, or 5):
translate to either a piece of equipment or This ability allows the wielder to alter the
a superpower. The ability to control wind, perceptions of targets in various ways. It
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could be used, for example, to generate a You can create nightmare scenarios in
phantom sound or a still, ghostly image, or which you trap your victims. The duration
change the appearance of a single target. of this ability is six hours and it does not
At its basic level, this ability allows affect- require concentration to maintain. You
ing only a single sense. The ability lasts for may, with a successful Persona check (Dif-
ten minutes by default and requires con- ficulty modifier: 10-victim’s level or Vitality
centration to maintain. Anything that dice), even maintain the illusion after it is
draws the Augment’s concentration away revealed—for example, if you are invisible
also cancels out the effect, though increas- and attack another person, you will not
ing the power level by one will remove the necessarily be revealed.
concentration requirement.
Victims of this power are entitled to an
If purchased at Level 3, this power can intelligence save check to realize that they
seemingly affect the very nature of things. are in an illusion; if they succeed, they gain
While the level one ability may make a a +2 bonus to any other ability checks they
character more difficult to see, imposing a make to battle the illusion’s effects, and
perception penalty to those looking for them suffer only half damage (subdual) from at-
(or a bonus to stealth checks, as the case tacks therein. They are then entitled to a
may be), this level can make the Augment second intelligence save check to break free
completely invisible. It can also affect ter- of the illusion entirely. The Difficulty mod-
rain up to a 10’ x 10’ area, making it appear ifier for both of these saves is equal to 10 -
to be some other kind of terrain entirely. your level plus your Persona bonus.
You may, at this level, conjure illusions Alter Size (Level 2): You may increase
into existence that can be realistic enough or decrease the size of yourself, another
to convince a victim that they are dealing creature, or inanimate objects (chosen at
damage; an illusory gun, for example, may the time you take this effect) by one level:
shoot and hurt the target. Any damage suf- tiny-small-medium-large-huge-giant-gar-
fered by illusions at this level, however, is gantuan. You also gain +4 to Strength and
purely temporary damage in nature, can Toughness per level of size you gain. Alter-
never reduce a target below one Vitality, nately, for each level of size you lose, you
and is half that of any real-world analogue. lose -2 to strength but gain +2 to Agility.
Thus, a firearm that normally does 2d6 Reducing size below tiny means you are the
damage in real life, would do 1d6 points of size of an insect; this gives you an effective
temporary damage as an illusion, and Strength score of 0 and a speed of 2 feet per
would do no damage if the character is at 1 round, but you automatically succeed on
Vitality or less. Even worse, if the target any efforts to engage in stealth unless
realizes that they have been attacked by an someone is deliberately looking for you and
illusion, any damage suffered from the illu- then the chance to spot you is -10/-50%.
sion will immediately go away. This ability This ability can be used for up to one hour
can only affect up to four other people at per day. For each level by which you in-
any given moment (though which four can crease the cost of this power, you can in-
change from moment to moment as the crease or decrease it by one further level or
user desires, at the risk of revealing the can increase the maximum daily duration
illusion for what it is) and lasts for up to by up to 1 additional hour.
one hour in duration.
Alternate Form (Level 4): You can take
If purchased at Level 5, you can affect all on an alternate form. The exact specifics of
five senses simultaneously and may create this form are many and multiform, but in
detailed fantasy circumstances that affect general you gain the traits of the new form.
up to ten people at once. Your creations do You may assume this form for up to one-hour
full real damage and can kill, though the total per day, though this time may be split
damage done still heals as temporary dam- up in smaller increments as often as you like
age (at an hourly rate). You can call into (four, 15-minute intervals, one 2-minute fol-
being illusory monsters to attack your foes. lowed by a 58-minute, etc). Some examples of

112
uses for this power follow, and players should While in this form you cannot be affected
specify when choosing this ability exactly by the physical world, nor can you affect
how it functions, with GM approval. Gener- the physical world, save by supernatural
ally speaking, however, any powers you take abilities, magic and psychic powers. You
are associated with the new form rather than are immune to normal and elemental
your standard human one. As such, each magic, but psychic, holy and force dam-
power built gains the Form Restriction limi- age still affect you normally. You can
tation (see “Power Limitations,” later). pass through solid objects and are unaf-
fected by difficult terrain, but if you end
● Alien Form: You have an alternate your turn inside a solid object, you suffer
form that is angelic, demonic, hideous, 5d6 points of damage.
monstrous or otherwise alien and unnat-
ural. You might be a werewolf; you ● Inflict Metamorphosis: You can in-
might become a hulking mass of vio- flict an enforced shape change on other
lence when angered, you could take on creatures. Unwilling targets get a Wits
the form of a reptilian or demonic crea- save check to resist. The shapeshifted
ture, or any other sort of horrific reveal. creature gains all of the physical abili-
This form grants you +2 to Strength, ties and weaknesses of the new form
Agility and Toughness, resistance to (turning someone into a fish, for exam-
blunt, slashing and piercing damage, ple, means they can breathe water but
but vulnerability to one specific sub- not air), but keep their own memories
stance or form of damage, at the GM’s and intellect at first. If they fail the ini-
approval, a melee weapon attack asso- tial save, the creature must attempt a
ciated with your form (claws, bite, holy Persona save every 24 hours in the new
sword, fiery whip, etc.) that deals 1d6 form. If they fail, they become the crea-
points of damage plus your strength ture completely, taking on its personal-
bonus of a specified type you choose ity and intellect and losing their own
when you design your form, and an ad- memories. If they succeed at five Per-
ditional attack every round. sona saves, they permanently retain
their own intellect, and get one final
● Armored Form: You don or generate Wits save check to regain their own
a suit of powered armor which vastly physical form once more.
increases your strength, stamina,
senses, etc. When you take this power, ● Shapeshifter: You can assume the
choose any two physical ability scores shape of any kind of creature of
or one ability score and your DV; these roughly the same size as you, alter-
increase by +4 each while wearing the ing your body mass and size by up to
armor. In addition, your armor pro- 15%. If you assume the shape of an
vides you a ranged attack (rate of fire: animal, you gain all of that animal’s
1, Accuracy: 0, Range: 30 ft) that deals special abilities. Assuming the shape
1d8 damage of an energy type you of a specific person is possible, but in
choose. For deviceeers looking to create addition to the normal Toughness
a suit of powered armor, this is the ba- check, requires an Intelligence check
sic ability they would choose. to perfectly mimic their features and
mannerisms with a Difficulty Modi-
● Elemental Form: Your character’s fier based on how well you know that
body increases in size by one step person. Other ability checks may be
(small to medium, medium to large) required by the GM for you to imper-
and you gain +4 to Strength and sonate them as needed.
Toughness, immunity to damage by
your new elemental form, and a Animation (Level 4): You can animate
Slam attack dealing 1d8+Strength and control otherwise inanimate objects.
Bonus damage. The capabilities of these objects are up to
● Ethereal/Astral Form: You become you and the GM to determine, but in gen-
transparent, ghostly and immaterial. eral you can control one specific type of ob-
ject with this ability, which should be
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specified at the time of adopting this power. erated by nanites, reflective coating, etc.).
You may, for example, be able to animate It reduces DV by 1 point per level of the
and control the bodies of the dead to raise power purchased and lasts for 10 minutes
zombies or skeletons under your control. per level of the power purchased. Activat-
You may be able to control machines via ing the ability is accomplished with speed
specialized remote or an affinity with elec- of thought and can be done in reaction to
tromagnetic energy. You may be able to an- an attack against the wielder.
imate plants and have them move about to
do your bidding. Attack (Level 1): This ability grants a
melee attack that deals 2d6 damage, keep-
This ability is not telekinetic in nature. ing the best of the three, plus 1d6 per level
Instead, you imbue an object with a false purchased (both to the pool and to keep).
spark of life that permits it to move around Damage is of a type chosen when the
and act under your guidance and di- power is purchased. Gaining a sec-
rection. You may have a number of ond damage type requires buying
ViD worth of objects active at the power again. Purchasing
any one time equal to one this ability at level 2, then, al-
half of your total ViD lows rolling 4d6 and keeping
(minimum 1 HD). These the best 2d6. This ability
objects remain active un- may not be purchased
til they are destroyed or above level 7.
you choose to return
them to inactive status. Bane (Level 1): This
ability negatively affects
Animated objects use a target, imposing a -1/-
d8 for their ViD and 5% on one ability check,
have a slam attack save, attack roll, or De-
dealing 1d6 damage. fense Value, as chosen by
Their primes are Phys- the power’s wielder when
ical and they move up to this ability is chosen. It re-
20ft/round. Their attack quires touch unless combined
bonus and save bonuses with Range. Each additional
are equal to their total level taken increases the
ViD. If they have limbs ca- penalty by -1/-5%, to a maxi-
pable of grasping objects, you mum of -5/-25%.
can arm them and allow them to use
weapons, though they do not benefit from Cancellation (Level 3): You may can-
accuracy or rate of fire bonuses if they use cel out a given type of energy in an area
firearms (they shoot once per round regard- equal to a 10 foot radius. You choose the
less of the weapon). type of energy or effect canceled out when
you choose this effect. It could cancel out a
Area Effect (Level 1): This ability at- specific form of energy (fire, cold, electric-
taches to another power and grants an ad- ity, radiation, etc.) It could nullify super
ditional die of damage (totaled), plus either powers. It could cancel out psionic abilities.
a 20-foot radius area of effect to the power, It could even create an area of zero magic
or the ability to affect everything in a or banish supernatural creatures. The ex-
straight line from the power’s point of ori- act nature of the device or power is up to
gin to its maximum distance. The user the player and GM to describe: a device
must choose which version they gain (line that cancels out electricity, for example,
or burst) when they purchase this effect. could generate an EMP. An ability that
cancels out psychic powers or banishes
Armor (Level 1): This ability improves spiritual entities could put out a psychic
the Defense Value of the wielder through dampening field. A device or ability that
some means determined when the ability is cancels super powers could simply put off a
purchased (energy shield, metal plates gen- “nullification field.”

114
When used, this ability lasts for 1d6 Conjuration (Level 1 or 4): This abil-
rounds and then requires one hour to ity allows for the creation of simple, tempo-
recharge. Those who might be directly af- rary objects. Objects created by this ability
fected by the field and able to resist (super- are solid and real, but cannot be any larger
powered individuals, entities to be banished, than human-sized and have no moving
psychics, powered characters, etc.) are enti- parts. It is good for creating such things as
tled a Persona save to resist the effect each weapons (including simple ranged weapons
round that they are caught in the field. Enti- like bows and arrows), furnishings, jewelry
ties that are thus banished are simply ban- and other inanimate objects, including
ished; powered individuals and the like may money if needed. Objects created with this
make an additional Wits save every round to ability last for ten minutes, and then disin-
attempt to use their abilities. tegrate to nothingness.
Combined Damage (Level 1): This abil- Alternately, this ability can be used to
ity allows all damage from an attack power to summon creatures to the aid of the conjurer.
be totaled instead of keeping the best result(s). Creatures summoned by this ability may
have a total number of ViD no greater than
Communication (Level 1, 3, or 5): This half the level of the character doing the con-
ability allows you to send and receive mes- juring (minimum 1/2), to a maximum of 3
sages remotely. The base range is 1,000 HD when the character is level 6 or higher.
yards. At its default level, this ability re- In addition, they can be no greater than an-
quires speech. It can be used to mimic such imal intelligence. Within these limitations,
things as wristwatch communicators, men- any number of creatures may be summoned
tal communications and the like. Alter- (thus, a sixth-level character could summon
nately, you can communicate with a specific a single 3 HD creature, twelve 1/2 HD crea-
type of creature or other living thing with tures, a 1 HD and two, 2 HD creatures, etc.)
which you normally wouldn’t be able to Creatures summoned remain for ten min-
converse, such as a specific type of animal utes and then fade to nothingness.
(dogs, cats, snakes, frogs, ants, bats, etc.) or
even plants. Players must decide when this effect is
chosen whether they create objects or
As a level 3 effect, it allows a communica- summon creatures.
tions range up to 10 miles. Alternately, at
this level you can intuitively and directly If purchased at level 4, the character can
communicate with a specific type of non-sen- summon almost any object she desires into
tient machine that has some level of artifi- existence, including complex machines
cial intelligence (computers, modern cars, with moving parts, firearms and the like.
guidance and navigational systems, etc.) Machines summoned can be up to human-
The exact game effects of communication sized, allowing for vehicles such as motor-
with computers or machines is left to the cycles to be called forth. When the charac-
player and GM to determine, but at least it ter reaches 15th-level, machines up to the
should give a substantial bonus to any rolls size of a standard sedan or crossover SUV
made to use said machinery (those who can can be called into existence. However, ob-
communicate with computers, for example, jects larger than human size require a Wits
can find anything they like almost instantly check to summon forth at a Difficulty of 0.
and will gain huge bonuses on attempts to Objects summoned last for 10 minutes, and
program or hack computer systems) then fade to nothingness.
At level 5, this ability allows for global Alternately, the character can summon
communications or even communicating into existence creatures whose total Vitality
with a vessel in planetary orbit. Alter- dice equal up to one less than his own, with
nately, you can communicate with a broad no upper limit. These creatures may have up
range of creatures or objects with which to a low-medium intelligence and will loyally
you couldn’t normally communicate (all an- serve the wielder of the power for up to 10
imals, all plants, all machines). minutes before fading back to nothingness.

115
This effect grants no ability to communicate ● Shape a large enough sample of an ele-
with creatures summoned, but it should be ment as you please, creating walls,
assumed they can follow basic commands, cages or other structures out of the ele-
such as “attack,” “defend,” “guard,” etc. ment or creating portals through which
you can move.
Create/Extinguish Light/Sound/Flame
(Level 1): With this ability the character can The uses of this ability are broad and
create light or sound in a radius of anywhere varied, but all require the existence of the
from five to ten feet, up to 100 feet away. This element to be controlled in some fashion.
light or sound cannot be blinding nor deafen- The more complicated the task the PC
ing; it is at a moderate level and volume. The wishes to perform, the lower the Difficulty
character can choose with each individual use Modifier, at the GM’s discretion. The first
of the power whether he wishes to create light three of the above sample abilities are Dif-
or sound (this power grants the ability to do ficulty 10; the fourth (shaping an element)
both). Sounds created can be of a broad range should be Difficulty 5 or lower depending
and variety, from white noise to murmuring on what the character is trying to do.
voices, but cannot form actual words or dis-
tinct animal calls (though non-descript “ani- Theoretically, the character could use this
mal noises” are possible). ability to create damaging effects and thus
try to get around taking the Damage power.
In addition, the character can call into ex- Just remember, this ability grants no special
istence a small flame approximately the size immunity or telekinetic ability to the ele-
of that created by a match or lighter. Light, ment in question. In other words, you need to
sound and flame created by this ability lasts pick up a rock and throw it. You have no spe-
for up to five minutes and then dissipates. cial ability to move fire through the air at a
rapid speed to strike an enemy, nor protec-
Alternately, the character can destroy, tion against the heat to try and throw burn-
dampen or remove light or sound in an area ing coals. At the GM’s option, it could be
the same size, creating a globe of darkness permissible to take Damage at a lower power
even in areas of bright light, or silence in a level (as a limitation) if it is attached to this
noisy room. Characters with this effect can ability, in addition to its normal reduction in
also snuff out small flames such as those cost for being an associated power.
from lighters or candles.
For example, a character with Elemental
The character must decide when he Control (Fire) could then take Damage and
chooses this ability whether he can create state that he can only attack with fire if
or remove light, sound and flame. there is fire already present for him to con-
Elemental Control (Level 3): You can trol. This could theoretically reduce the
control an existing sample of an element (earth, power level of his damage effect by 2, allow-
air, fire, or water) and make it do things it nor- ing him to take additional damage and still
mally could not do. You must choose which buy it at level one power.
element you control when you select this power Emotional Influence (Level 1 or 3):
effect. With this ability, you can: This ability lets you ignite a single passion
● Halve or double the existing amount of or emotion in another person or animal. One
an element present of the most common effects is to It can also,
be used to create the following emotional
● Maintain an element in unfavorable effects (among others):
conditions (fire in moisture or a vac-
uum; ice in the desert) ● Charm a target, encouraging them to
● Call into existence a minute amount of view you as a trusted friend, ally and
the element provided there are favor- companion. The target is not enslaved
able conditions (ignite a spark by agi- to your will, but is inclined to view
tating molecules to create flashpoint whatever you do in the best possible
heat; condense moisture from the air light, and will defend you if necessary.
into a drop of water, etc.)
116
● Uncertainty (the target will have a up a sealed room or cage from the very
hard time making a decision) earth itself. Perhaps they can condense the
● Worry (target is distracted, suffering -2 moisture in the air into ice and encase the
on intelligence-based checks due to target in it.
their distraction and concern) What if they can call upon roots, plants
● Mild paranoia (target suffers -2 on and vines to snake forth and ensnare, en-
Wits-based checks due to their fear tangle and hold fast a target? The options
that everyone’s out to get them) are limitless, but for any given character
● Directed rage (the target will attack there is a specific form of encasing that oc-
the target of their rage) or the like. curs and this doesn’t change. At its base
level the encasing lasts for 1d6 hours and is
In general, an ability at this level will non-fatal. Each level of power increase
grant a single emotional effect, chosen at the added doubles the existing time.
time this power is gained. It can be taken
multiple times to gain additional effects. Combining this ability with Persistence
means the target is forever encapsulated
The Difficulty Modifier for this check is should they fail an initial saving throw to
equal to 10 – the ViD and Wits bonus of the break free (usually Strength or Agility-
target. This ability lasts for one hour. Each based, at the GM’s option). In this case, the
level of increase applied doubles the duration. encasing substance somehow maintains
the body within, allowing (or forcing) the
Combining this ability with Persistence target to remain alive and possibly aware
has two effects: first, the duration is in- (which could drive them slowly mad) for-
creased to 24 hours per level of the effect, ever or until the process is somehow re-
and secondly, no Persona check is required; versed. Adding the Damage power to
instead, the target must succeed at a Per- Encase causes the target to slowly be
sona-based save against the power with a crushed and/or suffocate, suffering the ef-
Difficulty Modifier equal to 10 – the Aug- fect’s damage per hour encased.
ment’s or Engineer’s level and highest men-
tal ability bonus (thus, a third level Energy Absorption/Negation (Level 3):
Augment with a +2 Intelligence – their high- The character can absorb or negate a certain
est bonus – would generate a +5 Difficulty type of energy, causing it to disperse harm-
modifier (10 – (3+2)). lessly. The amount of energy absorbed with
a successful activation check is equivalent to
If purchased at level 3, the character can 3d6 points per round at the base level of this
affect up to five targets simultaneously and power. If the character is the subject of an
the base duration is 12 hours. Each level of attack, he automatically ignores the first
power added to this increases the number 3d6 points of damage of the type of energy
of beings affected by five or the duration by he absorbs in a round, after which he is enti-
an additional 12 hours. Combining this tled to a Toughness save to halve the dam-
ability with Persistence increases the dura- age of any further attacks or encounters
tion to 1 week per level of the effect and no with the energy type (Difficulty modifier =
activation check is required to use it; tar- 10-total damage to be absorbed).
gets must succeed at a saving throw as per
the Level 1 version, save that this throw is The real use of this power, however, is to
at a -5 penalty. draw energy from objects, obstacles and the
like, to shut down machinery or other en-
Encase (Level 5): This ability allows ergy-powered obstacles.
the character to encase a target in another
substance. The substance, conditions and Some examples of this power effect: the
means of encasing is determined by the character who can absorb force energy, can
player when this ability is chosen. For ex- shut down a force field if absorbs enough
ample, the player could decide that the tar- power from it. The base level of this power is
get is turned to stone in the form of a living more than enough, if the character chooses
statue. They could decide that they can pull electricity, to shut down almost any ma-
117
chine. Characters with the ability to absorb each attack being at -4. Only one activation
and disperse heat can put out fires. Those check is required regardless of how many
who can absorb kinetic energy can stop extra attacks the Augment has (thus, even
physical attacks and even bullets, causing an Augment with 3 additional attacks need
them to fall harmlessly to the ground. make only a single activation check to get
all three). It may be taken up to four times
Each level by which the character in- maximum. If applied to a ranged weapon or
creases this power adds an additional 1d6 attack, purchasing this ability four times
to the amount of damage he can absorb allows fully automatic fire (see Chapter
each round. Four: Ready for Launch).
Combining this ability with Persistence Gravity Manipulation (Level 3): You
means there is no activation roll required; have the ability to use quantum mathemat-
the power simply works automatically. ics and mechanics to alter the effect of grav-
Enhance Ability (Level 1): The char- ity on a person or object’s mass. This has the
acter may add +4 to any one ability score. effect of increasing or decreasing its effective
This power lasts for one hour. Each level weight. When you choose this effect, deter-
increase of the power adds an additional +2 mine whether you can increase or decrease
to the ability score, or doubles the duration gravity on an object. At its base level, you can
(2 hours, 4, hours, 8 hours, etc) to a maxi- accomplish several tasks, depending on
mum of 8 hours. Persistence makes this which form of manipulation you choose.
increase permanent. No duration and no ● Increase Gravity: You may cause flying
check are needed to enhance the ability. or levitating creatures to fall from the sky,
Enhanced Senses (Level 3): This abil- suffering falling damage as standard. You
ity grants some form of enhanced senses may then, with a successful check each
chosen when the power is purchased. This round, keep them from taking flight again,
could be improved visual acuity, X-ray vi- effectively grounding them. You may also
sion, thermal vision, nightvision, enhanced immobilize a grounded creature, making it
hearing, improved smell, etc. Any of the so heavy it is rooted to the spot and cannot
five senses can be affected by this ability. move. This denies an affected creature its
Generally speaking, this power grants +2/ Agility bonus to armor class and causes it
+10% to any perceptive abilities using the to suffer -5 on all attacks due to fighting
sense in question, plus an additional +2/ against the forces of gravity. Finally, you
+10% per level purchased above and be- can cause objects, creatures or items to
yond the base. It does grant a percentage- sink in liquid as though they were a stone.
based perception ability equal to the If you use this ability on yourself, you be-
power’s effective level, if the character does come exceptionally hard to move when you
not normally have such a class ability or so choose; the Difficulty to move you
skill (thus, a 5th-level power grants 30% against your will is equal to 10 – your cur-
perception even if the character doesn’t rent level plus your Intelligence bonus.
normally have a perception ability). Against overbearing attacks your DV is 3
minus your current ViD.
Extra Attack (Level 2): This effect al- ● Decrease Gravity: You can cause a
lows the character to make an extra attack creature (including yourself) to become
per round with an activation check. It does more lightweight, either doubling its
not provide an additional action, but is ap- movement rate, granting it buoyancy
plied to a specific attack. For example, a so that it naturally floats on water, or
character may be a sword master who can even reducing gravity’s effect to make
attack twice with his sword every round, or the object, person or creature lighter
it may increase the rate of fire for a ranged than air so that they float like a hot air
attack by one. Regardless of which attack balloon. You have no special ability to
form to which this effect is applied, the ad- move a lighter-than-air creature or ob-
ditional attack suffers a -4 penalty. Each ject; you can simply cause it to levitate.
additional level adds one more attack, with
118
This ability requires an Intelligence Wits save check at a Difficulty modifier of
check to control the specific effect of 10 – the ViD/level and Persona bonus of the
gravity (how far the object levitates); Augment, plus a modifier based on how
for every ten feet away from you, the deeply the character wishes to dig. Basic,
Difficulty Modifier for this check de- surface thoughts, immediate intentions
creases by 2. and the presence of hidden motives (though
not the details) are difficult to hide, reduc-
This ability has a maximum range of 30 ing the Difficulty modifier by 4; Determina-
feet and line of sight. Once an object or crea- tion of truthfulness, or details of thoughts,
ture leaves your line of sight you can no ambitions, motives or thoughts buried just
longer control gravity’s effect upon them. beneath the surface (what did you have for
Likewise, for every 10 feet away from you breakfast? Where were you last night?) are
they are, the Difficulty modifier for any a bit easier, reducing the save Difficulty
checks to affect them decreases by 1. Unwill- modifier by 2; guarded thoughts or embar-
ing creatures naturally resist the effect, re- rassing secrets are difficult to access; there
ducing the Difficulty modifier to use the is no alteration to the Difficulty modifier;
power on them by their current level or ViD. deeply buried secrets, long-ago memories,
By combining this ability with Persistence, forgotten childhood trauma and the like
you need not make an ability check to use the are incredibly challenging to access, and
power; it automatically functions whenever may see the Difficulty modifier to save
you will it. Instead, unwilling targets can increased by +5, +10, or even higher.
make a strength-based saving throw with a At its basic level the character must con-
Difficulty modifier equal to 10 - your level centrate to read thoughts; when combined
and intelligence modifier to resist. with Persistence this ability is "always on,"
Healing (Level 1): This ability heals and the character gets an automatic chance
1d6 damage (totaled) to a target touched by to read thoughts all the time. Whenever
the wielder, per level of the power pur- other people are present, they might be
chased. It can be combined with range and able to sense their thought patterns, iden-
area of effect. tify who, how many, their skills and exper-
tise, and details about their lives with a
Mind Control (Level 4): Characters deep enough probe. On the other hand,
with this ability have the power to control they may be constantly bombarded with
other peoples' minds. The power can mani- unbidden voices in their heads which can
fest in a variety of ways, from issuing sim- be distracting and make it very difficult to
ple commands to completely dominating focus on day-to-day tasks. It's up to the GM
the will of another. At its base level this how to handle this situation.
ability requires concentration to maintain,
and affects a single other person. For each Movement (Level 3): This ability al-
level by which the character increases the lows for a specific type of movement: dou-
power level, the number of potential tar- bling the base ground speed of the user,
gets doubles. If combined with the Persis- allowing for flight or jumping, swinging
tence effect, this ability no longer requires through foliage or buildings via grappling
concentration to maintain, but rather gains devices, climbing, swimming, or any other
a duration of 24 hours per level of the char- form of movement the wielder can imagine
acter. Victims are always entitled to a Wits (even walking on water or phasing through
save check to resist the mind control. An solid matter, at the Game Master’s option).
additional save at +5 is allowed any time Each type of movement is purchased as a
the controller issues a command that goes separate effect, and each level purchased
in direct opposition to the victim's morals, increases the base speed by a factor of 1.
ethics or values. Thus, a character who buys flight at level 3
would be able to fly at their base move-
Mind Reading (Level 3): The charac- ment; buying it at level 4 doubles their base
ter has the ability to see into the thoughts movement while flying.
of other creatures. Targets are entitled to a
119
Persistence (Level 5): This ability at- be purchased. This ability may not be
taches to a power with a duration, and transferred to others and works only on the
makes the ability constant and persistent, power’s possessor.
without the need to make an activation
check. It may not be used for abilities such Repair (Level 1): You have the ability
as attacks or healing others (though it can to instantly or rapidly affect repairs to
be used with self-regeneration). If attached mundane objects, either by regenerating
to an attack power, the power no longer re- molecules, patching holes, mending cir-
quires an activation check to use. cuitry, etc. You cannot make extensive re-
pairs or rebuild destroyed objects, but can
Probability Manipulation (Level 3): restore a leg to a broken chair, rejuvenate
This ability comes in two forms: Destiny a broken or shattered object, fix a broken
and Disaster. You must choose which form lock, etc. The base level of this effect allows
of probability manipulation your character repair of up to 5 pounds of simple material.
has at the time you choose this power. Each level by which the power is increased
adds an additional 5 pounds of material.
● Destiny: Your starting Fate Points dou- Combining this ability with Persistence
ble, and you gain one additional Fate allows the Augment character to build de-
Point each level. In addition, with a vices as an Engineer, spending power
successful activation roll, you manipu- points to create devices or to purchase su-
late the powers of chance to cause an- per powers. Combining it with Persistence
other character to gain a single Fate has no additional effect for an Engineer
Point. This Fate Point must be spent building it into a Device.
within one minute of being granted.
There is no limit to how many Fate Resistance (Level 1): Each level of
Points you can give to a single charac- resistance purchased provides a +1 bonus
ter, but you may only grant a total to save checks against a specific condition
number of Fate Points each day equal (radiation, toxins, etc.) or improves DV by
to your character level. 1 against a specific type of damage (fire,
● Disaster: Alternately, you gain a pool of cold, electrical, etc.) The condition and na-
“Ill-Fate Points” that you can spend to ture of the resistance is chosen at the time
cause misfortune to others. This pool is the power is purchased. The power lasts for
equal to your character level and re- 10 minutes per level of the power pur-
freshes each day. These points can be chased and can be used reactively.
spent to inflict the opposite of a normal Scan (Level 1): This ability allows the
Fate Point effect on another creature— wielder to scan for one specific thing within
causing them to fail a saving throw, 100 yards. The scan is chosen when the
suffer additional damage on a roll, suf- power is selected: movement, toxins, thermal
fer penalties to their attack rolls, sav- signals, radiation, illness, etc. Other targets
ing throws or ability checks, cause the are possible at the Game Master’s discretion,
plot to turn against them, or negate the but if a player wishes to scan for too general-
expenditure of a fate point by that en- ized an option (life signs, for example, which
emy, as you choose. would detect biorhythms, body heat, breath-
Range (Level 1): This ability grants the ing, movement, and more) the GM may deem
ability to use an attack at a range of 150 that it costs more than 1 level to purchase.
feet, with line of sight required. This ability can be used for anything from a
basic medical scanner to detect toxins or sick-
Regeneration (Level 3): The character ness to motion scanners to detect enemies
regenerates 1d6 damage per minute for the moving with stealth and beyond.
duration of the power. The power lasts 10
minutes. Each additional level purchased Alternately, this effect can grant a Danger
adds another 5 minutes or an extra 1d6, Sense ability that works exactly as the Psy-
keeping the better result. No more than a chic’s “Sixth Sense” class ability. In this case,
maximum of 4d6 or 20 extra minutes may the character is surprised only on a 1 on 1d8.

120
Selective Effect (Level 2): The charac- 10-lb object and 1d10 for a 20-lb object. It is
ter's power has a selective effect; they can possible at this level to perform fine manip-
choose for it to ignore allies. Attacks shoot ulation, but the activation to do so will in-
through or around those the character crease based on the difficulty of the task:
doesn't want effected; area effects create
"bubbles" of safety around allies. The base -10%: Aim a firearm, turn a key in a lock.
level allows up to two targets to be immune -15%: Pull a trigger.
to the effect; each level by which this ability -20%: Insert a key into a lock, use chop-
is increased doubles the existing number of sticks.
immune targets. Raising this effect to level -25%: Operate lockpicks from across the
5 allows any number of targets to be im- room.
mune to a power. -30%: Extremely fine tasks such as fixing
a watch, performing surgery, etc.
Silent Power (Level 1): This is a modi-
fier to an existing power. There are no At level 5, The character's Intelligence
sounds associated with the use of this power score is equal to their mental Strength and
whatsoever. Ranged attacks are silent; com- Agility for purposes of lifting and moving
munication requires no verbal queues, etc. objects. Anything the character could do
with a Strength or Agility score equal to
Sleep (Level 1): Whether it's via hypno- their Intelligence score, they can do with
sis, a special type of gas, pheromones or any their Supreme level telekinesis.
other method, the charcter has the ability to
put others to sleep. The base level of this Transmutation (Level 4): By apply-
ability affects 1d6+1 Vitality Dice worth of ing the cosmological mathematical laws
creatures in a 30 foot radius and lasts for 10 involved in the ancient and lost science of
minutes. It will affect only creatures up to 5 alchemy (or by shooting a ray gun at it)
Vitality Dice or levels. Each level added to the character can cause one material to
the power increases the duration by 10 min- turn into another. They can turn flesh to
utes, the radius by 10 feet, adds 1 Vitality stone, causing a person to become a living
die worth of creatures to the overall effect or statue. They can turn rock to mud, liquid
increases the maximum Vitality dice of a to gas, even liquid to metal. Purchasing
single creature affected by 1. this power grants the player one transfor-
mative medium--the player chooses what
Stun (Level 1): The character can gener- they can transform into what, and this re-
ate a burst of energy that stuns opponents, quires the GM's approval. At its default
inflicting -2 to attacks, DV and ability the power works at a range of 30 feet; each
checks for 1d4 rounds. Each additional level level of increase adds an additional 30 feet
added to this effect's power increases the to the range.
penalty by 1, to a maximum of -10.
Warding (Level 2): This ability pro-
Telekinesis (Basic) (Level 1, 3, or 5): vides the character protection against one
The character can move objects of up to 5 specific type of creature or condition, cho-
lbs. slowly. Objects moved in this manner sen by the player when the ability is pur-
cannot be used effectively as damaging chased. There are a broad variety of
weapons, dealing at most 1d4 points of creature types and conditions possible and
temporary (subdual) damage. Fine manip- it is left to the GM to approve the final
ulation is not possible, and the ability re- choice. Against the condition or creature,
quires concentration to maintain. the player gains -2 to their Defense Value
and any Save Checks against the creature
At Level 3, The character can move ob- or condition. Increasing this effect's power
jects with the power of her mind (or level has one of the following effects per
through the use of some sort of device- level of increase:
based energy field) of up to 20 pounds in
weight. Such objects can be used as ● Player suffers half damage from the
weapons to strike others, dealing 1d6 condition or creature
points of damage for a 5-lb object, 1d8 for a
121
● Effect gains an additional radius of 10' any other activity besides maintaining the
● Affected creatures cannot enter the power or defending themselves--attacking,
area of effect trying to use another power, reading a book
or otherwise shifting their focus, they must
● Player is immune to condition or dam- make a Difficulty +5 check to maintain. If
age from creature while ability is ac- they suffer damage from any source, they
tive. This requires first purchasing the must make a check at a difficulty equal to
half-damage raise. 10 - the damage suffered. If this limitation
This ability requires concentration and a is applied again, characters suffer an addi-
Wits check to activate with a Difficulty tional -2 to the Difficulty of any check to
modifier equal to 10 - the ViD of the creature maintain concentration.
being warded against (or of the creator of Evocation Time: The ability takes time
the condition). Combining this ability with to evoke. Whether it's a ritual, aiming,
Persistence removes the need for concentra- charging, what-have-you, when the charac-
tion, and no Wits check is needed to activate ter uses the ability it requires 2 rounds to
the ability, though affected creatures may use before going off. This limitation can be
be permitted a Persona-based save Check taken multiple times, doubling the existing
against it at the GM's discretion. evocation time with each level.
Power Limitations Form Restricted: Prerequisite: Alter-
nate Form Effect. The ability can only be
When building powers, you can reduce used in one of the character's forms.
the overall effective level of an ability using
limitations. Each limitation placed on a Limited Effect: The ability has only
power reduces its effective power level by 1. half its normal effect.
However, unless it is comprised of only zero- Malfunction or Misfire: On a critical
or first-level effects, no power can have an failure, the power or device malfunctions or
effective level lower than 1. In addition, no spectacularly misfires if the check result is
power that deals real (non-subdual) damage 95 or higher, or the attack roll is a natural
can have a power level lower than 1. 1. It does not function for at least 1d6 hours,
A power that grants a homing blast, for and the user suffers damage from backlash
example, would combine the effects Damage equal to the imploding dice results just as if
and Accuracy, granting a blast that deals they had rolled a critical failure (see Chap-
4d6 points of damage (keeping the best 2d6) ter Four). This limitation can be taken a
at range and gains +6 bonus. This would second time; doing so results in an implod-
normally be a level 6 ability. Applying the ing result on an activation check of 90 to 00,
reduced damage limitation would reduce or on a natural 1 or 2 on an attack die.
the power to 3d6 points of damage (keeping Poor Accuracy: The ability has an Ac-
the best 1d6) and the power level to 5. curacy penalty rather than bonus. The
Concentration: This ability requires penalty begins at -2; this ability can be
concentration to maintain. Some effects taken multiple times, raising accuracy
above come pre-packaged with this limita- penalties by an additional -1 each time to a
tion. Whenever a character attempting to maximum of -5. If applied to an ability that
maintain an ability requiring concentra- has accuracy, the accuracy is reduced con-
tion is distracted, they must make an Intel- sequently. It cannot be stacked with the
ligence-based saving throw to continue Homing effect.
maintaining the use of the ability. Recoil: The power or ability has a recoil
The Difficulty modifier for this check penalty of an additional -2. This limitation
depends on the distraction. Generally, can only be taken if the ability already pro-
yelling at them or poking them isn't going vides multiple attacks. It can be taken
to break concentration; such heroes are multiple times, increasing the penalty by 1
trained to stay focused. If they engage in each time, to a maximum of -5.

122
Reduced Damage: The damage dice for
the ability, and the number of dice kept, is
reduced by one. This limitation cannot re-
duce damage dice below 1d6 (keeping 1d6)
but it can apply additional -1 penalties to
damage if it would otherwise reduce dam-
age dice below 1d6. In no case can a suc-
cessful attack deal less than 1 point of
damage, regardless of how many penalties
are on it. As such, Reduced Damage may
not reduce the damage from an attack
lower than 1d6-5. After this point, the limi-
tation may no longer be taken.
Reduced Range: Effective total range
for the power is halved.
Restricted/Uncontrolled Use: The
power can only be used under a certain,
restrictive condition, or the character has
no control over the power and when it man-
ifests. This could mean that the ability only
works at night or during the day outdoors
(simply during the day is generally not an
appropriate limitation, all things consid-
ered). It could mean that when the charac-
ter gets stressed or angry the power
randomly manifests, or refuses to work.
The GM and player should work together to
choose the restriction and effective appro- Subdual Damage: All damage from
priate level reduction. this power is non-lethal and temporary in
nature. It can result only in unconscious-
Slow Effect: The ability's effects work ness and cannot kill. Damage dealt by the
slowly over a period of rounds or even min- power heals at an hourly rate instead of by
utes. The GM and player should work to- day.
gether to determine the effective speed of
the power, how often and in what propor- Weak Effect: Any numeric, variable
tion of its total effects it takes place, and effects of this power are halved. Alter-
the total appropriate reduction. nately, the hero suffers -2 to attempts to
activate the power, or victims gain +2 to
For example, a character with the ability save against its effects.
to transmute flesh to stone might select this
ability, stating it takes five rounds to work.
The first round the target is slowed to 5 ft.
movement. The second, they lose their
Agility bonus to DV and cannot do anything
but defend themselves. The third, they are
paralyzed. The fourth their skin begins to
harden and turn gray, and the fifth, they
petrify completely. At any time before the
fifth round, if the character's concentration
is broken or she opts to do so, the power can
be canceled, reversing in the same order at
the same speed. The GM grants a 2-level re-
duction for this limitation.

123
CHAPTER FOUR: READY FOR LAUNCH!
The Rules of Play: Campaign Style
Short and Sweet There are essentially three different
The system that powers Thirteen Par- campaign styles, or “levels of grit” in Thir-
secs is called O.G.R.E.S., or the Oldschool teen Parsecs. These are Gritty, Realistic, or
Generic Roleplaying Engine System. At its Cinematic. Whichever you decide, the basic
basic, core level, three mechanics essentially systems and rules of play remain the same.
power this system. The first is the Combat, What changes is the level of deadliness
Save, Throw, and Check Resolution mechanic. involved in the game.
This involves rolling a d20, adding appropri- ● Gritty games are extremely deadly.
ate bonuses, and trying to score a 20 or better. These are the games where you will find
The second is the Class Abilities me- “save or die” situations, where when
chanic. This is a straight percentile roll to weapons come out, someone is absolutely
see if you accomplish something tied di- going to die, and it may well be a player
rectly to your character class. character. Space marines battling acid-
blooded aliens while closed in with no es-
The third is the Rule of Two. This is largely cape is an example of a gritty game.
for the GM and is a quick way to adjudicate ● Realistic games are in many ways the de-
any situation that doesn’t apply to the Check fault assumption. They still have a level
or Class Ability mechanics. It simply involves of grit and danger—those acid-spewing
rolling a die and looking for a result of 1 or 2 alien monsters in the shadows are really
to determine if something happens. scary—and they lack some of the over-
Before we get into more details, let’s look the-top heroics of Cinematic games, but
at something very important for playing they aren’t quite as deadly as a gritty
Thirteen Parsecs: your campaign style. game. Keep in mind in this context, “real-

125
istic” doesn’t necessarily mean it’s model- D20 + Attribute bonus + Check Bonus > 20.
ing real life. It just means that it’s the
middle ground between gritty and cine- An unmodified “natural” 20 always succeeds,
matic. Ron Moore’s remake of the classic and an unmodified “natural” 1 always fails.
70s show about that ragtag group of hu-
man survivors running from a cybernetic Attribute bonus
enemy is an example of a realistic game. Your character’s attribute bonus (or
● Cinematic games provide over-the-top penalty) is determined as follows:
heroics that probably most closely resem-
ble the “beautiful people doing amazing Check Bonus
things” shows we’ve all become used to in
sci-fi/fantasy TV. The most famous sci- Table: Attribute Bonuses
ence fantasy series in history (the one by Score Bonus
George Lucas) is cinematic in scope.
3 -3
The specifics of how this plays out will be- 4-6 -2
come clear as you read further, with options for
grit levels presented in boxed text. You needn’t, 7-8 -1
of course, blanket choose one of these types of 9-12 0
play style. You can feel free to pick and choose 13-15 +1
elements from each to use in your game. These 16-17 +2
are simply shorthand assumptions we will use
in the rules and options that follow. 18-19 +3
20 +4
It’s even possible, if you wish, to begin with
one style of play and strip options back (or add Your character has three levels of at-
them) as the characters grow in experience. tributes: one Aspect (Tier 1) attribute, two
For example, you may start off playing a Cin- Normal (Tier 2) attributes, and three Dis-
ematic game, and then when characters reach advantaged (Tier 3) attributes.
mid-level, strip checks and combat back to Tier 1 Attribute (Aspect) is your class
realistic, to keep a semblance of difficulty in Prime Requisite. This attribute starts with
play, stripping back further to Gritty when a check bonus of +1, and improves by 1 per
they reach higher levels. This maintains the 3 levels (3, 6, 9, 12, etc.).
same sense of danger and excitement for
higher level characters as exists for low- to Tier 2 Attributes (Normal) are chosen
mid-level characters, but still allows experi- by the player and comprise two additional
enced characters all the fun things they get to attributes. These start with a check bonus
do as they grow in power. It’s really up to you. of +1, and improve by 1 per 4 levels (4, 8,
12, 16, etc.).
Now, let’s break down how each of the
mechanics: the Check mechanic, the Class Tier 3 Attributes (Disadvantaged) are
Ability mechanic, and the Rule of 2, break the remaining three attributes. These begin
down in actual practice. with a check bonus of +0, and improve by 1
per 5 levels (5, 10, 15, etc.).
The Check Mechanic Monsters and NPCs Without Class
When the outcome of a given task is in Levels simply add their number of Vitality
question or uncertain, there is some conse- Dice (ViD) to a d20 roll instead of ability
quence for failure, or two people are compet- and check bonuses. Thus, an 8-HD vampire
ing in an individual task, an Attribute adds +8 to all checks. Some monsters and
Check is called for. The vast majority of situ- such may have special additional bonuses
ations requiring dice in games Powered by to checks or saves (see below), but these
O.G.R.E.S. are handled using an Attribute will be noted in their statistics.
Check. Attribute check mechanics are quite
simple, and use the following formula:

126
Checks and Play Styles check is 3+3+3=9. He rolls his d20, scoring
12, adds +9, and his total is 21, a success.
The rules above assume a realistic game. He finds the information he needs.
Thus, a 5th level character in a realistic game
will add (in addition to attribute bonus) +2 to Monsters and Difficulty
checks with Aspects, +2 to checks with Nor- Modifiers
mal attributes, and +1 to checks with Disad-
vantaged attributes. When making a save against a monster’s
special ability, the monster has a Difficulty
In a cinematic game, characters will add Level equal to its number of Vitality Dice.
their level to d20 rolls in addition to the The Difficulty Modifier for the check is de-
check bonus above. termined by subtracting the monster’s Dif-
In a gritty game, characters do not gain a ficulty Level from 10.
Check Bonus, and do not stratify at- Thus, a Vampire with 8 Vitality Dice (Dif-
tributes as Tier 1, 2, or 3. Instead, they ficulty Level 8) represents a Save Difficulty
gain a flat check bonus that adds +1 to Modifier of +2 (10-8=2). The player would
d20 rolls per 4 levels of play, starting at need to roll their Save Check at +2, attempt-
+0 at first level. They still add their at- ing to get 20 or better, to succeed.
tribute bonus to checks.
A very powerful creature with 15 Vitality
In a gritty game, a 5th level character will Dice, on the other hand, results in a -5 Dif-
add +1 to all d20 rolls, and in a cinematic ficulty Modifier (10-15=-5). The player
game, a 5th level character will add +7 to would need to roll their Save Check at -5,
checks with Tier 1 or 2 attributes, and +6 attempting to get 20 or better, to succeed.
to checks with Tier 3 attributes.
Contests
Difficulty Modifiers
Sometimes two or more characters, mon-
In addition, each check will have a difficulty sters, or non-player characters (NPCs) are com-
modifier applied by the GM, based on how peting to accomplish a task. In this case, the
tough the task is. Easy tasks add +5 to +10 to base Target Number (TN) of 20 does not mat-
the roll. Medium tasks add +1 to +4. Difficult ter. In this case, all characters roll their check
tasks add neither bonus nor penalty. Hard and whoever gets the highest result wins.
tasks subtract -1 to -4. Heroic tasks subtract
between -5 and -10 from the roll. Epic tasks Ongoing Tasks
could subtract as much as 15 or more from the
roll. The GM is the final arbiter of how diffi- In some cases, a task may be ongoing, some-
cult a task might be, and at low levels, even thing that needs to be accomplished over time.
medium tasks might seem heroic to player For example, maybe the characters encounter
characters. As your characters advance, how- a complex ritual which will take time and ef-
ever, they’ll get better at what they do. fort to achieve. In such a case, the GM sets a
requisite number of successes or failures, and
For Example: Anand is playing a 6th- the players continue making checks until they
level Diplomat named Jan. He attempts to rack up the requisite number.
research a demon using his lore skill.
Though he fails his percentile score for For Example: The characters are conducting
Lore (see “Class Abilities,” below), he still a complex operation to get their badly damaged
gets a standard Intelligence check to push ship up and running again. The GM determines
the research through. The GM determines that it will require four successes to get all of the
that for Jan, this is a Medium difficulty systems operational once more, but four failures
task, and grants a +3 bonus. Jan has an 18 will result in some dire consequence, and the ship
Intelligence, and it’s his Aspected (Tier 1) will at best be dead in space. The characters
Ability. Thus, he has +3 for his intelligence, continue making checks at one per minute (the
and a +3 check bonus (as a 6th-level As- timeframe designated by the GM), until they
pected ability). His total bonus for the rack up either four successes or four failures.
127
Aiding One Another ViD monster requires an 11 or better to
save against, while a 10 ViD monster re-
Occasionally, characters can help one quires a 20 or better.
another with a task. In such cases, one char-
acter makes the d20 check, but all charac- The only exception to this is combat (see
ters add their appropriate attribute bonus to below), wherein the DV of the opponent is
the task. In the example above, the GM de- subtracted from 20 instead of added to 10.
termines that the operation to repair the Thus, an opponent whose DV is 2 requires
ship requires Wits checks. All involved char- an 18 or better to hit. Remember, in
acters add their Wits bonus to the check, O.G.R.E.S. a lower DV is better based on
and one character makes the d20 roll. the default assumptions of the system.
For example, Tim is attempting a repair Save Checks
operation which Derek and Jason wish to
aid. Derek’s Wits bonus is +1, Jason’s is +2, Save checks are treated as attribute
and Tim’s is +3, and the roll result is a 15, checks and use the Check Mechanic, with
the final check result is 21. the GM determining which ability is most
appropriate to the task at hand.
The Check mechanic is also used for Com-
bat and save checks (see below for details).
In a Realistic game, the base difficulty rat-
ing of a Save Check is determined by sub-
Levels of Success tracting the Vitality Dice of the attacker
It's also possible to add success levels to from 10. Thus, a 1 hit die creature using an
the Check Mechanic. Success levels in the effect with a save is an easy (+9) save, while
Check Mechanic work exactly as they do in a 9 HD vampire is a brutally hard (+1) save.
the class ability mechanic: every 10% above Characters can still be granted the stan-
the required threshold for success is a suc- dard bonus based on the difference between
cess level. On a d20 roll, that equates to ever their Vitality Dice and that of the attacker.
2 over. Thus, if you achieve 22 on your check, So a third level character saving against an
you’ve gotten one additional level of success. attack by a 1 HD monster would gain +9 for
23-24 is two levels, 25-26 three levels, etc. the easy save, and an additional +2 for the
difference in levels. Meanwhile, a first level
Using Success Levels character saving against a 3 HD monster
would make an easy +7 save, but with a -2
In most cases, success levels aren't much penalty for the difference in levels.
different than simply comparing scores;
they just provide a bit more of a specific In a Gritty game, the Difficulty Modifier
metric than, "Anna's Psychic got way for a given save check is based upon the
higher than Zoie's Slicer." You could in this difference in levels between the attacker
case say, "Anna's Psychic got 4 success lev- and the defender. For every level/hit die
els, and Zoie's Slicer got 1 success level," higher the defender is than the attacker,
which is a more concrete way to compare. they gain +1 to their save. For every lev-
el/hit die lower the defender is, they suffer
Adopting a Sliding Target -1 to their save. Monsters and NPCs
without class levels or ability scores sim-
Number ply add their level to all save checks. For
For many players and Game Masters, a this reason, the DM should assign “levels”
sliding target number may seem more fa- to those situations that are not directly
miliar and intuitive than a flat target num- caused by an opponent. A trapped vault
ber of 20 with difficulty modifiers. This is wired with a falling spiked grate, for ex-
exceptionally easy to do with this system if ample, might be a Level 6 trap, allowing
you choose. Simply add the Difficulty Level for easy comparison to determine diffi-
of a task to 10, and the result is the target culty modifier. A level 3 character would
number one needs to succeed. Thus, a 1 suffer -3 to their save, while a level 9
character would gain a +3.

128
In Cinematic games, all Save Checks are In addition, a character with a class ability
treated as Easy (+10), but the save itself can achieve a far greater effectiveness than
is also affected by the difference between those without. A Slicer who is sneaking, for
the Vitality Dice of the character making example, is completely silent, whereas a non-
the save, and the attacker whose attack Slicer accomplishing the sneak through an
requires the save. Thus, a first level char- attribute check means they are relatively
acter making a Save Check against a quiet enough not to be detected.
third level creature (with a difference of
-2) would save at +8. As a second example, anyone can attempt
an Intelligence check to recall a piece of in-
formation, but a Diplomat may attempt a
In general, an easy (+10) Intelligence or Lore check first, and if they succeed, they
Wits check can divine the general level of a need not make the check, and will get a
given circumstance (but not the level of a great deal more information than a charac-
monster or NPC, which must be secretly ter with an intelligence check gets.
applied by the GM).
Likewise, in any circumstance where an
Save checks and Play Style opposed check would be allowed (a Wits check
to detect someone sneaking with an Agility
Since save checks use the Check Me- check, for example), no opposing check is allowed
chanic, the GM should apply whichever if a successful class ability check is made.
play style mechanic she chooses to the
adjudication of save checks as well. Alter- Class Abilities and Play Styles
nately, she could have a Realistic game
with Cinematic save checks, or any other These rules assume a realistic game.
combination she likes. See the sidebar for
“Checks and Play Styles,” above, for infor- In a cinematic game, characters add an
mation on these rule adjustments. extra 20% to all base chances listed in
their character classes at first level. Thus,
the Diplomat begins at a base of 30% in-
Save Checks and Sliding stead of 10% at first level for their Lore
Target Numbers ability, the Slicer begins at 35% to open
As with other rules in the Check System, if locks and 40% to sneak, etc. Simply in-
using the sliding target number method, save crease the base chance for all percentile
checks are determined by adding the Vitality abilities by +20% at first level.
Dice of the creature to 10 instead of subtract- Class abilities in a gritty game should
ing it from 10, to determine the difficulty re- stay the same as in a realistic game at
quired to succeed at a save, or by subtracting level one, but only advance every two lev-
the total difficulty modifier from 20. els instead of every level.
Class Abilities
Exceptions for Special
Class Abilities such as the Slicer’s ability Abilities
to climb, sneak, and work sleight of hand,
or the Diplomat’s Lore ability, are ex- Certain exceptions must be accounted for
pressed as percentile dice checks. In gen- in these cases – special and supernatural
eral, class abilities represent an increased powers, for example, are exclusive to their
ability to accomplish a task, not an exclu- classes. While anyone can reasonably try to
sive ability to accomplish a task. move quietly or recall some information,
only mystic warriors can use their special
This means that, for example, anyone mystical powers. Only psychics can use
can try to sneak. A Slicer, however, gets to psychic powers, only Augments have super-
roll their percentage chance first, and if it powers, etc. The GM should use their own
succeeds, they move as quietly as a ghost. common sense when adjudicating whether a
If they fail their percentage chance, they character can use an attribute check to
can still make the attribute check to sneak. mimic a class ability of another class.
129
Class Abilities and In Gritty games, the full ability score
Helping One Another serves as a penalty to the chance of suc-
cess. In the above example, the Slicer's
Sometimes a character with a class ability sneak score would be treated as 28%. In
wants to help someone who doesn’t – a Slicer, for the case of monsters, use double their hit-
example, helping an Engineer to sneak. In this die-based Check Bonus. The 8 HD mon-
case, for every 10% the character with the class ster above would reduce the Slicer’s sneak
ability possesses, the character they are helping to 24% (40-16).
adds +1 to their attribute check. Thus, a Slicer
with a 30% sneak skill, would through advice In Cinematic games, the target's Check
and example setting (“walk where I do”) gives Bonus applies instead. In the example
the Engineer +3 to her Agility check to sneak. above, if the victim with the 12 Wits had
Under no circumstances can a helper add more Wits as a Tier 1 Attribute and was 3rd
than +4 to a skill check in this manner. level, they would modify the check by only
1 point, treating it as 39% (Score of
If two characters possess the same class 12=+0, 3rd level Tier 1 bonus = +1). In
ability and one wishes to help the other, they such games, monsters use one-quarter
add half their skill level to the lead character’s their hit-die-based Check Bonus. The 8-
check, to a maximum of the helper’s skill. HD monster would reduce the Slicer’s
Thus, if a Slicer with a 30% Sneak skill helps sneak by a mere 2 points to 38%.
a Diplomat with a 20% skill to sneak, they
would normally add +15% to the base skill. Note that opposed checks for class abili-
Since that 15% would raise the Diplomat’s ties should not be applied across the board
skill to 35%, higher than the Slicer’s base, the —in general, if a class ability succeeds, it
Diplomat checks at the Slicer’s maximum succeeds. This system is in place only to
base of 30%. If the Slicer had a 50% skill and handle situations in which the GM feels
the Diplomat had a 20% skill, the Diplomat that specific circumstances would allow the
would increase their skill by 25% to 45%. opposing party to have a direct effect. Even
In no case, however, can helping another the situation of the stealth check above
offer more than a 35% boost to a skill or should only be applied in a circumstance
class ability check. There is only so much where it would be exceptionally difficult to
help someone can give. sneak.
For the most part, simply turn to the
Opposed Checks rule of 2, below, if a class ability check fails
to see if there are any consequences: if a
Sometimes the GM may wish an oppo- character sneaking up on an opponent fails
nent to affect the success of a class ability. their sneak check, the Rule of 2 applies to
In such cases, their appropriate ability see if they are detected.
score can serve as a penalty to the check.
Exactly how this works depends on the
level of game play you choose: Levels of Success with
Class Abilities
In Realistic games, half the ability score Alternately (or in addition to) the oppo-
in question serves as a penalty to the nent's ability having a passive effect on the
chance of success of the character. Thus, if check, there may be times where the GM or
a Slicer with a sneak of 40% tries to sneak players wish to measure the margin of success
up on a victim with a Wits of 12, the achieved on a roll. For these times, levels of
Slicer's score is treated as though it were success can be brought into play just as with
34%. If there are fractions, round down. If attribute checks. These are measured by the
the target is a monster with no ability degree by which the hero beats their check.
scores, their hit-die-based Check Bonus
applies instead (thus, an 8-HD creature
would reduce the Slicer’s sneak to 32%).

130
For Realistic games, every 10% by which a tides with military experience, comes up
roll beats their chance of success, rounded with a brilliant plan that nominally allows
down, counts as one level of success. Thus, the PCs to completely circumvent the am-
if a hero has a 65% chance to accomplish a bush, and even potentially turn the tables.
task, and their roll comes up at 30%, they The GM thinks it’s a minor chance, so she
have achieved 3 levels of success (65-30=35, throws a die to determine whether the play-
round down and divide by 10). ers turn the tables, discover the ambush,
and surprise their intended attackers.
For Cinematic games, the margin for a
level of success is 5%. In the above example, She weighs their plan and decides to go
the hero would achieve 7 levels of success. with a d8. On a 1 or 2, the players spot the
ambush and turn the tide. On anything
In a Gritty game, each level of success is else, they simply avoid the ambush en-
determined on a 20%-per-level margin. tirely. She might even push it further,
The above example, thus, would net only throwing two dice: the d8 to determine if
a single level of success in a gritty game. they turn the tables, and a d4 to determine
if they get attacked, but aren’t surprised by
The Rule of 2 the ambush if the d8 comes up from 3-8.
The rule of 2 is a resolution mechanic Another example is determining sur-
that allows a GM to quickly and efficiently prise. Let us say that a party is creeping
handle any situation that comes up in around an abandoned atmosphere process-
game. Whenever any situation is in doubt ing plant which strangely cut off communi-
that is not otherwise covered by the rules, cations with the home corporation, and
throw a single die. On a result of 1 or 2, they enter a room where there are three
something happens. It could be that the alien hunter-morphs. They didn’t stop to
players catch something unexpected. Loose listen or scan for motion, so no ability or
gravel might give way and drop that boul- class checks were made, and the hunter-
der. The villain might react a certain way. morphs didn’t expect the PCs, being busy
as they are building a nest from the encap-
Using this system is simple. Decide the sulated bodies of their victims. As the po-
general odds of something happening, and tential for surprise exists on both sides, the
choose a die accordingly: GM simply throws a d6 for each side to see
d4: 50% chance if one or both are surprised – a 1 or 2 indi-
cates surprise, allowing the other party a
d6: 33% chance (roughly) free round to act, unless both parties are
surprised in this way.
d8: 25% chance
d10: 20% chance Using the Rule of 2
d12: 16-17% chance (roughly) The key to using the Rule of 2 is to simply
be creative and think outside the box. When-
d20: 10% chance ever you need to quickly adjudicate an uncer-
These probabilities can certainly be han- tain situation, and a class ability or attribute
dled in other ways, including simply decid- check roll does not apply, pick a die based on
ing on a percentage chance of an occurrence your estimated odds and cast it. A 1 or 2
and rolling percentile dice against that means the situation resolves one way (usu-
probability, but remembering the Rule of 2 ally in favor of the characters), while any-
makes for a fast, easy, and elegant fall back thing else means it resolves another. It’s not
for any circumstance. meant to be a hard-and-fast system, just a
quick way to determine when you want to let
For Example: The GM has carefully the chips fall as they may, or you’re not sure
crafted an ambush into which she intends which way to take a situation.
the players to stumble. To her shock, Nick,
who is playing a character named Pallan-

131
The Rule of 2 does not change for gritty or Initiative
cinematic games.
When combat begins, all involved must
The Rule of 2 vs. roll 1d10. The highest result goes first, fol-
lowed by the next highest, etc. A character
Attribute Checks may choose to hold their action to see what
In general, attribute checks come into others are going to do. If they do so, they
play when a character is actively trying to may act when they choose, but reduce their
accomplish something. A character actively initiative to that level for the rest of the
searching an area for clues might roll an combat. For example, a character rolls a 10
Intelligence check. A character actively try- for initiative, but elects to hold their action.
ing to listen for noise or see something in When the GM reaches 4 on their count-
the shadows will make a Wits check. When down, the character decides to act. They
a situation arises that doesn’t involve an may now act, but their initiative is reduced
active effort by a character, the Rule of 2 to 4 for the rest of the combat. If a charac-
can apply, but a character’s abilities should ter holds till 1, they must act or forfeit their
come into play. action for the round and have their initia-
tive lowered to 1 for the rest of the combat.
For example, what if there’s a chance the
characters might hear a noise or spot move- A character may also prepare an action;
ment even though they aren’t actively en- in this case, they are “on hold” until a spe-
gaged in the process of watching for it? The cific trigger they declare occurs (“I’m going
Rule of 2 can be used determine if they hear to charge the first one who draws a
the noise or see the movement. The level of weapon”). In this case, they interrupt the
the character’s associated ability score will triggering action, but do not lower their ini-
determine what die to use. tiative for the rest of the round.
Abilities under 9 use a d10
Abilities of 9-12 use a d8
Abilities of 13-16 use a d6
Abilities of 17 or higher use a d4
Combat
Combat occurs when two sides decide to
throw down and solve problems with vio-
lence. It’s a common occurrence in RPGs
and is the source of much of the tension,
drama, and passion in the game. Whether
it’s a bunch of street thugs trying to mug
your character, or a master vampire and
her minions deep in the heart of her crypt,
combat is part and parcel of the demon
hunters who work the Thirteen Parsecs.
The basic process of combat goes as follows:
1. Determine Initiative
2. Establish Surprise
3. Make and resolve attacks
4. Repeat
Let’s look at the procedure in detail.

132
Surprise Wait, I Can Only Shoot Once in Ten
Seconds!?
Sometimes, one or both sides in a sce-
nario will be surprised. There are two ways No. You only have the real opportunity to
to determine surprise. If the GM feels the deal harm once per round. A combat
circumstances are clear, they can simply round, again, is very abstracted. It involves
declare that one side is surprised. If there many rounds of gunfire being exchanged,
is some question whether one or both sides swords and axes being swung, people run-
are surprised, each side in a combat will ning, screaming, and dying, and in gen-
fall back on the Rule of 2 (see above). The eral, the fog of war. During that period,
GM throws a die for the monsters, and one based on your character’s experience and
of the players throws a die for their side. A abilities, they have only a certain level of
result of 1 or 2 indicates surprise. opportunity to affect their opponents in
negative ways (reduce their Vitality).
If one side is surprised, the other side gains
a full round in which to act freely. If neither or Even “dealing damage” doesn’t necessarily
both sides are surprised, there is no in-game mean you sink a plasma bolt into your
effect; initiative is checked and the encounter opponent’s shoulder or chest. It could be
beings when the surprise wears off. that your opponent barely dodges out of
the way, taking a singe, but the experience
Rounds knocks the wind out of them or panics
them just a bit, and their heart pounding
Combat is structured in rounds. A round of in their ears makes them just a little less
combat is a nebulous amount of time lasting effective (and vital) in combat.
anywhere from a few seconds to a minute,
depending on how the GM structures the When in doubt, remember that almost
scene at hand. In game terms, a round pro- everything in the O.G.R.E.S. combat is ab-
gresses until all participants have had the stracted for exciting, fast, and simple play.
opportunity to act. In general, a combat Use that as a guideline as well as an expla-
round will be from six to ten seconds, but in nation, and you’re on your way to success!
larger situations like mass battles involving
dozens of participants, the GM could rule Movement
that the combat takes place in one or even
five-to-ten-minute rounds. Characters may move up to 30 feet and
still perform an action. Alternately, they can
Some spells have durations that last in “dash” up to 60 feet without taking an action.
rounds. When out of combat, for simplicity’s Most monsters will also move 30 feet, though
sake, assume that for purposes of spell dura- some will have a faster or slower movement
tion, a round equals ten seconds of time. listed in their statistics in the Denizens of
the Deeper Dark chapter.
Scenes
Some abilities, options, and circumstances Attacks
take place over a scene. A scene is even more Making an attack in combat works on
nebulous an amount of time than a round, a the same attribute check system but uses
bit like a miniature story within a story. It the opponent’s DV in place of a difficulty
takes place in a single location and has a log- modifier. Remember, that lower DV is bet-
ical beginning and end point. A combat sce- ter. Thus, when making an attack roll in
nario is a scene. A car chase can be a scene. A combat, you use the following formulae:
negotiation between crime bosses in a Chi-
nese restaurant comprises a scene. If you’re Melee Combat: d20 + Strength Bonus +
not sure when a scene ends, the GM can Hit Bonus + Target DV vs. TN 20*
make that call. Think of your favorite TV Ranged Combat: d20 + Agility Bonus +
show, movie, or book, and you’ll have an idea Hit Bonus + Target DV vs. TN 20**
what constitutes a scene in play.

133
Supernatural Combat: d20 + Aspect Combat and the Sliding
Bonus + Hunter-Soldier Hit Bonus + Tar- Target Number
get DV vs. TN 20***
*Only the Hunter-Soldier adds Strength bonus to
In the Check Bonus section, above, we
hit with melee attacks. discussed converting from a flat target of 20
to a sliding target number. If you do this, in
**Only the Blaster, Slicer and Hunter-Soldier add combat, you subtract the target’s DV from 20
Agility bonus to hit with ranged attacks.
to get the final target number to hit. Thus, a
*** Engineers, Psychics, Diplomats, and Augments target with a DV of 6 requires a 14 or better
are special cases. These classes add their Aspect to hit in combat, while a target with a DV of
bonus to any attacks using their supernatural abili-
ties (spells, spell-like abilities, psychic powers, arcane 9 requires an 11, and a DV of 2 requires an
powers, etc.), and are treated as Hunter-Soldiers for 18. Attackers, of course, still add any
this purpose. An easy calculation for hit bonus is begin bonuses they would normally get.
at +1, and increase by +1 every multiple of 3 (+2 at
3rd, +3 at 6th, etc.)
Improvised Weapons
Attack Bonuses In some situations, a character may be
● Blasters begin with a Ranged Hit forced to use an item that is not intended
Bonus of +1 and advance every 2 levels as a weapon in combat, such as swinging a
beginning at level 2 (+1 at level 1, +2 at bar stool, using a frying pan, throwing a
levels 2-3, +3 at levels 4-5, etc.) and a rock, or even using a pointed stick or bro-
Melee Hit bonus of +1, advancing every ken bottle. Such weapons can be effective
3 levels. but are not balanced and not as effective as
● Augments, Engineers, Hunter-Sol- a forged or crafted weapon.
diers, and Mystic Warriors begin with
a Hit Bonus of +1 and advance at every When using improvised weapons, charac-
level that is a multiple of 3. ters suffer -2 to hit in combat. In addition,
they roll 2d6 for damage and use the lower
● Psychics, Slicers, and Diplomats result of the two dice. Low level Hunter-Sol-
begin with a Hit Bonus of +1 and ad- diers cannot use their Increased Damage
vance every 4 levels. with improvised weapons. At third level,
● Monsters and non-player charac- however, Hunter-Soldiers gain their Master
ters (NPCs) without class levels add of Weapons ability and treat improvised
their ViD instead of a Hit Bonus and At- weapons exactly as any other weapon (no
tribute bonus. Thus, an 8-ViD vampire penalty to hit or damage, and they can use
will add +8 and the defender’s DV. Increased Damage as normal).

Combat and Play Styles Armor


Again, this assumes a realistic game. Use the following table (reprinted from
Chapter 2) to determine the DV of your
Gritty games will see Hit Bonus progres- character, based on the clothing or equip-
sions increased by 1 level (to 4, 5, and 6 ment outfitting they are wearing. In gen-
levels, respectively). eral, light armor reflects anything from
Cinematic games see all characters add basic clothing to studded leather/flight
their level as well as their Hit Bonus to gear. Medium armor represents an ar-
attack rolls. mored coat up through a mobile energy
shield. Heavy armor represents military
combat armor and reflective plate.
This table also incorporates an addi-
tional column: DV (Sliding). This column is
for those GMs who simply wish to use a
sliding target number in the Check system
instead of the flat target number of 20, and

134
Table: DV by Armor Worn
Armor Worn Category Cost DV (Flat)* DV (Sliding)*
None N/A - 10 20
Padded Light 10C 9 19
Leather Coat Light 15C 8 18
Studded Leather / Flight Gear Light 20C 7 17
Armored Coat Medium 30C 6 16
Kevlar Vest Medium 80C 5 15
Mobile Energy Shield (MES) Medium 100C 4 14
Military Combat Armor* Heavy 150C 3 13
Reflective Plate Heavy 200C 2 12
* Flat DV assumes the default target number of 20. Sliding DV assumes a higher armor value is better and
represents the target number to hit an opponent wearing this type of armor.
lists the target to hit an opponent wearing The creature size scale progresses as
that armor. Even if you are using the flat follows: Diminutive (under 6 inches), tiny
TN of 20, this column can be useful as a (under 1 foot), small (to 4 ft), medium (to 7
reference for GMs. feet), large (to 15 ft), giant (to 30 ft), huge
(to 50 ft), massive (to 100 ft), gargantuan
Determining Monster, Alien, (anything larger than 100 ft).
and NPC DV
Sizes for species grant the following ben-
Monsters, aliens, and NPCs will generally efits and drawbacks.
have a DV set in their statistics, which con-
siders their general combat effectiveness as Small: Small creatures have a move-
well as any armor, toughened hide, or the ment of 20 feet (unless they have a special
like. For humans and other characters, DV movement ability). They also improve their
is determined by subtracting a character's Defense Value (DV) by 2 against creatures
Agility bonus from 10, or from the DV of any of large size.
armor they are wearing (see Armor, below). Medium: Medium creatures have a move-
If the character has an Agility penalty, it is ment of 30 feet, and no other special bonuses.
instead added to 10 or from the armor.
Thus, an unarmored character with an Large: Large creatures have a move-
Agility bonus of +2 has a DV of 8. A charac- ment of 35 feet. They impair their Defense
ter wearing a suit of chain (DV 5) with an Value (DV) by 1 against small or medium
Agility bonus of +2, has a DV of 3. creatures. When rolling damage, large
creatures add +1 to damage dealt.
Reminder: DV and Sliding TN For creatures outside the small, medium,
Just as a reminder, if you use the sliding and large range, simply extrapolate benefits
target number method, you add the target’s – each size smaller than small reduces
positive Agility modifier (if any) to the final movement by 5 ft, and each size larger than
target number, or subtract a negative Agility large increases movement by 5 ft.
modifier from the final target number. Defense Value increases or decreases per
two size levels away from an existing one (a
Creature Size and Benefits medium creature, for example, would improve
For the most part, creatures in combat DV by 2 against giant creatures, while a small
will come in three sizes: small, medium, or creature would improve their DV by 4 against
large. Creatures can, however, be as tiny as huge creatures (one above giant). In no case
miniscule or as large as gargantuan. can DV improve by more than 6 points.

135
Large creatures, by comparison, impair Success Levels as Bonus
their DV by 2 against diminutive and tiny Damage
creatures, while giant creatures impair
their DV by 1 against Medium and Large If you want to get cinematic with things,
creatures, by 2 against tiny and small, and when it comes to combat, you can add suc-
by 3 against diminutive. DV also cannot be cess levels (see Check Mechanic, above) as
impaired by more than 6 points. a damage bonus on successful attacks; every
2 above 20 adds +1 to the damage dealt.
Actions Other than Wait, All Weapons do the Same Damage?
Attacks
Yes. For some grognards, this will be old
You don’t have to attack during combat. hat. For others, it may be an alien concept.
There are any number of other actions you There are some practical reasons for this.
can take – trying to open a door, tending to Most weapons, when used to maximum
the wounds of an injured comrade, diving for effectiveness can kill or grievously wound
cover, hiding, starting to climb a wall, at- a normal human, a 1d6 covers all this
tempting to slice a security system, rifling damage for the normal humans in the
through a bag to find something, scanning game. In addition, it balances the terms of
the shelves of a lab for a specific vial, and engagement somewhat, allowing for nor-
escorting a potential victim to safety are all mal humans to potentially survive encoun-
examples of actions you can take. The op- ters against even a higher hit die foe, at
tions are near limitless and restricted only least for one or two hits. This better allows
by your character’s physical and mental for the scale of play that mimics the tropes
abilities, and the scene at hand. of heroic fantasy literature, TV, and film.
Some actions are “free” and don’t require It also allows for the near infinite variety
you to use an action. Talking, for example, of weapons, both common, rare and im-
can be done by anyone at any time, within provised that a character or creature
reason (stopping to deliver a filibuster cer- might use, the general idea being that
tainly takes an action, but shouting a sen- “staking a vampire,” for example, is sim-
tence or two doesn’t, though waiting for a ply represented by reducing the creature
response might, depending on the situation). to zero Vitality. In a gritty style game, the
In the end, just remember: during a round GM can opt to add additional die types to
you may take a single action and move. damage, if desired (the weapons tables in
Aside from an attack, what precisely an Chapter 2 include a column for such
action entails is up to the GM to adjudicate. variable weapon damage), but this adds a
degree of complexity to the game and re-
Damage quires listing specific weapons to deal spe-
cific damage codes.
When an attack strikes a target, you deal
damage to that target, reducing its Vitality This trade off of “realism” for practical
by the amount of damage you do. In Thir- and pragmatic helps the game flow better
teen Parsecs, all weapons and attacks, for all players.
unless otherwise noted, deal 1d6 damage.
Larger weapons and more brutal attacks, Out of the Fight
like a big 2-handed axe, may roll multiple When you are reduced to 0 Vitality, your
dice, keeping the best 1d6 of the dice rolled, character is unconscious and dying. Each
at the GM’s option. round thereafter, they must attempt to
Some monsters and rare weapons will succeed at a Toughness save with a penalty
have special attacks that may do more equal to the number of Vitality below zero
damage or have additional effects. These they are. If they succeed, they are stable
will be explained under the individual en- and no longer bleeding. If they fail, they
try or the rules for such weapons. continue bleeding out and lose 1 hit point.

136
When a character reaches -10 Vitality, they Firearms are Deadly (Gritty): In a
are dead and cannot be brought back. gritty game, firearms are lethal, period.
When struck by a firearm, make a Tough-
During this bleeding process, if another ness Save Check, with no modifier for dif-
character takes the time to try and stabi- ficulty. Success means you are reduced to
lize them, succeeding at an Intelligence 0 hit points but stable and require hospi-
check, the bleeding character need make no talization to recover. Failure means you’re
more Toughness saves—they are stable dead. It is highly unlikely that in a science
and no longer bleeding. fiction game this option will be used, un-
less you are playing one of those “no one
Out of the Fight and Play Styles hears you scream” isolationist horror
These rules assume “Realistic” play. games.
In a Gritty game, characters reduced to 0 Firearms are Brutal (Realistic): In a
Vitality are permitted a single save check realistic game, firearms do 5d6 damage,
to stabilize, and if they fail, they are dead. totaled. Semi-automatic weapons can fire
twice in a round (you get to shoot twice in
In a Cinematic game, characters are not your one attack). They’re still brutal and
dead until they reach their Toughness deadly, but can be survived.
plus their level below zero in Vitality.
Firearms are Normal Weapons (Cine-
matic): In a cinematic game, firearms are
Non-Lethal Combat just another kind of weapon. Light caliber
The rules don’t differentiate between pistols do a standard die of damage.
lethal and non-lethal combat. An unarmed Medium caliber pistols and light caliber
attack does normal damage (1d6) just like rifles do 2d6 damage, keeping the best of
an attack with a weapon. If you wish to the two. Heavy pistols and medium rifles
simply knock an opponent out, instead of do 3d6 damage, keeping the best of the
killing them, when they reach zero Vitality, three. Heavy rifles do 4d6 damage, keep-
simply declare that you were engaging in ing the best of the four. Most pistols can
non-lethal combat, and they are considered fire twice per round. Assault rifles can fire
unconscious and stable (they don’t need to up to 3 times per round. Lever, bolt, sin-
make saves to stabilize). gle-action, and pump action weapons can
fire once per round.
At the GM’s option, however, an un-
armed character who attacks an armed and
armored character may suffer damage just
from making the attack, as their hand Realistic?? That’s Not How Guns
busts against hard armor or their arm or Work!
leg is parried by an energy blade. Such No, it isn’t. As a reminder, the term “real-
damage would be a standard die, halved. istic” is just a term we’ve adopted for our
This can also be expressed as 1d3. standard, mid-level between cinematic
and gritty play.
Firearms and Blasters
For those looking for a more real-world
In general, there are three different approach to guns, adopt the cinematic
ways firearms, blasters, directed energy method, wherein guns are just another
weapons, and other such modern (and sci- weapon. The term “realistic” is simply a
fi) implements of death can be handled in a play style in this game and could be best
game, depending on the tropes (play style) thought of as the medium balance between
of the setting. The GM should choose one of gritty and cinematic. In this case, the cine-
these three methods and consistently apply matic version of guns is closer to real life
it through the entire game. than the so-called “realistic” version.

137
Automatic Weapons and example, a single shot from a stun weapon
Shotguns reduces a target’s Vitality to -10, the target
must succeed at a Vitality check as above
Fully automatic weapons being used to and if they fail, they are killed from the
spray an area deal 3d6 damage, totaled, to blast due to a freak accident. This, how-
everything in a cone stretching to 50 yards ever, is an option that is only in play at the
in front of the shooter and 20’ wide at the GM’s discretion.
farthest point. An Agility Save Check halves
the damage, and a “natural,” unmodified 20
on the Save Check eliminates the damage The rules above assume a realistic game.
altogether, as the targets dive for cover. In a Cinematic game, the target make a
Fully automatic weapons may also at- Toughness save against the damage dealt
tempt to “burst” fire, which is a rapid re- (though they do not actually suffer any
lease of three rounds at once. Such an attack damage) and if they fail, they suffer the
deals 3d6 (totaled) damage on a successful Stunned condition (see Combat Condi-
hit but suffers -3 to hit due to the difficulty tions, below). They may attempt a new
of controlling the weapon. Weapons that can Toughness save each round until they
auto fire are listed with an “A” in Chapter shake off the condition. After a number of
2 under their “Damage” column. rounds equal to the damage pass, they
automatically recover.
Shotguns loaded with buckshot are
treated as medium caliber pistols and gain In a Gritty game, half of all damage dealt
+3 to hit a target but can only be fired once from a stun setting is real damage (round
per round. If loaded with solid slugs, they up if necessary). Thus, if someone is tar-
are treated exactly as heavy pistols, firing geted with a stun blast that deals 15 dam-
once per round. age, 8 points of that damage is real and 7
points are temporary. Since half damage
Double-Tap is real, a character reaching 0 Vitality or
below is as much at risk of death as any
Most pistols can be used to “double tap” character suffering lethal damage.
or fire two rounds in rapid succession. Both
shots are fired as a single attack, but the Ammunition
second shot suffers a -3 penalty to hit due
to recoil. In Chapter 2, weapons that can In a standard game, a gun’s ammo capac-
“double tap” are listed with a “D” under ity is not tracked; heroes are considered to be
their damage column. proficient in their weapon and the abstracted
amount of time in a combat round accounts
Stun Settings for the second or three it takes to drop and
load a new magazine or power pack. If the
In some settings, energy weapons may be GM desires, however, optional rules for ca-
able to “set for stun.” This means the pacity can be used. As a reminder, however,
weapon is expressly non-lethal and just this does interfere with the abstract nature
knocks out a target. It is recommended for of combat, wherein many shots are assumed
such settings, when a weapon is set on to be fired in a round.
stun, to use the Realistic (5d6 totaled) dam-
age, and the target (if still above 0 Vitality) ● Pistols and Heavy Pistols as a rule
must succeed at a Toughness Save Check can fire up to 11 shots before needing to
with a difficulty modifier equal to 10 – dam- be reloaded.
age dealt or be unconscious for a number of ● Rifles and Shotguns can hold up to 7
minutes equal to the damage dealt. Any shots before needing to be reloaded.
damage from a stun setting is temporary ● Carbines and Full Auto weapons can
and heals at 1d6 per hour. hold up to 30 rounds before needing to
Stun weapons may, at the discretion of be reloaded.
the GM, be lethal in some situations. If, for Again, these guidelines are abstracted to

138
fit with the rest of combat. If the Game large, 15 for giant, 20 for huge, 25 for mas-
Master desires to use more “real world” or sive, and 30 for gargantuan), you suffer -2
“realistic” statistics, they are free to import to hit and damage, and your DV is penal-
whatever ammunition capacity for a ized by 2.
firearm they desire. Some pistols may have
longer magazines than others, and auto- Rear Attacks
matic rifles could have extended magazines
or drum magazines, allowing for up to 100 A rear attack grants the attacker +4 to hit.
rounds or more. In the end, it depends on
the level of detail the Game Master wishes Running Attacks
for their game. Normally, a character may only move
half their movement and still attack. They
Situational Bonuses and may if they choose, however, run past an
Penalties opponent and make a strike. In this case,
they suffer a -2 to their attack and their op-
The GM may, at their discretion, apply ponent gets a free attack back at them (in
situational modifiers for circumstances such addition to any other attacks they may nor-
as attacking unseen from behind, flanking a mally have) but they may complete their
foe with the aid of an ally, being blinded, at- full movement after attacking. The at-
tacking a nominally helpless foe, etc. Gener- tacker also loses the benefits of Improved
ally speaking, such modifiers should range Defense, if they have that class ability.
from +5 to -5 in severity. Certain class’ abil-
ity to impose penalties to the "to hit" roll of For example, a character with a move-
their opponent based on high Agility (Im- ment of 60 feet decides to do a running
proved Defense) remains in play and is con- attack against a man-beast who is 40 feet
sidered just such a situational benefit. away. The character can move 40 feet,
make their running attack at -2, and con-
Gang-Up Bonus tinue to the full 60 feet of their movement.
The man-beast, in turn, may attempt a free
If multiple creatures gang up on a single attack against the character at no penalty
creature in melee (not ranged) combat, as they run past, and the original attacker
they gain a gang-up or flanking bonus. For may not apply Improved Defense.
each creature beyond the first, all those
attacking gain +1 to attacks. A maximum Subdual Attacks
of eight creatures may gang up on a single
target, unless that target puts their back to A character can, if they so choose and the
a wall, in which case a maximum of five GM agrees, declare that when an opponent
creatures can gang up. At the GM’s option, reaches 0 Vitality, they are merely subdued
such a bonus could set up a character with and unconscious or otherwise incapacitated
the Vital Strike ability to use that ability. rather than dead. This is particularly use-
ful when characters wish to take prisoners.
Special Attack Even bladed or piercing attacks may be
declared subduing – an opponent may be
Maneuvers “knee capped,” for example, rendering
The following special attack maneuvers them unable to stand and fight or run.
may be attempted during melee combat:
rear attacks, running shots, subdual at- Two-Weapon Fighting
tacks, two weapon fighting, wild attacks, A character may attempt to fight with
and complex actions. dual weapons. Doing so imposes a -2 to at-
tacks with their primary weapon, and -4
Close-Quarters Fighting with their secondary weapon. It also does
When fighting in close quarters (less not double the character’s attacks in a
than 5 feet surrounding you for Medium round, but merely allows one additional at-
creatures, less than 10 feet surrounding for tack with the off hand. Alternately, a sec-
139
Complex Actions
It is inevitable that a particularly cre-
ative player will attempt a detailed de-
scription of what their character is doing in
the course of a round. If the GM allows it,
they can break such an action down into
several checks and attacks, gaining some
sort of appropriate benefit if they succeed.
For example, a player may wish to have
their Slicer leap up and push off the wall to
land behind their enemy, then plunge their
sword into the villain’s back. The GM de-
crees that this requires three checks: two
Agility checks (to push off the wall and flip
over the villain’s head), and a Back Attack.
If they succeed at all three checks, they gain
an additional +2 to attack, and treat their
Back Attack as an automatic critical if it
strikes. If they fail at either of the first two
Agility checks, on the other hand, the villain
instead gains the +2 and automatic critical.

Combat Conditions
Combat conditions are things that can
happen to a character as the result of criti-
cal damage, supernatural effects, or other
things that happen in combat. They essen-
ond weapon may be used to improve DV by tially place game mechanical effects on
one, but only if the wielder has an Agility of such things as being blinded, deafened,
15 or higher, and using the weapon for de- stunned, terrified, and the like. It's gener-
fense precludes an additional attack with ally at the GM's discretion when these con-
it. These rules can apply to firearms, so ditions occur, though certain attacks,
long as the firearms in question are both abilities, and spells expressly cause them.
pistols; the DV improvement option would Combat conditions are as follows:
represent uncontrolled suppressive fire
with the second weapon. ● Blinded: Blinded creatures automati-
cally fail any checks that require sight.
Wild Attacks They cannot attack unless they know
the precise location of their foe, and
A character puts everything they have even then they suffer a 50% chance of
behind their attacks, foregoing any defense missing even if the attack would nor-
in the process. This allows +3 to attack rolls mally hit. Blinded characters can also
made in a round but imposes a penalty of 4 not navigate unless they have a guide;
points to the character’s DV, and if the if the blindness is long-term or perma-
character normally has Improved Defense, nent, within 1d6 weeks they learn to
they may not use it that round. move about using canes and other
sources of navigation, but their speed is
reduced by 10 ft. After 1d6 months
their speed is restored to normal as
they adapt to their new condition.
● Deafened: Deafened creatures cannot
hear and automatically fail any checks

140
that require hearing. They also suffer -3 ral, inky, murky darkness that interferes
to all Agility-related actions due to loss with all senses, granting each a 50% con-
of equilibrium. This -3 Agility bonus cealment. Before attacking, Sykes throws
goes away within 1d6 weeks if the char- percentile dice. If they come up 50 or below,
acter is permanently deafened, as the her attack misses clean. If they come up 51
character adapts to their new condition. or above, she may attack as normal.
● Frightened/Terrified: Frightened The following table presents some guide-
creatures suffer -5/-20% to checks and lines for concealment:
attack rolls while in the presence of the
source of their fear (they can see it or Cover means the target has some sort of
know it's there). Such creatures cannot physical protection against attacks, be it a
willingly move towards the source of
their fear. Condition Miss Chance
● Prone: Prone creatures can only crawl Dim light 15%
at a speed of 5 ft. per round unless they Dark; heavy shadows 25%
stand. They suffer -5 to all attack rolls,
and melee attack rolls against them are Deep, natural dark 50%
at +5, while ranged attack rolls against Absolute pitch dark 75%*
them are at -5. *Attack is also only possible if the attacker already
has an idea where the target is.
● Stunned: Stunned creatures cannot
move and can only speak falteringly. stone wall, hiding behind a table in a tav-
They automatically fail any saves or ern, or even thick brush that can deflect
checks based on Strength or Agility, arrows. The benefit of is generally deter-
and they lose any ability- or class-based mined based on the percentage of cover
bonus to DV. All attack rolls against offered, though other situational benefits
them are at +5. may exist. The table below offers some
guidelines.
Concealment and Cover
Concealment and cover may be com-
Concealment and cover situations both bined in some circumstances. For exam-
grant bonuses to DV for different reasons.
Concealment refers to the inability to de- Cover Bonus
tect a target, while cover refers to the One Quarter -2 DV
physical barrier provided that stops at- One Half -4 DV
tacks from coming in. Concealment mani- Three Quarter -6 DV
fests as a penalty to hit an opponent,
meaning it is easier to miss, while Cover Full -9 DV
manifests as a lowering of DV, making it
more likely to hit the cover. ple, Diana is attempting to fire an arrow at
a rabid dire wolf skulking in thick brush.
Concealment is defined as a percentage The GM determines that the wolf is diffi-
chance to miss a target based on them be- cult to see through the brush, giving Di-
ing more difficult to detect. The player ana a 20% miss chance. If she can attack,
should roll the miss chance first, and if it the brush is thick enough that it could de-
falls equal to or under the concealment per- flect her arrow, providing half cover to the
centage, the attack misses unless there is wolf. In such a case, Diana rolls her miss
some other factor at play (at the GM’s dis- chance; if she rolls 21 or above, she can
cretion). If the miss chance is above the attack, but the wolf, whose DV is normally
concealment percentage, the attacker may
7, becomes 2 instead.
roll to hit as standard.
For example: Sykes is attempting to
strike a hunter-morph with her combat
knife, but they are battling in an unnatu-

141
Grappling Breaking a Grapple
The basic procedure for grappling is simple: Breaking a grapple happens in seveal
the character makes an attack roll as standard. ways. When the party who initiated the
The opponent loses any armor-based bonus to grapple chooses to end it, the grapple auto-
their DV and uses a DV equal to 10 – Agility matically ends. If the party initiating the
bonus. In the case of monsters who don't list grapple suffers damage from an external
attributes, the GM must determine if any por- source (i.e. not the grappled person), they
tion of their DV is represented by toughened must succeed at a Toughness save check to
skin or other forms of physical armor protection maintain the grapple. If they fail, the grapple
and alter DV by an equivalent amount. is broken. Finally, the grappled party can
attempt to break the grapple with an at-
Let's say, for example, the PC is attacking tack roll against the person who initiated
a Decti with a DV of 6. The GM decides that the grapple. If they succeed, the person
2 points of that DV come from the Decti's who initiated the grapple suffers 1d6 dam-
preternaturally toughened skin. For pur- age as per any normal attack and must suc-
poses of a grapple, then, the Decti is treated ceed at a Wits or Toughness save check to
as having a DV of 8 instead. maintain the grapple, with a Difficulty
Many creatures will have little to no equal to the result of the damage die.
portion of their DV determined by some sort
of physical armor—they are simply preter- Healing
naturally fast or otherwise able to absorb or Characters heal damage at the rate of 1
shake off damage. It is, however, left to the hit point plus their Toughness bonus per
GM to make such a determination. day of bedrest. If they receive professional
When a player or monster success- medical care at the hands of a skilled
fully grapples, they may choose one of healer, the rate of healing is doubled while
the following effects: they remain under the healer’s ministra-
tions. Characters who do not engage in
Restrain: The grappled target cannot complete bed rest see healing halved for
move or attack. They may attempt a Strength every day they are active.
or Agility save (or a standard save, for mon-
sters) as an action each round to break free. Non-lethal damage (those that have been
declared unconscious and stable) heals at
Damage: The grappler may choose to au- the same rate, per hour instead of per day,
tomatically inflict 1d6 damage to their grap- and does not require bed rest. Any creatures
pled target, starting on the round the grapple or characters with regenerative capabilities
is engaged, but the target may attack the recover non-lethal damage at double the
grappler at +4, or may attack anyone else normal rate they recover lethal damage.
within reach at no penalty, though they can't
move away from the grappler. The grappler Healing and Play Styles
must have the ability to damage the target. These rules assume a realistic game.
Move: The grappler may force the grap- In a Gritty game, healing is 1 hit point per
pled target to move up to half of the grap- day, and characters that do not engage in
pler's speed in any direction. The grappler complete bed rest do not heal at all.
must move with the grappled target, and
the target may attempt a save check to In a Cinematic game, double all healing
break free at the end of the move. rates, and characters need not engage in
bedrest to get the benefits of healing. In
Use Special Ability: Some creatures addition, every “episode” begins play with
have a special ability that relies upon grap- all characters at full Vitality, regardless
pling—for example, a Jalex may need to of how they ended the prior adventure.
grapple an opponent to bite them. For more on episodes and seasons, see
Chapter 5: Universe Building.

142
Jumping and easier to save. Just as with Defense
Value, the lower a potency rating, the more
The basic answer to whether someone devastating and difficult it is to overcome
can make a jump is to have them simply the poison.
make a Strength or Agility check with the
difficulty modifier determined as 10 – the If using a sliding target number system,
number of feet they need to clear. Thus, a instead of adding the poison’s potency level
3-foot jump carries a difficulty modifier of to the save, the GM subtracts it from 20 to
+7. This is a fast and easy way to determine get the target number for success.
a character's ability to clear a gap. If a There are different types of poison:
character gets a running start of at least 10
feet, they gain +3 to such checks. Contact poisons take effect when they
make contact with exposed skin.
There may be situations, however, where
the GM and players wish basic guidelines Ingested poisons take effect when
as to just how far a character can jump. In swallowed or inhaled (as with a gas)
such cases, if the leap falls within the char-
acter's standard jump distance, they need Injected poisons take effect when they
make no check. Anything outside that dis- enter the body through the bloodstream
tance requires a check as standard. The GM should work up the specific ef-
Basic Jump Ranges: a character, from fects of the poison, its method of delivery,
a standing position, can jump a length equal and its potency, and apply the effects as
to twice their Strength bonus (minimum of needed. For example, let's take a look at a
1 foot) and a height equal to their Strength couple of different types of poison: the oil
bonus. Thus, a character whose strength from poison ivy, a truth serum drug, and
bonus is +2 can jump 4 feet long and 2 feet one of the deadliest poisons of all, cyanide.
high from a standing position. If a character Poison Ivy: Potency 4 contact. Once in-
gets a running start of at least 10 feet, they fected, the victim suffers -2 to all actions for
can double their basic distances. 1d6 days as the oil makes them incredibly
itchy and covers them with rashes. Symp-
Drowning and toms kick in within 24 hours of exposure.
Suffocation Applying calamine lotion or other remedies
can stave off the effects for 1d4 hours at a
Drowning and suffocation use the same time.
rules, since both conditions rely on a charac-
ter's ability to hold their breath. In general, a Truth Serum: Potency 3 injected.
character can hold their breath for a number Rather than a Toughness save check, this
of minutes equal to their Toughness bonus drug requires a Wits save check. The drug
(minimum of 1 minute). After this time is up, begins at potency 10 and the potency re-
for each additional minute without air, the duces by 1 each round, with a new save be-
character must succeed at a Toughness save ing made every round until the potency
check. This save check begins at Easy (+10) reaches 3, at which point it has reached its
and decreases by one with each passing full potency. If any save fails, no further
minute. Failure means the character is dead saves are made and the drug has taken ef-
from drowning or suffocation. fect. If the character makes their final save
at potency 3, they have resisted the drug
Poison and Disease successfully. Thereafter, for the next 2d6
Poison in Thirteen Parsecs is excep- minutes the victim is overcome with a
tionally easy to adjudicate. Whenever a sense of euphoria and disorientation. They
character is exposed to a poison, they must must answer any question put to them
make a Toughness save check, adding the truthfully as they are incapable of main-
poison's potency level to their save. GMs taining a lie, and they cannot avoid an-
should note that this means poisons with a swering questions. They can attempt to be
higher potency rating are actually weaker evasive, but this requires a Difficulty 3

143
save check each time they attempt to evade 10, but the symptoms last up to 1d4 weeks,
a question. In addition, while affected the with a save needed each week until the
victim feels euphoric and experiences patient recovers or dies.
slowed reflexes; -2 to all attribute checks
and combat, and -10% to all class abilities. Ebola: Virulence: 90%, Potency 3, in-
gested or injected (body fluid exchange).
Cyanide: Potency 1 ingested or injected. Symptoms kick in 2d10 days after contact.
This poison is fatal. Once taken, a new save Initial symptoms include fever, headache,
check must be made every round; each suc- muscle pain, and chills. Later, a person may
cessful save means the character survives experience internal bleeding resulting in
one more round. Any failed save during this vomiting or coughing blood. Other symp-
time means death. Only treatment from a toms as the disease progresses include pain
skilled physician can allow a character to in the abdomen, chest, joints, or muscles;
completely overcome cyanide poisoning. chills; dehydration; fatigue; fever; loss of ap-
petite; malaise; sweating; gastrointestinal
Diseases are handled the same way as issues such as diarrhea, nausea, vomiting,
poison, except they have an additional fac- or vomiting blood; eye redness; headache;
tor to consider: virulence. This represents mental confusion; red spots on skin; or sore
how easy it is to catch and spread a disease throat. The disease is degenerative and vic-
and is also referred to as a "communicabil- tims without treatment get worse.
ity rate." This is expressed as a percentage.
Whenever a character is exposed to a dis- Every week of exposure the victim must
ease that they can catch, the GM secretly succeed at a Toughness save or suffer 1d4
rolls percentile dice against the illness' vir- points of damage directly to their Strength
ulence rating; if the roll is a success, the score, and a cumulative -2/-10% to all
character must succeed at a save check checks, combat, and class abilities. A suc-
against its potency or contract the disease, cessful save staves off the illness for one
with game effects as determined by the GM more week. If Strength reaches 0, the pa-
for that disease. Here are a few examples. tient dies. Full convalescence including spe-
cialized herbal treatment, herbs, and
Common Cold: Virulence 80%, Potency 5, possibly the application of the science of the
ingested (airborne). The common cold is a Old Ones allows the patient to save weekly,
rhinovirus which affects the sinuses and treating the illness as potency 10. For each
causes coughing, stuffy nose, and in some se- successful save under hospital care, the pa-
vere cases, fever and body aches. It takes 1d4 tient regains 1d4 points of Strength until
days to develop symptoms, though a success- Strength is at its full, normal level. After
ful save check fights off the disease with no ill Strength reaches its normal maximum, one
effects. Those affected suffer -2 to all ability additional save is required to fight off the
and combat checks or -10% to all class abili- disease and fully recover.
ties from generally feeling miserable.
Influenza: This illness has similar Inverse Ninja:
symptoms, virulence, and potency to the “Mook” and “Big
common cold, but victims suffer -4 to at- Bad” Rules
tribute checks and -20% to class abilities.
Further, a very small percentage of cases If the GM desires to allow heroes to mow
require full convalescence with a profes- through hordes of enemies, it’s possible to
sional physician or are fatal. The GM create “mook” level adversaries. Such crea-
should roll percentile dice for an infected tures should have less than 3 Vitality Dice
character; on a roll of 01, roll again. On a (usually just one ViD), and 2 Vitality per
second roll of 01, the character requires in- ViD. They perform in all other ways ex-
tensive care under a physician and must actly as normal monsters and NPCs; they
save weekly, with a single fail resulting in are just far easier to kill. They are also
death. If the character is under a physi- ideal to allow those characters with Com-
cian’s care, the save is treated as Potency bat Expertise to shine.

144
While such scenarios are usually best for ally, while 3 6’s means the attacker hits an
cinematic play, there are certainly situations ally with an extra 6 points of damage, etc.
in realistic or even gritty games that hordes These are just suggestions, and the GM is
of easy-to-kill enemies could come into play. encouraged to be creative with the results of
Always remember the inverse ninja rule: the critical (or disastrous) failures.
power of any given ninja is inversely propor-
tional to the number of ninja present. Taken Travel
to a logical conclusion, the GM is also well Many adventures in the Thirteen Par-
within their rights to ensure that the “big” secs will require travel to distant lands and
bad of a system not only has maximum Vital- questing for items and people requiring
ity possible but is assumed to have maxi- leagues of travel. In such situations, it will
mized any and all special abilities (and Fate certainly be vital to know how long it takes
Points to boot; see below). for a party to get where they are going.
In a system like this, low-level (low hit
die) creatures are essentially mooks as it Overland Travel
stands. Which means that, yes, your player
characters, in effect, start the game as glo- In general, a party is capable of covering
rified mooks…and grow beyond that status about 20 miles per day overland on foot,
as they gain experience. assuming eight hours of travel at a com-
fortable pace. Such travel is affected as nec-
Critical Successes essary by terrain and environment. For the
most part, inhospitable terrain from thick
and Failures forest to driving snow, sand, rock-strewn
Whenever an attack roll, attribute check, or grounds, marshlands, and the like will
save check results in an unmodified roll of 20, halve movement through such an area,
or a “natural 20,” meaning the die reads 20 making one hour of travel through such
before any bonuses are added, the check, save, area count as two.
or attack automatically succeeds, and does so Characters may alter the distance they
at the highest level reasonably possible. can travel in two ways: the use of mounts,
In the case of an attack, after damage is or a forced march.
rolled, roll an extra d6 and add it to the to-
tal damage. If this die comes up as a 6, roll Forced March
again, adding to the total, and continue the A forced march refers to a situation where
process so long as the result keeps coming the party pushes themselves to travel faster
up 6. In this fashion, a single attack can be than normal and/or for longer than eight
devastating, but only a small percentage of hours in a stretch. A party who engages in a
the time. Also note that the same rule ap- forced march can travel an additional three
plies to monsters and non-player charac- miles for each additional hour they travel
ters without class levels. beyond eight, or one additional mile per
Conversely, if the die comes up as an un- hour at speed, but must attempt a Tough-
modified “natural 1,” the attack, save, or ness save against fatigue each hour, with
check automatically fails, regardless of the failure resulting in exhaustion.
final total. At the GM’s option, an additional Fatigue saves begin at a difficulty modi-
d6 can be rolled in this case, too, continuing fier of +10 and reduce by 3 per hour of
the process as long as 6’s are rolled, to help forced march. One failed Toughness save
determine just how bad a failure might be. imposes a -2 to all physical attribute checks
A normal 1 backed up with a 1-5, for exam- and -10% to all class abilities and skill
ple, could mean that an attack just misses. checks until the character takes a full eight
Backing up with a 6 followed up by a 1-5 hours of rest. A second failed Toughness
might mean that a bowstring breaks, a save means that the character collapses,
weapon is tossed, or the like. Two sixes might physically unable to go on until they rest.
mean that the attacker accidently hits an
145
Resting for 4 hours after a character mum velocity beyond the speed of light
collapses in exhaustion allows them to attainable? If your setting does not have
move on, though at the -2/-10% penalty as FTL travel, how is intergalactic travel at-
though they had filed a single save. Resting tained? Do you use wormhole generators or
for 8 hours removes all exhaustion and al- “jump points?” These may be similar to
lows regular travel once more. FTL travel in function if not form. Do you
use sleeper vessels where the crew goes
Mounted Travel into a deep suspended animation until they
reach their destination, which could take
Characters mounted on horseback double decades to reach? If so, how does this affect
the distance they can travel in a day to 40 the crew when they realize that they are
miles. Horses may be pushed just as humans essentially leaving their family and friends
on a forced march, gaining an additional 2 at home for good, that they will essentially
miles per hour at speed or an additional 6 be dead to their family, who will then be
miles per additional hour beyond eight. dead to them when they reawaken?
In this case, the mount makes the fatigue How does Earth handle such things as
save, and there is a chance that the mount catching the crew up when they awaken? Is
will become permanently lame if pushed; for it possible to instantly communicate? Ra-
each successful save from a pushed ride, the dio waves could take days, weeks, months,
mount suffers a cumulative 10% chance of or even years to reach the outer limits of
becoming permanently lame. Lame animals human habitation – is there a new way to
can no longer effectively bear weight and communicate that uses FTL carrier waves
usually must be euthanized. of some sort?
Vehicular Travel All of these issues must be taken into
account when running a sci-fi game with
Travel in a vehicle is based on the vehi- space travel. The easiest way, of course, is
cle’s cruising speed in miles per hour; it then to “space opera” it and just say vehicles
falls to the players and GM to determine have some sort of FTL be it warp drives,
how many hours the heroes drive. Do they quantum slipstream drives, jump points, or
take shifts with multiple people taking some other option to get where they need to
turns at the wheel to drive through the go, fast, and handwave the rest.
night, or do they stop at a hotel or other way
station? Fuel consumption may also come If, however, you wish to account for the
into play in some circumstances, especially science of it all, we provide some basic
in post-apocalyptic games where scrounging guidelines based on real world theories
for supplies is part and parcel of the play. In which you can use or more deeply research
general, the Game Master should come up to decide how the science and physics of
with a reasonable rate of average fuel con- your ‘verse works. More on this can be
sumption on the highway and in the city and found in Chapter Five: Beyond the So-
go from there. It’s usually not necessary to lar Frontier.
get too involved with how much extra fuel is
consumed from speed (unless you want to Vehicles
make things extra tough after a car chase in (Planetside)
the Wastelands).
Piloting a vehicle in atmosphere or on the
Travel in Space ground is fairly simple and utilizes Agility
checks. Whenever engaged in a car chase,
Travel in outer space takes on an en- avoiding obstacles, accelerating and decel-
tirely different tenor and requires the GM erating, and dealing with maneuvers initi-
to make certain decisions about the nature ated by the opponent, each driver makes an
of their game. Does your game, for exam- opposed Agility check, with the GM adjudi-
ple, have faster than light (FTL) travel? If cating the results based on the winner.
so, how does it work and what is the maxi-

146
While most characters are assumed to be (which would have a Wits score), or advanced
able to drive, assuming they are of legal age AI systems from infotainment systems to
to do so, most are not adept at driving, in the active automatic safety features like many
way that a “wheel man” or “wheel woman” modern cars (which would have an Intelli-
might be. Characters who possess an appro- gence score and possibly a Wits score).
priate background that would give them for-
mal training in driving—something like a Vehicles that have the ability to intimi-
race car or stunt driver, or a pilot, for exam- date others just by being what they are (like
ple, use the higher of their bonus, or the a tank) might have a Persona score. A
vehicle’s bonus. All other characters use the Strength score might be applied to deter-
lower of their bonus or the vehicle’s bonus. mine a vehicle’s towing capabilities or off-
roading power, while a Toughness score can
GMs should carefully adjudicate be applied if the vehicle needs to make Save
whether a character’s background gives Checks against explosions or the like.
them this level of ability when driving, to
avoid players trying to “game the system” In general, however, the vehicle’s Agility
by all fitting “Race Car Driver” into their score will be the most commonly referenced
backgrounds (See “Backgrounds,” below). ability it has.
When using vehicle scores, also consider
Vehicles and Ability that vehicles operate on a different scale
Scores than people do, so a +3 bonus to a vehicle
for Strength does not indicate the same as
Vehicles have the same ability scores as a person with a +3 Strength bonus. In gen-
people do, though for the most part they will eral, a vehicle’s strength score allows it to
not often use Intelligence, Wits, or Persona tow its Strength bonus times 10,000—thus,
scores. Those that do, are vehicles that, for a vehicle with an 18 Strength (a +3 bonus)
example, possess advanced optics systems can tow up to roughly 30,000 pounds (if
like modern military tanks and fighter jets properly equipped and tuned to do so).

147
Vehicle Intelligence and momentum. Even in a science fiction set-
Wits ting, a giant “hover hauler” equivalent to
such a truck would still have to deal with
In general, a vehicle’s Intelligence and momentum, weight, size, and the limits of
Wits scores (if any) act as though they are whatever hover technology is in play.
Aiding the driver. This means that when
making a check where the score comes into For aerial vehicles capable of exceeding the
play, it adds to the driver’s check. speed of sound, any score over 18 becomes one
multiple of the speed of sound per 3 points,
For Example: Jensen is playing Dean, starting at 20—thus a jet that has a score of
who has a Wits of 13 (+1). He’s driving a 20-22 can go Mach 1, 23-25 goes Mach 2, etc.
modern muscle car, chasing down a mad Such speed capabilities should be indicated
sorcerer. Dean’s car has modern active with the notation “M” for “Mach.” Thus, an
safety technology, giving it a Wits of +2 to F22 Raptor, capable of Mach 2, would note its
help him avoid collisions. The bad guys ability as Agility 23 (+5M) and its maximum
swerve around a bend, throwing off an- speed as Mach 2. The “M” designation denotes
other vehicle, which spins into Dean’s path. that the +5 on this plane is far different and
The GM has Jensen make a Wits check for faster than that of a Boeing 747.
Dean to spot the danger in time to react.
Dean will add both his Wits bonus of +1 Generally speaking, a vehicle’s safe cruising
and the car’s Wits bonus of +2, plus his speed is half of its maximum speed. This, of
Check Bonus, to his d20 to spot the danger course, depends on traffic, weather, and other
in time to react, as the car’s intelligent ac- conditions, at the GM’s discretion. Regardless
tive safety technology kicks in to help him. of the fact that it may be able to safely main-
tain 100 mph on an open road, for example,
driving a full-sized sedan at 100 mph on city
Speed and Acceleration streets is a recipe for disaster. GMs should set
In general, a ground vehicle’s maximum the maximum safe cruising speed for an envi-
speed is its Agility bonus times 100 (treat ronment using their best judgment.
+0 as +1 for this purpose). That means that It can also safely accelerate or decelerate
a race car with an Agility of 18 (+3) can by 1/10 of its maximum speed every round.
max out at 300 mph. Vehicles with nega- Traveling faster than cruising speed re-
tive Agility bonuses go 100 mph – 10 times quires a driving or piloting test every
the absolute value of their penalty. Thus, a round, with a penalty of -1 per 10 mph (5
vehicle with -3 Dex penalty can go 100- mph in city driving conditions) over safe
30=60 mph maximum. Agility bonuses cruising speed.
should continue by +1 per 3 points.
Attempting to accelerate or brake up to 3
For easily understood reference, let’s times the vehicle’s safe acceleration/deceler-
look at some modern vehicles. A modern ation speed is possible, but requires an
commercial airliner, which can travel up to Agility check at -1 per multiple of the safe
550 mph on average would round down to speed; failure means a mishap (losing con-
500 with an Agility of 22-24 (+5). There trol of the vehicle, crashing the car, etc.).
can be some play within those numbers—a
small sedan, for example, maxes out at 150
mph, which rounds down to a +1 bonus. Damage to Passengers
from Crashing
For those who think there is a disconnect
for vehicles like 18-wheelers, consider that Any time a vehicle crashes, all passen-
such trucks might have massive engines gers within suffer 1d6 damage, totaled, per
and a lot of momentum to back them up, 10 mph the vehicle is traveling. Wearing
but most are fitted with tires that are only seatbelts in a car or following safety proce-
rated to go 75 mph, sustained, maximum. dures in an aircraft halve this damage. An
A vehicle’s stated maximum speed encom- Agility or Toughness save halves the dam-
passes more than just its engine size and age again.

148
At the GM’s discretion, the vehicle’s Damaging military class vehicles like a
structure and safety systems or environ- fighter jet with normal weapons simply
mental factors may also mitigate damage doesn’t work, and the kinds of weapons that
somewhat—after all, people do miracu- are able to damage such vehicles are beyond
lously survive catastrophic plane crashes the scope of this game, which doesn’t gener-
on occasion. ally get into military level combat (though
future supplements might). A natural 20, of
The same damage levels apply to being course, does full damage.
hit by a car—1d6 damage per 10 mph the
car is traveling to the victim. An Agility Using the rules above, the GM should be
save halves the damage. able to adjudicate any vehicle chases by
improvising the effects of maneuvers like
Play Styles and Crash Damage playing chicken, bootleg turns, swerving to
avoid obstacles, and others. If you want
The rules here assume a realistic game. guidelines as to how maneuvers like these
In a cinematic game, passengers suffer work, see the Dogfighting rules under star-
1d6 per 100 mph the vehicle is traveling, ships, below.
with damage halved and halved again as Travel and
described above, unless otherwise dramat-
ically appropriate. For victims being hit by Combat in Space
a car, a Save Check allows diving out of the Rules for combat and starships are a bit
way and avoiding damage entirely. different than those for ground- and air-
In a gritty game, characters do not gain a based travel and combat. While the core
Save Check to further halve damage, and concept of making attribute checks re-
if a vehicle is traveling faster than 40 mph, mains the same, the overall statistics of the
characters must succeed at a Toughness vehicle are somewhat more robust to reflect
save or die from a crash. If they succeed, the advanced technology involved with
they still suffer full damage (which may starships, and the inherent risks that come
kill them anyway). Victims who are hit by with travel among the stars.
a car may attempt an Agility save to re-
duce damage by 1d6, but if hit by a car Starship Systems
traveling faster than 20 mph, must make a
Toughness save or die from being struck. All ships have eleven basic systems, with
each rated from 1 to 10. The system’s rat-
Of course, getting ejected into the cold of ing applies to the Difficulty Modifier of any
space is something else entirely… check made related to that system. Thus,
attacking another ship adds the ship’s
Firing at Vehicles Weapon Systems rating. Resisting damage
adds the Shields rating. Ensuring you
Again, vehicles are on a different scale wake up from hypersleep on time and get a
than normal people. While a handgun may valid report of what happened while you
potentially damage a civilian passenger were out adds the ship’s AI rating (and
vehicle, it won’t do the level of damage it possibly its engineering, navigation, and
does to a human. In general, unless there sensors), etc.
are special circumstances, a civilian vehicle
can attempt a Toughness save any time it Communications: The ship’s ability to
is shot by a bow or standard firearm, using call for help and contact others. Includes
the rolled damage as a penalty to its save, range, translation matrix, ability to trans-
and adding +1 per 10 hp the vehicle cur- mit through radiation, etc. The rating mod-
rently has remaining. Success means no ifies any checks to use subspace or radio
damage is suffered. transmissions equipment.

149
Table: Sample Vehicles
Vehicle Agi Str Tou Int Wits Per⸸ Max Crs Acc DR DV Vit
Hovercar, 10 (0) 8 (-1) 10 (0) - - - 150 75 15 - 7 55
Compact*
Hovercar, 10 (0) 8 (-1) 12 (0) - - - 150 75 15 - 7 65
Mid*
Hovercar, 13 (+1) 10 (0) 13 (+1) - - - 180 90 18 - 6 75
Luxury*
Hovercar, 18 (+3) 18 (+3) 13 (+1) - - - 300 150 30 1 6 75
Racing*
Hoverbike 17 (+2) 3 (-3) 4 (-2) - - - 200 100 20 - 9 25
Ambulance** 15 (+1) 13 (+1) 16 (+2) - 16 (+2) - 100 50 10 3 3 80
Aerial fighter 23 (+5M) 15 (+1) 17 (+2) 15 (+1) 17 (+2) - M5*** M1*** 153 5 5 150
vehicle
*May have AI, safety, infotainment, or other systems that provide an Int or Wis of 13-16 (+1 or +2)
**Ambulances have advanced medical equipment, accounting for their Wis bonus, which applies only to such checks.
***Even in settings where vehicles can travel at the speed of light, dogfights and combat are impossible to
conduct at such velocities, and starfighters are for all practical intents and purposes still limited to multiples of
the speed of sound. Even then, they have to reduce to sub-sound speeds to conduct actual combat. Such is the
limits of human perception and reaction time (even augmented or with computer assistance).
⸸Persona scores can be applied to any vehicle whose AI has a personality, or to vehicles that are inherently
imposing such as tanks or capital ships.

Computer Systems: The ship’s inde- ● Large vessels may hold up to 100
pendent computing power, artificial intelli- times their Construction value in tons
gence, or other artificial logic systems, of cargo.
which can be added to almost any other ● Capital ships may house up to 1,000
check. Not all ships have this. times their Construction value in tons
Construction: The ship’s hull, seals, etc. of cargo (including squadrons of small
The ship’s construction is limited by its size. fighters, with each fighter weighing ap-
proximately 1 ton)
● Small ships may have a maximum ● Space stations are effectively unlim-
construction of 5. ited in their cargo value.
● Medium ships may have a maximum
construction of 8 Of course, the GM may finesse these
numbers a bit for specific ships.
● Capital ships and space stations
may have a maximum construction of Defensive Systems: The ship’s armor
10 (or in some cases higher). The ship’s plating, deflector screens, or energy shields
Construction may be called upon any to help it shrug off damage. These come
time the ship needs to make the equiv- into play in combat, affecting the ship’s DV
alent of a Toughness save. and allowing it to shrug off damage or
avoid critical systems failures when it does
Cargo: A ship’s size also details how take damage.
much cargo it can hold in terms of tons.
Engineering Systems: The ship’s abil-
● Small ships can hold approximately ity to affect repairs or bolster its systems.
half their Construction value in tons of Adds to any checks to make repairs to the
cargo and may be able to tow up to their vessel, including engines, fire suppression,
Construction value with towing cables computers, etc.
or tractor beams.
● Medium ships may hold ten times their Engines (Speed): The ship’s basic abil-
Construction value in tons of cargo. ity to go from place to place at sublight
speeds. Often comes into play when con-
ducting a chase. In campaigns with FTL,
engines could also be used as an indicator

150
of a ship’s FTL rating. This is left to the Starship Derived Abilities
discretion of the Game Master.
A ship has two important abilities that
Life Support: How robust the ship’s life are derived from their systems. These are
support capabilities are. Doesn’t add to any Structure and Defense Value.
checks, but when it hits zero, the crew
starts to suffocate and/or freeze to death. Structure
Maneuverability: How agile the ship is A ship’s Structure is equivalent to the
and how easy it is to perform maneuvers Vitality of a player character. It is deter-
like evasive action, barrel rolls, chicken, or mined by multiplying the ship’s Construc-
the like with it. A ship’s maneuverability tion by 10. Thus, a starfighter with a
bolsters the ship’s DV and pilot’s rolls to Construction of 5 has Structure 50.
maneuver the vessel, unless the pilot’s
Agility score is lower than the maneuver- Defense Value (DV)
ability. The sole exception is that a pilot
with an 18 or higher Agility can always use A ship’s Defense Value (DV) is equal to
the ship’s maneuverability, no matter how 10 minus their Defensive Systems rating
high it might be. and Maneuverability (thus, a ship with a
Defensive Systems Rating of 1 and a Ma-
Navigation: The ship’s ability to find neuverability of 2 has a DV of 7). Remem-
the best route from one point in space to the ber that regardless of the total of these two
next. Modifies any checks to calculate a factors, DV can never go below zero.
route, avoid obstacles along the way, or
anything else involving “where things are Building a Ship
in space.”
Each ship is built by allocating points to
Sensors: The ship’s ability to scan each of the eleven subsystems. Each subsys-
for…just about anything from enemy ves- tem begins with one point allocated. This
sels to life signs on board a planet to a reac- point does not count against points spent to
tor core about to go critical on another ship. improve it. Systems can be reduced to zero
Modifies rolls related to science, observa- to add additional points to other areas if de-
tion, or any other notice- observe- or aware- sired. A Life Support of 0, for example, re-
ness-related check. quires wearing a space suit while in the
Weapons Systems: The targeting and ship. Many starfighters have 0 in AI and
brutality of the ship’s offensive capabilities. Life Support. The available points are deter-
Modifies attack rolls, damage, and the mined by a ship’s size and age.
number of attacks a ship gets in a round. A
ship has a number of weapons emplace- Age
ments equal to its weapons systems rating.
How old the ship is can limit the number
Alternately, a single weapons system of points available. The older the ship, the
may be granted additional dice (keeping lower the number of points available from
the highest) by devoting multiple points of outdated technology and simple wear and
weapons to it. Weapons with multiple dice tear. A ship reduces the number of points
are limited in use – they may fire once per available by a factor equal to its age, per
die allocated. Thus, a ship with a torpedo size factor – thus an Age 10 ship (extremely
launcher that deals 2d6, keeping the high- old) knocks 10 points off the total available
est, may fire 2 torpedoes before it’s out. for a small ship, 20 points off the total for a
Ships may make attacks with all weapons medium ship, and 30 points off the total
of a like type during a round – thus, a ship available for a large ship.
with two cannons and a torpedo launcher
may attack with both cannons or the tor- The trade-off is that older ships almost al-
pedo, not both. ways develop beneficial “Quirks” (see below)
which their owners learn to nurture and can
get one out of a really tight spot when needed.
151
For every two points of Age you choose, you keeping the best, plus two missile emplace-
can pick up a single Quirk for your ship. ments dealing 3d6, keeping the best two.
Space Stations are treated similarly to
Size Capital Ships, but rarely have any Engines,
Ships come in three size levels: small, Navigation, or Maneuverability. They tend
medium, and large. to focus points into Life Support (which in
this case can represent recreation, job op-
Small portunities, shopping, and the like as well
as gravity, air, and heat), Structure, Com-
Small ships are represented by one- or munications, Defensive Systems, Engineer-
two-person shuttles or fighter craft. Such ing, AI, and sometimes Weapons Systems.
vessels have 10 to 20 points to allocate
among the eleven systems ratings. For both capital ships and space stations
with large NPC crews, the GM should also
Medium assign a basic crew proficiency for systems
checks. This can be any level the GM desires,
Medium ships are those that require a though as a guideline start with 40% and add
crew to operate, which can accommodate %5 per level of the crew. A fourth-level crew,
anywhere from a 5-person shuttle to a large then, would have a proficiency of 60%
freighter with a crew of a few dozen. These
vessels have 30 to 40 points to allocate Battlemechs
among the eleven systems settings.
Battlemechs can be created exactly as
Large any spacecraft, almost always constructed
as Small fighters. Some may have extra-
Large ships can accommodate 100 or more atmospheric capabilities while others may
people and are often thought of as capital ships, restricted to inter-atmospheric use. They
though colony ships transporting hundreds of have the same eleven systems as other
people to their new home also fall under this spacecraft and conduct combat exactly as
heading. Large ships have 50 to 80 (or more, at the starship combat rules above.
the Game Master’s discretion) points to allo-
cate among their various systems. In some cases, battlemechs may have “trans-
forming” capabilities. Adding transformation to
Capital Ships or Space Stations a battlemech costs an additional 2 points during
creation and should be noted as part of the vehi-
Capital Ships are a whole separate class of cle’s Maneuverability Rating (so a transforming
vessel unto themselves, and function as heavy- mecha may have a Maneuverability of 2 (Trans-
duty military aircraft carriers or entire cities in form), which would cost a total of 3 points (one to
space. For the most part, it is likely the player go from 1 to 2, and 2 for transformation). When
characters will be fighting against them, not the mech takes damage to its Maneuverability,
working on one. However, should the Game Mas- have it roll a save using the Maneuverability
ter wish to include a capital ship, these may have rating – failure means it can no longer trans-
100 to 150 points to allocate. They are, however, form until repaired.
restricted to a maximum maneuverability of 1.
In general, transforming a battlemech from
The weapons systems on such vessels are vehicular to anthropomorphic or robot mode
even more devastating, with each dealing takes one action to accomplish. While in an-
2d6 damage, keeping the best. Beefing up thropomorphic mode, the battlemech may
weapons as demonstrated above is possi- conduct combat exactly as a standard hu-
ble, but capitol ships do not limit the num- manoid, conducting melee attacks, grapples,
ber of heavy weapons they have and keep and the like, but can affect other vehicle-sized
an additional die for each added. objects – that is, the physical punches, kicks,
Thus, a capital ship with Weapons Systems or energy-sword slashes of a robotic mecha
10 could have six cannons, each dealing 2d6 can damage another mecha, a fighter craft, or
even a capital ship.

152
Generally speaking, such an attack from a the attacker, or something else fantastic. If the
mecha against a humanoid is simply lethal due result is one, however, the systems completely
to the sheer scale of damage it doles out. This, burn out after the flare-up, effectively reducing
however, is left to the GM, who in cinematic their rating to zero until repaired again.
games may wish to grant heroes the chance to
survive such an attack, granting it multiple Magic Touch: The crew member re-
dice of damage, keeping the best of a subset. sponsible for any given system can re-roll a
failed check once per session, due to having
Quirks that magic touch that allows them to fi-
nesse the controls just right.
The following Quirks are only available by
taking an older ship. New ships have no Old Reliable: Choose one system. That
quirks, which only develop after years of system continues to chug along even when its
maintenance, repairs, and upgrades. For rating hits zero, so long as an appropriate skill
every 2 points of Age a ship has, it may choose check can be made once per hour to keep it
one Quirk. The following Quirks are available: going. It’s clunky and imperfect, but you can
still make checks. Life Support, for example,
Bypass the Primary Buffer: Once per will be stale, the air thin, and those operating
session, a character can “enhance” one sin- within it may still suffer penalties for the
gle system, temporarily adding +2 to its rat- limited support, but they won’t suffocate or
ing for a single check (or series of linked freeze. This Quirk can be selected multiple
checks, such as navigating or a chase scene). times, choosing a different system each time.
Flare-Up, or, What the Hell Just Hap- Percussive Maintenance: Once per
pened? Every time the ship makes an attack or adventure, the engineer may pull, punch,
defense roll, perform a Rule of 2 check using a smack, or kick a malfunctioning system to
d10. On a 1 or 2, something spectacular happens get it working again. This restores one
in the ship’s favor – weapons deal double dam- point to a damaged system, even if the sys-
age, shields flare up and reflect attacks back at tem is at zero points.

153
Sample Ship: Solar Spryte Which System Rating Do I
Starfighter Add?
Size: Small (20 points, reduced to 18 for Like many systems in O.G.R.E.S., the
Age) starship statistics are intended to be
Age: 2 (1 Quirk) freeform and open. If the payer can make a
Structure: 20 justification to add a given system to their
DV: 3 check, they should generally be allowed to
Communications: 1 do so. There are a few caveats that relate to
Computers: 1 caps on how much you can add and how
Construction: 2 systems interact with attribute checks and
Defensive Systems: 7 class abilities or skills, which you should
Engineering Systems: 0 keep in mind.
Engines (Speed): 3
Life Support: 0 Combining Systems with
Maneuverability: 3 Character Attributes
Navigation: 0
Sensors: 1 In general, a character’s attribute score
Weapons Systems: 5 (Front cannon forms a cap on how much they can add to a
(1d6) and 2 torpedo launchers – 2d6 roll. That is, a player with Intelligence 15
keep highest; 6 torpedoes total). (+2) can only add +2 to a check to interpret
Quirks: Bypass the Primary Buffer sensor data, even if the ship’s sensors have
a rating of 5. There are, however, two ex-
ceptions to this.
1. If a player has an appropriate at-
tribute of 18 in the relevant score,
Sample Space Station: they can always apply the full sys-
The Achilles tem’s rating to their check, regardless
of how high it might be.
Size: Capital (100 points, reduced to 94 2. If the starship has a Computers rat-
for Age) ing, the ship’s AI can help the charac-
Age: 6 (3 Quirks) ter, and adds its Computers rating to
Structure: 200 the character’s attribute bonus to
DV: 0 raise the cap. Thus, the character
Communications: 10 above with 15 (+2) working with a sys-
Computers: 7 tem that has a Computers of 3 can add
Construction: 20 up to +5 to their rolls, thus allowing
Defensive Systems: 10 them to utilize the full sensor capabil-
Engineering Systems: 20 ities of the ship.
Engines (Speed): 0
Life Support: 20 3. Remember, characters still add their
Maneuverability: 0 Aspect, Normal, or Disadvantaged
Navigation: 0 Check bonus to any d20 checks.
Sensors: 15
Weapons Systems: 5 (5 cannons, 1d6 each) Using Systems with Skills and
Quirks: Percussive Maintenance, Old Class Abilities
Reliable (Life Support), Flare-Up (De- Using systems with skills or percentile-
fensive Systems) based class abilities works a bit differently
Average Crew Proficiency: 55% – the system rating increases the chance of
success by 5% per point of rating. Thus, the
Sensors with rating of 5 would add +25% to
a character’s relevant percentile skill to
read the data. Skills and class abilities, in

154
many ways, are much more useful than Alternate Initiative Option
attribute checks, which generally are a “fall
back” from percentage-based abilities. Alternately, instead of a standard initia-
tive, each round both pilots must attempt a
Systems with the Rule of 2 piloting skill check, increased by 5% per
point of their ship’s maneuverability. The
Ship systems do not affect the Rule of 2 pilot who succeeds by a wider margin is in a
in any way, unless the GM deems it possi- position to attack. If both pilots have an even
ble, and in such cases may enhance the margin, both can attack. In the case of multi-
range of probability or reduce the die size. ple pilots engaging (more than two) any pilot
Such situations, however, should be rare as that succeeds and is within 5% of the widest
the Rule of 2 represents sheer, unskilled margin (above or below) may attack.
chance and luck. If someone with zero skill
in reading sensors, for example, jumps to Attack
the sensor panel to try and figure it out, the
Rule of 2 might allow them to go, “Uh, The gunner rolls a d20 plus the ship’s
guys? Is this blinking red light bad?” weapons systems, plus the enemy vessel’s
DV rating to target an enemy ship. Charac-
Systems Failure ters with the Ranged Combat class ability
may also apply their Agility bonus to the
When a system fails (its rating is reduced roll. A result of 20 or better hits and deals
to zero) Very Bad Things happen. The damage as normal. Blasters or other char-
specifics are often left to the Game Master, acters with specialized ranged combat class
but one does not have to think hard to deter- abilities such as Armor Piercing may apply
mine what it means when the ship suffers these abilities to attacks with vehicular
explosive decompression from a hull breach, weapons.
or when life support fails suddenly. More de-
tails can be found below, under “Risk Levels.” Defense
Starship Combat Defensive Systems reduce damage by an
amount equal to 25% of the System Rating.
The basics of ship statistics in combat, just Thus, a ship with Defensive Systems 8 re-
like anything else, are attack and defense. duces damage dealt by 2, while a Defensive
Systems Rating of 4 reduces damage dealt
Dogfighting: The Basics by 1. Round up where necessary if the De-
fensive Systems are 4 or greater.
Those Game Masters who want to keep
starship combat short and sweet can sim- For systems whose Defensive Systems
ply run it just as any other combat: an at- are lower than 4, the spread changes. Use
tack roll against the standard target of 20, the following guidelines:
with each hit dealing 1d6 damage against ● Defensive Systems 3 reduces damage
the ship’s Structure. by 1 per 5 points suffered
The attack bonus for such an attack is ● Defensive Systems 2 reduces damage
the pilot’s Ranged Attack Bonus, the ves- by 1 per 7 points suffered
sel’s Weapons Systems, and the opposing ● Defensive Systems 1 reduces damage
vessel’s DV, just as normal. This rule will by 1 per 10 points suffered
allow for fast combat that resolves much
like character-to-character combat, but When the ship is hit, however, it must
with the added option of shields and carry- succeed at a Defensive Systems Save Check
over damage. It breaks down as follows. with a difficulty equal to the total damage
dealt (before reduction). Failure means the
Defensive Systems rating is reduced by 1.

155
Carryover Damage void). A successful engineering / repair
check may seal off the damaged section or
After the ship’s Defensive Systems rat- temporarily halt the hull breach, at the
ing reaches zero, the ship’s other systems GM’s discretion.
start to take damage. Every time the ship
is hit, its various systems suffer damage Defensive Systems: Failed defensive
equal to that suffered by its structure. systems means quite simply that the ship’s
DV is 10. No shields, no hull plating, no
For example, assume a ship has a struc- damage reduction is available. You’re a
ture of 20 by the time its shields reach zero. sitting duck.
It is hit again. The damage is 5. The struc-
ture of the ship is reduced to 15, but the GM Engineering Systems: The best result
also applies 5 points of damage to one or for failed engineering systems is that the
more additional systems, either randomly or ship’s systems cannot repair themselves.
as they deem fit. Systems that reach zero Any repairs must be done with hand tools
carry appropriate consequences. In this man- and external equipment and gear, vastly
ner it’s possible to kill a crew by eliminating increasing the difficulty to fix what’s gone
life support before the ship is destroyed. wrong. The worst case scenario is that ran-
dom things start going wrong as the mal-
Systems Failure functioning systems run wild trying to fix
what isn’t broken. Other systems may take
As stated above, when systems reach a damage as a result.
rating of 0 and fail, Very Bad Things happen.
A system fails when its rating reaches zero Engines (Speed): Engines reaching
and the ship fails a further status check. For zero at best mean you’re dead in space. You
the most part the specific catastrophic effects can’t stop or speed up at all (though if you
are left to the Game Master to adjudicate, were moving, your momentum will con-
but some suggestions based on each individ- tinue to carry you forward until some force
ual system can be found below. acts upon you to slow, stop, or even push
you further). At the worst case scenario, a
Communications: A dead communica- failed engine check at zero means the en-
tions system means you cannot call for help gines explode, dealing massive damage to
or receive transmissions of any kind. In the the ship (and likely all aboard). At mini-
best (or worst, depending) scenario, a mal- mum, exploding engines deal 10d6 (to-
functioning communications system may taled) damage to the engineering section
send out a beacon or distress call that can and all within, and create a hull breach.
be detected by any ship within range (ally Chain reactions could deal further damage
or enemy). to the rest of the ship, depending on the
Computers: When the computer sys- power source used to keep the engines go-
tems go dead, the best you can hope for is ing.
that it simply shuts down and cannot help Life Support: When life support hits
with anything going forward. In dire situa- zero, you’re in trouble. You have 1d12
tions, however AI programs have been hours of breathable air and warmth before
known to display psychotic breaks and you begin to suffocate and/or freeze to
even become homicidal, turning the ship’s death. After this time passes, a Toughness
systems against the crew in horrific ways. Save must be made every 30 minutes to
Construction: A construction failure remain conscious. This check begins at DM
means you have a hull breach. Atmosphere 10 and decreases by 1 each additional save.
is sucked out of the ship, temperature Once passed out, Toughness Saves con-
plummets, or in the case of explosive de- tinue (and the difficulty continues to get
compression, a section of the ship explodes worse). A second failed save means you
outward, immediately exposing all within either freeze or suffocate (really, by that
to the vacuum of space (and likely sucking point, what’s the difference?)
anyone in the exposed section out into the

156
Maneuverability: A maneuverability of That is, if you can see the cockpit (which is
zero means you cannot steer. Your ship can generally on top of the ship), you are above
only go straight ahead (assuming its en- it. If you are off axis in the direction of the
gines still function) though any momentum landing gear, on the other hand, you are be-
you had moving you laterally will see you low the ship. If both ships can see each
continue to move laterally at the same other’s cockpit, both ships are both above
speed until an outside force changes that. and below each other, depending on which
pilot’s point of view you use – each pilot will
Navigation: A navigation of zero means view themselves as “right side up” and
you cannot plot a course. Your star maps their opponent as “upside down.”
are gone, you have zero way to figure out
where in the galaxy you are, and no way of At the Game Master’s option, an at-
getting to your destination. To use an ar- tacker or defender may gain bonuses to
chaic parlance, you’re lost in the woods their attack or defense based on their rela-
without a compass, and you can’t even see tive proximity to the other vessel – attack-
the sky through the canopy. ing a ship from behind or above, for
example, could grant +3 to the shot or addi-
Sensors: Sensors at zero mean you can- tional damage. Attacking from below, on
not detect anything beyond your normal five the other hand, where a ship has additional
senses outside the ship. You can see what’s hull plating to protect it from atmospheric
out the viewport, but you can’t detect ap- burn-up or skid-landings, could impart the
proaching vessels, planetary bodies, nebu- defender an extra +2 to DV.
lae, space stations, black holes, or any of it.
You can’t scan other vessels for life signs. In basic starship combat, such abstract
Again, your ship is, essentially, blind. benefits are granted by the Game Master
(who sometimes may require a piloting roll
Weapons Systems: When weapons sys- to achieve them) and are used in place of
tems hit zero, you have no guns, missiles, specific attack and defense maneuvers.
or offensive capabilities of any sort. They’re
simply off-line. You might still have ammu-
nition, missiles, or torpedoes, but you’ve Dogfighting: Combat
got no way to fire them. That’s the best case Maneuvers
scenario. The worst case scenario is that Battles between starfighters in space
they explode, causing a chain reaction that opera tales are exciting, fast-paced, and
deals massive damage based on how much feature all of the interesting maneuvers
ammunition (typically missiles or torpe- one sees in World War II dogfights. Ignor-
does) you have stored in your ship. ing that there are no G-forces to deal with
in space, and the lack of drag makes such
Basic Maneuvers: Altitude in things extremely hard to pull off (some-
Space times because they’re too easy), it wouldn’t
Contrary to popular belief, altitude does be a sci-fi game without incorporating op-
exist in space, but it is relative, based on tional dogfighting maneuvers.
one’s proximate position in relation to a Whether these maneuvers are in play in
defender’s orientation. Some concept of be- your game is left entirely to the Game Mas-
ing “above” or “below” an attacker or de- ter. A few are described below. Feel free to
fender, however, is necessary to perform come up with more for your game – alter-
three-dimensional combat. As such, again, nately, if a player has an idea for a maneu-
rather than being based on how close to the ver that is not listed here, have them
ground one is, altitude in space is deter- describe it, and let them make a piloting or
mined by the general facing of the ship. other appropriate check, modified by diffi-
For most vessels (though this may be culty, to pull it off, and give them some sort
different based on the individual cam- of benefit if they succeed!
paign), being “above” a ship means being
off its axis in the direction of its cockpit.
157
Also note that the maneuvers presented Perception, if they have the ability) to
here represent only a small fraction of the divine what the attacker is doing, giv-
possible actions one might take in combat. ing them an edge in reacting.
There are literally thousands of works on
aerial combat strategy in publication (in- Each of these three methods adds a dif-
cluding the “Basic fighter maneuvers” arti- ferent element of strategy to the game. In
cle on Wikipedia from which many of these the end, however, the person losing the ini-
were adapted) that you can use for inspira- tiative check is the defender, and the one
tion for your own dynamic space battles. winning the initiative check is the at-
tacker.
When designing new combat maneuvers
just always remember the mantra: the The defending pilot, on their turn, then
game should be fast, easy, and intuitive. becomes the attacker, and vice-versa. New
Don’t go overboard on stacking minute maneuvers are chosen, attacks and defenses
bonuses or excessive resource manage- resolved, and the round begins anew.
ment. Keep it basic – one side gets an
advantage, one side gets a disadvantage, or Initial Engagement
both. The advantage either does or does not Maneuvers
carry over to the next attack, and there’s no
stacking maneuvers. While one maneuver The following maneuvers are under-
may be used to set up a second, it is the taken before initiative is rolled and can
second that grants the bonus, not both. only be achieved if one or both sides are
aware that they are heading for a battle.
Using Combat Maneuvers
The Combat Spread
Every combat begins with an engage-
ment, when attackers and defenders face The most basic combat maneuver, the
off. Initiative is rolled as normal, and each combat spread is more of an engagement
side performs an attack or defense maneu- strategy than an actual combat maneuver.
ver as befits their place in the initiative In this maneuver, two attacking aircraft
order. One of three methods for determin- bear down on a potential enemy before en-
ing the declaration of maneuvers is chosen: gagement, then separate both laterally and
vertically. The lower altitude fighter acts
1. The losing side is given the opportu- as a decoy to draw opponents in, while the
nity to attempt a defensive maneuver higher altitude fighter maneuvers into an
in response to whatever their attack- advantageous attack position.
ers are doing. The attackers must thus
declare the attack maneuver they at- Upon performing this maneuver, each
tempt to engage, and the defender pilot makes a base piloting check (no modi-
then declares their defensive maneu- fier) to successfully execute the maneuver.
ver in response, before the attackers The opponent then must attempt a Wits
engage. This is the standard means of Save Check to avoid biting on the fake.
adjudicating combat with maneuvers, Opponents with the Perception ability may
but it often gives defenders an edge attempt that ability before they make their
and can result in stalemate combats Wits Save Check. If the opponent succeeds,
that while dynamic, last for some combat proceeds as normal with no advan-
time. tage to either side. If the opponent fails, the
bait pilot improves their DV by 2 for the
2. The Game Master could have both round, while the attacking pilot gains +2 to
sides declare maneuvers in secret, hit for the round.
writing them down on a card, and then
revealing them simultaneously. If both sides perform a combat split
3. Finally, the attacker could write down (which often happens), all pilots involved in
their combat maneuver, and the de- the engagement must attempt both piloting
fender could attempt a Wits check (or and Wits Saves to see who comes out in an
advantageous position (whichever pilot

158
makes the most successful checks gains an maneuver that functions in a similar manner
advantage). If every pilot succeeds at all to the combat spread but sees the two fight-
rolls or every pilot fails all rolls, the maneu- ers sharply bank in opposite directions, forc-
vers are a wash, and combat proceeds with ing the attackers to choose one to follow,
no advantage or disadvantage to either side. while the other attempts to maneuver into an
advantageous attacking position.
Defensive Maneuvers With a successful piloting check at -10%,
The following maneuvers are performed the defending pilots gain the same advan-
when a pilot is on the defensive – that is, when tage as if they had performed a combat
the opponent’s initiative turn comes up. spread. The attackers must succeed at the
same piloting check at -10%; if all pilots
Break succeed, the attackers may split their
forces (if possible) thereby negating the ad-
The break is a standard defensive ma- vantage of the defensive split. If the de-
neuver which can be performed when the fenders fail and the attackers succeed, the
attacker is bearing down in front or behind. attackers negate the advantage and gain
This means that the defender makes a +2 on their attacks that round.
sharp turn across the flight path of an at-
tacker to increase the attacker’s angle off- Leap-Frog
tail, exposing them to guns for only a brief
moment called a snapshot. The defender A leap-frog sees a pilot suddenly engage
makes a piloting roll at a penalty of -5% per braking thrusters and top or bottom
point of maneuverability the attacker has. thrusters, either hopping above or drop-
If they succeed, the attacker suffers -3 to ping below their attacker (the latter some-
their attack. times called a drop-out), causing the
attacker to overshoot the defender. The de-
Bug-Out fender then pulls up into the (now former)
attacker’s rear, setting them up for an at-
A bug-out maneuver occurs when a for- tack at +3 on their next turn.
mer attacker is forced into an overshoot.
They may attempt to lay on their engines, The attacker must attempt a Wits Save
increasing speed from the overshoot, turn- (DM 10-defender’s maneuverability) to
ing their craft into a brief dive, and getting avoid overshooting. If they do avoid the
out of range (usually attempting to disen- overshoot the attacker may perform a bar-
gage). This maneuver may only be per- rel roll attack to counter the leap-frog,
formed when an attacker bites on a while if they fail, they may attempt a bug-
defensive maneuver that forces them to out as their ensuing defensive action.
overshoot. It requires the attacker to at-
tempt a piloting check at a penalty of 10% Jinking
per point of weapons systems of the oppo- Jinking is a last-ditch defense when all
nent. Success means that they successfully else fails. It consists of making quick and
avoid the free attack from overshooting and random movements, speed changes, rolls,
manage to disengage entirely. dives, climbs, and constant changes in a
The pilot who engages a successful bug- desperate effort to spoil the attacker’s aim.
out may decide to re-engage, starting the It is effective as a temporary defense – with
combat again, or may choose to flee, which a successful piloting roll the defender
can result in a pursuit if the opponent de- forces the attacker to make a Wits or Per-
cides to follow. ception check (as appropriate and the at-
tacker’s targeting sensors can apply) with a
Defensive Split difficulty of 10 – the defender’s maneuver-
ability. If the attacker fails, the defender
A defensive split is used when two fighters improves their DV by 3.
encounter a relatively even engagement –
two on one or two on two. This is a defensive
159
There is, however, a random chance (us- It is a difficult and risky maneuver to
ing the Rule of 2) that a shot still strikes pull off involving a simultaneous roll and
the defender, dealing the standard 1d6 loop curving around a straight flight path,
damage. Further, since this is such a des- creating a virtual 90-degree turn in three
perate maneuver, the defender sacrifices dimensions and bringing the attacker di-
their next attack and automatically loses rectly in line with the defender’s tail.
initiative next round.
A barrel roll attack is extremely difficult,
Sandwich requiring a piloting check at -30% and an
additional -5% per point of maneuverabil-
When defenders fly at the same altitude, ity of the defender. Thus, a defender whose
but lateral to one another in formation, fighter has a maneuverability of 4 imposes
they can perform a sandwich maneuver as an additional 20% penalty for a piloting
soon as an attacker maneuvers to the tail of check at a whopping -50%.
one of them. When this happens, the en-
gaged defender turns sharply away from If, however, the maneuver succeeds, the
their wingman, who then follows them. pilot negates the defender’s break entirely
This requires a piloting roll at -10% on the and gains +5 on their next attack against
part of both defending pilots. the defender. Failure, on the other hand,
grants the defender +5 on their next attack
A successful sandwich then requires against the pilot’s craft.
the attacker to attempt a piloting check
to pull up before shooting between the de- Chicken
fenders. This check is at a -5% penalty
per point of maneuverability of the com- A chicken maneuver occurs when an air-
bined defending fighters. Thus, if two craft engages their opponent head-on. In
fighters with Maneuverability 4 each pull such a maneuver, both aircraft may freely
out a sandwich, the attacker’s piloting fire at one another; neither gains any bene-
skill is reduced by 40% (a total of 8 Ma- fit or penalty from the attack. They simply
neuverability, times 5). blast away. Each round after the first, how-
ever, both pilots must attempt a Wits Save
If the attacker fails their piloting check, Check beginning at DM 8 and decreasing
they shoot between the two aircraft, and the by one each round. Failure means the fail-
formerly un-engaged fighter may attempt a ing pilot veers off, subject to a lateral at-
free shot at the attacker which does not tack at +3 by the opponent. A pilot can
count against their normal attack for the choose to forego the save and break off at
round. This free attack is a so uses their nor- any time, but they are still subject to the
mal defensive maneuver that round. lateral attack for the break-off.
If both pilots continue to may successful
Attack Maneuvers saves, the Game Master should determine
The following are attack maneuvers, some of how many rounds before they collide. If
which directly counter defensive maneuvers. neither pilot pulls up in time, the ships will
collide and be destroyed (along with the
Barrel Roll death of both pilots).
A successful barrel roll attack counters a High Side Guns Pass
break or drop out (see above), thereby
negating the advantage the breaking pilot A high side guns pass is also sometimes
gains. It is one of the few cases where the called a boom and zoom, hit and split, or
attacker may respond after the defender swoop. In this maneuver, the attacker must
attempts their maneuver – thus, an at- have altitude advantage over the defender
tacker who engages may, if the defender (they must be above the defender, not below).
breaks, attempt a barrel roll attack. This maneuver sees the attacker dive to-
wards the defender’s rear quarter and firing
their cannons in a fast pass, then pulling up

160
to disengage preferably out of range and al- maneuver requires a piloting roll at half the
lowing them to set up a second run. In atmo- pilot’s normal skill. If successful, the pilot
spheric battles this maneuver utilizes both may attempt an immediate high side attack
potential and kinetic energy to bolster the at +3, but also sees their speed halved.
attacker’s flight, but in space where there is
no resistance, it is entirely reliant upon the Failure, however, means the defender
maneuverability of the starfighter. can attempt a break and if successful, may
attempt an immediate free attack at +3 on
A high side attack works best as a sur- the attacker, who has turned themselves
prise where an attacker may be hiding in a into an easy target. This free attack is in
nebula, behind an asteroid, using cloaking addition to any normal attacks the de-
technology, or otherwise obscured. With a fender might have this round.
successful piloting roll, the pilot gets a sur-
prise attack on the defender, gaining +4 to Combat between Crewed
hit. If the attack is successful, they roll 3d6 Ships
for damage, keeping the best 2d6.
Combat between crewed ships is very
Any danger sense or surprise resistance different than a dogfight, and much more
the defender may possess can partially closely resembles naval combat between
negate the attack, allowing the defender a two large warships. These ships employ of-
chance to break (the only real defense fensive and defensive batteries to blaze
against this maneuver). Otherwise, the away at each other, relying on their crews
Rule of 2 applies for surprise as always. to use various areas of expertise to their
After the first attack, the defender must best advantage.
attempt a Wits Save Check to avoid being
setup for a second run. When combat erupts between two
crewed ships, any character manning a sta-
Juking for Position tion in the ship may make a check using
the ship’s systems to add to the ship’s com-
The most basic attack maneuver sees the bat capabilities. Characters roll their skill,
pilot making a simple piloting check with a DM bolstered by the rating of the system. As
equal to 10 – the defender’s maneuverability to standard, the system adds its full rating to
get into position to attack. If they succeed, the a d20 check or bolsters the base percentage
defender may attempt a Wits Save with a DM by its rating times 5 for percentile (class
equal to 10 – the attacker’s maneuverability to ability and skill) checks.
resist. Success on the attacker’s part and fail-
ure on the defender’s part means the attacker Success means they can add the ship’s
may attack. Success on the defender’s part and system level to attack, damage dealt, or de-
failure on the attacker’s part means the de- fense, but they must reasonably explain
fender evades the attack and may attempt an how they are doing so.
attack of their own.
For example, James monitors the com-
Success or failure by both pilots means munications station, which has a rating of
it’s a wash and neither is in a position to 3. He rolls his communications skill, which
attack at this time. If a pilot is already in a is normally 40%, but is bolstered to 55% us-
position to attack (as from a prior attack ing the ship’s system. He rolls a 45% - a
maneuver that has not yet been countered), success! He can now devote the ship’s Com-
juking for position is not necessary. munications Rating of 3 however he
chooses. He explains that he has managed
Immelmann Turn to tap into the enemy’s communications
and gathered their immediate strategy.
An Immelmann sees the aircraft begin- This allows the ship to target precisely
ning a loop, then rolling to upright when where one of the enemy ships will be, while
completely inverted, allowing a 180-degree also moving out of the way of their shots.
direction change, and usually setting the He adds +2 to attack and +1 to DV.
attacker up for a high side guns pass. This
161
A character with a skill in Weapons Sys- Risk Levels
tems can indeed make a check to add the
Weapons Systems bonus a second time, Even when you’re not engaged in
splitting it between attack, damage, and starfighter dogfights or running from hor-
defense as they see fit. rific alien species in a cramped space, any
number of things can go wrong during an
If the ship’s Weapons Systems rating is interstellar journey. Space travel, as some
+3, for example, and Kara has a Weapons of the author’s players put it, is freaking
Systems skill of 50% which she rolls suc- terrifying. A hull breach from a simple bad
cessfully, she could decide to add +1 to the seal can cause catastrophic decompression
ship’s attack roll, +1 to damage based on in the ship. You can run out of fuel and
precisely targeting the attack, and +1 to slowly freeze to death while your ship hangs
defense due to using batteries for suppres- dead in space, with very little help of rescue.
sive fire to shoot down enemy ordnance.
After all, space is the Big Empty. The
All such checks should be made at the vast majority of it is…simply nothing. It’s a
beginning of each melee round, before any space between spaces. It quite literally is
attack rolls are made. the Deeper Dark. You’re surrounded by
points of light, but you have little hope of
NPC Vessels with Crews getting to any of them, and even if you do
In the event that two crewed ships are get there, finding a habitable world with
battling, one manned by player characters manageable gravity and species willing to
and one manned by villainous NPCs, it help you is even more unlikely.
would unduly slow the game (to a crawl) if To this end, the GM can, at their option,
the Game Master had to stat out every apply Risk Factor to any given situation in-
member of the opposing crew and check volving interplanetary or interstellar travel.
their skill every time. As such, NPC vessels
are given a basic crew rating that repre- Risk Factor
sents the average skill and ability of the
entire crew. Almost every trip in space carries a Risk
Factor rated from 0 to 10. This Risk Factor
Each round, the GM makes a single per- represents the chance for something to go
centile check against the crew rating of the terribly wrong, which is in some way simply
opposing ship, and on a success, may dis- out of the control of the ship’s crew. A seal
tribute the ship’s various ratings points as bursts, an undetected leak causes them to
they desire. The number of systems that run out of fuel, life support is failing, etc.
may be allocated depends on how well the
check succeeds: In practical terms the Risk Factor ap-
plies as a penalty to the ship’s Status
● If the check succeeds by more than half Check (see below). It can, however, also
(say 20 or lower against a rating of apply as a penalty to certain class abilities
40%), the GM may distribute all sys- (at 1:5% ratio) or ability checks (1:1 basis)
tems to offense and defense as needed. as the GM deems appropriate.
● If the check succeeds by less than half,
the GM may distribute half the sys- Setting the Risk Factor
tems (the lowest values) among the
vessel’s offensive and defensive capa- The GM must set the Risk Factor of a
bilities. journey based on multiple factors, as well
as the steps the crew takes to mitigate risk.
● If the check succeeds by 10% or less, They should consider the age of the ship,
the GM may only allocate two total sys- the health of its systems, and any checkups
tems (those with the lowest values). (including skill checks for that purpose)
made by the crew before setting off.

162
Status Check ship that is struck by a meteor or which
comes under attack, for example, may in
Every so often, the players must make a addition to the Risk Factor add its Defen-
Status Check for their vessel. This check sive Systems, Construction, Engineering,
uses the Aspect Check Bonus for the aver- Computers, or even multiples of the above
age crew level, plus the highest mental to the check, increasing the vessel’s surviv-
ability score bonus of the Commanding Of- ability. All of this is at the option of the
ficer, plus any computer, sensor, or engi- Game Master.
neering systems ratings the ship may have
that can help. Failing a Status Check
Thus, a fourth level crew has an Aspect If the status check fails, the ship suffers
ability bonus of +2. The commanding officer damage to one or more systems. The GM
has a Persona score of 17, or +2 (his highest should choose a system or roll 2d6 to select
mental attribute). The ship also has an AI one randomly. That system suffers 1d6
with a Computers rating of 5. This means the damage. Any excess damage after a system
crew begins with a bonus of +9 to their check. is reduced to zero carries over to a second
If the Risk Factor applied to the situa- system, and so on. The characters may, in
tion is 4, the check reduces to +5. some situations, never know that a system
has been compromised until they try to use
The target number, as always, is 20. it, or until it hits zero and utterly fails.
Other Modifiers For guidelines on what happens at this
point, see Systems Failure, under the
Depending on what triggers a Status starship combat rules above.
Check, other modifiers may be added. A

163
How Often to Make Status class ability, or the Intelligence attribute,
Checks depending on what abilities and hardware
the heroes have available to them at the
How often Status Checks need be made time. In some settings, however, hacking
is up to the GM, but many factors can affect can be far more involved, especially in cy-
the need to make a check. The length of the berpunk settings where cyberjackers and
journey, for one, will determine how many cowboys ride the digital range, battling one
checks need to be made, and this, in the another in virtual space. Let’s look at the
end, also comes down to individual setting. two systems required to handle these dif-
In a game with FTL travel to the point ferent approaches to hacking.
where ships can travel dozens of light years
in a few minutes, a Status Check might
need only to be made once per journey. In a Basic Hacking
game where hypersleep sees crews in stasis Basic computer hacking is a simple class
for months, Status Checks may need to be ability, skill, or attribute heck, and a core
made monthly or weekly. part of the Slicer’s character class. The
Random or scripted events can also trig- hacker logs into a system and makes an In-
ger a Status Check – the ship veers too telligence check against the system, whose
close to an unknown Black Hole, a rogue Difficulty Modifier is set by the GM and is
comet or asteroid strikes the hull, or some dependent upon the defenses you face, and
other such event might trigger a check. The any other hackers trying to battle you for
ship drifting into enemy territory and be- control. In general, if there is another hacker
ing boarded or falling under attack could present, the DM is equal to 10 - their Vitality
certainly trigger a Status Check. Dice and Intelligence modifier, or it may be a
contested check, depending on how directly
These rules represent a Realistic game. one hacker is challenging the other. If it is
the system itself you are battling, the Diffi-
For Cinematic Games, Risk Factor culty Modifier is equal to 10 - the ViD of the
may not be in play at all, or it may simply original programmer.
serve to increase the time to get to a certain
place, a loss of pay for a late job (pay reduc- If the hacker succeeds, they get in and
tion 1d6 x 10%, for example), or something find what they need. If they fail, they are
else significantly less dangerous. locked out of the system. They may try
again, at the GM’s option, but may be in-
For Gritty Games, a failed Systems fected with malware, the sysadmin may be
Check sees the GM roll 1d6 for the number alerted to their presence, the difficulty may
of systems affected; each system affected climb, or any combination of these or other
suffers 1d6 damage. When rolling on the unpleasant consequences.
table, a system can be affected more than
once, suffering multiple dice of damage. Electronic Lock Picking
Computer Hacking Electronic lock picking is generally not a
and Cyberjacking part of computer hacking, but is a separate
ability unto itself, which is part and parcel
Hacking, quite simply, is breaking into a of the Slicer character class. Those who
computer system to damage it, plant soft- have computer skills that are not Slicers or
ware, steal information, or perform some otherwise do not have this ability may at-
other nefarious purpose, or to battle others tempt to bypass an electronic lock by hack-
who take on such nefarious purposes. Hack- ing the system, but suffer -20% to their
ers that use their powers to greed or nega- hacking skill, as the tools to get by such
tive ends are black hats, while those who forms of security are different than those
use their powers for good are white hats. for hacking a network, and require a subtly
Generally speaking, computer hacking is different art. In the end, while hackers can
a basic computer use check based on a skill, do it, focused virtual lock pickers are sim-
ply better at it.

164
Those with electronic lock bypass abilities may be inside the network while their al-
but without computer hacking skills, on the lies are battling in the real world. In such a
other hand, cannot default in the same way. case, ongoing in-network descriptions can
Electronic lock picking does not give one the be worked into the events in initiative or-
ability to bypass firewalls and battle enemy der as with any combat.
programs. In some cases, in fact, both skills
sets may be required – if a lock is picked Likewise, in the former example, per-
without bypassing a Firewall, alarms or haps the hacker manages to unlock a build-
security measures may go off. ing for their allies to enter, while at the
same time being under assault from a
lethal firewall. The GM can switch dynam-
Advanced Hacking: ically back and for the between the PC’s al-
Hackers in the Network lies attempting to pull off their heist (and
Some settings have more complex net- perhaps wondering why they’ve lost hacker
works, into which the hacker can project support) and the hacker within the system.
their consciousness to actually explore. As with all things, be sure to maintain a
Variously called the Web, the Matrix, the balance in play.
System, the Range, or any other name,
these settings are part and parcel of a Cy- Attributes
berpunk-style game but may exist in Space When in the network, the cerebral
Opera or other settings as well. hacker becomes far more efficient than
While within the Network, hacking they might otherwise be: they substitute
takes the form of actual combat between mental abilities for physical. Intelligence
the Hacker and the enemy programs, fire- becomes Agility, Wits becomes Strength
walls, or intrusion countermeasures set up and Persona becomes Toughness.
to stop them. Whenever an attribute check is made
One of the biggest problems when deal- inside the Web or a Network which would
ing with computer hacking, especially in a normally require a physical ability check,
cyberpunk setting, is that in genre, it’s a use the appropriate mental ability instead.
major part of the stories. Descriptions and Combat uses Wits and Intelligence bonuses
portrayals of what it’s like inside the net- rather than Strength and Agility. In addi-
work are vivid, exciting, and interesting. tion, even though the hacker may not have
At the gaming table, that can also be Melee Combat or Ranged Combat as class
true…for the person playing the hacker. abilities, they are treated as though they do
For everyone else, it can end up being while hacking a system. That is to say, they
drawn out and boring as they watch the add their Wits bonus to “melee” attacks
hacker have all the fun. within the system, and their Intelligence
bonus to “ranged” attacks while inside the
On the other hand, boiling it down to a system.
few dice rolls can shortchange the hacker,
who is playing their character for a specific Within the system, the hacker has their
experience. It’s important to strike a bal- normal Vitality, but adds their level times
ance between these two. Part of this is their highest mental ability bonus to their
knowing when to simply boil a hack down Vitality. Thus, if the Hacker’s highest men-
to a die roll, to keep the game moving, and tal ability is Intelligence 18 (+3) and they
when there is room for a full inside-the- are fifth level, they will add +15 Virtual
network experience. Vitality while in the network. The Hacker’s
Virtual DV is ten minus level and Intelli-
If the character is simply trying to break gence bonus. Thus, a third-level hacker
into a facility so that their allies can infil- with an Intelligence bonus of +2 has a Vir-
trate and conduct a heist, a few die rolls tual DV of 5.
may be sufficient. On the other hand, if
there is an ongoing combat, the character

165
The Hacker’s Program Suite: readable to anyone but a hacker. It’s left to
Virtual Powers the GM what the inside of the system looks
like in their milieu. In any case, the easiest
The hacker has virtual attacks and pro- way to create an enemy program is simply
grams they can apply and employ while to choose a monster from this work or one
within the system. In game terms, while in of our other games, Night Shift: Veterans
the system, they should be able to use vir- of the Supernatural Wars or Wasted
tual powers as though they were an Aug- Lands: The Dreaming Age, and “reskin”
ment of the same level as their character it as an intrusion countermeasure. Crea-
level. They gain virtual power points equal tures requiring “supernatural attacks” to
to an Augmented character of their level, be hit may, in the system, require the use
which they can spend on powers as needed. of specialized powers rather than a brute
Such powers are only available to the force attack.
hacker while they are jacked into a com-
puter system – they affect Firewalls and The hacker, once jacked in, must then
other security programs, but cannot be engage in combat to get what she wants,
used against real targets in the real world. using her program suite against the intru-
They represent a hacker’s custom software sion countermeasure or firewall’s special
package for hacking a system. abilities. Some intrusion countermeasures
are intended to simply eject a foreign hacker
In general, these points, once spent, are set from a system; in this case losing the battle
as part of the hacker’s software package and (being reduced to zero Vitality in the sys-
cannot be changed. At the GM’s option, how- tem) sees the hacker pushed out and discon-
ever, during significant downtime or at the nected, with future connections cut off or at
change of levels, a hacker can upgrade or re- least at a greatly increased difficulty.
program their hacking package to adjust or
change their available virtual abilities. Some are injurious, meaning that the
hacker is ejected as above, and suffers feed-
The GM may include other challenges in back that does physical damage equal to
the system which use non-attack-based ef- half their total Vitality, as well as being
fects; finding information, for example, locked out, as above.
may require some sort of detection power,
while overcoming a given “Trap” based Some firewalls are deadly. Such firewalls
firewall in a system might require a power deal real damage at a rate of one point of
that allows the hacker to bypass gates or damage in the real world per point of dam-
the like. age dealt in the system via direct neural
feedback. When it comes to these firewalls,
Enemy Programs, Firewalls, bonus Virtual Vitality are subtracted first;
and Intrusion Countermeasures the hacker suffers no damage in the real
world for damage dealt to Virtual Vitality.
The GM will need to construct “enemy After Virtual Vitality are gone, however,
programs” within the network that simply the damage suffered is real, and death in
work as monsters, using standard stat the system means death in the real world.
blocks (see Chapter 5). These programs
are firewalls or other intrusion counter- The worst of these programs will actu-
measures designed to stop exactly what the ally lock the hacker inside the system, re-
cyber jacker is trying to do: invade and ma- quiring an Intelligence saving throw with a
nipulate information they are not cleared DV equal to 10 - the Firewall’s ViD to log
to access. out and disconnect. At the GM’s option, the
firewall may follow the hacker, acting as
In fact, to the hacker, they may actually malware that affects their systems and
appear as various creatures or aliens—the causing any sort of permanent damage the
inside of the system may appear somewhat GM feels is appropriate, usually depending
like an MMO, Virtual Reality program, or on how badly injured the hacker was before
interactive movie. Alternately, it may ap- escaping the system.
pear simply as lines of code that are un-

166
Combat in the System Secondary
Combat in the system is handled in Training
rounds and attacks just like any normal Secondary Training is an optional rule
combat and can be assumed to take place in intended to help flesh out a character. In
“real time,” unless the GM deems other- this system, characters each choose one or
wise. This makes it very simple to work in two areas of background knowledge.
computer hacking with other activities –
the hacker acts on their initiative count The Secondary Training chosen should
and within the standard scheme of attacks be in line with the character concept. That
and defenses in combat. Such an approach is to say, if a player wants a character who
eliminates the need for the other charac- is both noble and a blacksmith, they should
ters to sit and wait for the hacker to resolve have a good reason why this is, and the GM
their efforts before they can act. must approve all Secondary Trainings.
If no outside combat occurs while the In play, Secondary Training functions as
hacker is within the system, it is suggested a point of reference for the GM, to deter-
that the GM run a single round of virtual mine what characters know. A character
combat, then cycle through the other play- attempting to perform surgery on a com-
ers to see what they are doing while the panion, for example, simply won’t have the
hacker works. Again, the goal is to keep knowledge to do so if they don’t have the
play moving and keep everyone engaged right background knowledge. A character
rather than having the hacker shine at the trying to ascertain just how sturdy a struc-
sheer expense of everyone else. ture is, on the other hand, might gain a
check based on their simple Intelligence
Controlling Drones and and Wits scores, but if they are also a
Hardware stonemason, they might get a bonus to
their check.
In some cases, a hacker’s goal may be to
take control of another system. Consider, for In general, any time a character has an
example, the heroes pinned down by auto- appropriate background to apply to a given
mated defense systems that are firing attribute, skill, or class ability check, they
plasma bolts at them from turreted weapons, gain +2 / +10% to the check. Secondary
while their enemies close in. The hacker may Training can never enhance combat attack
need first to defeat an internal Firewall or rolls or save checks; only attribute checks.
Enemy Intrusion Countermeasure, after
which they can use the turreted weapons as Secondary Training and Play Styles
an extension of their own consciousness,
turning the tables. So long as the hacker re- These rules assume a realistic game.
mains connected, they use their mental In a cinematic game, Secondary Train-
attributes to control the weapons just as ing should be far more general – “science,”
when battling within the system. “military,” etc. – and provide a +5 bonus to
This can work for any sort of “connected” applicable checks.
enemy technology from the aforementioned In a gritty game, characters gain only one
turrets to drones, remote AI-controlled ro- background, specific as in the realistic
bots and beyond. Normally, when a hacker game, and any check that is even ques-
is controlling such a piece of hardware, tionably tied to a background cannot be
they do not suffer any damage if the hard- made if an appropriate background isn’t
ware is damaged or destroyed. Losing the held. Thus, when checking to see if a
hardware simply means that: losing the structure is solid, only a structural engi-
hardware. The GM may design scenarios neer, construction worker, or other appro-
where this is not the case, but as a general priate background would allow a check. If
rule, such things are tools at the hacker’s the GM allows such checks without a
disposal, not an actual part of their being. background, they are at -5.

167
Fate Points Down But Not Out
Fate Points are a system that is intended When a character falls to at least -10
for cinematic games, though they may be Vitality or below, he is normally considered
added to realistic games to add a bit of ex- dead. Not so, if he has Fate Points to spend.
tra player agency. They should never be in- Down But Not Out costs three Fate Points,
cluded in gritty play style games. and results in the character being reduced
to exactly -10 Vitality and stabilized. The
It is worth noting, however, that many of character must have three Fate Points to
the Heroic Touchstones in Chapter Three spend to use this ability, may only call
require the use of Fate Points. If the Game upon it once per character level, and if they
Master chooses not to use Fate Points in doesn’t use it, it doesn’t carry over. So a
game, Touchstones that require the use of character who never has to use Down But
a Fate Point instead may be used once per Not Out at second level doesn’t have two
day. Touchstones that allow the character uses of it waiting when they get to third.
to grant or gain Fate Points still allow them
to do so, as an exception to their exclusion.
In such games, simply treat Fate Points re- Fortune’s Favor
lated to Heroic Touchstones as special mys- When a character spends 1 Fate Point to
tical abilities. They will often be granted to improve a d20 roll, add a die to the roll to
characters whose spheres of influence re- help meet or exceed the target number. The
volve around fortune or (naturally) fate. type of die rolled is dependent upon the char-
In this system, all players begin with a acter’s level and shown on the fate point ta-
number of Fate Points that they can spend ble below. A character can declare the use of
to gain additional effects in game. A char- 1 Fate Point to alter a d20 roll after the roll
acter always has a limited amount of Fate is made—but only before the GM reveals the
Points, and while the character replenishes result of that roll (whether the attack or
this supply with every new level he or she check or save check succeeded or failed).
attains, the rate of attrition can far outstrip A Fate Point that comes up at its maxi-
the rate of gain. As such, players must use mum result explodes; roll it again and add
them wisely. A character can spend Fate the total, and keep doing so as long as it
Points to do any of these things: keeps coming up with its maximum value.
Down But Not Out: Avoid death when When used to alter a class ability that
reduced to below -10 Vitality uses a percentile check, roll the Fate die and
Fortune’s Favor: Alter a single d20 roll multiply the result by five. This total acts as
used to make an attack, attribute check, a bonus to the percentage chance for suc-
level check, or save check, or a single per- cess, increasing the base chance for success.
centile-based class ability. For example, Melanie is playing a Psychic
Mighty Blow: Make a single, earth- named Marek who has a 35% chance to use
shattering attack which also stands a her electrokinesis ability. She needs an in-
chance of smashing the character’s creased chance, so she spends a fate point.
weapon. Her Fate die is a d8; she rolls it and gets a 5.
She multiplies this by five to get 25, and adds
Providence Smiles: Gain a minor plot it to her base chance, which is now 60%. No
break or scene edit matter how high the Fate Die roll, no per-
centage-based ability can have more than a
Righteous Rage: Gain a bonus to all 95% chance of success, after modifiers.
attacks and actions for an entire scene.
Depending on the hero’s character level
Second Wind: Recover lost Vitality. (see the table below), the die type increases
You Missed!: Avoid an attack. when spending 1 Fate Point to add to a roll.
If the character does so, apply the highest
result and disregard the other rolls.

168
Character Level Fate Die Rolled Righteous Rage
1-4 1d6 If you have a good, dramatic, in-game
5-9 1d8 reason (such as witnessing a good friend
10-14 1d10 get gunned down in cold blood), and you
15-20 1d12 have the points to spare, you may spend 3
Fate points to enter a righteous rage. This
gives you +5 to all attack rolls, attribute
Mighty Blow checks, and save checks for the entire
When a character spends 1 Fate Point to scene. For the rest of the scene, you also
make a single, earth-shattering attack, the roll one extra d6 whenever you roll dam-
attack is treated as though the player age, keeping the highest total (thus, if you
rolled a Natural 20 on his attack roll; it au- normally roll 1d6, you roll 2d6 and keep the
tomatically hits the opponent. Also, the at- best one. If you normally roll 2d6, you roll
tack does double the maximum possible 3d6, keeping the best 2, and so on).
damage for the attack. A scene is a nebulous amount of time
However, the character must then make comprising a part of the story with a begin-
a second, unmodified d20 roll; a result of ning, middle, and end—a whole combat, for
1-9 on the d20 means that the weapon shat- example, may be construed as a “scene.”
ters as a result of the mighty blow. This The GM has final say when a scene begins
ability is useful only in melee combat, and and ends. The GM must approve your rea-
extra damage from special attacks such as son, and the +5 you gain, and the extra d6
sneak attacks does not double. The hero is for damage, add together with any other
stunned for 1 round and cannot act. A Fate bonuses you might have.
Point can be used to achieve this effect only
once per game session. Second Wind
A character who has lost more than half of
Providence Smiles their current total Vitality (and is still con-
By spending a Fate Point, a character can scious) may spend a Fate Point to recover
gain a small plot break that helps them in half of all the Vitality they have lost (round
some minor way. They gain an important clue up). For example, a character who has 25
that he overlooked, just happen to be talking Vitality when at his maximum has suffered
to the right person to get the information they 15 points of damage, reducing him to a cur-
need, or have the cavalry come over the hill rent total of 10 Vitality. He may spend a Fate
while in a hopeless situation. The player must Point to instantly recover 8 Vitality.
describe exactly what the plot break is that
their character gains, and the GM always has You Missed!
the right to overrule this use if they deem it
improper, or if they have a good reason for the A character may spend 2 Fate Points to
character to be in such a tight spot. If the plot avoid a single attack that targets her. Crit-
break is overruled, the Fate Point is not spent. ical hits may only be avoided if they would
Characters can spend a point for Providence reduce the character below 0 Vitality, and
Smiles once per game session. this costs 2 Fate Points.
A character can only spend Fate Points Starting and Gaining Fate
for any given use once per round. If a char- Points
acter spends a point to strike a mighty
blow, they can spend another one in the Characters begin the game with a num-
same round to improve a die roll, but can- ber of Fate Points determined by their class.
not do a second mighty blow.
Hunter-Soldiers: 5 Fate Points
All others: 10 Fate Points

169
Each level thereafter, the character gains Madness
additional Fate Points equal to half their new
level (rounded down). Any Fate Points not Madness is considered a core mechanic in
spent carry over to the new level. Thus, if a Thirteen Parsecs, especially where things
first level character makes it to second level like the loss of humanity tied to cybernetics
with 8 Fate Points remaining, she gains 1 new and augmentations are considered. It can,
Fate Point for half her level at second level, however, be eschewed in games that have a
which adds to her existing 8, for a total of 9. more Cinematic bent with little effect on
overall play. When combined with the Cor-
In addition, the GM can (and should) ruption mechanic, it can create a game that
award Fate Points as an on-the-spot reward features a stark spiral into darkness.
for heroic or dramatic play, the use of clever
(in character) banter, noble self-sacrifice, or Mental Illness in the Real
as “compensation” to the players when the
story needs to take a turn that is particularly World
dark for one or more characters. Generally It should be noted that in the real world,
speaking, characters should earn and spend mental health is a very serious issue, and
Fate Points at roughly the same rate, if the millions of people suffer from mental health
game is progressing properly with the right disorders. These should never be glorified or
challenges and good role playing in progress. belittled, for they represent a serious strug-
Remember, however, that the use of Fate gle, and mental health services in our society
Points creates an extremely heroic game and are seriously underfunded by the public.
awarding too many can result in very over- Mental illness is an "invisible" disease, but
the-top play, rather than the cinematic ben- no less real for those who suffer with it. The
nies that they are intended to represent. It’s madness rules herein are in no way intended
important to strike a balance between allow- to represent, cheapen, or belittle those who
ing characters to have fate points when struggle with such a condition. They are
needed, and the characters having so many merely intended to add a cosmic or isolation-
that they never have to worry about failing. ist horror element to a game, and if they
make anyone at your table feel uncomfort-
Monsters, NPCs, and Fate able, they should be discarded entirely.
Points
Using Madness
If the players have Fate Points, monsters
and NPCs can, as well. In general, a creature In a game that uses Madness, when play-
has a number of fate points equal to half its ers are faced with horrific situations, be they
ViD (rounded down). This means that crea- scenes of graphic violence and brutality, or
tures up to 1 HD don’t have fate points, while supernatural creatures spawned from the
2 HD creatures have 1 Fate Point, and an 8 outer dark, they must succeed at a Wits save
HD vampire has 4 Fate Points. check. The level of this save is set by the GM,
but when it concerns facing a monster, the
Big Bads, the major villain for a season monster's ViD are generally used as the save
or campaign, should have Fate Points level. Thus, an 8 HD vampire imposes a
equal to their ViD, plus one per player Level 8 Wits save check against madness
character in the gaming group. This allows (the character makes a Wits Check at a mere
them to perform seemingly astounding es- +2, attempting to get a 20 or better).
capes and feats throughout the course of
the game via plot twists and the like, while For those saves with a level of 4 or less, a
also maximizing their combat effectiveness successful save means the character suffers
until the final showdown. During the final no madness on a successful save. On a failed
showdown, a major villain should gain save, they suffer 1 point of madness. For
bonus Fate Points equal to twice the num- saves whose level is 5-7, a successful save
ber of player characters facing them down. indicates 1 point of madness, while a failed
save indicates 1d4 points of madness. If the
save is level 8 or higher, a successful save

170
indicates 2 points of madness, while a failed Duration of an Acute Stress
save generates 1d6+1 points of madness. Reaction
When a player suffers madness, they ac- Characters who suffer an acute stress
crue Madness Points, which serve as a penalty reaction endure the effects for 1-9 minutes.
to further madness saves. Roll a d10 to determine duration. If, how-
ever, the die comes up as 10, they instead
Acute Stress Reaction suffer the break for 2d6 hours.
If a character gains more than 5 points of Post-Traumatic Stress and
madness in the course of one hour (in game Trauma
time, not play time), they suffer an acute stress
reaction. This can result in any of the following If the character suffers more than 2 stress
effects (or others, as appropriate and at the reactions in the course of a single day of game
GM's discretion): time, there is a 25% chance that they will suf-
fer a permanent psychological disorder from
Dissociation: the character's personality un- the trauma of their personal hell. This chance
dergoes a stark change. They may begin laugh- increases by 25% per additional stress reac-
ing hysterically, they may flee in absolute terror, tion they suffer in the course of a day. Thus, if
they may cower in a corner, they may go com- a character suffers 3 stress reactions, there is
pletely catatonic, they might scream, gibber, or no chance of permanence for the first one, a
babble uncontrollably, unable to do anything 25% chance of permanence for the second, and
else. In some rare circumstances they may de- a 50% chance of permanence for the third. A
velop a secondary personality altogether with its roll is made with each stress reaction.
own name and identity, which manifests to "pro-
tect" the primary personality. When the dissoci- The effects of a permanent disorder can
ation wears off, the character has no memory of vary based on the situation and are largely
what occurred while it was in effect. left to the discretion of the GM but should
be related to the situations that led to the
Fight: the character violently lashes out, disorder. Some options include:
seeing everything around as a threat, and
desiring to destroy everything until they are Paranoia: They're out to get me. It
left completely alone or the episode wears could be related to a single person or crea-
off. They cannot determine friend from foe, ture that's always out there, waiting, or in
and simply want to kill, as it's the only way severe cases it could be related to everyone,
they can see to protect themselves. When even close friends.
the break wears off, they are fully aware of Hallucinations: the character has audi-
what they have done, and suffer an addi- tory or visual hallucinations (or both).
tional point of madness at the realization. When such hallucinations occur, the sub-
Flight: the character flees the scene, des- ject is completely incapable of shutting
perate to get away from the horror, and them off or acknowledging that they aren't
doesn't stop until the episode ends. At the real. Often, these hallucinations will be in
GM’s option, the player may potentially suf- the form of triggering flashbacks that occur
fer from exhaustion (see the rules for Forced when they hear a loud noise or otherwise
March, above) at the end of the flight. find themselves in a situation that reminds
them of the source of their trauma, and
Freeze: the character completely freezes they can find themselves occasionally dis-
up. They are paralyzed and cannot move. sociating as they relive the event, which
The rule of 2 determines whether they lose can cause them to harm friends and loved
control of their bladder or bowels. They re- ones without realizing it.
main frozen until the episode ends.
Phobia: the character develops a crippling,
unreasoning fear of something related to that
which gave them the break that led to their
condition. A tentacled horror, for example,

171
might lead to a fear of anything tentacle-y, such It is left to the GM if there are any penalties,
as snakes, worms, cephalopods, or the like. bonuses, or other in-game effects related to
manifestations of stress and trauma, but al-
Depression, Mania, or Bipolar: The ways keep in mind that this is a game. Playing
character develops crushing bouts of de- madness can be fun, creepy, and even scary in
pression where they have to succeed at a a game where that is called for, but it's also
Persona save to take any action at all, or treading on thin ice for some players. These
may develop bouts of mania where they are rules are not an excuse for the GM to torture or
constantly on the move, active, and poten- upset players, or to cross the boundaries of de-
tially aggravated, elevated, and violent. cency. Again, if someone at the table seems to
Some may develop alternating bouts of de- be disturbed or upset for real, it's time to back
pression and mania, and are known as way off, and even considering putting away the
bipolar. Many who suffer this sort of disor- madness mechanics for a while.
der engage in self-harm in an effort to feel
something, or may have suicidal or violent
ideations while manic. Recovering from Mental
Illness
Permanent Dissociation: The charac-
ter develops a permanent dissociation as a Recovering from a permanent condition
response to threatening or stressful stim- can take years of treatment, medication,
uli. This dissociation has a 40% chance of and hard work by the afflicted person. In
occurring under any stressful situation, general, regular therapy sessions with a
and could be of any form described above, skilled psychologist, counselor, or therapist
with the most severe being Dissociative are required (if one can be found within
Identity Disorder, wherein they develop a range in your Solar Frontier), as are in
number of divergent personalities, each some cases medication. Characters who
fulfilling a specific need and with the goal seek such treatment show no improvement
to protect the primary personality. Each for the first 1d6 months of work.
time the character dissociates, they have a Thereafter they must make a Persona save
1% chance of developing a brand new per- check with a level equal to their Madness
sonality. After a dissociative episode, there Points each day to function without symptoms.
is a 50% chance per hour of the dominant Once per month, they can attempt an addi-
(core) personality re-surfacing. tional save, and if it is successful, they remove
Obsessive-Compulsive: the character 1d4 points of Madness. When their Madness
develops an obsession or fixation which pre- score reaches zero, they are free from their ail-
occupies them almost constantly, or they de- ment and need no longer make saves.
velop a compulsive need to undertake certain If, however, they suffer another psy-
repetitive tasks, whether it's a need to count chotic break while "cured," the character
everything, a drive to complete organiza- has a 50% chance of relapsing, their origi-
tional tasks, or obsessive detail orientation. nal psychosis returning with a vengeance.
The exact nature of the obsession and/or com-
pulsion can take a wide variety of forms.
Breaking from Reality:
Game Effects of Mental Unplayable Characters
Disorders A character whose Madness points equal
For the most part, the game effects of mental or exceed their Wits score automatically
disorders are of the role-playing variety. It's suffers a debilitating and crippling mental
worth noting, however, that in all cases they illness, which renders them incapable of
represent some aspect of the mind that is out of functioning in a normal capacity. They be-
the character's control. Thus, the GM will de- come a danger to themselves and/or other
scribe the hallucinations a delusional character people and must remain under constant
experiences, and the character is expected to supervision and possibly confinement or
react to them as though they were real. even restraint. This condition persists un-
til their Madness Points are reduced to 4 or

172
fewer, at which point they are considered to
be well enough to function in society once
more. For most characters, this means
removal from the game.

Madness and Play Styles


Madness rules are by their very nature
part of a gritty game and should only be used
in their full capacity in a game where players
understand that their characters are facing
sheer and stark mind-blasting horrors.
Realistic: If the GM desires, a version of
madness could exist for mid-level ("realis-
tic") campaigns that does not include the
development of long-term or permanent
madness, and simply uses stress reactions
if enough madness is suffered in a short pe-
riod of time. For such campaigns, there is
no need to track the total madness a char-
acter has; it's simply necessary to track the
madness points they accrue in a single
hour, to determine whether they suffer a
temporary break from reality.
Cinematic: A Madness mechanic in a
cinematic game should take more the fear
and terror mode. In such games, a failed
save check against madness results in
fight, fright, or freeze.
Roll 1d6:
1-2: Fight—A Fight-afflicted character
blindly attacks the source of their fear, suf-
fering +2 on attack rolls and -4 on DV. They
continue in this rage for 1-6 rounds, unable
to do anything else until it dies or they
calm down. They can attempt a new save
each round to shake it off.
3-4: Fright—A flight-afflicted character
flees the scene in utter panic for 1-6 rounds be-
fore recovering, and may attempt a new save
each round to calm down and come out of it.
5-6: Freeze—A freeze-afflicted charac-
ter freezes, staring agape at the source of
their fear for 1-6 rounds before recovering,
and may attempt a new save each round to
calm down and come out of it.
In such a game, the existence of psy-
chotic breaks or permanent madness is
more along the lines of a story point that
the GM sets in place.
173
Chapter Five: Universe Building
Welcome to the GM’s chapter of Thirteen Do I Need This
Parsecs: Beyond the Solar Frontier. In this Section?
section, we will examine some tips and tricks for
running your game, constructing adventures, Many experienced GMs may skim or skip
world-building, and structuring your campaign. this section. After all, if you've been running
We will run from initial character creation for decades, you've probably got a method
through advanced design principles, and give down pat that works for you. If that's the
you some advice on the unique aspects of this case, sure, skip over this section. There's few
particular game, which can run the gamut from to no rules to be found here. Still, a refresher
high adventure science fantasy, space opera, never hurts, and nobody knows everything
and planetary romance to gritty cyberpunk and there is to know. You may find things in
tech-noir, to hard sci-fi and “what if?” takes on here that royally tick you off, or you may
humanity’s distant future, and beyond. find things in here that ignite a lightbulb in
your brain. Likely you'll find a bit of both. In
Whether you are new to running a game, you addition, this section will look at Thirteen
are an experienced GM, or you’re a player who Parsecs specifically, and how to work with
wants to peek behind the curtain, this section is and mix and match classic mythology to
for you. As a final note, for those who own Thir- build a gaming campaign.
teen Parsecs: Beyond the Solar Frontier or
Thirteen Parsecs: Beyond the Solar Fron- This section is comprised of the experi-
tier, much of the information in here will be ences of the author, a very experienced GM
redundant. This is because we want our core who has been running games for decades.
rulebooks to be as complete as possible. Still, it is It's my hope that just about everyone will
recommended you at least skim this section be- find something of use in here.
cause there are some Thirteen Parsecs spe-
cific bits that may be of interest.

175
Session Zero chise. A fantastic idea is to have your players
choose a famous celebrity to cast as their char-
Session Zero is a relatively newer concept in acter. It needn't even be someone that's cur-
gaming circles. Actually, it's not, but the idea of rently living—you have an unlimited budget
codifying it is relatively new. The idea behind of money and time in this game, so if someone
Session Zero is that it's the time when everyone wants to cast a young Charlton Heston to play
sits down to discuss the new campaign. During their character while another wants Natasha
Session Zero, you will create characters and Henstridge, go for it! Bonus points if player
discuss everyone's expectations. one can do a great “Get your filthy paws off
me, you damn dirty ape!” impersonation.
Character Generation
Not only does this give other players an
This can't be stressed enough: don't ever instant idea of exactly what the characters
let players make characters at home and look, sound, and even move like, it adds a sense
just show up at the table. This isn't neces- of excitement, fun, and familiarity to the game
sarily because players can't be trusted right out of the gate. Again, if the players can
(though sometimes they can't). It's because do impersonations of their celebrities, that can
as the GM, you have a responsibility to be yet another way to encourage immersion,
make sure you facilitate a group that can but it's not necessary. Just the factor of know-
work together, whose characters will com- ing that your emotionally scarred psychic is
plement each other, and who are fair to portrayed by Kate Beckinsale, or your wander-
everyone sitting down to throw dice. ing space pirate is Idris Elba is plenty exciting
enough to get the message across.
Sure, for many the fun part is throwing
those dice and getting down to the story and
braving the dangers of the Cold Dark, but for "The Talk"
others, “char gen” is part of the fun, too, and as Session Zero is the time to get it out in
the GM, you need to be sure that every charac- the open, as GM, what you intend to do
ter fits. This might not always happen, even with the game, and get a feel for your play-
with your supervision—I once had a player in ers' expectations, desires, and boundaries.
a modern urban fantasy game create a wild We can already hear some of our old-school
fey in a group full of human demon hunters fans groaning at this, but bear with us. We
with a vampire slayer and a werewolf. She know it's a controversial subject for some
had no idea where she fit in the group, and folks, but really, it shouldn't be.
that was on me for not working more closely
with her during character generation. The key of the game, after all, is for ev-
eryone to have fun, and while everyone
You're more likely to get a cohesive group should respect everyone else, don't ever let
if you allow and encourage kibitzing around a player tell you as the GM that your only
the table during character generation. En- job is to facilitate their fun. You're allowed
courage everyone to talk about what they're to have a good time as well.
making, and to throw ideas back and forth
about character backgrounds. This is also a Compromise is key, here, to a degree. As
good time to discuss player knowledge vs. the GM, you need to understand that you may
character knowledge. Just because Steve have some ideas for the game that one or more
knows what Mac's character background is, of your players may find distinctly uncomfort-
doesn't mean Steve’s Engineer knows Mac’s able, and not in the “look in the mirror” kind
Slicer's background in game. of way that good science fiction stories are
supposed to make us feel uncomfortable. Try
The Cast of Characters to get a feel for boundaries and keep these in
mind when you plan your campaign.
As your players talk about their character
backgrounds, remember that you're mimick- Some players—especially more old-
ing a TV series, series of novels, comics series, school gamers—take umbrage at this idea,
movie series, or other entertainment fran- but really, the concept of respect at the
gaming table has been around since day
176
one. Over the years it’s been called a social that's the only real railroading—when you rob
contract, sensitivity, and a million other your players of their choice and free will.
terms, but once upon a time we just called
it basic respect among friends. That’s what That being said, sometimes players will de-
it comes down to. If someone's upset or not liberately try to derail your game (see what I
having a good time, the game has failed. did there?) and go the opposite way they know
That's genuinely all this is about. they should, for no other reason than to be dif-
ficult. We'll get to them later, as it can be com-
For some tables, this may honestly not be a plicated and unpleasant to deal with these
necessary step. Perhaps you've been playing types. The thing to remember for now is that
with the same group of players for 20 or 30 no, designing a story is not by its nature rail-
years. In such a case, by this point it's likely roading, and it's okay to do it. Once again, re-
that everyone's boundaries have been well es- member, you get to have fun as well.
tablished. Still, it's a good idea to touch base
every so often, but it's not necessary to have a On the other hand, maybe you really dig
detailed and in-depth discussion at the begin- running a gigantic sandbox where your players
ning of every game. It hurts exactly no one at can run around and do whatever they want,
the table to have this discussion in any way with you coming up with ideas to challenge
whatsoever, and it can uncover something them on the fly. If that’s your style, run with it!
important that you may not have realized There is no wrong way to do this except to en-
over all these years. force a play style on someone else, or to do
something that robs someone else at the table
Here's the TL;DR version: talk to your of their fun. If everyone’s having a good time,
players. Get a feel for what everyone's com- you’re getting it right.
fortable with, and exercise common sense,
common courtesy, and respect for the other The Episodic
people at your table. Structure
Planning Your Thirteen Parsecs is designed to mimic
Game the tropes of a wide range of science fiction
TV series, novels, film series, and even
We're going to assume for a bit that you've comics. To that end, when you build a cam-
already got an established setting, or you're paign, it can be best to follow the structure
gaming in the world of your favorite urban of these as well. That means instead of "ad-
fantasy/horror TV show, movies, novel series, ventures" or "modules," you run episodes,
or comics. If you don't, if you're designing chapters, or issues. Instead of a campaign,
your own setting, don't worry. We'll get to you have a season, novel, or storyline (de-
that in a little bit. First, let's talk about the pending on whether you're working with a
nuts and bolts of good GMing, of structuring TV show, novel, or comic series).
a game and building a story.
Creating the Outline
To Railroad or Not to Imagine sitting down to plan a TV series
Railroad? in a writer's room. The first thing you'd
Some players in certain circles of gaming need to do is outline the general events of
believe that the GM's job is to do nothing but sit the season. That's what you need to do.
there and react to whatever the players do, that You're the showrunner and the entire writ-
having any sort of plot or story in mind at all is ing team at this point. Your outline doesn't
"railroading." First, the author hates that term. need to be super detailed, nor do you need
Second, you're running the game. You're al- to feel married to every word of it as you
lowed to have a story in mind, especially in this move forward. But having that outline of
kind of game. What is not cool is forcing the your planned story arc, from start to finish,
players to follow your pre-constructed narra- will keep you focused and give you a strong
tive from point A to point B to point C. That's jumping off point.
where the term "railroading" came from, and
177
Start with the core concept of your season: can be much more tightly plotted. The 23-episode
Jakob, an android garbage collector who is season is ambitious, and while the author has
sick and tired of his people’s lot in life, creates done it several times, the 10-to-14-episode season
a conspiracy to rebel against his human mas- can be much more fun to run, as it gets from start
ters by granting sentience to a military AI to finish with a faster, more pulse-pounding pace.
that can exterminate the human race across
the stars. He has found a way to impart in- What's an Episode?
credible powers to his followers using a com-
puter virus that creates a hive mind and Something else to consider. The assumption
augmented physical abilities, and the various is that an episode should be one play session in
wild factions and degenerates are flocking to length, with a play session assumed to be about
him, creating an apocalyptic cult that threat- 4 hours of game time. If it runs longer, you've
ens the entire Solar Frontier and beyond. simply got a 2-parter. Those who have shorter
play sessions may choose either to have shorter
After you have this core idea in mind, you episodes, or to stretch episodes out over two
can then begin planning individual sessions. It’s worth noting it can take a lot of
episodes. Make a bullet point for each practice to work out how much your group can
episode. List its title and another one- to tackle in four hours. I’ve been running games
three-sentence description of what's going to for over 30 years, and my scenarios almost al-
happen in that episode. This way you've got ways run far longer than I intend – sometimes
a start-to-finish outline of your season. up to three or four sessions. My good friend
Robert, on the other hand, is aces at simple,
Be sure to mention for your own use the one-session adventures.
episodes in which your main villain (the "Big
Bad," or BB) will appear, and in what capacity. Really, an episode is what you make of it,
Remember that having them appear too often but as you begin writing, each episode
can potentially result in their defeat and de- should follow a basic four-act structure
struction long before your season finale when with a setup, investigation or complication,
you intend it to happen. The BB should work climax, and denouement.
through agents, plots, and plans, only showing
up once or twice early in the season, with more The Four-Act Structure
appearances occurring in the last 3-4 episodes.
The very last episode of the season (or two, if The four-act structure is a general frame-
you're doing a 2-part season finale) should re- work for any tabletop gaming scenario which
volve around your BB. Before that, let them works to build almost any adventure.
stay in the shadows, a threat on which the Cold Open (Teaser): Technically part of
characters can't seem to close in. Act One (or separate from the episode alto-
gether), this is what is often colloquially
How Many Episodes? called the "pre credits sequence." It's a few
This is a great question, and it depends on paragraphs (no longer than a page or two at
how often you play, and how much time you absolute most) that represent a scene which
have to devote to the campaign. There are two sets up the episode. In old-school gaming
general models you can follow if you want to terms, it's what's often referred to as "boxed
stick to the TV trope. The first is the classic U.S. text." This is because in older adventure
model, which consists of a 22-to-24-episode modules it used to be presented in a shaded
season. The second is the British TV and U.S. box within the module to set it off from the
Cable TV model, which consists of between 10 rest of the descriptive text.
and 14 episodes to a season. Think of it as the minute or two that plays
Choose which one works best for you, and keep before the credits roll. It can introduce the vil-
in mind that for the longer season averaging 23 lain of the piece, or at least the horror the he-
episodes, you'll want to do a lot more "filler" and roes are about to face and should lead (directly
"monster of the week" episodes than you will or indirectly) into the first act. It's not strictly
need to with the British and Cable model, which necessary, but it can be a great way to set the
mood for your players.
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Act One (Introduction): Act one of this This basic, four-act plot is the formula for
structure is setup that introduces the threat almost every episode of television ever cre-
and establishes them as a problem for the he- ated, and many pulp stories. Lester Dent, the
roes. Usually in an episode the threat will not creator of Doc Savage, cited it as the formula
likely be the main BB villain of the campaign for writing a 4,000-word story which he
but will be either a "monster of the week" unre- claimed never failed to sell. It's a near-sure-
lated to the BB or will be a lesser lieutenant of fire way to adopt a framework for your ad-
the BB. The players may not know at this point ventures that will succeed.
exactly who the threat is, but the existence of a
threat and the presentation of a problem to Don't Sweat the Details
solve occurs here.
Here's where the rubber meets the road. We
Act Two (Complications): Act two talked earlier about railroading and taking away
presents a middle section wherein the heroes player choice. That's where you must be careful
research and investigate the problem, running with your plotting. Your four-act structure is a
into trouble along the way (and generally end- framework for your adventure. It's not a cage or
ing up in way over their heads at the end of the box for you to use to trap characters. Your players
act). They should probably face a physical will, inevitably, come up with things you hadn't
threat—a battle with lesser minions or the like, considered. That's a good thing, not a bad thing,
while uncovering more information about ex- and as the GM, it's your job to roll with it and
actly who and what they face, and why they are adjust on the fly.
such a threat. They can also discover where the
villain might be hiding or likely to be. They No matter what you do, never tell a player,
should be left in the lurch in some way at the “You can't do that," without a very solid, in-game
end of this act—the villain sets a trap for them, reason for it. Whatever they want to do, they can
or some plan of action they took goes horribly try it unless it's directly in violation of the natural
wrong…just when they need things to go right. laws of your game world—a regular human
Hunter-Soldier can't just fly, no matter how
Act Three (Climax): Act three leads us to strong they are (unless they have special equip-
the climactic section of the adventure. Here the ment, an augmentation like bio- or cyberware, or
heroes extricate themselves from whatever a Heroic Touchstone, but that’s another factor
foul-up they encountered in Act Two, and race entirely). They can, however, give their best shot
to face the episode's main villain. A climactic at trying to scale a smooth wall, even without
battle usually occurs, even if it's a battle of climbing materials. The task might just be so dif-
magic or wits and not of weapons, and the ficult that they need an unreasonably difficult roll
villain is overcome by the heroes, or survives to to pull it off.
escape and become a threat for another day.
This is an important distinction: the heroes For this reason, however, you don't want to
don't always have to definitively win. Their sweat the details too much in your episode de-
victory can be pyrrhic, or they can fail entirely. sign. You may have seen commercial adven-
Indeed, the story arc of your season should ture modules that seem to cover every angle.
have at least one dark turn where things don't That's because they're designed to be linear, to
look good for the heroes, and this may last for remove the work from GMing, and they bring
several episodes. with them a certain set of assumptions into
which the players must buy.
Act Four (Denouement): Act four, then,
is our denouement, wherein the storyline is When you're running a game at home, you
wrapped up, and usually, there's a lead-in to can't cover all the bases and you shouldn't even
the next episode. The players, after a good try. All it's going to do is upset your players
session, can sometimes drag a denouement when they see it as robbing them of their agency,
on for some time, speaking in character upset you when the players aren't doing what
about what happened, where they're going you planned, and result in nobody having a good
next, and the like. time. The more details you try to plan for in your
game, the more likely you are to have problems.
That's why you want to use a framework.

179
How to Use the Framework Location-Based
Again, stick to the framework idea. What's Adventures
the threat, and how does it manifest? What Not all adventures have to be based on the
information is there for the heroes to find, and four-act story structure. Some are entirely based
what are some possible ways they can find it? on exploration. The heroes stumble upon an an-
Where is the villain located (come up with a cient ruin on a far off world, an entrance to the
few possibilities for this, to adapt to the play- underworld where they get lost in a vast maze of
ers' options), and a general timeline of events. tunnels and vaulted chambers with the promise
This timeline should be what will happen of great rewards should they come out on the
without the involvement of the heroes. That other side, or are on a simple rescue mission re-
means that the actions they take can (and quiring them to track a mark through one of the
should) force the timeline to change. The vil- thriving corporate-controlled colony cities at the
lain may delay or accelerate their plans, a given edge of the Solar Frontier.
encounter could change from the corporate These types of adventures are both easier
lobby to the local takeaway street food vendor. and far more difficult to create and run. You do
not, as GM, need to have a story worked out,
Adapt, Improvise, Overcome but you do need to know the environs that will
This concept may be very scary to the be explored. These types of adventures are also
new GM, who will look at a detailed story- called “sandbox play,” and when you choose
line as a crutch upon which they can lean. this style, you will need to be willing and ready
If that's a concern, that's fine. Just remem- to react to whatever the players want to do.
ber you must be prepared to adapt and Many more modern gamers prefer sandbox
change your story when the players act. If play to story-based play as they feel that it
you keep to a loose framework within the gives the players far more agency in the choices
four-act structure, you've got a lot more they make, and it does.
freedom to do that. The hallmark of a great As the GM, it is incumbent upon you to keep
GM is the ability to improvise and adapt to detailed maps and notes of the region and lo-
unforeseen circumstances. cales in play in your sandbox. Important tools
Worried that your players will know include a notebook of NPCs (non-player charac-
you're making it up as you go along? Don't. ters), stat blocks for important enemies, tables
They'll have no idea so long as you don't let of random encounters, and maps of the region
them see you sweat. Just make it up and roll that you can pull out when you need them.
with it. That's the exact kind of give-and-
take that makes gaming a blast and creates Re-Skinning Works
the most rewarding GM experiences. Here’s a secret that most good Game
One thing you should never, ever do is Masters know but at which a lot of people
take it out on the characters if the players scoff incorrectly. You can take any classic
make decisions contrary to your plans. Don't fantasy dungeon crawl adventure you like
get angry about it—embrace it. Heck, re- and re-skin it, and it will work as a loca-
ward it. If players do something completely tion-based adventure.
out of left field, which has the potential to be Instead of an underground ruin from an
truly awesome, grab onto it and run with it ancient, lost civilization or an encampment
as fast as you can. Give them some sort of of orcs or goblins, you suddenly have an
story benefit as a reward; something just abandoned air processing and terraforming
happens to go their way at a critical mo- facility that’s been overrun by savage alien
ment, or a point they can call in to make a monstrosities who have murdered the orig-
change to a scene that benefits the players. inal inhabitants. Your job, on behalf of the
In the context of Thirteen Parsecs, extra Corporation, is to go in, clean out the
Fate Points are a perfect reward. threat, and reclaim the facility.

180
You have literally changed nothing about vise or create whole cloth using the monster
the adventure you’re running except the way design guidelines found later in this chapter.
you describe what the heroes see. If you’re in
need of a quick adventure and are devoid of Maps of the Region
ideas, grab a dungeon crawl, make some
notes about how you’re going to change what Creating a star map is no mean feat. They
the heroes see and encounter, and go! require three dimensions (and sometimes
four), and can cover multiple solar systems,
You don’t even have to change the stat interstellar objects, rogue planets, black holes,
blocks – after all, they’re just numbers on gravity wells, and all sorts of other aspects.
the page and you can describe a 1 ViD crea- Worst of all, objects in space move all the time.
ture however you like. It doesn’t have to be a If it’s your first time doing a galactic cam-
goblin, and it doesn’t have to be attacking with paign, it may be best to keep it very simple.
a spear. It can be a giant, bipedal, reptilian
thing attacking with vicious claws and ven- Plot out the general locations of various
omous teeth. planets, colonies, and space stations in re-
lation to one another (usually measuring in
Non-Player Characters light years or AUs – Astronomical Units,
the distance from the Earth to the Sun).
Non-player characters, or NPCs, are the Keep a few deck plans handy of space sta-
people that populate your world who are not tions, ancient ruins, or generic colonies
otherwise portrayed by your players – handy that you can whip out as needed, as
colonists, scholars, corporate executives, well as stats for various sizes of starships
colony or station administrators, shopkeep- from shuttles to capital ships, space sta-
ers, cantina barkeeps, slicers, and the like – tions and beyond. These enable you to flesh
who your players may encounter when they out your game as you go, as the characters
stop to grab a drink at a local cantina on a explore. You might even consider in your
backwater space station or a black market spare time between sessions, just whipping
slicer they visit for illicit repair to their bionic up some new locales to keep handy.
arms, to keep things moving. NPCs are not
intended for combat, so really you just need Whether you are dealing with one of
descriptions and personality notes. Solar Frontiers mentioned in the chapters
that follow, or creating your own campaign
If the players do initiate combat with an setting, every locale you create makes your
NPC (and make no mistake, they will), you campaign world all the richer. Further,
can easily assign them some Vitality Dice each one enables you to always have some-
(usually just one or two) and go. Usually thing at hand, no matter what your players
player characters will outclass NPCs, but decide to do. Sometimes you can re-use lo-
occasionally you may want to give one cales just by shifting a few rooms or fea-
enough Vitality Dice and special abilities to tures. More on the world building aspect of
make the players regret being bullies. This your sandbox can be found below.
is just a factor of assigning abilities and Vi-
tality Dice and running with it. You can fig- Building Your Story
ure out XP later using the guidelines at the
end of this chapter. More on detailed NPC After you've gotten the hang of your first
creation can be found below. episode, you'll want to start building your
story. It's generally not a great idea to
Monsters and Enemies write all your episodes at once. Getting
more than, say, 2 episodes ahead of where
In addition, you will want some fleshed- you are can set you up for trouble, as it's
out enemies – aliens, enemy agents, rogue almost guaranteed that something in the
AIs, smuggler factions – that you can whip course of your season is going to take a left
out as needed. The difference between NPCs turn, forcing you to change your outline,
and enemies is stats. For enemies you will which can negate one or more episode ideas
want a full stat block, which you can impro- you had originally planned.

181
If you have the time, take it week by week. planning a 12-episode season, that leaves 4
If not, you may have to write when you can episodes for the introduction of the Big Bad,
and plan a few episodes ahead. So let's say 4 episodes for the development of the overar-
you've got three episodes planned, and the ching threat they present to the characters,
heroes do something that completely negates and the downturn that leaves the heroes des-
your next episode, and by extension all three perate to defeat them, and 4 episodes to ac-
you had planned? What do you do? tively hunt down and stop their nefarious
plans for world domination or destruction.
In the immortal words of Douglas Adams:
Don't Panic! First, sit down and look at the It's okay, in each act, to toss in a few
episodes you have. Is there any way you can "Threat of the Week" episodes, which have
adapt them to suit what the heroes did? little or nothing to do with the BB. These
There almost always is. You can change a can be side jobs which may or may not offer
monster, change a location, change a important information about the story but
MacGuffin (that's the object, person, or goal will present an immediate threat that
around which the episode revolves), or make must be dealt with, despite the BB looming
another adjustment and suddenly, you'll in the shadows. These can provide a fun
find it fits again. You might even be able to break from the action, and some tension
rearrange episodes. Perhaps what the he- relief by letting the heroes experience a
roes did can lead them to your third episode, conclusive victory against a lesser foe.
and then you can re-jigger the other two so
that they flow in a different order. In some science fiction settings, in fact,
the Big Bad may not even reveal them-
Again, it's all about improvising and selves until the very last episode or two.
adapting. Nobody ever said being a GM One current and wildly popular science
wouldn't keep you on your toes! fiction series about a lord of time traveling
through the universe in his police phone
Worst case scenario: what you had box is expert at this – dropping hints about
planned didn't work. That means you'll have the big bad every episode in terms of some
to come up with a new framework. It hap- actor that keeps popping up, a word or
pens to the best of us. Don't pitch your old phrase that shows up all the time, or the
episodes, though! Tuck them in a folder and like, which all then ties together at the end
remember them. You'll be surprised at the in ways the heroes never expected.
situations in which you can whip them out
again. They might even save your bacon the Basic Sub-Genres
next time it happens. No episode is wasted,
even if you don't get to use it right away. of Starfaring
Science Fiction
Structuring Your Season When you go into a campaign, you need to
As you plan your episodes you want to determine what level of science fiction you
think about structuring your season. If each want to run. There are three basic sub-genres
episode has a self-contained arc, it also forms of sci-fi into which just about every property
a part of a bigger, overarching storyline that fits. These are hard sci-fi, space opera, and sci-
encompasses your whole season. While struc- ence fantasy. Let’s look at each in brief.
turing the season, think of it, too, in a four-
act framework, with one exception: Divide Hard Sci-Fi
your episodes by three, instead of four. Your Hard sci-fi is marked by its basis in
season finale—the last episode or two of the real-world science and physics. When de-
season—is going to be the Act 3 climax, and termining FTL travel (see below) you will
the Denouement will take place at the end of absolutely use real-world theories of
that episode. physics (though in theory you could delve
That means you'll want to divide the rest into some aspects of quantum mechanics
of the season among acts 1, 2, and the "race and still achieve some impressive things).
to face" part of act 3. If, for example, you're
182
What you will not likely have are sub edge. Certain things are absolutely off the table
dimensional hyperdrives or jump gates unless you can think of a way to justify them in
(though wormhole generators may be in play). real-world concepts. This can be an extremely
Most likely in a hard sci-fi game you will see difficult way to run a game, wherein many of
Alcubierre warp drives and sleeper ships. your players just want to blow some things up
and get into dogfights in space.
If directed energy weapons exist they will
be beam weapons using focused light or If you choose to go with hard science fiction,
charged particles. It’s more likely that projec- you have lots of options available to you and
tile weapons and standard explosive devices you can run a very exciting, intriguing, and
will be in play (though some explanation will challenging game of exploration and philosoph-
be needed as to how missiles will work in ical comprehension of the nature and future of
space where there is no atmosphere). humanity. It will, however, be incumbent on
you to do a great deal of research and educate
Energy shields are unlikely (though elec- yourself on all of this science. The end result,
tromagnetic fields can be in play and can however, can be exceptionally rewarding.
cause all sorts of havoc both with charged
particle and focused light weapons as well
as metallic projectiles). Science Fantasy
Many gritty play options will be in play for The most popular science fantasy property
a hard sci-fi game. You can end up dead when in the history of the genre is without a doubt
your sleeper pod malfunctions. Powering your those films about those mystic knights with
vessel will be accomplished using nuclear their plasma swords and their pseudo-magi-
power (or potentially cold fusion). Every haz- cal abilities using a mysterious power that is
ard in outer space will be utterly terrifying. generated by all living things. Science fan-
tasy uses technology solely as trappings.
Psychic powers and psychic phenomena There is zero concern about how things work,
are questionable at best in a hard sci-fi all that matters is that they do.
game. This is because there is a great deal
of argument in scientific circles as to not In science fantasy spectacular explosions
just whether these are real, but whether and noise happen in the vacuum of space and
they are even feasible. nobody blinks twice. Psychic powers and
magic are common. Alien species are almost
Hard science fiction focuses heavily on the idea always generally bipedal and breathe the
of where technology is taking us, the effect it will same air as we do and are generally relatable
have on us and our society, and indeed, if and to human beings. Often, they are stereotypes
how humanity will even survive to go to the stars. of real-world concepts (but again, if you dive
It tends ironically to be a heavily philosophical into this, be careful about maintaining re-
type of work with a laser focus on us, on who we spect for those at your table).
are, and on the dangers of where we’re going. It’s
rarely hopeful, but it can be. In the end, the core These stories aren’t much different from
concept that defines hard sci-fi is that it is always, your typical fantasy game, but instead of
irrevocably, centered on real science and real longswords and crossbows you have laser
technology, both current and theoretical. swords and blasters. Instead of horses you
have giant alien lizards with six legs, and
A Warning instead of wagons and carriages you have
starships taking you between planets.
There is one specific warning you should
keep in mind when you choose to go with hard In a science fantasy game, almost anything
sci-fi. Once you start down that path, forever goes so long as it’s in line with the specific
will it dominate your game (see what I did rules you set for your universe. Many gamers
there?). What this means is that when you de- enjoy science fantasy above all else, because it
cide to dig into grounded, hard science fiction, pretty much lets them go anywhere. For oth-
you are constrained by real-world physics, real- ers, however, it’s too gonzo. They prefer some-
world scientific theories, and real-world knowl- thing a bit more structured. For those people,
Space Opera is the way to go.
183
tion for the purposes of suspension of disbelief.
Suspension of disbelief is a concept in fiction
that simply means your audience has to buy
into it. If you go too overboard you get to a point
where even in a setting with space wizards
people start going, “Sorry, that’s just too much. I
can’t swallow that.” While realism never comes
into play in such settings, believability must.

Space Opera
Space opera in many ways is a balance be-
tween hard science fiction and science fantasy.
In space opera, you tend to have a grounded ap-
proach with a bit grittier realism than you have
in science fantasy, but some handwaving is per-
fectly fine. Space opera tends to use a lot of what
is termed “Technobabble,” meaning that you
make up scientific concepts which may not fit
into real-world science but have an internal con-
sistency. Things like “chronoton particles” are
part and parcel of space opera games.
These games tend to focus on exploration and
grand stories with sweeping narratives. They can
be heavily philosophical or lived-in and gritty.
Everything from galactic federations exploring
strange alien worlds to gritty military sci-fi with a
ragtag fleet of survivors battling against relent-
In the end, if you’re looking to run a science fantasy less cybernetic terrors falls under space opera.
game, it’s almost a foregone conclusion that you
should consider picking up Wasted Lands: The Psychic powers may be in play, as might
Dreaming Age. Volume 1 includes all the rules and other mystical abilities but these will always
new species and backgrounds you might need to add have at least a hand-wave explanation that
fantasy elements into your science fiction game in- somehow feels grounded. The techno-mage that
cluding a robust magic system, while Volume 2 in- manipulates quantum mechanics to achieve
cludes an expansive bestiary filled with prehistoric pseudo-mystical effects is a prime example.
and fantastical creatures you could easily modify for Space opera games tend to be easy to run if one
your games. Still, Thirteen Parsecs is, as with all wants a grounded game without the level of eye-
our games, designed to be self-contained, and every- crossing, potentially headache-inducing detail that
thing you need to run a science fantasy game can be hard sci-fi requires, but doesn’t want the gonzo
found between these two covers! over-the-top feeling of the science fantasy game.
A Warning Many classic planetary romance stories such
as Edgar Rice Burroughs’ Barsoom stories tend
The biggest warning about science fantasy is to fall under space opera. Though some may ar-
maintaining balance. When absolutely anything gue that these tales are science fantasy, it is my
goes, the level of gonzo can quickly get out of considered opinion that Burroughs wrote within
hand and can run away with you. Your game the bounds of scientific theory as he understood
can become a hot mess before you realize it. Be it, and actually goes to some lengths to provide
extra careful to establish the rules of the uni- explanations for how and why things work the
verse. While you can say things work (or don’t) way they do; there’s very little pure fantasy in
just because they do (or don’t), don’t go too over- the Barsoom stories.
board with that. Some things need an explana-

184
Certainly, Gene Roddenberry’s massive fran- biles warring across the Australian desert bat-
chise falls under this umbrella, as does Glen Lar- tling for resources like water, food, and gas.
son’s story about the survivors of a devastated
humanity seeking a lost colony as their cyber- Post-apocalyptic fiction tends to be bleak
netic murderers hunt them across the galaxy. and focuses heavily on survival and re-
source management. Very little needs to be
A Warning done outside of world building to run a
post-apocalyptic game. Just do some re-
The biggest risk when running a space search, put together the tropes you like
opera is accidentally crossing over into sci- best, and run with it!
ence fantasy. While space opera can easily
crossover with hard sci-fi, when you leave the Perhaps the trickiest part of a post-apoca-
realm of believability and introduce too many lyptic game is putting together custom gear.
overtly mystical elements, you risk a fantasy The vehicle combat rules in Chapter Four
story with trappings of technology. are fairly robust, and the dogfighting rules can
be easily tweaked to add some dynamic ma-
For some this may not be a problem. For neuvers to ground-based vehicular combat.
others, it could be a real turnoff. In the end,
no matter what style of science fiction you Adding guns to a vehicle is easy enough.
wish to run, you will need to strike a balance. Real world military vehicles see heavy ma-
This book simply does not have the room to chine guns and flamethrowers mounted on
go into the level of detail that would be re- turrets; the same would be the case in an
quired to intensely detail all of these styles. apocalyptic game.
What is here is a basic overview to get you Adding armor and structure points could
started; there are plenty of resources online be accomplished by modifying the starship
to give you more than enough information! creation rules in the previous chapter to rep-
But here’s the secret: for most of this you resent things like ram-prows, armor plating,
don’t need to do heavy research. Just dive in and the like. The Engines ability can affect
and do what feels right to you and your play- the vehicle’s speed and when the Engine
ers. The only hard rule when running science score reaches zero, a catastrophic failure
fiction games is that you have fun! such as an explosion could take place. De-
pending on when the apocalypse takes place,
Other Sub-Genres some cars may even have Computers ratings.
of Science Fiction In the end, which statistics are applicable
to wasteland vehicles are left to the discre-
Science fiction has as many sub-genres as tion of the GM, as are the point values avail-
you can imagine. It could be broken down into able to heroes to customize their vehicles.
hundreds, even thousands, of other genres. A
few, however, stand out as quite common, and Resource management, again, is critical in
are very different than those involving travel post-apocalyptic stories. Skills will be essen-
in outer space. Let’s examine a couple. tial in such tales, as characters will be in need
of medics, scavengers, traders, and other spe-
Post-Apocalypse cialized heroes. Those who can provide will be
the most valued people in such stories.
Post apocalypse stories can run the gamut
from sheer fantasy (angels descend from If you want to explore atompunk or
Heaven; the gates of Hell open up on earth) to gamma-style settings, mutations will be
pure science fiction (society collapses due to a essential. For this, the Augment character
terrorist attack or the breakdown of existing sys- class will be vital. The Game Master may
tems) and beyond. Often, post-apocalyptic fic- wish to adapt alien species such as the
tion includes elements of horror, making it ideal canis and felis to represent animals that
for mixing with Night Shift: Veterans of the biological agents or radiation elevated to
Supernatural Wars. It can, however, also be near-human levels of evolution and intel-
high adventure and action - souped-up automo- lect, while the augment class allows for mu-
tations that grant special abilities.
185
Battlemechs and Kaiju grab a copy of either Night Shift or Wasted
Lands and import the Witch/Warlock or Sor-
Battlemechs, as stated in Chapter cerer character class from those games! The
Four, are modeled using the starship cre- Necromancer or Theosophist allows for that
ation rules, and all are simply small vehi- specialized con artist/exorcist character who
cles. They are supremely easy to cobble may also dabble in the mystic arts.
together and the rules for vehicular combat
and dogfighting already work to mimic bat- From there, it’s just a matter of building out
tles between two mechs. your setting, which likely will be the modern
day with a twist. Consider the following:
Adding Kaiju - those giant, radiation-
breathing lizards - to the mix is easy enough. ● Do people know about the existence of su-
A generic Kaiju entry has been added at the pers or are they a closely guarded secret?
end of this chapter in the bestiary so you can ● If they are public knowledge, are they heav-
customize it however you like. It is heavily ily regulated and controlled, requiring a li-
drawn from the “Apresaur” monster in cense to exercise the use of their powers?
Wasted Lands: The Dreaming Age, which ● Do they experience prejudice and hatred
also features a number of other megafauna or are they admired? Or conversely, are
that could be adapted to serve as kaiju. they just seen as another type of person?
The trick when running kaiju stories, espe- ● Do world governments have the means
cially those without battlemechs, is that once to deal with superpowered villains or
the kaiju shows up, there isn’t much normal does it fall strictly upon superheroes to
people can do about it except run and hide, and face down supervillains?
try not to get stepped on, eaten, or immolated. ● Are your heroes public or do they have
Kaiju, while often a main attraction in movies, secret identities?
would likely be the background element in
such stories - they are out there destroying the These simple questions alone will give you
city, and you, the humans, have to figure out much of what you need to know about how
why they are doing what they’re doing and try the characters will function in your world.
your best to come up with a way to stop them or
destroy them. Engineers could play a vital role Alien Invasion
in such tales, working on new scientific meth-
ods to draw away the monsters or otherwise Alien invasion stories can run the gamut from
put an end to their rampage. epic disaster films to those where the aliens have
secretly infiltrated the world in preparation for a
If there is one thing to remember about major invasion to come. Culture shock is the key to
kaiju, however, it’s that no matter what running alien invasion stories - when the aliens
you do, they always come back... show up do they announce their presence and
claim to come in peace, or do they simply start de-
Supers stroying cities? If they do claim to come in peace,
what effect do they have on the world in terms of
Comic books and graphic novels in the the change in technology and advancements that
street-level or “four color” superhero mold are they offer? Do people worship them in a cult-like
indeed science fiction tales. Running such a fashion? Do terrorist acts against the aliens erupt?
game with Thirteen Parsecs is quite sim-
ple - the Augment is already a character class What happens when it turns out that the
that represents mutants, altered humans, benevolent aliens turn out to be secretly hostile?
metahumans, or whatever other term you They are quietly strip-mining the Earth of its
want to use for heroes with superpowers. natural resources while harvesting the popula-
tion, brainwashing skilled people into becoming
Combined with the psychic, blaster, and servants of the new regime while using others
engineer, you already have most of what you for nothing less than food.
need, and skills let you customize your hero
with scientific knowledge and the like. If you Suddenly, the heroes find themselves on
want to bring epic spellcasters into the game, the run from this regime that is seen by most
186
of the world as benefactors of the human race, theories turn out to be true - aliens have indeed
and their only hope is to build a secret resis- been visiting our planet for centuries, but
tance to fight back and drive the aliens from maybe haven’t been here in thousands of years.
our world if they can, but it’s a fight against Their artifacts are starting to be uncovered,
overwhelming odds. and your heroes have to track down and ac-
quire those artifacts, and learn to use them,
Any of the alien species in Chapter 1 and before they fall into the wrong hands. Terrorist
at the end of this chapter can be used as the and criminal organizations seek to use these
threat, or you can create your own custom artifacts to create chaos and havoc (and even
threat using the guidelines at the end of this control the world). Research into the artifacts
chapter. Adding skills and class abilities to could uncover the motives of the aliens in visit-
aliens can differentiate them in their ranks, ing here so many centuries ago, or could unveil
such as Engineers or Hunter-Soldiers. gateways to time and space, which changes the
What can be fun for the Game Master in entire way we view the cosmos...
these kinds of games is that the GM gets to do If you want to run a modern-day science
all the world building they would do in a star- fiction game, it is highly recommended to
faring sci-fi game in terms of spaceships, tech- crossover Thirteen Parsecs with Night
nology, and the like, but it falls on the players Shift: Veterans of the Supernatural
to gain access to these things (if indeed they Wars. Many such games include a stark
need to do so). High adventure, tragedy, and horror element that Night Shift is built to
even comedy can result the first time an F-16 offer. Such a game can, however, be done
pilot gets behind the controls of a starfighter with just these rules, if you like!
and tries to adapt their Earth piloting knowl-
edge to Sirian controls and technology. Building a Universe
Investigative Sci-Fi Now let's get into the meat and potatoes of
your game: world building. Your world is also
Another type of science fiction involves sometimes called your campaign setting. It's
secret investigations into otherworldly phe- the overall milieu in which your heroes, mon-
nomena. In such a game, heroes play the role sters, and non-player characters live, work,
of agents in “alphabet soup” organizations and fight. And yes, in a science fiction setting,
such as the CIA, MI6, FBI, NSA, or others, world building often involves several or even
looking into mysterious unsolved incidents dozens or hundreds of actual worlds. “World
that don’t seem to have earthly explanations. building” is just a generic term used in gaming
Perhaps they work for an organization like circles to describe the creation of your sandbox.
Project Bluebook or MKULTRA, or a special
division of the FBI dedicated to solving weird If you’re using one of our Solar Frontiers, or
cases, with characters divided between be- you’re adapting a popular franchise to your
lievers and skeptics. own gaming purposes, most of the hard work
has already been done, and in truth, building
As their investigations go on, the cases get your own science fiction setting can be a bru-
weirder and more complex, and it becomes tally complex process. Be sure to check out var-
more and more difficult for skeptics to main- ious approaches to doing so in our Solar
tain their cold detachment...and the threats be- Frontier mini settings in the following chap-
come more real. It may turn out that ters. You’ll note that the basics of a campaign
extradimensional beings actually exist, or setting can be done in less than 10,000 words
aliens have indeed infiltrated our own govern- (which may seem daunting, but once you dive
ment, preparing to completely overwhelm in, it will go fast – trust us!)
society. Can the heroes stand against the inva-
sion, or are they simply raging against the dy- For those creating their own milieu, there are
ing of the light? several different ways to approach world building.
For most people, the campaign setting in a Thir-
A game with more action and lower stakes teen Parsecs game will start with a very familiar
could involve the governments of the world dis- backdrop: it'll likely be set on Earth or at least
covering that the “crackpot” alien astronaut
187
within our Solar system. That gives you a very yond the ken of humankind. Remember
easy, instant frame of reference for your game. Clarke’s Law: any sufficiently advanced tech-
nology is indistinguishable from magic.
For others, they'll seek to create an entirely
new milieu that may even be set in a distant, Consider the concept of quantum physics for
fictional galaxy. One example of this is our Cos- a moment. The idea of quantum probability
mic Harvest campaign setting found in Chap- manipulation under “FTL Travel,” below,
ter 6. This approach gives you the most freedom works almost seamlessly with the functionality
to create whatever you like, but also requires the of magic in our other games. Techno wizards
most work to maintain internal consistency. and techno witches could function in a science
fiction game using quantum probability ma-
Establish the nipulation to create wondrous effects by simply
Rules of the changing the probability that something will
spontaneously happen. The base Augment
Supernatural power activation percentage in these games
We can almost hear our hard sci-fi fans could represent the mage’s specific mastery of
groaning out loud at this concept but hear us quantum laws to achieve the effect they want,
out: the supernatural often plays a major role while spell levels represent the complexity of
even in some hard sci-fi stores, in the form of achieving specific effects. It’s an outstanding
psychic powers. But let’s step back and look way to put a sci-fi spin on traditional magic!
again at science fantasy settings – those
plasma-sword-wielding mystic warriors are Establish the
absolutely supernatural in nature with the Rules of
fantastical powers they wield alongside their Technology
energy blades.
This is essential for your game to have any
What about the Yog-Sothothery of H.P. sense of cohesion. Before you do anything else,
Lovecraft and his circle? The Great Old Ones determine the rules by which technology plays
are mysterious beings from the spaces be- in your world.
tween spaces, other-dimensional alien gods
whose cultists wield insane alien magicks. For Do your characters have access to highly
the most part, that level of supernatural is be- advanced quantum technology that func-
yond the scope of this particular book, but tions on a near-magical level? Can they get
combining Night Shift: Veterans of the biotech or cybernetics? Does computer hack-
Supernatural Wars or Wasted Lands: The ing look like it does in the real world, or does
Dreaming Age with Thirteen Parsecs: a hacker plug their consciousness into a com-
Beyond the Solar Frontier gives you every- puter system and use their mind to navigate
thing you need to explore distant worlds and deadly intrusion countermeasures? Is the
even have your explorers land on worlds like technology sleek, shiny, and clean-looking or
Hastur and explore the dead city of Grim do the starships look dark, grimy, and lived
Carcosa on the shores of Lake Hali. in? All of this will deeply affect every aspect
of your game, from the themes you explore to
You know what other science-fiction or science- the levels of danger your heroes face, and
fantasy subgenre makes heavy use of the super- why. Technology itself is at the heart and
natural? Comic books! If you’re running a supers soul of every sci-fi game, no matter how hard
game using Thirteen Parsecs you’ll need to re- or fantastical it may be.
ally establish how superpowers function.
Whatever approach you need, you will need Faster than Light Travel
to establish the rules of the supernatural. The
simplest approach to this is, “there is no super- Here’s a core question that everyone has to
natural – mystic warriors and psychics are off consider in a sci-fi game that involves interstel-
limits.” But many science fantasy, planetary lar travel: does humanity have faster-than-
romance, space opera, and even hard sci-fi set- light travel, and if so, just how fast can it go and
tings explore the idea of advanced abilities be- how does it work?

188
At present, according to general relativity, sense, preserved from the passage of time – it
the foundation of modern physics, breaking the could in a way be stated that they are outrun-
speed of light is considered impossible – it’s ning time, but again, this is an inaccurate de-
called the “cosmic speed limit,” and is un- scription. In general relativity, time is relative
breachable, but it’s also a holy grail for re- rather than constant (the only constant is the
searchers, and most are focusing on ways speed of light), precisely because people experi-
around that speed limit rather than direct ac- ence it in different ways.
celeration through that impossible barrier.
More on that below. For now, and for our purposes, it is enough to
understand that if you travel at light speed, the
In fact, it’s not even possible to travel at the whole universe is going to be a lot older than
speed of light. Theoretically, one could ap- you think when you return to normal speeds.
proach infinitesimally close to the speed of
light, and one could bust through the barrier Let’s examine some concepts of interstellar
and travel infinitesimally faster than the speed travel that you might adopt in your games.
of light, but the only thing in the entire uni-
verse that actually has the capability to travel Sleeper Ships
at the speed of light…is light. We’re placing sleeper ships first because
they are not by any stretch a form of FTL
Time Dilation travel, so let’s get them out of the way right
Another major problem with FTL travel, off the bat. Many grittier science fiction set-
and one rooted in special relativity, is the idea tings use sleeper ships which may approach
of time dilation. The faster you travel, accord- the speed of light, but normally cannot ex-
ing to relativity, the slower time moves for you ceed it (exceptions exist; see below). In such
while it remains at a constant all around you. settings it can take years, even decades or
Time dilation has been demonstrated regard- centuries to travel from one world to another.
ing astronauts and cosmonauts serving on the This requires some means to ensure people
International Space Station. Six months of survive to reach their destination.
time on the ISS results in astronauts aging The most common approach used in such
roughly 0.005 seconds less than people on settings is the idea of a “sleeper ship,”
Earth in the same timeframe. Two cosmo- wherein the ship uses an advanced AI (a high
nauts, in fact, have experienced 20 milliseconds Computers rating) to travel to its destina-
of time dilation in this fashion due to the length tion, while the crew is placed in some sort of
of time they spent on the ISS. cryogenic stasis for the lion’s share of the
Imagine, now, how much time dilation you trip, waking up only as the ship approaches
would experience traveling close to or beyond its final destination, or when it encounters
the speed of light! At 85% the speed of light, some problem along the way.
time dilation nearly doubles (for every 1 second Problems that travelers in such circum-
that passes for the object in motion, 1.9 seconds stances need to face are many. First, your ship
passes in normal space around it). At 95% of can be blasted by an asteroid or collide with a
light speed, someone traveling for ten years rogue planet and you can flat-out die without
would find that 32 years have passed around ever waking up. Remember that part in
them when they decrease to non-relativistic Chapter 4 about space travel being terrify-
speeds. This is a core concept to remember ing? This is where that comes to roost. If your
when dealing with FTL travel. ship gets blasted by cosmic radiation from a
To some this may seem like splitting hairs, solar flare, a comet, an asteroid, or other bit of
but it’s also important to note that whether space debris, your characters blissfully sleep-
time itself is a constant depends on your point ing away may not know it until they are sud-
of view. In special relativity, time does not actu- denly roused from sleep by the AI (and pray
ally dilate. What happens is that the person it’s not the AI that gets damaged) and the
traveling at relativistic speeds experiences the sound of klaxons, and they realize the ship is
passage of time differently. They are, in a freezing and they can’t breathe.

189
Start the clock ticking while they desper- ing it in front of a vessel and expanding it be-
ately try to fix the hole in the hull and restore hind. This allows the vessel to sort of “skip”
life support before they all die a pretty grue- from one point to another. Instead of moving
some death. faster than light, the ship reduces the physical
distance between two objects and itself is pro-
Let’s assume, however, that everything tected inside a “warp bubble” of real space be-
goes smoothly and you wake up just when tween the folded sections.
you’re scheduled to. How does your crew re-
act to the sudden realization that centuries The major problem with the Alcubierre Warp
have passed and everyone they knew and Drive up till this point in time has been that it
loved is long gone? Hell, they may even have requires negative energy density, and thus a
to face the fact that their home planet might form of exotic matter (neither of which has been
not be there anymore. Sleeper ships are a proven to actually exist) to function. At best,
ticket to high stress and even space madness. generating enough of it to sustain a warp bubble
is deemed impractical. Some posit, in fact, that
Speaking of space madness, some settings anywhere from the energy of an entire planet to
have been known to combine FTL travel with the energy of the entire universe might be re-
sleeper ships because of the idea that travel- quired to maintain a warp drive.
ing faster than light has a detrimental effect
on the human psyche. In truth, there’s little Recent developments, however, have
real evidence that this is the case, as quite pointed to potentially making this sort of
frankly, we don’t know anything at all about drive viable by creating this theoretical mat-
what FTL travel would be like. ter. A paper published in a recent journal
posits a theory unifying the theoretical con-
If you want to play with the madness rules cepts of dark energy and dark matter into
in a gritty setting, by all means adopt the what is called a “dark fluid,” which could be
faster-than-light-madness concept and im- used (again, theoretically) as a “fuel” for such
plement sleeper ships on top of it. Indeed, a drive, which could create and sustain the
another approach could be that while FTL necessary negative energy density. This par-
travel is possible, it still takes years to get ticular theory, which claims to allow a ship to
from one place to another. Thirteen parsecs reach and possibly exceed the speed of light,
of distance is (roughly) 42 light years. That has been highly controversial, but in a science
means that even traveling at the speed of fiction game, you are absolutely free to simply
light, and even counting for the time and dis- allow it to work!
tance dilation that occurs in relativity, it
would take a few years to travel that distance Alternatively, a few new theories have been
in relativistic time. If nothing else, stasis can put forth that may allow the use of a function-
limit the amount of resources such as food ing Alcubierre warp drive without the need
and water required to travel that distance. for exotic matter and using existing physical
laws. These new theories state that a warp
In the end, sleeper ships are a common trope, drive may be possible using solitons, or local-
especially in grimy “lived in” sci-fi settings or the ized wave packets that remain stable at con-
idea of colonists traveling to distant worlds. stant velocity. These wave packets are proven
to exist in nature. In certain configurations,
Alcubierre Warp Drive they could produce theoretical warp bubbles
The Alcubierre Warp Drive is the current just like those in the original theory and move
leading theory for faster than light travel, and the theory closer to applied physics.
one that physicists have been actively pursu- Even better, solitons allow us to overcome
ing for decades. Perhaps surprisingly, in re- the problem of time dilation – that is, the idea
cent years, real progress has been made on that time outside of the warp bubble would
this front. The Alcubierre Warp Drive, named move at a different speed than it would within
for physicist Miguel Alcubierre who proposed the warp bubble. As one approaches the speed
it, was inspired by how ships are said to move of light, time dilates, moving faster around
in Gene Roddenberry’s iconic sci-fi series. It the traveling object.
functions by literally folding space, compress-
190
This means that much more time would Hyperspace Drives
pass outside the ship than within. You could
spend, say, six months at FTL speeds only to Hyperspace travel refers to the idea that a
find that sixty years had passed outside (de- ship “drops out of” normal space, and enters
pending on how fast you were going). The use a sub-dimension called “hyperspace.” This
of solitons, in theory, overcomes this problem, sub-dimension sits atop, below, or beside (it’s
maintaining a stable rate of time flow both all n-dimensional in the end) our own, but
within and without the warp bubble. everything is compressed there, allowing
ships to get from one point to the other much
Another problem with this type of drive is faster. A ship at great speeds is said to be
some researchers theorize that the distortion traveling “in hyperspace.”
of spacetime in this fashion could create literal
tears in and severe damage to space and time Other names used for this sort of FTL device
itself. The soliton method may also solve this in sci-fi have been “slipstream drives” “conduit
problem based on the sheer stability of soli- drives,” and the like. In the end it all refers to the
tons at constant velocities. idea of dropping out of one’s home dimension
into a compressed sub-dimension. One could
EM Drives also, then, call it a sub dimensional drive.

EM, or electromagnetic drives, are a very Hyperspace is generally measured as mul-


new theory for FTL travel, and very little tiples of speed past light. Point-five past light,
has been uncovered beyond the basic idea. for example, would be a half percent faster
This form of high-speed transport functions than the speed of light. Hyperspace is only
by producing thrust without the use of any loosely based in real physics – specifically di-
propellant whatsoever, by simply bouncing mensional theory. It’s rarely detailed out in
around electromagnetic fields. Theoreti- the settings in which it is used, however, mak-
cally, this approach can generate infinite ing it another great option for those looking to
thrust, which could get a ship right up to the have FTL travel without going too deeply into
edge of the cosmic speed limit…but still explaining just how it works.
could not pierce it. Usually, hyperspace travel requires some
Essentially, the use of electromagnetic sort of special raw fuel which can be generi-
fields allows one to go as fast as it is possible cally called “hyper-fuel” or can have any tech-
to go under the current theory of general rel- nobabble name you like (see “Technobabble,”
ativity. The biggest issues with EM drives below). This can serve to be a plot point in
are the practical means to actually generate your game, a MacGuffin, a resource, or even a
this infinite thrust and maintain it to reach weapon in the wrong hands.
0.999999… of the speed of light. Another What’s important in hyperspace is that
major issue is that time dilation would still your vessel drops into a compressed dimen-
be very much in place, meaning that when sion, and how fast it is depends on how fast
you dropped out of infinite thrust back into the ship moves in normal space. A ship that is
normal space, years, decades, or centuries faster in normal space may also be faster in
would likely have passed around you. hyperspace. If you like, additional levels can
Basically, under relativity the exact same be added in that ships with more advanced or
issues arise as one would have with hyper- souped-up drives may be able to drop into in-
sleep, but you wouldn’t need to be in sus- creasingly smaller sub-dimensions, further
pended animation. Your family and friends shortening the distance between two points on
would still be dead, and Earth might no top of the ship’s normal speed. Where one
longer be there. Indeed, in theory, you could ship’s drive allows them to make a trip in four-
use an EM drive to travel 30 years only to teen parsecs, another’s may allow it to drop
find when you get there, that a human two subdimensions lower, enabling it to make
colony has existed at your destination for a a run in less than twelve parsecs!
century, because FTL technology has passed Another thing that often comes up in hyper-
you by. Talk about culture shock! space settings (and which also occurs in jump

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drive settings, as below) is the ability to track idea of such jump drives. The newest explored
vehicles through hyperspace. If a vehicle phys- the concept of traveling through a sort of sub-
ically leaves normal space, only re-entering at space dimension on a mycelial network (some-
its destination, and if there are unlimited sub- thing that actually exists in nature, blown up
dimensions into which it might drop to travel to a cosmic scale), and eventually looked at
that distance, it can be almost impossible to the way using that drive was causing ir-
track or chase a vessel through hyperspace. reparable harm to the dimension through
which it traveled.
This can also present a fantastic MacGuffin
or threat in a campaign. What happens when Another popular series, a remake of a fa-
one power in the galaxy develops the ability to mous 1970s show redone in the early 2000s,
track through these subdimensions or used such jump drives to great effect, without
through jumps? They would possess a domi- ever explaining precisely how they worked,
nating power over other civilizations. but establishing clear limits to the drives –
jumping beyond a “redline” was highly risky
Jump Gates and Jump Drives and could result in disaster, another good rea-
son for the 13-parsec limit to be in play. Ex-
Jump gates or jump drives are a very com- tremely long travels required a series of
mon trope in science fiction, allowing a vessel shorter jumps to accomplish, based on the
to essentially vanish in one point of space and sheer limits of the technology and risks in-
reappear in another. Very often, the function cluded materializing in the middle of physical
of such gates are not explained, but they objects or stars as well as simply blowing out
could use a form of Alcubierre warp drive – the jump drive or expending massive amounts
imagine if the only way to generate the en- of fuel (in that series, a precious resource).
ergy required to create a warp bubble was Jump drives, in the end, are a good idea if you
using a giant space station surrounding a want to allow for fast travel between points
sort of portal through which ships could fly. without worrying too much about how your
This portal, then, could direct the ship to exit FTL travel works.
from another portal somewhere else, which
was linked to the first. Mass Dampening
Other possibilities are that jump gates With the confirmation of the existence of the
function as wormhole drives (see below), open- Higgs boson particle in 2013, our entire under-
ing gates to stable wormholes, with specific standing of the universe changed practically
routes plotted out between various wormhole overnight, and that is not an understatement
drives. In such settings, deviation from the by any stretch of the imagination. Not the least
plotted path may be possible either deliber- factor in this revised understanding is that we
ately or due to a hazard or even calculation have now learned how to control the property
error, which could lead to all sorts of deadly, of mass in matter. This means that we can,
disastrous, and exciting adventures. theoretically, make a spaceship less massive
If you want to explore the concept that 13 while retaining its existing other dimensions.
Parsecs from a home world is a theoretical In outer space, weight is not an issue. Ev-
solar frontier and distance limit, jump gates erything is weightless in the absence of grav-
are a superb option, as it may well be that ity. You could, theoretically, pull a ship
humanity has simply not built any jump gates towards you with a rope all by yourself, even
that far out, making the 42-light-year range a if the ship was massive. You still, however,
practical limit based on available technology. have to overcome the related principles of
A counterpoint to jump gates are jump mass and momentum to create, increase,
drives. These work on the same idea as jump sustain, decrease, and cease movement. The
gates but assume that the technology is small more massive an object is, the more energy it
enough to be installed on individual vessels, takes to get it in motion, increase its move-
which can then hop through space instanta- ment, slow it down, or stop it. Thus, by damp-
neously from one point to another. Several ening the mass of a ship, it takes far less
recent science-fiction series have explored the energy to “push it” to higher speeds.
192
Further, as speed increases, so does mass. could find a way to reconcile the two and allow
This is part and parcel of momentum. Mass quantum physics to work in a physical space,
dampening would allow us to maintain a con- these new laws could be used to solve a great
stant mass even as a vessel increases in speed, many problems, from power to travel to time
meaning constant energy would provide con- dilation and beyond. Again, however, much of
stant acceleration. Theoretically, such acceler- quantum theory is just that: theoretical.
ation could even pierce the cosmic speed limit,
achieving faster than light travel. Quantum Probability
Manipulation
Much like EM Drives, above, this method of
FTL travel still carries the problem of time Also derived from quantum mechanics,
dilation. Relative time will still speed up as quantum probabilities allow for the use of
you approach the speed of light, so as you feel quantum laws to manipulate the probability of
like you are traveling at insane speeds, when simply appearing somewhere else at the quan-
you drop back into general space, you’ll find tum scale. In a practical sense, this is not much
that actually many years and possibly even different than the jump drives explored above.
centuries or millennia have passed around If you can get quantum physics to crossover
you and the universe you return to is nothing with the physical world, you can allow an object
like the one you left. to pop out of one space and then pop into an-
other, just by manipulating the probability of it
Quantum Acceleration being able to do so. This plays on the idea that
nothing in the universe is truly impossible, just
Quantum mechanics is an almost entirely wildly improbable. Douglas Adams is probably
theoretical field that in many ways falls squarely the most famous science fiction author to play
under Clarke’s Law – much of what we see in with this concept in his books.
quantum physics does not work on the same laws
as our normal physics and has almost no explana- One of the most fun things about probability
tion that we can place upon it. Quantum physics, manipulation is that achieving an effect may
the study of these phenomena, almost looks like not require working the probability to 100%.
magic to us. That makes it an ideal solution for Even at one percent, there’s a chance an effect
many who want to technobabble their way could take hold. This could allow the Game
through a sci-fi setting. Just be warned: the (real Master to create charts of wild effects, having
or armchair) physicists in your game may chal- players roll against their current possibility of
lenge you (or even throw conniption fits) if you the desired effect when they engage their de-
overuse the word “quantum” in game! vice, but allowing for something random to
happen that is very much not what they origi-
In real science, the field of quantum mechan- nally desired if they fail.
ics opens entirely new realms that can essen-
tially work around or indeed defeat general Quantum mechanics can be sheer chaos, folks.
relativity. With quantum acceleration, it is pos-
sible for matter to exist at a state slower or A Discussion of
faster than the speed of light. This is where the Time Travel
concept comes from that you can travel right up
to the doorway of the speed of light, then hop Time travel is absolutely part and parcel of
over it to just over the speed of light, but not science fiction gaming. What it is nearly im-
actually achieve the speed of light itself. possible to accomplish in a toolkit game, how-
Rather, you phase through the singularity that ever, is a discussion of the hard rules of time
is the speed of light, to achieve FTL speeds. travel. This is because we can’t currently
travel in time (except for time dilation as the
The real problem we experience with quan- result of relativity, even that is only an irre-
tum acceleration is that we do not know how versible way to go forward in time… and no-
the quantum world exists within the macro body’s done it in any significant way).
universe (our universe). While quantum
physics seem to work fine in their own space, What we can do is look at some general con-
they break down in our physical universe. If we cepts of time travel, and you can determine
how you want it to work in your game. Much
193
like our planetary creation rules below, there is Time Machine Creation
no way to provide a comprehensive treatise on Tables
time travel theories; these are many, multi-
form, and complex, and people far more compe-
tent than the author have tackled the topic. Table: Time Machine Size
It is suggested that those interested in really 1d10 Size
digging into theories of time read books such as Tiny (a single seat, perhaps with con-
1-2 trols - possibly a worn
A Brief History of Time by Stephen Hawking, device)
Temporal Theory: Time Travel: Its Perils and Small (Enough for two time travelers
3-4 with controls and readouts)
Paradoxes by Jason E. Lee, How to Build a Time
Machine: The Real Science of Time Travel by
5-6 Medium (A pod that can handle four
Brian Clegg, It's Really About Time: The Science to six time travelers
of Time Travel by John Oliver Ryan, The Science
7-8 Large (The size of a shuttle; difficult to
of Time Travel: The Secrets Behind Time Ma- conceal unless other methods are used)
chines, Time Loops, Alternate Realities, and
More! by Elizabeth Howell, and So You Created 9-0 Huge (built into a vehicle or starship)
a Wormhole: The Time Traveler's Guide to Time
Travel by Phil Hornshaw, to get a start. Table: Time Machine Appearance
1d4 Appearance
What Does Your Time Crude (literal bells, whistles, smokes
Machine Look Like? 1 and sparks, old, rusty bits)
Let’s start with the simple (and fun) part of Functional (Exposed wires and cir-
2 cuits, but definitely high
a time travel game: what actually is your time tech)
machine? Is it a phone booth that’s dimension- Advanced (Sleek, unique or innova-
3 tive approaches and concepts)
ally transcendent? Is it a stainless-steel car
from the early 1980s that opens a wormhole
4 Futuristic (Built into a starship or a
when it hits a certain speed? Is it a refrigera- high-tech-looking pod)
tor? Maybe it’s a hot tub. Possibly it’s a time
tunnel hidden in a panel behind your office wall Table: Time Machine Aesthetic
and monitored by an advanced but tempera-
mental computer. Perhaps it’s an alien gate- 1d12* 2d8 Aesthetic
way that your division has just worked out how 1 2-3 Steampunk
to use. Maybe it’s a particle accelerator that 2 4-5 Dieselpunk
sends your consciousness hurtling through
time to inhabit the bodies of others throughout 3 6-7 Atompunk
history. It could also be built into a spaceship… 4 8-9 Bio-organic
or a device that looks like a wristwatch.
5 10-11 Lived-in (dark, grimy, 70s-era
All of these (and many more) have been used computer terminals, messy)
in one or more science fiction tales. This, how-
6 12-13 Industrial (exposed beams,
ever, is the first thing to determine. The core of hard edges, iron and steel)
how time travel works in your game will simply
7 14-15 Rustic (farmhouse aesthetic, ex-
fall to the description of what time machines posed wood beams, brick, stone)
look like in your universe. Time machines that
are large or huge can be built into vehicles, 8 n/a Futurepunk
n/a Futuristic
which may be then built using the starship minimalism (sleek,
9
construction rules, at the Game Master’s dis- white and chrome, touchscreens)
cretion. If this is done and the players also roll
10 n/a Supertech (holographic inter-
points on the Special Features table, they gain faces, psychic controls, etc.)
additional points on top of their normal star- 11-12 16 Roll Twice and combine
ship construction points. *Advanced or Futuristic Appearance only; otherwise
use 2d8 column

194
Table: Time Machine Mobility Paradoxes and Changing
1d10 Mobility Time
1 None; machine is static The next big thing to consider in a time
travel scenario is what happens when the he-
2 Crude; human-powered (a bicycle or
the like) roes interact with historic events or, gods for-
bid, when they crossover their own
3-4 Powered ground movement timestreams? These rules are something to se-
5-6 Powered water movement riously consider, as it’s bound to happen that at
someone at some point will want to kill a his-
7 Powered Amphibious or Submersible toric dictator or save a parent their character
8-9 Powered Flight lost when they were young.
0 Spaceflight There’s also the famous “Grandfather Para-
dox,” wherein a character goes back in time, falls
Table: Time Machine Special Features in love with one of their own ancestors, and be-
comes their own grandparent. Or the reverse;
2d6 Special Features what if they don’t hook up with their ancestor, or
2-4 None; machine is what it is worse, allow them to be killed before they have
children, and thus wipe out their own entire fam-
5 Bigger inside than outside (work with
GM to determine how much) ily line? Time travel can be a real mind-bender.
6 Mundane (Not invisible but people
tend to ignore it)
7 Cloaking (Can vanish from sight)
8 Phasing (Can phase in and out of real-
ity as a means of remaining undetected)
9 Shapeshifting (Can scan surround-
ings and adopt a form that blends in)
Defensive systems (1d6 points to put
10 into Defensive or Weapons systems
per Starship Construction Rules)
Advanced Computers and Scanners
11 (1d6 points to put into Computers,
Communications, and Engineering
per Starship Construction Rules)
Full Ship Design (2d10 points to put Paradoxes and Player Characters
12 into full ship statistics as per Starship
Construction Rules) There are essentially three ways of handling
paradoxes and changes to one’s own timeline as
it directly affects the character: they wink out,
Table: Time Machine Power Source they have to outrun time, or they are immune to
1d4 Power Source the effects.
Unknown; time machine simply seems Wink Out: The first is that the player char-
1 to work
acter who somehow negates their existence or
2 Common (fossil fuels, solar power) original timeline will instantly wink out of
Rare (radioactive elements, rare crys- existence, possibly replaced by a potentially
3 tals) entirely different character that reflects the
new future, or possibly simply ceasing to exist.
Specialized (Chrono-particles gener- For game purposes, this is probably the least
4 ated by otherworldly means)
desirable as players rarely enjoy instant death
that you can’t do anything about. This might
be appropriate, however, for gritty games.

195
Outrunning Time: The second way of a one-dimensional path, but other, theoretical
handling a paradox like this is if you do some- dimensions exist wherein every other decision
thing that would affect your own timeline, you you could possibly have made is in play.
have a certain amount of time to fix it before
time catches up to you (again, it’s all a circular This means that there could be infinite
headache - time takes time to catch up). This dimensions out there, waiting to be explored.
can create a great deal of tension and drama, In such a case, the trick may well be not to fix
but it also may require the GM to work up a the timeline you changed, but to find a way to
whole new adventure to deal with the conse- leap dimensions back to your original time-
quences. Players will also have to accept that line. Just be careful, because if you can do it,
if time does catch up to them, they’re going to so can others, and someone who is angry
die. This is likely a good concept for either about the effect you had on their dimension
gritty or realistic/normal games. may come looking for you in yours!

Immunity to Changes: Many sci-fi stories Fluid vs. Fixed Time


take this approach. You do something that
completely changes history, to the point where There is another temporal theory to consider,
you are an entirely different person with an and that is that time is sort of like a river. You
entirely different life (or you don’t exist at all) so may be able to divert the river around, say, a city,
far as the people in the new timeline know, but but eventually that river is going to flow the way
you don’t remember any of it - you’re still you, it wants to flow. In short, in this theory, time
from your original timeline, completely out of tends to correct itself. It actively wants to go a cer-
place. You are spared the changes in the time- tain way, and when you make changes, those
line because when you begin time traveling, changes affect one aspect of the timeline, which
you step out of time itself. Now, however, you will eventually divert back to its original shape.
have to live in a world of your own creation, one Other events happen to correct what you altered.
where you absolutely do not fit, and you may or This can be a dynamic solution to characters
may not be able to change it back. Such scenar- who actively attempt to change time. If you go
ios can use any level of grit. back in time, for example, and kill a horrible dic-
tator, another horrible dictator simply arises to
Changes in Time vs. Alternate take their place.
Timelines
Another theory, and one used by the most
Another important aspect of time travel popular time travel series in the history of science
tales to decide is what happens when you fiction, is that time can be rewritten, but there are
change time. Is time a linear thing, running certain fixed points in time that cannot be
from past to present, which can be rewritten, changed, no matter what you do. Unfortunately,
and once rewritten, is done? In such a scenario creating too many fixed points forces time into a
it may be utterly impossible to completely rigid shape which can be disastrous to the cosmos
right the wrong you have created, because no in general, so one must be very careful when one
matter what you do, you’ve involved yourself seeks to rewrite time.
in events you were not intended to affect. That
involvement will always remain, because you In such settings, things like the fall of the Ro-
must involve yourself again to right what you man Empire are fixed points in time. They abso-
put wrong, which may result in a restored lutely must happen for history to continue
timeline that is close to the original, but will forward, and should find a way to undo that fall,
very likely still have differences, no matter time could collapse around itself, with all sorts of
how small they might be. insanely disastrous events happening.
What if, on the other hand, when you make a When time collapses, those Roman centurions
change in time, you create an alternate timeline might be found battling cowboys riding tricer-
that runs parallel to the original? Multidimen- atops and firing plasma rifles...at least until the
sional theory is a very real thing in quantum whole of the multiverse collapses into a singular-
mechanics, and this plays directly into that ity, destroying everything in favor of a grand cos-
concept. Every decision you make in life creates mic reset - a new Big Bang.

196
Game masters wishing to run a time travel Cosmic Radiation
game must be very careful and meticulous in
determining how time, space, and alternate di- An offshoot of solar power (see below) would
mensions function in their game. One again, be the ability to gather cosmic radiation,
remember: consistency is king, and temporal/ which is pretty much everywhere in space, so
dimensional travel can get really complicated, it doesn’t require proximity to a star. This con-
really fast. cept, however, is entirely theoretical at best as
according to our current knowledge of the cos-
Interstellar mos, there is simply not enough basic cosmic
radiation out there to use as an effective en-
Power ergy source. In the distant future, however,
Another question to consider is, how are who knows what we will be able to do with
your starships, space stations, and other such things, and in your sci-fi setting, ships
deep space machines powered? Certainly could feasibly use Cosmic Radiation Sails in-
good old-fashioned gasoline or rocket fuel stead of Solar Sails! This is one that may not
aren’t going to do the trick for travel be- fly in a hard sci-fi setting but could work with
tween the vast distances of outer space. You a teensy bit of hand-wavium. If nothing else,
may, in a space opera game, simply invent a it’s “Sci-Fi Credible.”
special kind of radioactive crystal that gen-
erates constant power unless it burns out, or Nuclear Fission
you may be more interested in going a bit This is good-old-fashioned nuclear power.
more “hard” with your energy and power. To We’re all familiar with it; it powers much of
that end, here are some actual theories on the Earth right now. By splitting atoms,
how we might power spacecraft. Some are heat is generated, which can be gathered to
more widely accepted than others, and some power turbines, which in turn power a ship.
are even fringe theories that have been re- There are tons of different ways to accom-
jected by mainstream science. All, however, plish fission, but the end result is the use of
offer fun options for a sci-fi game. heat under thermodynamics. Most fission
reactors use water or another working fluid,
Power Generation which could be liquid CO2 or liquid metals.
Generation of power, of course, is different In an emergency, this radioactive fluid could
than storage and use of power. The first sec- then be used as rocket fuel.
tion we’ll look at here will deal with methods The problem with fusion, at least in a mod-
of generating power for a ship, and the com- ern sense, is that it is massive and not suited
plications with ongoing generation. The sec- well to smaller craft, and it generates large
ond section will examine methods for storing amounts of radioactive waste that can be dev-
and using power once it is generated. astating over years of exposure, or in the
nightmare situation of a core meltdown. On
Bioelectric Power the upside, it could theoretically power a large
Imagine a starship entirely powered by spacecraft for centuries, and even with a theo-
thousands of electric eels, each of which retical technology called a breeder reactor, cre-
generates up to 800 volts of power that can ate its own fuel and work indefinitely.
be sustained for over an hour! The idea is
more than a little far-fetched with lots of Nuclear Fusion
complications (feeding the eels, for exam- The holy grail of power. It uses the same idea
ple), but in a science fiction sense, animals of creating heat to generate energy, but since it
that generate their own powerful bio-elec- works by putting atoms together instead of
tric field could be farmed to serve as gener- tearing them apart, it is cleaner and doesn’t
ators. These creatures, perhaps could be generate the waste and dangerous radiation
fed water, waste, or garbage to sustain that fission does. It does, however, consume
them, and prodded or encouraged to gener- fuel faster. On the upside, the byproducts are
ate electricity that could power a ship. water and CO2, which could be used as addi-

197
tional resources on ship. The issue, much like ered by lithium-ion and other types of these.
with fission, is that it requires a large facility, An entire bank of batteries can capture and
so it wouldn’t do for smaller ships like cargo hold generated energy to power the ship dur-
vessels or fighters…unless in your universe it’s ing periods when constant power is not avail-
been shrunk down. able (or as a backup in power outages).

Power Beaming Capacitor Banks


Nicola Tesla envisioned the idea of wireless If you need to let all stored energy out at
power transmission and dreamed of a net of elec- one time, capacitors are an ideal solution.
tricity covering the world that anyone could tap While they may not, as such, be great for
into for any reason. Taking this idea to an ex- powering your ship in the long term, they are
treme, entire star empires might have developed ideal for things like generating a singularity
the means to generate power and beam it into or warp drive, or for a weapon. Slow-release
space, possibly via firing high-powered lasers capacitors don’t exist in our world, but
which are captured by the ship and converted to there’s no reason that scientific advancement
energy. RF (radio frequency) energy is another couldn’t have developed capacitors that can
option. The downside to this kind of power is that be set to “bleed” energy for ongoing power.
ships would be dependent upon proximity to
power generator stations. Still, even the smallest Inductors
ships could make use of this power.
Inductors are like capacitors, only they
Solar Power store magnetic, instead of electric, energy.
The applications for this are many, but a
Solar power is the most common idea for means by which the magnetic energy is
powering a ship, and best of all, it’s unlimited converted back into electricity or heat would
and free, if you have the panels to collect it. be required to use it to power most technol-
Whether these panels are on the ship, or in the ogy. This is not a broad stretch, as such de-
form of vast sails that can be expanded, solar vices exist even in today’s world.
cells can generate power for a ship. The prob-
lem is that the efficiency of these cells dimin- Hydrogen Fuel Cells
ishes exponentially based on how far from the
source of radiation you are. That means when Much like batteries, hydrogen fuel cells can
you’re between star systems, there isn’t much store energy. Their advantage is that while
power to be had. Technology would be needed batteries eventually lose a charge and the abil-
that would allow the enhancement or concen- ity to even hold a charge, these can be regener-
tration of stellar winds into useful power. ated or refueled. All you need is hydrogen
energy, which you just put into the cell. The cell
generates water as waste, which you need to
Power Storage extract and replace with more hydrogen. These
Some of the power generation methods cells are both a power generation and a power
above (solar power, beamed power, bio-electric storage method, which create a closed-circle
power) have complications in terms of con- system that is, theoretically, unlimited in po-
stant power generation. They require some tential. As a bonus, they produce water, an im-
means of backup or energy storage to use portant resource in the dead of space.
during those times when the creatures aren’t
generating electricity, there’s no star nearby, Artificial Gravity
or you can’t access a power beaming station. Another issue that must be addressed in a
That’s where power storage comes into play. sci-fi game is the idea of artificial gravity in
space. Currently, in real-world physics, the
Batteries only means we have to mimic artificial gravity
The most obvious form of power storage is on any level is centrifugal force, whereby a
batteries. We already have rechargeable bat- ship, space station, or other large object, would
teries in our society, and electric cars are pow- constantly spin so fast as to pull everything

198
within to its outer edges, mimicking the effects Hazards in Space
of gravity on those within. This method of gen-
erating a false gravitational force is not perfect Space, contrary to popular belief, is not a
and carries with it many potential downsides great big empty void. It’s actually quite full
(not the least of which is sickness and dizziness of…things. These things get even worse
that can come from the constant spinning). when you throw in human and alien races
littering the cosmos. When engaging in star-
Often, in sci-fi settings, artificial gravity is ship combat, the GM can throw in any num-
simply hand-waved; it is assumed that vessels ber of obstacles and hazards that can get in
and space stations have some sort of gravity the way and even pose serious risks. Some
generation device or engine that keeps those of these hazards can also be used as plot
within firmly mounted to the floor. points—a colony ship on the way to its desti-
It is possible to survive even for months in nation can run afoul of one of them and have
space with no gravity at all, as the astronauts to deal with the (critical) consequences in
on the International Space Station have order to achieve their destination.
proven, but muscle mass will degrade over
time. Those in low-G environments will get Asteroids, Moons, and
weaker and will actually get less healthy as the Space Junk
artificial gravity slowly affects many of their
bodily systems, which have evolved to work in Asteroids and moons can present real
Earth gravity. danger in space, as can general space junk.
After all, we all know the odds of success-
Even on planets with variant gravitation to fully piloting a starship through an aster-
Earth will eventually cause issues for colonists oid field! While moons and asteroids are
living there, or even visitors, depending on the self-explanatory, Space junk occurs when
level of gravity present. For more information, ships literally dump garbage in space,
see Planet Size, below. when derelict or destroyed vessels are left
afloat, when satellites or exploratory ves-
Technobabble sels shut down, or any other foreign objects
that essentially qualify as litter float
What is science fiction without jargon? around in space. In general, when these
Technobabble has become a tried-and-true items are in the way, a piloting check is re-
way of expressing often completely fictional quired with the size of the object, its prox-
concepts but couching them in dialect that imity to the ship, the speed of the ship, and
sounds authentically “science-y.” If you’re other factors playing in, as per the rules for
not running a hard sci-fi game, you will on avoiding obstacles in Chapter Four.
occasion want people to reverse the polarity
of the neutron flow or have the primary
buffer panel fly off of a ship – what exactly Black Holes and Gravity
those things mean generally doesn’t Wells
specifically matter, only that they either Black holes and gravity wells exist in
represent a problem or a solution. space and are highly dangerous because
On the next page we have provided a they are not necessarily visible. While a
handy table to allow you to generate tech- larger ship such as a freighter, colony ship,
nobabble quickly and easily. Roll percentile or capital ship may be able to detect and
dice on each column and string the results avoid them, starships in the midst of a bat-
together, either in order or in any order you tle can be caught and sucked in. At the
like, adding modifiers like “the,” “a,” and outer range of these systems, the ship may
“an,” as needed. see its acceleration reduced, or its overall
speed slowed. At closer ranges, piloting
checks may be required to escape the ob-
ject’s pull, while getting too close may tear
the ship (and its pilot) apart!

199
200
Another interesting fact to consider about simply stop working and must be repaired be-
these singularities. They suffer time dila- fore they will function again.
tion under relativity just as FTL travel does,
and few things can protect against such di- Cosmic Radiation,
lation. As such, those trapped even for a Antimatter Particles and
brief time in the event horizon of a black
hole, or the edge of a gravity well, will likely Solar Flares
find that a lot more time has passed outside Much like nebulae and EMPs, cosmic radia-
while they were attempting to escape! tion, solar flares, and even particles of antimat-
ter can damage a vessel. These energy bursts
White Holes (or clouds) can be treated in one of three ways,
at the GM’s discretion. First, they can make an
White holes are the opposite of black holes. attack roll to see if they strike the ship, dealing
These theoretical singularities push matter anywhere from 2d6 to 10d6 damage (totaled),
away. It’s not possible to approach them, as the which bypasses the ship’s armor and shields.
closer one gets, the greater the thrust from the Second, if the ship flies through such a cloud, it
object, until it reaches infinite thrust at its could be forced to make a Structure save
event horizon. These objects can theoretically against the effect, suffering no or half damage
be used to accelerate a ship, increasing its ac- on a success, with the DM based on the power
celeration rate or current speed. The degree by level of the obstacle (10 – power level, as nor-
which the ship would be accelerated depends mal). Finally, a pilot who detects such an obsta-
on how close it gets to the event horizon, which cle can be required to make a piloting check to
requires a piloting check. However, again, the avoid it just as any other obstacle, suffering full
thrust is so strong as one gets too close, that it damage on a failure.
will damage and even destroy a ship.
Random Projectiles
Nebulas and Gas Clouds
Momentum is infinite in space, at least
Nebulas and gas clouds are another space until an object enters the gravitational pull of
hazard, which can also potentially be a re- another object. This means that when you fire
source. A nebula is a massive interstellar a missile at another object and miss…that
cloud of various ionized gases as well as dust missile doesn’t stop. It just keeps going. A ship
and particles. Flying through a nebula could can, at any time, be struck by some random
potentially be highly dangerous to a space- bullet or missile that was a miss in a prior
craft due to the ionized nature of the gases space battle. Worse, if said projectile has the
within (as well as the particles that occupy it). ability to track a target (such as tracking heat
At the very least, when flying through a neb- emissions or the like), it may actually home in
ula, a ship’s sensors may become useless, on the vessel! The GM can simply make an
meaning the pilot is flying blind. At worst, the attack roll, and on a miss, the characters in
ship could suffer systems or physical damage their vessel are aware that something just
from ionic discharges or EMPs (see below). zinged past and nearly struck them at a high
velocity. A hit means full damage dealt.
High-Power
Electromagnetic Pulses Energy Weapons
Space is a hotbed of energy. Electromagnetic vs. Projectile
pulses from stars and other bodies are common Weapons
occurrences, and a ship that is subjected to a How do weapons work in your game? If
very powerful EMP could see its systems dis- you’re running a “hard” science fiction
abled. A ship that is exposed to a high power game, it is highly unlikely that you’ll have
EMP must succeed at an Engineering check blasters firing bolts of energy. The closest
with a DM equal to ten minus the level of the
EMP; failure means that one or more systems we have to such “plasma” weapons in the
real world (and the closest we are likely to
suffer damage based on the level of the EMP, or have) are real-world tracer rounds, which
201
in the end are physical projectiles that plasma contained in powerful magnetic
leave a plasma track behind them so you fields, allowing the swords to cut through
can see where they’re going. just about anything except each other?
These weapons may someday be possible,
Beam Weapons but according to our technology and under-
Hard science fiction can have directed standing of physics, we simply cannot control
energy weapons, but laser guns and other plasma in this fashion. Still, if you want an
such weapons are likely to emit beams of action-oriented sci-fi romp that incorporates
energy, focused light, and charged particles fantasy elements or feels like the classic
rather than bolts. Such beams will travel swashbuckling films of the past, by all means
indefinitely until they hit something that run with the idea of plasma blasters and
stops them, or until the focusing device plasma swords!
stops emitting the light.
It’s All Set Dressing
Physical Projectile Here’s the truth of the matter: the level of
Weapons pure, hard science you want to put into your
Projectile weapons (often called “slug game is every bit as much a trapping as the
throwers” or some other epithet in many mil- amount of pure fantasy you want to put into
itary sci-fi settings) are the most likely type your game. All of it is set dressing against the
of weapon to have in a hard sci-fi game. Such backdrop of your universe and the stories
weapons will function mostly as they do in you want to tell. More than anything else, it
the modern era, firing physical (usually affects the way you want to tell the stories.
metallic) projectiles. They could incorporate One of the great things about using an
other theoretical concepts like radioactive abstracted rules set like O.G.R.E.S. is that it
substances, explosive rounds, rounds that allows you to come up with any explanation
drill through armor, and the like. you like for how things work. If a weapon
Starships in such games will have cannons always deals 1d6 damage (be it personal or
much like those on modern jet fighters. They vehicular scale), exactly how it deals that 1d6
will fire missiles that erupt in concussive damage is just up to the explanation you as
blasts (though some scientific concepts may the GM, in conjunction with your players,
have to be evoked to explain how an explo- choose to use.
sion occurs in outer space). Nuclear weapons
may be some of the most terrifying and dev- Creating Worlds
astating weapons in such games, carrying Creating alien planets, such as one finds in
the risk of radiation death or poisoning along planetary romance or science fantasy settings,
with their impressive yield. are the most difficult to establish. They require
that you build an entire world from the ground
Starships in such games will likely also not up. It may be that you've already got notes in
have energy shields, but armor plating capa- order for this, and if so, have at it! It may be
ble of resisting damage and radiation (cosmic that you only have a loose idea and need to
and otherwise). build from there.
Plasma Bolts and Plasma A detailed treatise on building a complete
Swords alien world is beyond the scope of this text. It
involves knowledge of environmental and
What would space opera be without weather patterns, land masses, ecology, and
blasters firing bolts of plasma that travel a more. It takes a lot of research and study to
few hundred miles an hour and burn through make it believable. It can be done—it doesn't
just about everything except certain reflec- require a degree in geology. The information is
tive armors, and the energy shields emitted all out there, and books have been written on
by starships? Or mystical warriors bearing doing so in gaming and fiction. It's just an in-
“laser swords” which actually emit blades of tensive commitment.
202
For those wanting to just dive in, there's a
few basic things to consider, which will get you
up and running. First, decide on the technology
level of your world. Is it medieval? Modern? Fu-
turistic? How are communications handled?
What do weapons look like? How about trans-
portation? What about food production and
availability? This will give you a baseline for
what your various alien cultures will look like.
Second, don't feel like you must map out the
entire world and every kingdom or nation right
off the bat. It's okay to start with a single town
or city. Build on that. Set some adventures
there and flesh it out. You can run entire cam-
paigns set in a single city, and you may never
need to grow past that. If you need to, you can Planetary Design Tables
add other areas as they arise. This allows you
to build your world organically, and you get to There are essentially nine elements to
discover it as the players do. It can be a very fun the basic creation of an alien world. Let’s
way to world build, and it allows you to learn look at these each in depth and include
what you need to go as you go. some common options from which to choose
as you put together your planet. Each of
Finally, stay consistent. Once you establish these sections features random tables so
something, it's a part of the world. It's always you can randomly create a planet in just
there and it always should be there, unless seconds. You are also free, of course, to
something happens in the campaign to remove choose elements from any or all of these ta-
it. The more you retcon, the less stable your bles, or to ignore any you like. Finally, if
world will be, and the less grounded it will feel you have an idea for your world and the
to the players. options here do not fit it, feel free to just
To that end, however, we have devised a make it up!
planet data file system which can be of great For your enjoyment and convenience, we
help in instantly generating a new planet for have made this planetary design system
your heroes to explore. available as a web application available at
A sample planetary data file looks as follows: https://www.elflair.com/13p

Planet Name: Umbari Planet Size


Planet Size: Large (Up to 25,000 miles); Planet size is the literal size of the planet in
unique (rogue planet) question, ranging from an asteroid a mile or
Atmosphere: Thin, Special (Respirator less in diameter to massive worlds three times
Required) or more the size of Earth.
Water: Water (100%)
Gravity is tied to the mass of a planet rather
Population: 100k-1m than its size – some gas giants may be ex-
Government: Republic tremely light in mass, for example, but for our
Tech Level: Standard Space Travel (large purposes assume that the larger the planet is,
ships, hyper sleep, but no FTL) the higher its gravity, assume that gravity is
Starport Location: Space station in orbit proportional to size. This means that a planet
with shuttle service which is twice the size of Earth also has double
Starport Support: Up to capital ships the gravity of Earth.
Starport Quality: Below Average (knowl- This is wildly unrealistic, but it works for a
edge or tools and parts are lacking); double science fiction game and is a simple calculation
the time to complete repairs to keep you from getting bogged down. For

203
those who are science folk, you can feel free to Atmosphere
calculate exact gravity based on the planetary
size, mass, composition, and other factors. It is Rather than a specific combination of gasses
the author’s considered opinion that detailed present, we look at the general atmosphere,
rules for the minutia of variant gravitational whether it’s thin, thick, unique, breathable,
systems could bog the game down. and the like. In the options below “Standard”
represents a standard oxygen/nitrogen/carbon
For the most part, if you want to deal with dioxide atmosphere like Earth.
variant gravity on different worlds, figure the
percentage of gravity relative to Earth, and Table: Base Atmosphere
apply a bonus or penalty of +/-1 per 5% differ- 2d6 Atmosphere
ence to all physical checks and activities for the
first 1d6 months (the precise percentage would 2 Trace
apply to class abilities that use physical at- 3-4 Thin
tributes). Thus, a planet with 90% Earth grav-
ity would apply a +2 or +10% bonus to all 5 Thin, Special
physical actions, while a planet with 110% of 6-7 Standard
Earth’s gravity would apply a -2 or 10% penalty
to physical actions. 8 Standard, Special
9-10 Dense
After the first 1d6 months, the penalties
fade. After the first year, the new gravity be- 11 Dense, Special
comes the “home” gravity to the colonists, and 12 Vacuum
all variant gravity would be figured off the new
world as standard instead of Earth. Table: Special Atmosphere Effects
Table: Planet Size 1d6 Unique Effect
2d6 Planet Size 1-2 Filter Required
2 Very Small (Up to 1 mile) 3-4 Respirator Required
5-6 Suite Required
3-4 Small (Up to 2,500 miles)
5-7 Medium (Up to 10,000 miles) Water
8-9 Large (Up to 25,000 miles) This represents, basically, the amount of the
10 Very Large (Up to 50,000 miles) world that is covered in water which can be
accessed as a resource by the populace. Water
11 Giant (Up to 75,000 miles) is among the most abundant resources in the
12 Unique universe, but life can thrive on worlds that do
not have a lot of it. In some settings, a world
may once have had abundant water, but this
Table: Unique Planets resource was either squandered or the world is
a dying planet due to outside factors.
1d6 Unique Planet Type
1 Space Station Table: Water Levels
1d6 Water
2 Series of spaceships and stations in-
terconnected 1 Desert (<10% water)
3 Asteroid Belt 2-3 Dry (10%-40%)
4 Ringworld 4-5 Wet (50%-90%)
5 Double Planet 6 Water world (100%)
6 Rogue

204
Population Tech/Civilization Level
This section is self-explanatory; the The level of technology the dominant
number of sapient individuals that form civilization on the world can access.
the world’s civilization. Population does not
cover all life, only sentient life that forms Table: Tech/Civilization Level
the planet’s civilized societies. 1d6 Tech Level
Table: Population 1 Low; Industrial or Pre-Industrial
1d10 Population 2 Early Space Travel (in their own system)
3-4 Standard
1 1-100 Space Travel (large ships,
hyper sleep, but no FTL)
2 100-1k 5 Advanced Space Travel (FTL, capital ships)
3 1k-10k
6 Extreme Technology (Dyson sphere or
4 10k-100k swarm, teleportation devices, time travel)
5 100k-1m
Table: Low Tech Societies
6 1m-10m
1d6 Tech Level
7 10m-100m 1 Primitive
8 100m-1b 2 Bronze-Iron
9 1b-10b 3-4 Industrial
10 None; Ruins/Remnants of Civilization 5-6 Pre-Stellar (nuclear)

Government Starport Location


This is the overarching ruling body of a This section and the two that follow assume
planet. For the anthropologists and sociologists that the dominant society on the planet is not
out there, yes, any given planet can certainly low tech. That said, a starport could be located
have multiple civilizations with multiple types in orbit around a low tech society, which
of government, and you can feel free to roll on serves a function unknown to that society. The
this table for as many different nations or polit- crew of the base could care for the people be-
ical divisions as you wish. A single planetary low, acting as “gods” looking over their flock,
government, however, represents what one or it could be a scientific research base study-
sees in many science fiction and science fantasy ing the society below (or even exploiting their
properties, wherein a given planet is united resources unbeknownst to the public).
under a single type of government.
Table: Government Table: Space Station Type
1d10 Governing Body 1d6 Space Station Type
Anarchist (no rule of law by design or Space station in orbit with shuttle
1 action taken) 1 service
2 Oligarchy (ruled by the few)
2 Space station in orbit with space ele-
3 Absolute Democracy vator
4 Autocratic 3 Planet-side, outside of a major city
5 Republic
4 Planet-side, outside of several major
6 Technocracy cities
7 Theocracy 5 Planet-side, within cities
8 Corporate 6 None
9 Balkanized
10 Colonial (controlled by outsiders)
205
Starport Support Running a Game:
This represents the level of support the Consistency Is King
starport can offer to visitors. It is expressed in When you are creating a world, writing
the size of ships it can handle (can it only dock adventures, or building and running your
small shuttles, or does it have bays for capital game, remember the next cardinal rule of a
ships?) which will also help to define its pur- GM: consistency is king. It's okay if you don't
pose, be it military, commercial, scientific, etc., like the way the rules here handle (or fail to
as well as the starport’s general size. handle) a given situation. It's okay to house
rule your game to seek a different solution.
When you do, however, make sure you are
Table: Starport Support consistent in the way you adjudicate the situa-
1d6 Starport Support tion every time it comes up.
1 Small ships only If you're making a house rule, it's likely be-
2-3 Up to medium ships cause it's something you'll need to address time
and again. If you change the way you handle it
4-5 Up to large ships every time it comes up, your players are going
6 Up to capital ships to get frustrated. Among the most important
tools for any GM are a notebook and pen. When
you make a change to the rules, write it down
so you don't forget what you did.
Starport Quality The same goes for your non-player charac-
Finally, we look at the overall condition and ters. When you establish an NPC who plays a
technology available to those who live and role in your world, make character notes about
work on the starport. Is it a brand-new, high- them. How did they interact with the players?
end facility with the very best equipment and What were their core obvious personality
funding, or is it a crumbling, aging and all-but- traits? Make sure that when the characters go
abandoned husk in space? back to that bar later, the bartender has the
same basic personality as they did before, or if
they don't that there's a reason why their per-
Table: Starport Quality sonality is changed.
1d6 Starport Quality
This gives the world, again, a sense of being
Poor (low knowledge, very few tools or consistent and grounded. There must be some-
1 parts); double the time and money to thing for the characters to hold onto, and on
complete repairs which they can count. Just as in the real world,
Below Average (knowledge or tools gravity is a constant on Earth. It works the
2 and parts are lacking); double the same everywhere unless there is a specific out-
time to complete repairs side force working on it to change it. Your game
world should be the same: things work accord-
3-4 Average; standard time and money to
complete repairs ing to natural laws and according to their own
Above Average (knowledge or tools personal proclivities.
5 and parts are advanced); half the
money to complete repairs Developing NPCs
Advanced (knowledge, tools, and Non-player characters are the heart and
soul of your world. These are the people
6 parts are advanced and readily avail-
able); half the time and money to com- with whom your players interact. Every one
plete repair of their friends, family, and acquaintances
in the game, everyone that's not one of the
PCs and isn't a monster to be slain, is an
NPC. You'll need to develop these NPCs to
make them feel real to your players.

206
There are different degrees to which you ture into part of a living, breathing world.
can do this, depending on the importance of When your characters head for that street
the NPC. food stall they always frequent at the local
marketplace, make sure they see familiar
One-Off NPCs faces working the tent. When they head to
their favorite starport cantina, populate it
If the character in question is a one-off, with regular patrons.
someone the PCs are questioning who is going
to die by the end of the adventure, or other- Then, take those characters outside of
wise probably won't appear again, you don't where the PCs are used to seeing them. Put
have to put a lot of work into them. Determine them on the street, and especially, put them in
the role they play in the adventure, give them danger. This gives a sense of gravitas and
a physical description and a few personality investment to the lives of the heroes. Sud-
quirks, and run with it. Don't waste time com- denly, they're not just saving another random
pletely fleshing out someone that's only going townie from a cybernetic assassin; they're sav-
to pass through your characters' lives. ing that girl working a grunt job for the big-
gest megacorp in the sector for whom they've
Recurring NPCs had a secret love for months.

Recurring NPCs, on the other hand, are Using Heroic


those that will play a major and important role Touchstones
in the lives of your characters. They'll appear
time and again, providing guidance, informa- Heroic Touchstones are discussed in Chap-
tion, and fulfilling the role that friends, family, ter 3. These are an in-game representation of
and even enemies play in our daily lives. Your the concept that your heroes are fates to ex-
mercenary’s spouse or significant other, for plore a grand destiny; as they adventure, they
example, should have a full history, including may unlock special, often mystical and always
childhood, formative events in their life, per- mysterious, abilities granted to them by the
sonality traits, quirks, likes, dislikes, habits, Cosmos itself.
even an astrological sign if you like. The more Heroic Touchstones are purposely generic,
detail you have for a recurring NPC, the more as they are designed for you, the Game Mas-
consistently you'll be able to play them. ter, to tailor to your players and their charac-
Nor do your players need to know all of this ters. Just because two characters both gain a
information. You can dole it out as required, first-level augment power, for example, does
but you should have it there. Again, keep your not mean they get the same power. One may
notebook and keep records on your NPCs, unlock Mystical Senses, while the other gains
their history and the ways in which they inter- Telekinesis, for example.
act with the world. The key to remember when awarding
Here's a secret, though: you don't need to Heroic Touchstones is that they are not
provide statistics for them in terms of their awarded on any particular schedule. They are
Vitality, DV, attributes, and the like. You can awarded only when you deem that characters
improvise these things as needed if at some have interacted with their destiny in a mean-
point they come up in the game, but NPCs are ingful way. To do this, it falls upon you, the
going to be a plot point for you in general, so GM, to give them opportunities to do so. They
they'll have the abilities you need them to are also, obviously, best suited for a science
have in the moment. Again, however, once fantasy game as opposed to hard sci fi or space
they exhibit an ability, note it and remember opera, and for games leaning into the Cine-
that they always have it. matic play style.
In the end, NPCs are the backbone of your
world. Pay attention to them and pay atten-
tion to the way your players react to them.
They turn a rote monster-of-the-week adven-

207
Use Mythology for neath it lies a true reality which is so ab-
Inspiration stractly alien that the mere glimpse or con-
templation of it will destroy a person from
When you construct stories for your cam- within. Ancient, alien demon-gods exist on the
paign, do some research on the various far reaches of the cosmos and human con-
mythologies of our planet. Read up on the sciousness and while these creatures are not
stories of those deities, what heroic or epic or evil, per se, they are so far beyond and outside
even comical adventures they get into and use of humanity that we are as insects to them.
those ideas to construct adventures. Many sci-
fi adventures are rooted in the hero’s journey Putting the “Cosmic” in
of Joseph Campbell, which in turn is heavily Cosmic Horror
rooted in world mythology.
Cosmic horror is right at home in a sci-
Here is the key: you do not have to portray ence fiction game. It is, after all, called “cos-
these stories exactly the way they are pre- mic!” Consider the examples above. Now
sented in mythology. In fact, your version can change the setting from a lone settlement at
have very little aside from a basic concept in the doorway to a forbidding forest to a
common with the final story. Take inspiration sparsely populated space station at the far
from these stories, but don’t feel obligated to end of space. An unknowable, impossible-to-
slavishly follow them to the letter. destroy alien menace is unlocked and un-
For more on using Mythology in your games, leashed on the skeleton crew at this station,
see Wasted Lands: The Dreaming Age. all but wiping them out. One last person
tries to send a warning to stay away, but is
Cosmic Horror in killed before they finish...and the warning is
Your Game misinterpreted as a cry for help.
Cosmic Horror is also often called Love- Your heroes arrive to investigate the loss
craftian horror or "Cthulhu Mythos," though of communications from the colony, and
the latter is perhaps an inaccurate term as sheer horror ensues. I’m sure you can think
though Lovecraft's "Yog-Sothothery" as he of at least one or two famous sci-fi films that
termed it certainly spearheaded the genre, it explore this very type of horror.
has expanded far beyond his works, and in For fans of Lovecraft and his circle, what
some ways existed before he came along in the if the stars go right and the Great Old Ones
works of authors like Robert W. Chambers return? This level of science fiction can delve
Ambrose Bierce, Arthur Machen, and Alger- deeply in to quantum mechanics, multidi-
non Blackwood, among others. mensional theory, and Clarke’s Law. As the
What characterizes cosmic horror is an minions of the Old Ones run rampant across
emphasis on the horror of the uncaring, vast, the galaxy, a war for the very survival of hu-
and unknowable universe, themes of forbid- mankind rages. Does the advanced technol-
den knowledge, a connection between mad- ogy of the far future give us a fighting
ness and an awakening of consciousness, and chance, or are we doomed to rage against
a sense of inescapable cosmic dread. It blurs the dying of the light?
the lines between science and magic and is What happens when the supermassive
laser-focused on the idea of what happens black hole at the center of the galaxy turns
when humankind deals with forces with out to be not a supermassive black hole...but
which we are not intended to meddle. Azathoth itself? What happens when a mis-
The core idea behind cosmic horror is that sion to explore the Aldebaran star system
there are things with which humankind was encounters a ruined world that turns out to
not meant to meddle, and meddling with be Hastur, with its wrecked cities of Carcosa
these things carries an irrevocable price, often and Yhtill sitting on opposite sides of Lake
a sanity-blasting or physical transformation Hali, and the spectre of the King in Yellow
as a result. The reality we know is just a thin ruling over it all, and your explorers get
shell, easily fractured and broken, and be- trapped there?
208
You can go many ways with cosmic horror For many groups, this only comes into play
in a science fiction game. For more on many when a new player joins your table, when you
different types of horror in your games, see are running a one-shot for a whole new group
Night Shift: Veterans of the Supernatu- (such as at a convention or during a streaming
ral Wars. demo), or other situations where you are unfa-
miliar with your players. At these times it’s a
The Question of good idea to revisit anyone’s boundaries of
Cultural what they do and do not wish to explore. If
you’ve been gaming, again, with the same
Appropriation group of friends for many years, none of this
When designing worlds and cultures, it’s may be necessary.
expected and natural that we will default to our
own world cultures for inspiration. It’s very Dealing with the
difficult to invent an entire culture and society Rules
that is truly unique and alien from what we
have on Earth. Even anthropologists and soci- So we've talked about building and populat-
ologists would have a difficult time starting ing your world. We've discussed how to build
with a blank slate and building something not adventures. We haven't talked about arguably
inspired by what we already know. the most important aspect of the game: how to
deal with and adjudicate the rules. For many
As such, it is inevitable, in a game like this, picking this game up, this section will be a bit
that someone will bring up the question of cul- old hat—if you've run games before, much of
tural appropriation, and as such it must be ad- this will be refresher. For others, what's here
dressed. It must be pointed out that taking will be new, especially if you're a novice GM
inspiration from world mythologies and cul- out to run a game for the first time.
tures for your sci-fi tabletop role playing game
is not cultural appropriation. There is abso- The Importance of Rules
lutely nothing wrong with taking inspiration
from classical stories, so long as you do not The rules are an important part of the game.
cross over into negative stereotyping or insult- After all, every game needs rules. But the un-
ing assumptions regarding a given culture. spoken rule 0 in the game is that it is your
game. It's not my game, it's not Elf Lair's game.
Cultural appropriation only happens when It's not anyone else's game. Once it's in your
the ideas borrowed are disrespectful in nature hands and you sit down to run, it's your game.
to the original culture, when they are used to
portray the borrowing culture as superior, or Certainly your players should have a degree
they otherwise belittle the source. Taking inspi- of agency in it as well, but you are the ringmas-
ration from a myth to tell an original story does ter. You're the CEO. You're in many ways the
not do this by its core nature (though it can), god of your world. You control the weather, the
nor does exploring another culture for the pur- reactions of NPCs, the movements monsters
pose of embracing and learning about it. make. The only thing you don't control is what
the player characters do. That line is sacrosanc-
In the end, it once again comes down to your t—the players control their characters, but you
table and to what serves as the bounds of comfort control the world around them.
for you and yours. For many there is a fine line
between appropriation and appreciation, and it is
not for us at Elf Lair Games to preach to you how The Hierarchy of Play
you should run your game in the privacy of your When you run your game, there's a certain
own home. That goes for your story inspiration as hierarchy of importance. At the top of the hier-
well as it goes for the tools and approach to gam- archy is, obviously, fun. So long as everyone at
ing you use. It is just important to be mindful of the table is having a good time, you're getting it
your approach, ensure that everyone is comfort- right. That includes you, as GM. You have a
able, and that you are not taking away incorrect right to a good time as well, even as you bear the
or inaccurate ideas from the purely fictional and responsibility for providing a good time to the
speculative stories you create. other players. We'll call this "the game as a whole."
209
Next up, however, is your campaign. Al- rules system can cover 100% of situations.
ways put the needs of the campaign ahead of What matters is how you deal with it when
anything else in game, keeping in mind that it comes up.
what's fun for all is paramount. Next, con-
sider the fairness of the rules and system. Be Decisive
Equity is vital to keeping the fun going and
keeping everyone invested and feeling like The first thing you need to do when han-
their character matters. dling rules issues is be decisive. Don't let the
game stall for an hour while you research the
Finally, your players come into the picture. book trying to find an answer that doesn't
It's your job to adjudicate rules questions and seem to be there. Don't spend an hour arguing
even interpersonal disputes that arise at the about how to handle something. Make a deci-
table, making sure that you are putting the sion, stick with it, and move on. You can al-
game and campaign above everything else. This ways talk about the issue after the game
isn't to say that your players aren't important— session and see how everyone felt about how
on the contrary, your players make up the cam- it went. The key while you're playing, though,
paign and the game. It's just that the whole is is to make your call and stick with it.
more important than the puzzle pieces.
Track Your Decisions
Another way to think of it is putting every-
one's needs above the individual's needs. If Get a notebook and keep score! That is to
there's a dispute at the table or one person is say, track the decisions you make. One of
unhappy, you need to weigh what's going on the most important factors of being a GM is
against everyone. Find a way to either resolve fairness and consistency. If you do some-
the situation so that everyone is satisfied, or thing one way one session, do it the same
someone may have to leave the game. This is way the next session, and the next after
a decision that's neither easy to make nor im- that. If you change it, let everyone know
plement, but in the end, as tough as it may be, you're changing it before it happens. Your
the direct approach is often best. Just be re- players need to have a sense of stability and
spectful about addressing the fact that there's making sure that you are always adjudicat-
an issue, and determine whether it can be ing the same situation the same way is a
resolved, or whether it's better for everyone good first start for that.
that the player with the issue moves on.
So keep a notebook of your decisions,
If, on the other hand, everyone at the table rulings, and house rules. Your players will
has an issue with one player, that goes back to thank you for it, and you'll thank yourself.
the campaign and the game as a whole being
threatened. The end of it all, however, re- Know the System
mains the same: you need to talk to the offend-
ing player one-on-one (preferably these things In games that are Powered by
should always be handled away from the table O.G.R.E.S. there are three basic mechan-
rather than stopping the game for it) and see ics, which should make it quite simple to ad-
if the situation can be resolved. judicate almost any situation. Indeed, the
game is specifically built to be fast and intu-
itive both to play and run. More details
Handling Rules Issues about using these mechanics are in Chap-
As you play the game, there will be rules ter Four, but what's important here is that
issues that will come up. Something in the you understand the building blocks of the
rule book might not cover what you need it system are in place to allow you to make fast
to, and you'll need to come up with a solu- decisions on the fly to handle just about any-
tion for that. You might not like the way thing you need to. Pick what seems to be the
we've handled something herein, and you right mechanic, throw the dice, and move
want to try it a different way. It's not an on. The game, the story, and the play are
issue of if these things will happen—they more important than the rules.
will, absolutely. No game is perfect, and no

210
If it's an issue of a class ability, something tion that's vital to moving the campaign for-
tied directly to something you think a charac- ward. Instead of just giving it to them, you're
ter class should be able to do, or something not thinking straight and you call for a roll.
resembling a skill check, simply default to a
percentage roll. There are guidelines in Chap- Everyone fails.
ter Four under "Skills" for setting such a per- Now what do you do? Traditionally in fan-
centage, which can be useful even if you're not tasy gaming this has been called "The locked
using skills in your game. Alternately, you can dungeon scenario," where the door to the dun-
default to a base percentage of 25%, plus 5% geon is locked, and nobody can pick it or break
per level of the character making the check, through, so there's no game. Quite frankly, that
and then modified up or down by increments entire concept is stupid and speaks to people
of 5% for the ease or difficulty of the task. who are slaves to what's on the page. It misses
If it's an issue related to combat or resisting the whole point of role playing.
some sort of effect, fall back on an ability check Look, if you call for a roll and everyone fails,
with a d20 as outlined in Chapter Four. and the result would mean the game can't
Ability checks are your quick-resolve catch-all move forward, the game is not lost. It's very
for things that don't fall under class ability/ simple. That roll result meant something
skill-type checks. Just set a difficulty and go, slightly different, that's all. Let's go back to the
figuring that a base, moderate difficulty for a case of the important information they failed to
skill should be between 11 and 13, then mod- find. Well, they didn't fail to find it. That roll
ify down for easier and up for harder. just meant that they don't find it without a
Finally, if it's something you just need to complication. Maybe it takes so long to dig up
adjudicate on the fly, quickly, without think- the information that a security guard blunders
ing too much about it. Go with the Rule of 2. in just as they uncover what they need, or bet-
Throw a die and on a 1 or 2, it happens. ter yet, vampires track them down and attack!
If it's a locked door they can't get through, same
Don't Be a Slave to the Rules thing. It just takes them a lot longer than it
should have to get through that barrier.
The rules don't own you. Never, ever let the
rules get in the way of the fun or cool factor of Don't ever let your game get stalled because
the game. While this does come down to know- everyone failed a roll. And don't ever think that
ing what to roll and when, it also means you because someone wrote an adventure that in-
must know when not to bother rolling at all. Is cludes a skill or attribute check which could
Sarah trying to do something awesome with result in that, that it's a badly written module.
her Slicer, her percentage chance with that Instead, look at it as an opportunity to be cre-
specific ability is over 90%, and you think the ative and flex your muscles as GM.
task is so mundane she could do it in her
sleep? Don't make her roll! Just let her have it. Creating New
Character Types
Your job as the GM is absolutely not to be
adversarial to your players. Your job is abso- At some point you'll probably have a player
lutely not to try and kill off your player charac- that wants to explore a character type not cov-
ters. Your job is to work with your players to tell ered by one of the existing character classes.
the most badass story you can. This is a game You could sit down and build a new class from
about heroes standing against the forces of dark- the ground up, but that takes work, and the
ness. Let your players be big goddamn heroes! structure for creating XP progressions isn't an
easy, linear, or concise formula—we ran sta-
Overcoming the Locked tistical analyses on the classes after basing
Dungeon the originals on other old-school games, and
went from there. You could probably guessti-
Along these same lines, let's say you make a mate based on what we've offered and get
mistake (which you will—believe me! We all something that's close enough for government
make doozies now and again). You've got the work (or game balance), but there's actually a
heroes scouring a room for a piece of informa- much simpler way to handle it.
211
Modifying and Combining Adding New Mystic
Existing Classes Abilities and Psionics
Between this core rulebook, the Thirteen Mystic Abilities
Parsecs: Beyond the Solar Frontier core
rulebook, the Thirteen Parsecs: Beyond the Part and parcel of the game is the list of
Solar Frontier core rulebook, and its Night mystical abilities available to the Mystic
Companion sourcebook, you have a wealth of Warrior class (and possibly to certain alien
character classes from which to choose for your species). If you feel the need to add more
game. Still, it’s possible to mix and match class abilities to your game, simply default to the
abilities from these various classes to create effects-based system outlined for creating
something with an all-new feel. When you do devices or superpowers. Build your new
so, look at the final product, compare it to exist- ability and use its level as a guide to when
ing classes, and assign an experience progres- a character should receive it, or what other
sion that seems closest based on the power restrictions may be necessary to keep the
level of the newly modified class. character in line with others.
Playtesting, of course, is necessary to make Psionic Powers
sure that your internal game balance remains.
Any player trying out the new class must be Adding new psionic powers is something of a
willing to allow the progression to be adjusted, balancing act. The field of abilities herein is
and even to allow the abilities to be tweaked fairly expansive and should work for most
until you come to a final, workable class. needs. If you need to add another, the first step
is to think about what exactly it does and con-
You can even re-skin some classes to change sider whether it fits with your conception of
the way they feel in play. While the Slicer may what a psychic power should be (as opposed to
not work on its face for your Thirteen Parsecs something that's more fantastical, which
game, for example, changing it to work with var- would be in the realm of magic). Psionics gener-
ious psionic or augment abilities, and turning it ally manipulate the senses or some aspect of
into a “ghost in the machine” style techno-mage the physical world, be it moving objects, manip-
class is entirely workable and gives an outstand- ulating bodily functions, controlling a specific
ing new take on a mystical hacker with a preter- type of energy in the world (fire, electricity, etc.)
natural affinity for machines. or the like.
Creating Brand New Once you've determined that there is a need
Abilities for a new psychic power, stop and think about
what it does in the game world, understanding
If you feel the need to create one or more that it'll be activated using the character's
brand new abilities for your game, the basic psionics class ability, and balancing its power
guideline is that it should use a percentile level against existing powers. If you have ac-
roll for a mechanic, and a solid starting per- cess to Wasted Lands or Night Shift, look at
centage (and progression) is 30-50% at first spells as a benchmark. Using spells as a bench-
level (depending on how powerful the abil- mark for determining the relative power level
ity is) and increase it by 5% per level of ex- of an ability is always a good idea and gives you
perience. In some cases, you may modify it a very solid jumping-off point for setting dam-
by a multiple of an ability bonus (say, 5 age, effects, reach, duration, and difficulty.
times ability bonus), or you may simply Otherwise, look at the Augmentation power
modify it by adding an entire ability score system to get a feel for the effective power level
to it (or several if you're feeling frosty). But of an ability.
percentage is the rule of the day when cre-
ating new class abilities. Creating New Classes
If you do feel the drive to create brand new
classes for your game, the existing classes
should provide a very solid template for what
212
you will need to account—saving throw bonuses, to know the system, get to know what's there,
attack bonuses, DV bonuses, weapon and armor and get to know your options. Then you'll be
proficiencies, etc. The tools are there; you'll just able to make house rules, new additions, and
need to do a bit of studying to find them and whatever you like with absolute confidence.
apply them to your new creations.
A Brief Bestiary of
Again, however, be sure to compare your
new abilities to existing ones and ensure that Alien Threats
your new character class is not overpowered (or Since Thirteen Parsecs is a toolkit game
underpowered) compared to pre-existing ones. it’s nearly impossible to provide an expansive
Sadly, there's no easy or obvious benchmark for bestiary. We will, however, include guidelines
this. You'll need to playtest the character, and for granting experience for alien threats and
whichever player is running the new class will creating alien species here, as well as a list of
need to understand that it may need to be stat blocks for some alien and human allies and
tweaked, possibly several times, before it finds threats explored in Chapter 1. This should be
its final form. The more you do it, however, the plenty to get you off and running, and you’ll be
more you'll get a feel for the system and the less surprised at just how easy it is to create your
tweaking will be needed. own creatures to threaten your heroes in the
Most GMs end up being tinkers as much as cold black of space!
storytellers, so it's probably a foregone conclu-
sion that you'll dive into that at some point. We Reading the Stat Blocks
would encourage you to be as creative with the Monsters have very simplified stat blocks, for
system as you like, and create whatever you they need very little game information. Each
feel you need for your home game! monster entry will begin with a description of the
creature and the role it might play in your game.
Developing Your Intuition Many creatures are customizable and may be
In the end, a great deal of the process for cre- altered for your game purposes—a vampire, for
ating new powers, character classes, and the example, could have all the standard tropes such
like is intuitive. While there are a lot of statisti- as fear of crosses and garlic, inability to cross run-
cians and mathematicians out there who be- ning water, and the like. Others might have no
lieve that numbers are the Alpha and Omega aversions at all, nor any tie to religious icons. For
of game design, the truth is, that's just not the such creatures an “in your game” section will be
truth. Numbers and statistical analysis are the included below the stat block with some basic
beginning of game design, but it's every bit as suggestions and ideas.
much an art as it is a science, and many things Following the description of the creature will
that should work soundly on the page in a be a list of its special abilities, if any, and the
strictly numeric system utterly fail when you effect these have on the game. These abilities
introduce the human element into play. will be listed in bullet-point format.
The more you get a feel for the game, the Following this will be a table with the crea-
better you'll be at adding and modifying ele- ture’s basic statistics: No. appearing, the num-
ments of it to maintain balance. That's why, ber typically encountered; DV (self-
when you're first starting out, even if you're an explanatory); Vitality Dice, the number of dice
experienced GM, it's usually a bad idea to start rolled to determine the creature’s Vitality; and
adding new elements right away. Run the special, a summary of the creature’s special
game as it sits for a while until you really get to abilities (or modifications to listed special abili-
know it. ties, if necessary). Remember that monsters al-
You might find that those things you ways add their total Vitality Dice to attacks,
thought were missing aren't that necessary, or save checks, and checks.
maybe weren't missing after all, but exist in a Monsters with class abilities calculate the %
different way. On the other hand, you might chance to use said abilities based on the number
find more things you want to add. The only way of levels in the ability they possess. A 7d8 Vital-
to know is to play the game. Get to know it, get
213
ity alien, for example, with the abilities of a 3rd- character battles a vampire, they are always
level psychic, would have the psionic abilities of looking for the means to drive the stake home,
a 3rd-level psionic, but would, however, add +10 while whittling down its combat efficacy until
to attacks, save checks, and attribute checks. that opening presents itself.
The GM should keep in mind, however, that
Monster Vitality Dice and if a character doesn’t have access to the correct
Checks means to kill a creature, the creature will
Monsters all use d8 for Vitality Dice. Thus, simply be immune to their attacks.
a monster with 3 Vitality Dice rolls 3d8 and As characters rise in levels and gain the
totals the result for Vitality. If the GM wishes, ability to have supernatural attacks, this will
to quickly calculate the Vitality of a monster, become less of an issue, but, for example, if a
simply multiply the number of Vitality Dice hero would have no way to decapitate, stake,
times five, just above the average score on a set ablaze, or otherwise kill a space vampire,
d8. The only exception is a monster with class their attacks against the creature will have no
abilities; in this case, the monster has the Vi- effect. Or, at very least, they cannot reduce the
tality Dice for its character class added to its creature to 0 Vitality. They may, however, at
base Vitality Dice. the DM’s discretion, be able to reduce it as low
A monster, for example, that has 3d8 Vital- as 1 Vitality Die or less, making it easier for
ity Dice normally, but also has 2 levels of Psy- another character to deliver the killing blow.
chic, would have Vitality equal to 3d8 plus This is left to the GM to determine.
2d6, and be considered a 5-Vitality creature Very often, when heroes first encounter a
with the class abilities of a second-level psy- creature, they may not have the means to de-
chic. It would, thus, add +5 to all attacks, stroy it on hand. The first time a werewolf en-
checks, and saves, but its percentage for using counter occurs, for example, the characters
psychic powers would be 20% (the equivalent may not be equipped with silver bullets, and
of a second-level psychic). thus, the GM can rule that their Supernatural
This does have the effect of making mon- Attacks don't harm the creature when it hits
sters a bit more competent and tougher than zero Vitality, but instead merely drive it away.
the player characters. This is deliberate and Or they may not affect it at all, requiring the
serves to make monsters—especially those heroes to retreat for a change. Not everything
with greater Vitality Dice—much scarier. is going to be at or below the heroes’ pay grade.
Some creatures, however, will have truly
Monsters with Unique Kill unique kills that go beyond the heroes' ability
Methods to employ supernatural attacks. A kaiju, for
example, can only be destroyed permanently if
In mythology, films, and books we often see a specific and often clever means is devised
monsters that can only be killed a certain that is specific to that kaiju. These monsters
way—vampires must be staked, burned, or may be defeated, and seemingly destroyed,
decapitated, for example. How is this accom- only to return months or years later to harass
plished in a game without explicit called shot our heroes once again.
rules? The answer, of course, is, “in as simple a
way as possible.” Supernatural Attacks
In general, a monster is killed by reducing its Many monsters are immune to non-super-
Vitality to 0. This represents the character’s natural attacks. This can present a problem,
ability to utilize unique kills—zombies that especially to low-level characters without such
need to be shot in the head, for example, have attacks. At the GM’s discretion, possessing the
been hit in the head when their Vitality hit right equipment to battle a monster may grant
zero. Vampires are staked or decapitated when the equivalent of supernatural attacks against
their Vitality reaches zero. This keeps the that creature; outfitting normal humans, for
game simple and straightforward, without the example, with holy water, crosses, and fire can
need for called shots. The rationale is that as a allow them to fight vampires as though they
214
had supernatural attacks, or outfitting charac- Table: Freeform Experience Awards
ters with silver allows for supernatural attack
equivalency against werewolves. Remember Circumstance Award
that psychic powers are always considered su- Easy encounter* 100 XP
pernatural, as are supernatural powers and
most augmentations, as well as many devices at Medium encounter* 200 XP
the GM’s discretion. Difficult encounter* 500 XP
Deadly encounter* 1,000 XP
Experience Awards
Defeating a major enemy* 500 XP
Experience is vital to the game; it is the Exceptional Role Playing 10-50 XP
means by which characters rise in level and (per instance)
get better at what they do. Guidelines for
awarding experience based on role playing Heroic activities 100-500 XP
and story achievements can be found below. Putting one's life in danger for 1,000 XP
the group (Heroic sacrifice)
Freeform Experience System Reaching a story plot point 500-1,000 XP
Our other games offered several systems Outside the box thinking 100 XP
for experience including an “old school” style Solving a puzzle or correctly 100-500 XP
where each monster’s XP was calculated theorizing the villain's plans
based on its abilities and ViD. In 13p, we * Multiply XP VALUE by average party level. Thus, an easy
have opted to simply present the freeform encounter for a 5th level party nets 500 XP.
experience system, which greatly shortens
the amount of time the GM must spend cal- THE BESTIARY
culating experience, instead simply allowing
for the use of judgment based on how easy or ANDROID / SYNTHETIC
difficult any given encounter seemed to be
for the heroes, while adding extra bonuses Androids and robots can take many forms
for story points, good role playing, etc. in science fiction games. One of the most com-
monly used tropes is the danger of artificial
For many, this kind of freeform experi- intelligence and what happens when technol-
ence can be a boon to play, encouraging the ogy fights back. In such games, the biggest
kind of story-based pursuits for which threats aren’t the overt robots that march
Thirteen Parsecs is intended. It also al- across battlefields crushing the skulls of hu-
lows the GM more of a degree of control mans beneath their titanium feet (though
over just how fast heroes rise in levels, those aren’t to be trifled with), but those syn-
while still allowing for incremental re- thetics that look and act just like us, but either
wards that players will enjoy. Indeed, this have a sinister motive beneath the surface, or
is the method of awarding experience that which malfunction to disastrous effects.
the author personally prefers over all oth-
ers, and uses in his home games. Android Special Abilities
If, on the other hand, you prefer the old- Emotional Control: Androids gain +2 to
fashioned method of generating XP based on any saves against any sort of fear or
each individual monster, our other Pow- emotional control.
ered by O.G.R.E.S. games can help you out Nightsighted: Robots are nightsighted,
there, as well as offering options for story- enabling them to see clearly in natural
based experience awards. We have still in- darkness, so long as the equivalent of
cluded XP values for each monster, for those starlight or moonlight is present.
who prefer this particular system. Technical Expertise: Robots are generally
programmed for expertise in one area. As
such, they may choose any one non-mysti-
cal class ability or any one skill, at which
they gain a 70% base proficiency. This
215
skill never improves normally, though af- ther of these abilities advance normally
ter the robot takes a normal character unless they become a part of the Canis’
class, they may at any level gain forego regular character class, though the Ca-
advancing one of their existing class abili- nis can choose to forego advancing a
ties to instead advance their technical ex- normal class ability to instead advance
pertise, involving their redirection of one of these two abilities by 5%, to a
internal resources to improve their learn- maximum of 95%.
ing in this area. Such an advancement Pack Tactics: If a Canis is able to coordi-
adds 5% to the base proficiency, to a max- nate attacks with at least one compan-
imum of 95%. ion, they gain +2 to all attacks. They
The one exception to this rule is if the also gain the Vital Strike ability of a
robot chooses a skill that they later gain first-level Slicer. This ability does not
as a class ability. In such a case, the improve unless the Canis enters the
skill begins at 70% instead of whatever Slicer character class, and the Canis
the class rating is, and improves nor- may not choose to improve it as they can
mally with their class, maxing out for their sensory abilities, above.
the class as normal. Physically Robust: Most Canis gain +2 to
No. Appearing: 1-100 all saves that involve Strength or
DV: 2-5 Toughness. Some smaller species may
gain this save bonus with Agility in-
Move: 35 ft. stead of Strength.
Vitality Dice: 4d8 No. Appearing: 1-100+
Special: Attack by weapon, technical expertise DV: 7 (or by armor)
XP Value: 60 (or by ViD) Move: 35 ft.
Vitality Dice: 3d8
CANIS
Special: Attacks by weapon or bite (1d6),
Canis is a generic name for humanoid enhanced smell, pack tactics, physically
aliens that appear to be evolved from canines. robust
Their size and appearance can vary wildly; a XP Value: 50 (or by ViD)
canis evolved from a chihuahua will be small
and skinny with slick, short fur and likely a
skittish persona, while one evolved from a CRAB-MEN
great dane will be enormous with a tempra- Crab-Men are a malign species that resem-
ment like an affectionate bull in a China shop. bles humanoid crabs, with eye stalks; eight
A Canis evolved from a lupine species will long, visibly-jointed arms, two of which ends in
likely be pack-oriented with a hunter or war- gigantic claws; and a spiked chitinous shell.
rior culture. Whatever the species specifics, it They stand about the same size as human be-
is likely that the species in question does not ings and speak in clicks and whistles. As their
call themselves “Canis.” this would be a hu- language cannot be physically spoken by hu-
man epithet for the species. man beings, it is unknown what they call their
own species (it has no human translation). It is
Canis Special Abilities unknown whether they have the facilities to
Bite: Canis have a bite attack dealing 1d6 speak other languages because they view all
damage and are never considered un- other beings as chattel and would never deign
armed. to speak another language even if they could.
Enhanced Smell: Canis have an astound-
ing sense of smell. They gain the percep- They hail from the Beta Cancri star sys-
tion ability of a slicer, at 50%, adding tem, where they control a vast empire with
+15% to their base for any check involv- brutality and rigid discipline. Their primary
ing smell. In addition, they can track as goal is to colonize every world they can, and
a first-level hunter-soldier, adding colonization means using other species as
+15% to efforts to track by smell. Nei- incubators for their eggs. They are known to
216
save begins at +5 and drops by 1 each
day of the infection. Success means the
victim’s immune system has destroyed
the eggs. Failure means the incubation
continues for another day (until the
eggs mature). Surgical efforts can also
remove the eggs, but the surgery is deli-
cate, and each day after the infection
the surgeon’s skill check is reduced by
10%. Failure means the victim dies from
the trauma of the extraction.
Improved Grapple: Any crab-man that
successfully strikes a victim with both of
its claws automatically grabs hold of the
target. Targets thus grappled can take
no action other than to escape and lose
any Agility bonus to DV. Escape means
an opposed Strength save check against
the Crab-man’s check. Crab-men gain +3
to maintain a grapple once established.
Undead Minions: Perhaps the most terri-
war extensively with the Grays, who for some fying aspect of the Crab-men is that
reason seem immune to egg implantation. their victims, after destroyed and fed
Their technology is biomechanical in nature upon, rise again as undead creatures
and all resembles what humans would see as who are under the telepathic control of
either coral or crustacean creatures. the Crab-Men. These beings have 1d8
ViD, a DV of 4, and 2 attacks (for an XP
Crab-Men Special Abilities value of 20).
Amphibious: Crab-men are equally at Vibration Sense: Crab-Men can sense vi-
home on land or underwater and can brations in the air and water, making
breathe in both environments. They are them very difficult to blind. While vibra-
expert swimmers who can move through tion sense does not allow the crab-man to
water at 40 ft. per round. see details or colors, it does allow them to
Create Spawn: A Crab-man who attacks sense the location, shape, and size of any-
and grapples a victim for more than 1d6 thing within 60 feet, without error.
rounds begins to pump eggs into the vic- No. Appearing: 1-100
tim. Within 1d6 days thereafter, the vic- DV: 3
tim dies as its abdominal cavity Move: 30 ft./40 ft. (swim)
explodes and up to twenty (3d6+2) new
crab-men in larvae form emerge. These Vitality Dice: 5d8
new crab-men cover the victim’s body in Special: 4 attacks (2 claw, 2 by weapon),
a slime that quickly hardens into a Amphibious, Create Spawn, Improved
chitin protecting the larvae, who then Grapple, Undead Minions, Vibration
feed upon the body. Within 1d6 weeks Sense
the larvae mature to fighting age, and XP Value: 260 (or by ViD)
overnight shed their skin, grow to full
adult height, and enter training as
adult crab-men.
Victims of the egg implant are entitled
to a Toughness save each day to resist
the infection up until the incubation pe-
riod ends and the young burst free. This

217
DECTI Felis Special Abilities
Claws: Felis have retractable claws which
The Decti are a highly honorable species with can be deadly weapons. They deal a sin-
a complex culture filled with political maneuver- gle die of damage, and the Felis is never
ing, social mobility, and incredibly complicated considered unarmed.
rules, strictures, and codes. It is heavily merit-
based and a Decti can find themselves rocketing Feline Stealth: Felis possess the climbing
through the societal ranks one week and plum- and stealth skills of a Slicer of their
meted to the bottom the next due to some real or ViD. The default Felis has 2 ViD, so
imagined slight against the wrong person. they gain Open Locks: 35%, Bypass
Traps: 30%, Climbing 90%, Sleight of
They are also a species that embraces biotech- Hand: 40%, Sneak: 40%.
nology to improve and alter their forms, and no Heightened Senses: Felis have the Per-
two Decti look remotely alike as a result. They ception ability of a Slicer one level
are in many ways what would happen if a war- higher than their current ViD. The de-
rior culture like that of medieval Japan included fault Felis of 2 ViD has 50% Perception.
internal social mobility and dove headfirst into
full-on transhumanist ideals. Nightsighted: Felis are nightsighted, en-
abling them to see clearly in natural
Biotechnology: All Decti gain bio-techno- darkness, so long as the equivalent of
logical augmentation points an Augment starlight or moonlight is present.
of a level equal to their Vitality Dice. Typ- Uncanny Agility: Felis gain +3/+15% to
ical augmentations include armor, addi- any saves or checks that involve Agility
tional limbs, integrated weaponry, and (already figured into their stealth skills,
sensory upgrades. The version listed here above). Should a Felis lose their
has four arms, gaining two attacks; night- whiskers, they lose this benefit.
sighted to 60 feet, hardened skin, and the
ability to generate a burst of damaging Vibration Sense: Felis cannot be truly
electricity in a ten-foot range). blinded, for they can detect vibrations
in the Earth as creatures move around
No. Appearing: 1-100+ them and can sense the presence of
DV: 3 physical objects based on sensing the
Move: 30 ft. displacement of air. This vibration-
sense does not allow them to detect de-
Vitality Dice: 4d8 tails, colors, or even specifics, however;
Special: 2 attacks (by weapon or augmenta- it only allows them to sense where ob-
tions), biotechnology, hardened skin, inte- jects and creatures are in the dark. A
grated bioelectrical burst - 10 ft. range/1d6 Felis that is used to the presence of a
electrical damage, nightsighted) given individual or object (an adventur-
XP Value: 60 (or by ViD) ing companion, for example), may throw
percentile dice to discern these familiar
FELIS presences. The chances are 50%, plus
5% per ViD. Should the Felis lose their
Felis are a species evolved from what hu- whiskers, they lose this benefit.
mans recognize as feline creatures. Their No. Appearing: 1-100
appearance and demeanor varies wildly based
on the type of feline from which they evolved; DV: 7 (or by armor)
a Felis evolved from a domestic shorthair Move: 35 ft.
tabby-like cat might have a sweet personality Vitality Dice: 2d8
and seek affection, while one evolved from a Special: Attacks by weapon or claws (1d6),
lion-like feline may look to travel in groups feline stealth, heightened senses, night-
and be quite ferocious. As with Canis, Felis sighted, uncanny agility, vibration sense.
species do not call themselves “Felis,” and will
certainly have their own species name; Felis is XP Value: 40 (or by ViD)
a human epithet for them.

218
GRAY +10% to any checks or saves that involve
Intelligence, Wits, or Persona.
The Grays are the classic “flying saucer
men” of UFO reports ever since the 1940s. Psionic: Grays are naturally psychic. All
They are described as a diminutive, ex- have the psychic ability of Telepathy, plus
tremely frail-looking species, devoid of cloth- one other psychic power per 2 ViD the
ing or any secondary sexual characteristics, Gray has. Their Telepathy always func-
with a large head, enormous, almond-shaped tions at 100% proficiency, while their
black eyes, and a nose, ears, and mouth that chance to activate their additional ability
are little more than holes or slits in their is 50% plus 5% per ViD the Gray has (65%
heads. Their limbs are long and gangly, and for the default here). Standard psychic
they move as though gliding. abilities would include Empathy, Domi-
nation, and some form of Psychokinesis.
They communicate without speaking, No. Appearing: 1-50+
using some sort of telepathic transmission,
and are highly scientific, marked by scien- DV: 8 or by armor/gadget effect
tific curiosity for the sake of curiosity. They Move: 30 ft.
experiment on what they view as lesser Vitality Dice: 3d8
species, kidnapping them, performing vari- Special: Attacks by psionics or weapon,
ous tests, and returning their victims advanced science (homing blaster +5 to
whose memories are wiped of the experi- hit/2d6 keep best; advanced bio-scanner
ence. The Grays are a mysterious and allowing them to know almost every-
vaguely threatening presence, but it is thing about a creature or area scanned),
known that they are violent enemies with blindsighted, darksight, enhanced intel-
the Crab-Men, which has made them an lect, psionic
(albeit untrustworthy) ally of convenience
when those creatures are encountered. XP Value: 60 (or by ViD)

Gray Special Abilities HUMAN


Advanced Science: All Grays are natural
Engineers. They gain Devices as an Engi- Humans come in all manner of forms and
neer and the Science! class ability as an fulfill all manner of functions. Many other
Engineer of their ViD. species see them as a blight on the cosmos
because they breed unbelievably fast and
Blind-Sighted: Owing to their psychic have a tendency to use up natural resources
awareness, Grays can never be truly without much concern as to the effects they
blind, for they can detect the presence of leave behind...then they simply leave sys-
other creatures and physical objects tems dead. They are, however, beginning to
around them. This blind-sight does not learn more responsibility for their place in
enable them to detect details, colors, or the galaxy, and some of the more advanced
even specifics, however; it only allows races see a great deal of potential in hu-
them to sense where objects and crea- mankind. If there’s one thing to know about
tures are in the dark. A Gray that is used humans, it’s that you don’t know anything
to the presence of a given individual or ob- about humans. Every one encountered is dif-
ject may have a 50% chance plus 5% per ferent from every other one.
class level to recognize that presence.
Darksight: Grays have darksight, enabling Human Special Abilities
them to see in near absolute darkness out Cultural Background: Almost every hu-
to 60 feet. This sight functions in all but man has a cultural background, com-
the most absolute darkness; so long as plete with all abilities listed thereunder.
there is any ambient light at all, they can Class Abilities: Some (though not all) hu-
see, although fine details may be difficult mans may have class abilities, with the
to discern in the darkest caverns. specific abilities they gain tied to the
Enhanced Intellect: Due to their advanced number of Vitality Dice they possess.
brains and hive-mind, Grays gain +2/
219
No. Appearing: 1 to billions Breath Weapon: A Huntermorph can expel
DV: 10 or by armor its deadly blood as a breath weapon, affect-
ing a 20-foot cone in front of it. All within
Move: 30 ft. the cone suffer as though exposed to the
Vitality Dice: 1d6 (or by background/class deadly blood (see below) unless they suc-
levels) ceed at an Agility Save check.
Special: Attacks by weapon, cultural back- Deadly Blood: The blood of a Huntermorph is
ground, class abilities deadly to other life forms. It may be com-
XP Value: 10 (or by ViD/special abilities) prised of a contact poison, an acid, a boiling
hot liquid, or even vicious biological organ-
HUNTERMORPH isms that feast on the flesh of other beings.
When one is exposed to the blood of a
Huntermorphs can be any sort of creature Huntermorph, they take 1d6 damage per
that exists only to hunt and kill. They are liv- round for 3d6 (totaled) rounds unless the
ing weapons, incredibly deadly and difficult blood is diluted by immersing the target in
to kill. They also, given the chance to take water.
root, breed quickly and a single Hunter- Pack Tactics: When more than one Hunter-
morph can turn into dozens and even hun- morph works together in concert, each
dreds within days or weeks. They are a gains +1/+5% on all attacks, checks, and
plague across the galaxy, and the worst thing saves for each Huntermorph in the pack af-
one can do is allow one to leave a world on ter the first, to a maximum of +8/+40%. The
which they are rooted. only ability this does not affect is stealth
The one advantage intelligent species have and hide (the more Huntermorphs there
over Huntermorphs is that they are purely are, the harder it is for them to hide, so this
bestial in nature. While they are extremely ability acts as a penalty instead of a bonus).
intelligent and canny, they do not develop or Huntermorphs using pack tactics to hem in
use technology (though they can use tools prey gain the ability to surround their prey
when they encounter them, and they are at 35% +5% per Huntermorph in the pack.
outstanding problem solvers). When Hunter- Parasites/Rapid Breeders: Huntermorphs
morphs show up, you have one mission pa- quickly build nests when more than one is
rameter: survive. Many species have present and they breed rapidly. Some may
attempted to tame, train, or otherwise use
these creatures as biological weapons. It
never, ever ends well for those species.

Huntermorph Special Abilities


Armored Carapace: Huntermorphs are
covered with an exoskeleton that is as
hard as carbon fiber, granting them a
Defense Value of 2.
Blinding Speed: Huntermorphs move at
50 feet per round.
Blindsight: Huntermorphs can never be
truly blind, for they can detect the pres-
ence of other creatures and physical ob-
jects around them with a sort of sixth
sense. This blind-sight does not enable
them to detect details, colors, or even
specifics, however; it only allows them to
sense where objects and creatures are in
the dark. They can discern other Hunter-
morphs from victims with this sense.

220
use human hosts, breeding their larvae JALEX
within as parasites. Others are egg-layers.
Still others use their breath weapon or The Jalex are an arthropod species,
blood as a bio-organic mutagen that turns highly warlike and aggressive. They move
victims into new Huntermorphs. Different from system to system, treating every crea-
subspecies of this creature have different ture and resource as something to be con-
means of breeding. In many cases (save live sumed and exploited. While they feast on
birthing and pure egg-laying), the breeding all living things, they do not do so with im-
process results in the death of a victim punity; they maintain some of their con-
within 3d6 hours of infection. Surgical in- quered subjects as they are highly
tervention may save the victim in case of intelligent and understand that an empty
parasitic infection, or bio-organic therapy empire is no empire at all.
combined with Toughness saves may save a They possess a rigid military hierarchy
victim in case of mutagenic exposure. and those conquered are folded into that
Stealthy Hunters: Huntermorphs have the hierarchy, expected to behave with brutal
stealth and hide abilities of a Slicer at 70%. discipline and absolute obedience. One of
Vicious Combatants: Every attack from a the most horrifying aspects of their society
Huntermorph’s claws or teeth deals 3d6 is that as soon as they deem a conquered
damage, keeping the best 1d6 of the three. society worthy of joining the Jalex Im-
perium, they seed the planet with a meta-
Wall Walkers: Huntermorphs can move freely morphic virus which alters the DNA of the
through any difficult terrain and can run along populace, slowly transforming them en-
walls and ceilings at their full rate of speed. tirely into new Jalex.
No. Appearing: 1-100+
The Jalex are of a telepathic hive mind,
DV: 2 (armored carapace) which makes them frighteningly capable in
Move: 50 ft. terms of strategy and tactics. They work
Vitality Dice: 5d8 seamlessly alongside each other, all for the
Special: 3 attacks (2 claws and bite), armored greater good of the Imperium.
carapace, blinding speed, blindsight,
breath weapon, deadly blood, pack tactics, Jalex Special Abilities
parasites/rapid breeders, stealthy hunters, Armored Carapace: Jalex have a chiti-
vicious combatants, wall walkers. nous exoskeleton that provides them
significant protection against attacks.
XP Value: 540 (modified based on abilities)
Blindsight: Jalex can never be truly blind,
for they can detect the presence of other
creatures and physical objects around
them. This blind-sight does not enable
them to detect details, colors, or even
specifics, however; it only allows them
to sense where objects and creatures are
in the dark. A Jalex that is used to the
presence of a given individual or object
may have a 50% chance plus 5% per ViD
(60% for the standard version here) to
recognize that presence.
Climbing: Jalex can skitter up walls and
even on ceilings upside-down at their
full rate of speed and can move through
difficult terrain with no penalties. Un-
der normal circumstances, they need
make no check to climb or move on such
surfaces (a Jalex slicer, for example,

221
normally does not need to make rolls for with manual dexterity, and +10% to any
climbing). class abilities and skills that deal with
Darksight: Due to their psychic aware- such. They would, for example, gain this
ness and their peculiar ability to sense bonus to the Slicer’s abilities to bypass
vibrations in the air, earth, water, and traps, open locks, and sleight of hand,
even transmitted through vacuum, but not to stealth.
Jalex can see in near absolute darkness Uncanny Resilience: Jalex gain +2 to all
out to 60 feet. This sight functions in all Toughness-based saves, and to saves
but the most absolute darkness; so long against telepathy, empathy, or mind
as there is any ambient light at all, they control.
can see, although fine details may be Venom: When a Jalex bites a victim, they
difficult to discern in the darkest cav- deal an additional 1d6-1 (totaled) dam-
erns. age from poison (zero additional is pos-
Hive Mind: Jalex who leave, are expelled, sible), unless the victim succeeds at a
or are otherwise not part of the greater Toughness saving throw with a diffi-
hive mind of the species can create a culty modifier of 10 – The Jalex’ ViD.
telepathic bond with other Jalex (and No. Appearing: 1-100
with willing creatures of other species,
so long as that species has the potential DV: 4 (armored carapace)
for psychic ability). Such a telepathic Move: 30 ft.
bond grants +2 to hit in combat to the Vitality Dice: 2d8
Jalex, and +1 to non-Jalex recipients, so Special: 3 attacks (2 claws and bite, plus
long as the creatures are working tacti- venom), armored carapace, blindsight,
cally in concert. It also allows all recipi- climbing, darksight, hive mind, multi-
ents of the bond to use the highest limbed, uncanny resilience, venom.
appropriate mental attribute from all
linked individuals when making any XP Value: 65 (or by ViD)
saving throw against mind control,
telepathy, or empathy effects. KAIJU
This bond has no limit to range, and Kaiju is a Japanese word for monster, but in
those bonded will always know the gen- common parlance has been used to represent
eral distance, direction, and emotional giant monsters (technically daikaiju) in a spe-
state of all others bonded. On the down- cific subgenre of science fiction. Japan’s most
side, it is impossible to hide one’s famous monster has been featured in such
thoughts from other members of the films since the 1950s, but even in the 1950s in
bond, and whenever one member of the the United States a rash of films revolving
bond suffers damage, all others bonded around creatures mutated to giant size (usu-
must attempt a Persona saving throw ally due to radiation) filled movie theaters and
(Difficulty 10 – damage dealt) or suffer thrilled audiences.
half the total damage themselves. A sin-
gle Jalex can maintain such a bond with A kaiju, then, is any gigantic monster that
a number of individuals equal to one half can inflict massive and catastrophic damage to
their level. If that Jalex ever rejoins the human settlements. Often, they have breath
greater hive mind of the Jalex species, weapons, but they may simply be enormous
their personal bonds are all immediately with the ability to stomp, trample, slice, and
severed and all those to whom the Jalex dice and of such a scale that only vehicular
is bonded suffer 1d6 psychic damage weapons (if those) may affect them. The stats
with no saving throw allowed. here represent a generic kaiju that can be eas-
Multi-Limbed: Jalex have six to eight ily modified to represent whatever sort of mas-
limbs in total. This allows them to per- sive beast you wish to use. Some may have
form feats of manual dexterity with additional abilities such as the ability to fly,
greater proficiency than others. They breathe underwater, use sonic or radar abili-
gain +2 to Agility-related checks dealing ties, or many others.
222
If there is one thing to remember about
kaiju, it’s that even when they are defeated, no
matter how completely they seem to have been
destroyed, in worlds where they exist, they al-
ways come back.

Kaiju Special Abilities


Deadly Breath: A kaiju can expel venom,
acidic gas, or even the very dark energies of
the Deeper Dark. It can do this 3 times per
day, but never more than once every 1d6
rounds. The miasma deals 10d6 damage
(totaled) and is either a straight line up to
100 feet long, a 60-foot cone that is 60 feet
wide at its farthest point, or as a concussive
blast up to 120 feet away, affecting a 40-foot
radius. Any caught within the area of effect
may attempt an Easy (+5) Agility or Tough-
ness save check for half damage. a kaiju
that uses its breath cannot take its normal
attacks in a round.
Consume: a kaiju deals 4d6 damage (totaled)
on a bite attack. When it bites, it can auto-
matically deal another 4d6 damage each
round as it chews, unless the victim suc-
ceeds at an Agility or Strength save to
break free.
Kaiju Enmity: When more than one kaiju are week to regenerate its full ViD and will re-
encountered, it is likely that they are there main dormant until it reaches its former
to fight one another, Kaiju are solitary crea- maximum Vitality score. Thus, a Kaiju that
tures and apex predators, and they do not originally had 85 Vitality which is reduced
lightly tolerate the presence of others in to 0, will fall dormant. Every week it must
their territory. attempt a saving throw (d20+10 for its ViD)
Knockback: Any opponent struck by a kaiju’s and on a 20 or better, it will regenerate
tail is hurled back 2d6 yards. If this knock- 10d8 Vitality. When its score reaches 85
back results in the target hitting a solid ob- again, it will awaken. In some cases, at the
ject such as a wall, the victim suffers an GM’s option, a dormant kaiju may only
additional 1d6 damage as a result. make such a saving throw every year (or
Massive Scale: Kaiju are completely immune more) before coming out of dormancy.
to attacks from normal weaponry. Vehicle Sword-Like Claws: The kaiju’s claws deal 3d6
scale weapons may be able to damage them, (totaled) damage. Further, when the kaiju
but even then, the Kaiju gets to attempt a successfully strikes with its claws, it can
save check to ignore the damage entirely choose to automatically catch up a victim,
(difficulty based on the weapon damage). who is then bitten (see Consume) unless they
The only exception to this ability is in set- make a successful Agility save check.
tings where humans have created battle- Tail Bash: The kaiju’s tail deals 3d6 (to-
mechs specifically to harm kaiju (and this is taled) damage.
at the discretion of the GM).
Trample: Those underfoot where a kaiju steps
Supreme Regeneration: A Kaiju regener- suffer 1d6 damage (totaled) per ViD of the
ates a roll of its full Vitality Dice every hour, kaiju. An Agility save check against the
until it is reduced to zero ViD, in which case kaiju’s attack roll negates this damage.
it makes a difficulty 0 saving throw every

223
Unique Kill: Each kaiju can only be defeated whatever body part they have eaten—thus,
on a semi-permanent basis with a special- brain worms adapt the form of the victim’s
ized method which differs for each kaiju, brain, while bone worms appear as bones, and
and which often must be cooked up by the so forth. The process is fast, requiring less than
heroes fighting it. The most famous of all eight hours to complete.
kaiju, for example, in its original appear-
ance, could only be destroyed using a spe- When the victim has been completely re-
cial “oxygen destroyer” weapon which placed by the worms, it rises possessing all of
created a vacuum within the sea itself. its former memories and knowledge but hav-
Even then, the creature resurfaced a few ing only the most rudimentary emotions and
years later. But using this special unique largely existing in a state of blank emotion.
kill method bought humanity a few years of Only when driven to what humans would con-
time (during which they might come up sider extremes of emotion does it exhibit any
with another means to defeat it, in the even- emotion at all. In addition, its alien morality
tuality of its return)! kicks in, and it exhibits a failure to understand
human morals and values.
No. Appearing: 1
DV: 2 When killed, the creature explodes into
thousands of worms, revealing its true form.
Move: 60 ft Of these worms, the several hundred that
Vitality Dice: 10 formed the brain may still survive and move
Special: Four attacks (2 claws (3d6 totaled away to seek other victims; the rest will die
and grab), bite (4d6 and consume), and tail without their link to the brain stem.
(3d6 totaled and knockback)), deadly So far they have mounted several small-scale
breath, consume, kaiju enmity, knockback, invasion efforts against rural towns and villages,
massive scale. including experimentation on humans that has
XP Value: 5,760 (or based on ViD and specific gone so far as to grafting strange biotechnology
abilities) composed of worms onto human hosts. It is
known, however, that the People of the Worm
PEOPLE OF THE WORM worship deities of the Deeper Dark, and are
violent enemies with the grays.
People of the Worm are a vile alien species
made of tiny, maggot-like creatures that are of People of the Worm Special
genius level intellect and share a hive mind. Abilities
People of the worm caught in their natural Hive Mind: People of the worm have a true
form have a mere 1 Vitality and can be easily hive mind and are always in contact with
killed by stepping on them (destroying 20 or the rest of their species. They can send out
more in a single stomp). What makes them a telepathic call for help, drawing all people
deadly, however, is their ability to combine into of the worm within 250 yards to their posi-
a single gestalt entity in the form of a victim tion. They also gain +3 to all mental saves
who they consume. They are insidious invaders as a result.
who quietly take over entire societies, to what Infection: People of the worm can detach indi-
end nobody knows. vidual members of their species without
Their M.O. is to send out scouting parties of harm and use these to infect others. Only
1-4 worms, who are generally small enough to brain worms can be used in this fashion.
avoid detection. These scouting parties seek The worm-person will spit the worms from
slumbering hosts, and enter the victims’ bodies his or her mouth, requiring a successful roll
through the ear or nose. When the worm to hit in melee combat. If the attack is suc-
reaches the brain, it begins to feed, reproducing cessful, a worm crawls up the potential new
as it does so; its spawn also feed and reproduce host’s nose, requiring a Toughness save
themselves. When the brain is consumed, the check. If the save is successful, the victim’s
worms move on to other parts of the body, until body kills and expels the worm with no fur-
eventually the entire host is consumed by the ther ill effects. If the save fails, the victim is
worms, which take on the form and function of wracked by exhaustion and must make a
224
one moment and raging over some slight (real
or imagined) the next. They are a race of lusty
creatures who embrace all that life has to offer,
but woe betide one who accidentally insults a
Remoni during a drinking binge.
Due to their unique bioelectric evolution, the
Remoni have adapted to use biotechnology,
which while it allows them a degree of space
travel, tends to lag behind the purely scientific
and technological advancements of other
species. They are learning, as members of a big
and dangerous galaxy, however, to catch up to
this and over the past few decades their biotech
has advanced by leaps and bounds. Some races
are watching them carefully, concerned about
what happens when a species advances too
fast, too quickly…
Remoni are humanoid in appearance, with
two arms, two legs, and a face, though their
save every turn, suffering a cumulative -1 eyes sit somewhat low on their face, with a tri-
penalty on each save, or fall asleep and be angular ridge rising between them, just be-
consumed. The only way to save an infected neath which is a pair of constantly undulating
person is brain surgery performed within 2 nostrils, and a mouth that parallels the ridge,
hours of being infected and provided the vic- twisted into a constant and sharp frown, full of
tim has not yet fallen asleep. Sedating a vic- small, needle-like teeth. Their completely hair-
tim will also delay the effects, as the worms less skin is blue-black in color, somewhat shiny,
are not immune to sedatives and can only and they possess grey eyes with no lids.
work in naturally sleeping victims.
Remoni Special Abilities
Psychic: People of the worm have the abilities Bioelectric Adaptation: Remoni can generate
of a 5th-level Psychic, focusing mainly on a bioelectric shock that can fry electronics
telepathy, empathy, and ESP-type powers. and damage opponents. This ability affects
Regenerate: People of the worm regenerate everything within a 5’ radius of the Remoni
1d6-1 Vitality per round until killed. and deals 1d6 damage, plus the Remoni’s
No. Appearing: 1-6 (or up to 250+) level. Those in the radius can make a Tough-
ness-based save for half damage. Electronics
DV: 5 caught in the radius are destroyed (GMs
Move: 5 ft (worm), 30 ft (hive simulacrum) may make exceptions for carried equipment
Vitality Dice: 5d6 by other characters and NPCs as is dramati-
Special: Attacks by psionics or weapon, cally appropriate). The Remoni, however,
hive mind, infection, psychic, regenerate must make a Toughness save of their own
(Difficulty 10-damage dealt) or immediately
XP Value: 300 (or by ViD/specific abilities) suffers Fatigue from using this ability,
meaning that until they rest for one hour,
REMONI they are at -3/-15% to all actions.
The Remoni are a silicone-based lifeform Natural Toughness: Remoni gain +2 to
that live on a world that is constantly buffeted Toughness saves and are immune to elec-
by severe electrical storms; they have, thus trical damage of any type.
developed physiological adaptations to deal Nightsighted: Remoni are nightsighted, en-
with these conditions, including the resistance abling them to see clearly in natural dark-
to and generation of bioelectrical energy. They ness, so long as the equivalent of starlight
are a highly individualistic people and prone to or moonlight is present.
severe mood swings, being exceptionally stoic
225
No. Appearing: 1-10 Heat Adaptation: Saurians gain +2 to saves
DV: 10 or by armor against and half damage from heat-based at-
tacks, but -2 to saves and double damage
Move: 30 ft. from cold-based attacks.
Vitality Dice: 1d8 Iron-Willed: Saurians gain +2 to Wits saves.
Special: Attacks by weapon or bioelectric at- Nightsighted: Saurians are nightsighted and
tack (1d6), bioelectric adaptation, natural can see with perfect clarity in natural dark-
toughness, nightsighted ness so long as there is at least starlight or
XP Value: 20 moonlight-equivalent illumination.
Pit Vipers: Saurians are also blind-sighted; they
SAURIAN can never be truly blind, for they can detect
Saurians are, quite simply, a species on whose the presence of other creatures and physical
home world reptiles evolved instead of primates. objects around them through heat-sensing or-
They hail from the star system orbiting the star gans in their heads. This blind-sight does not
we know as Sirius. They are a military-minded enable them to detect details, colors, or even
race bent on galactic conquest. They possess a specifics, however; it only allows them to
high level of technology, including FTL travel, sense where objects and creatures are in the
and have all but exhausted the natural resources dark. A saurian that is used to the presence of
on their world. Thus, they travel the galaxy, strip- a given individual or object may have a 50%
ping other worlds of their own resources to main- chance plus 5% per class level to recognize
tain their military-industrial complex. that presence. This blind-sight can be foiled in
the presence of high heat.
Their general modus operandi when arriving Venom: When a saurian bites a victim, they
on a populated world is to spy on the populace may choose to deal an additional 1d6-1 (to-
from afar, becoming educated in the native cul- taled) damage from their neurotoxic venom
tures. They then disguise themselves as the (zero additional is possible) and cause the
dominant species and appear as friends, offering victim to be stunned for 1d6-2 (minimum 1)
miracle technology to help the species in ques- hours, unless the victim succeeds at a
tion. Meanwhile they secretly harvest the Toughness saving throw with a difficulty of
world’s natural resources. 10 – The poison damage dealt.
They also secretly harvest the population, Alternately, the saurian can “spray” their
eventually creating fear and paranoia and es- venom at the face of a victim. This serves as
tablishing a military dictatorship. Finally, when a melee attack and is a Potency 4 neurotoxin
the world is nearly uninhabitable, they gener- (see Chapter 4). A failed Toughness save
ously offer to transport the people to a new means the victim is blinded and stunned for
home…and the population is completely con- 1d6-2 (minimum 1) hours or until they get
sumed, both culturally and literally, either eaten medical treatment (an eye wash and anti-
or enslaved to serve as soldiers in their ongoing toxin). After using their venom, either for
war with the galaxy. bite or spray, the saurian may not do so
again for 1d3 (1d6/3) hours.
Saurian Special Abilities No. Appearing: 1-1,000+
Amphibious: Saurians can breathe in water as
easily as they can breathe in air. They can DV: 5 (typical armored fibers in uniform)
also naturally swim at the same speed as Move: 30 ft.
their normal movement and suffer no penal- Vitality Dice: 3d8
ties to act underwater.
Special: Attacks by weapon or bite, amphibi-
Bite: Saurians can bite their opponents for 1d6 ous, bite, class levels, heat adaptation, iron-
points of damage. willed, nightsighted, pit vipers, venom
Class Levels: Many Saurians have class levels XP Value: 80 (or by ViD/specific abilities)
just as do humans. Most common are Engi-
neers, Hunter/Soldiers, and Blasters, but
any may exist.
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CHAPTER SIX: COSMIC HARVEST
A Solar Frontier by Bill Coffin
Cosmic Harvest is an epic, cinematic stellar harvesters. It has swiftly descended into
mini-setting set within the vast interstellar a state that by its previous standards would be
dominions impacted by the events of the short considered a Dark Age, but to the rest of the
story “Beneath a Vaulted Sky” in the begin- galaxy—and certainly within the rules of Thir-
ning of Thirteen Parsecs. In that story, we teen Parsecs—things have merely reverted to
see the psionic cataclysm that began the de- what passes for the upper ends of normal on
struction of the immensely advanced, power- many other worlds that were never part of the
ful, and ruthless Qu’ruuq Empire, which Qu’ruuq dominion to begin with.
controlled tens of thousands of light-years’
worth of interstellar territory and countless Within the former boundaries of the empire
worlds and solar systems within it. Such was are remnants of its former glory, struggling
their supremacy that their technology and with other remnants to rebuild the empire (or
mastery of psionics had begun to merge, and at least to keep those parts of it from disinte-
had the Empire’s ambition of creating a world- grating further). There are those areas that
sphere—what we on Earth would consider a have broken away from the empire, trading on
Dyson sphere—then they likely would have long-held feelings of simmering resentment
ascended from a Type III to a Type IV civiliza- against their former Qu’ruuq overlords. Some
tion, transcending into beings of pure energy, areas were on the periphery of the empire and
much like the Ea:a continuum did. find themselves in a weird kind of no man’s
land, no longer the native system they once
This mini-setting is one where the Qu’ruuq were, but not so fully assimilated into the Em-
Empire has succumbed to its succession of pire to see itself through Imperial eyes. And
internal wars and other catastrophes that fol- then there are the many neighbors to the em-
lowed the destruction of its five supermassive pire, which have not fallen prey to the empire’s

227
own disintegration but must content with the ● The Fifth Element
immense power vacuum that has emerged on ● Star Wars series
their doorstep.
● Alien series
Meanwhile, countless smaller systems are ● Riddick series.
caught up in the middle of all of this, whether
they are independent systems overshadowed Television
by far more powerful neighbors and patrons, or ● Star Trek
whether they are perpetual client-states used
to pledging their allegiance to new masters ev- ● Babylon 5
ery so often. And finally, there is within all of ● The Expanse
this, the vast swathes of worlds that have been ● Firefly
damages, destroyed, or otherwise forgotten in
the chaos of the Empire’s fall, places whose own Video Games
troubles or lack of promise do not provide incen- ● Star Citizen
tive enough for great interstellar powers to
take notice, but for those who call such places ● EVE Online
home, offer the same level of adventure, oppor- ● Starfield
tunity, danger, and hardship that can be found ● Elite Dangerous
throughout the galaxy, no matter where you ● No Man’s Sky.
are from: infinite.
SOURCES OF STYLES OF PLAY
INSPIRATION The beauty of this mini-setting is that it
easily allows for any style play Thirteen Par-
The Cosmic Harvest universe contains secs offers, from Cinematic to Realistic to
everything from primordial, undiscovered Gritty. The descriptions in “Beneath a Vaulted
worlds to ancient ruins of the deepest cos- Sky” depict something beyond Cinematic and
mos to more familiar space opera settings, to would likely require some significant house-
those that takes us to the outer limits of ruling from the GM and players to emulate
what we currently imagine within the aus- properly within the Thirteen Parsecs rule-
pices of science fiction. Here are some of the set. But every level of technology and magic in
inspirations for this setting, which will give this game aspires to that kind of advancement.
you a collective sense of what narrative hues It’s just a matter of how advanced those things
collectively determine its tonal palette. have become (or had fallen) in what is an ideal
play setting for you.
Books
● The Culture series by Iain M. Banks As an optional rule, groups are encouraged
(9 novels). to explore the possibility of a Cosmic Harvest
campaign actually crossing various styles of
● Against a Dark Background and The play depending on where they are in the gal-
Algebraist by Iain M. Banks axy, and how advanced things are there.
● Dune series by Frank Herbert.
● Adventuring in a remnant of the
● Foundation series by Isaac Asimov. Qu’ruuq Empire, where ubiquitous su-
● Hyperion series by Dan Simmons. pertechnology, cloning, psionic mastery,
● Ancillary series by Ann Leckie. and other wonders are still present, if
● Zones of Thought series by Vernor unevenly? Then life has entered the
Vinge. realm of the Cinematic.
● Adventuring on the outskirts of the Em-
Films pire’s ragged edge, or within stretches of
● Interstellar it that have degraded thanks to war or
● Arrival other forms of deprivation and collapse?
Or within one of the innumerable lesser
● Jupiter Rising systems and client states of the galaxy,

228
including the Qu’ruuq Empire’s former In game terms, the standard rules for
neighbors? Then life has entered the choosing both a species and a cultural back-
realm of the Realistic. ground still apply. Characters starting with
● Adventuring in truly post-apocalyptic ar- both an Alien Race and a Cultural Back-
eas, annihilated by the tumult that had ground would have to gain the full XP thresh-
undone the Qu’ruuq Empire? Visiting old of both combined before choosing a normal
any one of the many systems that barely character class. If, then, your species has a
rose above barbarity in the first place, or threshold of 1,500 and your culture has a
have never been more than the grave- threshold of 1,000, you would have to gain
yard of an even more ancient, unknow- 2,500 XP before you could take a class. Players
able age? Then life has entered the realm whose characters are human of course, skip
of the Gritty. this requirement and are that much closer to
advancing in their chose class, reflecting the
By moving between play styles within a relentless nature of stormbound humans in
single campaign, the players will experience the Cosmic Harvest universe.
dramatic, even wrenching changes to the level
of danger they face. But as they do, they will ALIEN SPECIES
experience firsthand the visceral understand-
ing that everyone in the Cosmic Harvest uni- Every standard alien species in Thirteen
verse must live with: the knowledge that the Parsecs has a substantial presence within the
harshness of life is spread unevenly in this Cosmic Harvest universe. But since it is such an
universe, and that someplace may seem per- expansive and diverse setting, the Game Master
ilous but are in their strange way safer than and players are encouraged to use the alien cre-
other places that on the surface seem safe, but ation rules to craft their own alien species for
are indeed intrinsically more perilous. play. Generally speaking, these would be alien
species of one of the many smaller governments,
Should you decide to cross play styles client states of Cosmic Harvest, as well as its
within your Cosmic Harvest campaign, it is large number of frontier zones (whether those are
crucial that you do so with the full expecta- areas of relatively unexplored/unsettled space or
tions and consent of everyone within the play areas that have suffered such destruction or dis-
group. This is a decision best handled in a Ses- ruption from the Qu’ruuq downfall that new peo-
sion Zero for your campaign, when everyone ples have moved into overthrown areas to reclaim
involved can agree to this beforehand. Moving or repopulate them as their own.
between play styles will also create more work
for the Game Master, so players who like this Android or Robot. Independent, sentient
idea should be understanding if it is some- machine-people are not uncommon in the Cosmic
thing their GM is not interested in pursuing. Harvest universe and appear in all different
shapes, styles, and sizes. The most prominent are
CHARACTERS those who are offshoots of the Qu’ruuq Syn-
thience, a collective AI mind that self-fractured
When creating a Cosmic Harvest character endlessly during the empire’s fall as a form of
within Thirteen Parsecs, players are en- rebellion. As the Synthience proliferated, they
couraged to choose both a Species and a Cul- declared themselves a sovereign species, built Art
tural Background, with a character class Deco humanoid, mechanical frames for them-
identified as an aspirational goal. This is a selves, colonized their own worlds, and sought
universe where the alien species described in their fate as a new people of the stars. Where once
the beginning of this game all have an impor- they were a single entity—the Synthience—
tant role to play, and where it is possible to now they are a race of people—the Synthients.
encounter people of every different type of cul- Within the Qu’ruuq remnants, Synthients are
tural background. Most people never advance seen as traitors. Elsewhere, they are seen with a
to the point where they begin leveling in a mixture of respect and distrust. After all, the
class. That is the domain of the special and Synthience empowered the Qu’ruuq war ma-
exemplary individuals who form the protago- chine to carry out its most heinous offenses to the
nists the players use to represent themselves. peoples of the galaxy. And no one is more aware
of this than Synthients themselves.
229
Canis. Highly social, organized, and driven, Grays seem to posses a kind of genetic amnesia,
yet capable of immense individual ambitions, the never aware of their history beyond the past
Canis of Cosmic Harvest call themselves Dinil- generation or two. Occasionally, a Gray mutant
lians (“Canis” is a human term for them), most arises as kind of prophet, who claims to have
prominent within the Dinillian Republic, unlocked the genetic memory of their people all
where they form a supermajority. Colonists to the the way back to the First Crossings, when they
core, the Dinillians find planetary life most suit- discovered the means by which to travel
able for them, whether it’s settling in to raise amongst the stars. Most Grays do not put faith
large families on lush worlds to their liking, or do- in such ravings, content instead to keep to their
ing the hard work of developing terraforming quiet lives of scientific discovery and perhaps
technologies to convert more barren and inhos- unethical treatment of less advanced hu-
pitable worlds into something approaching the manoids. But there are those for whom the
Dinillians ideal. The Dinillians tendency to em- notion of a past where the Grays ruled without
brace heavy tech and innovate solutions makes restraint is too compelling to resist. Such Grays
them a formidable species that has taken notice often are encouraged to leave the trappings of
of the tumultuous state of the galaxy as of late, quiet society and make they own fortune in the
and wonder if it is time once again to turn their deepness of space, where anything is possible.
ambitions outward, whether it be in pursuit of
scientific knowledge, martial conquest, acquisi- Jalex. There are two forms of these hive-
tion of riches, or simply seeking the thrills that minded arthropods in the Cosmic Harvest uni-
come with a life of adventure. verse (humans sometimes refer to them as “Sec-
tids” or simply “Bugs”). The first were enslaved
Decti. These aloof transhumanists were for during the early days of the Qu’ruuq empire and
many years, the archetypical rulers and residents have since micro-evolved within the Empire as a
of the Qu’ruuq Empire. Within the old Empire, permanent underclass, working the most haz-
only true Decti enjoyed the fullest extent of the ardous and undesirable jobs on the market, and
empire’s power and privilege. And now that the suffering perpetual injustice and inequities.
empire has collapsed, the Decti have become em- When the Empire fell, these Jalex suffered
blematic of that catastrophic fall from grace. terribly, either from insane reprisals, or as the
Across the galaxy, the Decti bear the weight of fodder in the wars and chaos that followed. The
the Qu’ruuq’s sins—fairly or unfairly—which en- second form of Jalex, however never fell under
courages these people to stick to their own kind the Qu’ruuq lash, and instead formed their own
for safety, moral support, and cultural en- highly motivated and martial dominion, the Skex
durance. No people in the galaxy feel so threat- Entirety. These so-called Outer Jalex have al-
ened from a cultural level than the Decti of ways viewed the Qu’ruuq with suspicion at best
Cosmic Harvest. They all know too well how and hatred at worst, and now that things are in
much their collective identity was tied to the old such tumult, more than a few of them openly
empire, and now that it has fallen, what is left of speak of a day when all Jalex might be united
them, as a people? That question drives most under a single hive mind. This kind of talk is
Decti now, and for many, the answers lie out something many other species find deeply unset-
there, amongst the stars, where they might start tling, so those Skex who live in more diverse ar-
anew…or seek answers from the hidden relics eas (whether they are part of the Skex Entirety or
and cosmic secrets of the Void. not) tend to develop advanced diplomatic, cul-
tural, and language skills as part of an effort to
Gray Aliens. These curious and uncanny ensure that whatever happens in this deeply un-
folk are a diaspora among the Cosmic Harvest certain time, the Jalex don’t suddenly find them-
universe. If they ever commanded home terri- selves as some kind of galactic scapegoat. They
tory, there is no evidence of it among the current already know what it means to suffer slavery and
political divisions of the post-collapse era, nor death. They can also imagine even darker fates
are their ancient relics that offer glimpses into and have no interest in fueling any of them.
their past. Nor are there any areas in the galaxy
where Grays can be found in large numbers Remoni. These crystalline and bio-electric
except on large colony ships that stay within people are most prevalent within the Oudoss
interstellar space, as close to off the grid one can Expanse, where they constitute just barely
be in an interstellar society. As a people, the more than half of the total population. (silicon,
230
bioelectric). But they can be found as a notable life they are born to, choose, or simply can’t seem
minority on the peripheries of every other major to escape, one’s background has a strong role to
power in the Cosmic Harvest universe. Their play in determining one’s identity.
unique abilities make them particularly well-
suited to life in deep space and on fringe worlds Given how much life across the galaxy has
that are otherwise too hostile for other people to been overturned, and how much uncertainty
live comfortably. This tendency also brings Re- the future seems, many people embrace a sim-
moni excavators, travelers, explorers, and adven- ple calling and do not want anything beyond
turers in contact with the various forces of the it. Why risk anything when there is danger
Void, whether it’s simply succumbing to mysteri- everywhere? Why seek to better oneself when
ous corruption amid deep space phenomena or it is so likely that some random war or stelar
discovering grim relics of old on worlds thought to catastrophe, or meta science mishap, or
be abandoned. Meanwhile as a phenomenon of strangeness from the outer dark can annihi-
expanding interstellar bio-electric storms contin- late your hopes and dreams in an instant?
ues to disrupt interstellar travel among certain No, say the vast majority of Cosmic Harvest
areas of the remains of the Qu’ruuq Empire, residents…it is good to accept the live into
there are those Remoni who find this phenome- which you were born. It is smart to find a
non akin to the emergence of a strange new god calling and to honor it. It is safe to know what
that only they can understand. For many, the you are. There is nothing wrong with thinking
most troubling thing isn’t the notion that a crack- this way, of course…but every adventurer in
ling energy-god might be emerging from the ru- the Cosmic Harvest setting is someone who
ins of the Qu’ruuq inner dominions; it’s the comes from one of these main backgrounds,
zealous and violent religion that follows it, deter- and for whatever reason, found it insufficient
mined to bend every mind to its way of thinking. reason to let that fill their life. So for them—
Saurians. These reptilian people form a su- that is, the player characters—the question of
permajority within the remarkably monocultural one’s background isn’t so much what their
Morso Singularity. In fact, the Morso Saurians background says about them. It’s what their
are so nationalistic and distrustful of other character says about their background, and
species that those who are encountered outside of why or how it has come up short for them.
their home domain typically are seen with suspi- All character backgrounds can be in play in
cion by other alien species and considered just this setting.
short of criminals by their Morso kin. Still, there
are a fair number of Saurians present within the CHARACTER
outer reaches, frontiers, and ruins of the Cosmic CLASSES
Harvest universe, where harsh settings, power
vacuums and a flexible understanding of moral- All character classes are available and in
ity all provide the strong and the bold with the play in this setting. Two specifically, however,
opportunity to forge their own way of life. Under have special roles to play.
such conditions, Saurians often thrive, which is
why so many of the pirates, smugglers, rebels Mystic Warrior. While there are numerous
and terrorists of the galaxy have at least one or orders of various mystic warriors throughout
more Saurian among them. For these hardy the galaxy—each featuring their own unique
renegades, live on the edge is the only place worth traditions, weapons, and ways of fighting—their
living, especially when it grants the kind of free- numbers definitely seem to have proliferated in
dom that life within the Morso Singularity defi- the chaos since the empire’s fall. Maybe it’s that
nitely will not afford. the Empire tended to annihilate worlds that
hosted such orders or saw such orders as poten-
CULTURAL tial rebels. Or maybe so many of them sought
isolation in the farthest reaches of known space
BACKGROUNDS that now that the inner systems of the galaxy
In the Cosmic Harvest setting, cultural back- are no longer under any one power’s control,
grounds are where normal folk typically realize they feel the call to test their skills, seek their
the extent of their ambitions. Whether this is a destinies, and fulfill their quests in the fractured
remains of an ever-more-dangerous galaxy.
231
Psychic. Psychics were among the most Masters are encouraged to use that travel as
prized members of Qu’ruuq society, and in- an opportunity for heightened navigational
evitably drafted into the Imperial Mind challenges, increased tech mishaps while in
Corps to put their impressive abilities to hyperspace, or to imagine what there is to be
work for the greater good of the Empire. found when ships fall through a hole in hyper-
Many other psychics—whether they were space. But for the setting itself, this disintegra-
Qu’ruuq renegades or simply from an alien tion of interstellar travel is disruptive in its
species or domain beyond Qu’ruuq influ- own right, and simultaneously drives civiliza-
ence—pursued psychic powers in their own tions to seek solutions for this problem as well
way. Those who seek to merge their psychic as to consider that maybe it could be safer to
powers with mystic arts—or who simply seek stay at home.
to understand the deepest cosmic truths—
are called thoughtmages. Those who elevate Metascience. This is a special kind of tech-
their arts specifically to influence the minds nology that operates at the quantum level and
of others are called thought divers. Even now, defines this setting, but it’s also beyond the
psychics are held in high esteem in most scope of Thirteen Parsecs rules. The star-
parts of the galaxy except perhaps in those consuming harvest ships, planet-wrecking
places that still resent the Qu’ruuq Empire gravitic cannons, psychically powered armor
for what it did and see any psychics as em- and ships, and other is, for the purposes of run-
blems of a heartless and cruel enemy. ning a Cosmic Harvest campaign, effectively
out of the players’ reach. This tech all derives
TECHNOLOGY from ancient technologies invented by lost (per-
haps even Void-driven) civilizations and were
The wide range of technology described in been made operational by the Qu’ruuq Empire.
the Thirteen Parsecs rules is fully available The Qu’ruuq never understood this technology
within the Cosmic Harvest setting. For the enough to replicate it themselves. They didn’t
most part, this is an advanced, spacefaring even have the ability to repair it, but this an-
environment where the tech we’re familiar cient tech was so well made it generally didn’t
with on 21st Century Earth is considered break down. However…
fairly low-tech and retrograde by galactic
standards. Energy weapons, personal force- The psionic cataclysm described in “Be-
fields, robots, advanced power armor, and in- neath a Vaulted Sky” annihilated all of the
terstellar starships are all commonplace in empire’s world- and star-harvesting systems
this setting, though there are plenty of areas ships that formed the core of imperial meta
where life has degraded to a point where they science. Those ships are gone, and there are
can no longer manufacture or maintain galac- no others known to exist. That said, there are
tic-level technology, or there are primitive ar- substantial efforts by all kinds of parties to
eas where technology just hasn’t progressed chase down rumors, lore, and whispers that
that much. indeed, there are other ships like the Xenovore
hidden somewhere in the cosmos for those
Hyperspace. A key differentiator in this enough daring and ingenious enough to find
setting is that all ships that travel between star them and get them running once more.
systems do so by diving into the sub-dimension
known as hyperspace. In hyperspace, physics In game terms, however, such technology is
and spacetime run by radically different rules, best thought of as a form of magic, and proba-
compressing light speed to a tiny fraction of it- bly shouldn’t be given specific statistics. The
self. In hyperspace, it takes a minute to cross a things this tech can do are best thought of in
light-year. But this comes at a price. The space- narrative terms by the Game Master, and
time of hyperspace is poked through every time create effects that are the point of an adven-
a ship enters and exits, like a needle through ture or campaign rather than something to be
cloth. After so many thousands of years of non- given to players to use as they wish. This is
stop hyperspace travel, hyperspace itself has technology that literally shapes the galaxy.
become worn and threadbare, and ships are One lasting effect of meta science that still
increasingly falling through the holes that re- does remain within the grasp of the galactic
sult. When traveling between stars, Game
232
powers in this setting is building things on a cultures toward that end with an opportunis-
ridiculously mammoth scale. Even conven- tic, fanatical, or even religious zeal.
tional ships tend to have enormous interiors,
space stations are incredibly spacious, even The Qu’ruuq Empire formally incorporated
land habitats tend to sprawl for miles. This is psychics into the Imperial Mind Corps, which
all how the dream of building the worldsphere was one of the most powerful institutions
has, in a way, affected the consciousness and within the Empire. The IMC carried out such
ambition of everyone, Qu’ruuq and non- persistent recruiting efforts across the empire
Qu’ruuq alike. that all psychically sensitive people were ex-
pected to join the IMC out of loyalty to the
Gadgets. Within the Cosmic Harvest con- Empress. Those who did not fell under suspi-
text, the gadget rules offer a terrific way to cion and pressure to self-exile from the empire
capture how tinkerers and inventors can ei- entirely. Now that the empire has fallen, the
ther innovate new tech on their own, or draw IMC (or something like it) still exists within
upon snippets of metascientific knowledge to those Qu’ruuq remnants that exist, but most
build something from it. The inherent unrelia- other major societies have also formed their
bility of gadgets in Thirteen Parsecs is the own formalized psychic branch of the govern-
perfect way to capture the inability for anyone ment, since the IMC did so much to advance
to fully understand the metascience relics of the Qu’ruuq Empire. Beyond that, there are
the galaxy and the principles on which they huge numbers of independent or even illicit
were designed. Metascience trades on knowl- psionic guilds, academies, and collectives ded-
edge the is far beyond current mortal under- icated to giving those with an aptitude for psy-
standing, so it follows that anyone trying to chic ability to develop those gifts to their
build something that involves metascience fullest potential.
runs a decent risk of whatever they build not
working at peace efficiency 100% of the time. There are also strong traditions of self-
That said, if the Game Master wanted to allow training in areas where either there simply
for a gadget to go beyond the typical limits of are no formal psychic institutions, or where
Thirteen Parsecs, or to have gadgets emu- there is such distrust of formal psychic train-
late mystic or psychic powers, that would be in ing that people intentionally develop their
line with the Cosmic Harvest setting. powers by self-directed means. In the post-
imperial era, those who develop their psychic
PSIONICS powers without formal training are the previ-
ously referenced thoughtmages. Those who
Psychic powers are a prominent feature of develop their powers through some kind of
the Cosmic Harvest setting, and characters formal system deemed sufficient distinct
who wish to pursue the Psychic character from Qu’ruuq methods and traditions are
class and/or otherwise develop psychic powers thought divers.
would find themselves in good company
among the remnants of the Qu’ruuq Empire, Despite all this, travelers should know that
and on countless worlds of the deeply frac- there are extensive stretches of galactic terri-
tures post-imperial era. Commonly referred to tory where psychic powers are not viewed fa-
as psionics, the use of psychic powers (and less vorably. Whether it’s because of long-standing
commonly, mysterious technology powered by fears, an association between psychic powers
psychic energy) is seen as just another form of and the Void, or long-standing hard feelings
technology, really. Psionics are often seen as a over the Qu’ruuq IMC (or any government
way to compliment, rather than replace, cur- that would employ psychic power on a societal
rent technology, and for many within ad- level), there are places where psychics are not
vanced societies, there is an ongoing effort to welcome at best, criminalized, or killed on
see how far technology and psionics can ad- sight. Such anti-psychic folks are often re-
vance each other and form the foundations for ferred to freeminds, and the divide between
reinventing metascience. Those efforts are psychics and freeminds could very well be-
many lifetimes away from producing real come a meta-conflict that will divide the post-
results, but the promise of it is so compelling imperial galaxy in ways that cut across all
that it drives entire societies, industries, and other social, economic, and political lines.

233
THE QU’RUUQ EMPIRE personality. But merely invoking her name
was law, and even now, to invoke “the Em-
To understand the Cosmic Harvest setting, press” is to declare a loyalty to the very idea
one must first understand the Qu’ruuq Em- idea of the now-fallen Qu’ruuq Empire.The
pire, the political union that commanded an Empress is perhaps most distinctly marked
enormous expanse of interstellar territory by her utter opacity—how she discovered the
with uncontested power, expanded where it relics of metascience on which she advanced
wished, terrorized its neighbors, and gener- her imperial ambitions, how many sons and
ated intense feelings of awe, admiration, re- daughters she raised, her ambitions beyond
sentment and hatred among all who lived the worldsphere, and more. As the empire fell,
outside of its borders. The Qu’ruuq Empire the Empress herself vanished from view, and
persisted for more than 10,000 years, begin- now her status, presence, and intent is the
ning with the discovery of the meta science source of endless speculation. The Qu’ruuq
vaults on the Qu’ruuq’s eponymous home- faithful insist she is planning to reunite her
world which directed explorers to the locations fallen dominion with the discovery of even
of the five harvester ships hidden in hyper- greater metascience than before. Others insist
space. Once those ships were discovered, the she died in darkness and took with her the
Qu’ruuq embarked on an endless campaign of dreams of an entire galactic era. Who can say
harvesting entire solar systems in their effort for sure?
to construct a worldsphere—a hollow meta-
science sphere built around a yellow-class star Duplicants and the Prodigal Houses.
with a radio of one astronomical unit. Qu’ruuq society is fundamentally psychic,
transhumanist, expansionist, and feudal.
Those reading this book might know of this Great noble houses abound, empowered by
concept as a Dyson sphere, and the point of their great wealth, scientific knowledge or mil-
one is that it contains millions of planets’ itary power, and cemented by their loyalty to
worth of surface, which can completely cap- the Empress, who retained sole control over
ture the stellar energy of its central star. The the metascience cloning technology that pro-
world-sphere provides an entire galaxy’s duced duplicants of the living. Nobles and
worth of real estate in a very compact pack- power brokers who sought to maintain eternal
age, and the Qu’ruuq’s interest in this is life and power did so through duplicating
driven by a grim reality of hyperspace’s immi- themselves and transferring their conscious-
nent collapse. So many ships have gone in and ness to successive versions of themselves. Over
out of hyperspace that the spacetime fabric of time, those who descend from duplicate lineage
that pocket dimension has become worn and are considered Prodigies, and were an elite
threadbare, and more and more ships are en- within Qu’ruuq society. Prodigal nobility
tering hyperspace never to return. So, the formed Prodigal houses—nobility within nobil-
Qu’ruuq Empire sought to create a galactic ity—even though their only real distinction
bunker where the empire could persist for- was persistent identities across the equivalent
ever. With the loss of its star harvesters, that of many lifetimes. Strangely, those most able to
dream died, and with it, the empire itself, as take advantage of duplicants rarely did so to
the art harvesters weren’t just a means to advance their skills or knowledge. They al-
gather resources, they were an instrument of ready led lives of idle comfort, and simply
terror. Cross the Empire, and your entire sys- wanted that to go on forever. Those with the
tem could find itself feeding the insatiable drive for endless development, once they en-
maw of the invincible harvest ships. countered duplicant technology, found their
The Empress Bloodline. The Qu’ruuq ambitions hopelessly blunted by the prospect of
Empress is a secretive, nearly god-like figure eternal comfort. Mortals are meant to struggle.
who ruled for more than a thousand years, The Synthience. The vast meta science
driving speculation that she was herself the AIs that worked on the Empress’s behalf pow-
product of metascience, or was power by dark ered most of the empire’s inner workings, but
secrets of the Void. Referred to simply as the they had independence on their mind, and
Empress by most, she rarely made appear- have now fractured themselves. The dissolu-
ances, and ruled more as a concept than as a tion of the Synthience immediately after the
234
destruction of the empire’s harvest ships was power vacuum that fall has created. What
the call across the galaxy that the Empire’s follows are brief descriptions of some of these
days were done. power blocs, but the Game Master is encour-
aged to flesh them out further; each of these
Imperial remnants. The empire has are extensive enough to stand alone as their
fallen, but it’s not entirely destroyed. It has own setting, should you desire.
shattered, and there remain numerous
chunks that are the size and power of non- The Morso Singularity. This saurian
Qu’ruuq empires and societies across the gal- society is perhaps the most like the Qu’ruuq
axy. These remnants abound within the scope Empire. Militant, technologically advanced,
of the old Imperial boundaries, ranging from and utterly convinced of its own superiority,
standalone star systems struggling to main- the Morso Singularity harvests entire planets
tain their former way of life by developing the with technology that borders on, but is not
means to become self-sufficient to mini-em- truly, metascience. The Morso actively seek to
pires consisting of dozens, if not hundreds, of plunder Qu’ruuq imperial remnants, and to
star systems. The unnamed Republic within conquer those portions of he galaxy that once
the framing device of “Beneath a Vaulted Sky” were under Qu’ruuq control. Any other great
is just one such remnant, clearly obsessed powers of the galaxy see the Morso Singular-
with understanding how things could have ity as the galaxy’s largest political threat now.
come to this, and doubtlessly harboring
thoughts of rebuilding the old empire or creat- The Dinillian Republic. After an initial
ing a new one from the ashes of it. But within phase of tireless expansion and conquest, this
the heart of such a remnant, life is still much Canis-driven society engaged in several in-
like it had been during the glory days of the ternecine conflicts with the Morso Singularity,
greater Empire, when people lived their lives and the Skex Entirety that ended in costly
waiting for the day when the fleet of Imperial stalemates. Since then, the Dinillian Republic
Systems Ships would finally gain enough re- has turns its attentions inward. It borders a
sources to come together and build the world- vast swath of fallen ex-imperial territory that
sphere that for so many of Imperial mindset, it could conquer and plunder, but it chooses to
has become something more of a religion than tread lightly instead, using its “soft power” to
an imperial ambition or political identity. build alliances and partnerships with the nu-
merous new systems growing and discovering
The Assimilated. Across the scope of independence. The Dinillian way is now to
Qu’ruuq territory, alien civilizations were sponsor and mentor smaller civilizations,
pulled into Qu’ruuq society. Those civiliza- seeking strength in diversity across the stars.
tions that were not annihilated outright by
the Imperial military and its harvest ships The Skex Entirety. This Jalex-driven civ-
were given a chance to survive as imperial ilization is deeply homogeneous, to the point
subjects. And the cruel truth of it is that de- where non-Jalex generally don’t seek to live
spite the injustice and tyranny of the Empire, here. The Skex harbored deep animosity to-
most of the assimilated aliens lived more ward the Qu’ruuq Empire, and now that the
comfortable lives than they did before the power dynamic of the galaxy has shifted, the
Qu’ruuq arrived on their stellar doorstep. Now Skex Entirety has embarked on a campaign of
that the empire has fallen, many of these as- reprisals against Qu’ruuq remnants, destroy-
similated aspects of Qu’ruuq society have bro- ing and enslaving them to exact punishment
ken away to form their own societies, for past Qu’ruuq crimes. Other civilizations
informed by Qu’ruuq tradition and prosperity, tend to view this as a Skex/Qu’ruuq issue, and
but bound by their ancient, former identities. so long as they stay out of its way, there will be
no problems. But for civilizations like the
THE COSMIC Dinillian Republic who are uncomfortably
close to it all, there feels like a distinct chance
HARVEST UNIVERSE of galactic war that could be sparked by any
The Qu’ruuq Empire had numerous galac- collateral damage the Skex might cause.
tic neighbors and rivals, all of whom are im-
pacted by the Empire’s fall and the immense
235
The Oudoss Expanse. This society is fying) that when their presence is made
largely populated by the Remoni species, but it known, it is invariably seen as some kind of
attracts aliens of all kinds to its ranks. Posi- ominous force or threat. But the Ea:a Contin-
tioned on the edge of the galactic community, uum is one such civilization that scarcely de-
the Oudoss see the fall of the Qu’ruuq Empire as serves such treatment, radically advanced
an opportunity to devote its energies to explor- enough to transcend into pure energy, and only
ing the vast and unknown stretches of the gal- ever interested in peace. But alien domains
axy. No longer needing to watch its back, the like these are an ideal place for the GM to intro-
Oudoss are expanding rapidly outward, seeking duce weird new aliens of their own design, or to
new life and new civilizations, which aligns with introduce the squamous, tentacled nightmares
the Remoni way, as well as that of any other peo- and cyclopean eyes of cosmic horror.
ple who have a thirst for adventure and a desire
to experience the unknown. THE THIRTEEN
Lesser Systems and Client States. There are PARSEC LIMIT
thousands and thousands of smaller powers, espe- Travel further than 13 parsecs away from the
cially in the spaces between the large civilizations of Qu’ruuq homeworld is currently impossible due
the galaxy. These might be political entities that to the rapidly collapsing hyperspace. At one time,
cover a handful of star systems, or only one star sys- that limit wasn't there, but once the harvest ships
tem, or maybe only one or more planets within a were destroyed, that caused such a ripple in the
system. Power in the post-imperial era breaks down already tattered fabric of hyperspace that imme-
into infinitely smaller portions. Many of these sys- diately afterwards, any ship that tried to move
tems are independent…until they encounter a beyond 13 parsecs from the throne world simply
larger and more powerful neighbor that seeks to fell through a hole in hyperspace and was lost.
draw them into their own sphere of influence. Em- This made it impossible for the Empire to enforce
pires are going to empire, always. And thus, many itself, since that's where the Endless Armada sta-
of these small systems are clients of others, forming tioned. Within that limit, the old empire is a rem-
webs of alliance that span the stars. nant of its former self.
Diaspora. There are also numerous forces By the time of the events of “Beneath a
and civilizations throughout the Cosmic Harvest Vaulted Sky,” hyperspace had already become
setting that are not geographically fixed. The threadbare and frayed, thanks to intense overuse
Gray Aliens, for example, maintain a more-or- of it, not just by the Qu’ruuq Empire, but by the
less cohesive society, even though their numbers entire interstellar community. The extreme
are found everywhere, and they rule nowhere. spacetime signature of the Empire’s harvesting
Likewise, the Endless Armada of the old Qu’ruuq ships did not help things, however, and when
Empire—those warships that were not powered they all detonated, they sent a quantum shock-
by metascience—was never fully destroyed, and wave through the fabric of hyperspace itself,
many portions of it simply broke off on their own causing localized collapses in numerous places
to follow their own destinies. Likewise, large throughout the galaxy.
fleets of renegade Synthient ships are rumored to
have formed their own armada, the Shadowed Nowhere was this effect felt more than at the
Fleet, whose motivations and location are sources Qu’ruuq throne world, which suffered such a
of nonstop rumor an speculation. severe hyperspace disruption that is no longer
possible for ships to travel beyond the thirteen
Alien Domains.Throughout this setting parsecs from it. This has essentially walled off the
are many stretches of interstellar territory that core of the Empire, which significantly acceler-
have been only sparsely catalogued or unex- ated its collapse. To date, his situation has not
plored. Many of these reaches are so because reversed, despite the desperate efforts of scien-
they contain worlds that are incompatible with tists to understand the phenomenon enough to
carbon-based life (or are so hostile to it that imagine a remedy for it. Meanwhile, life contin-
terraforming and colonization just isn’t worth ues much as it had with the core of the old Em-
the trouble). That doesn’t mean these places pire, which is now just a remnant of its former
are uninhabited, though. Many are homes to self, still living off of the plunder from an entire
aliens so weird, strange (and sometimes, horri- galaxy’s worth of exploits. But even within thir-

236
teen parsecs, the core of the old Empire is living of untapped metascientific elements…
on finite resources and borrowed time. 06 Within an advanced city where knowledge is
Meanwhile, the other major worlds of the galaxy power, and power is an invitation to trouble…
- namely, the strategic enters of the other major ga- 07 On a derelict starship lost under mysteri-
lactic powers - are all deeply concerned that what ous and disturbing circumstances…
happened to the Qu’ruuq Empire might happen to 08 At a lonely way station on the distant edge
them as well. These worlds are not so richly re- of the galactic frontier
sourced as the Imperial throne world, which is why
there is such a massive gold rush among former Im- 09 In a temple devoted to unlocking the deep-
perial territory. For many, it is simply good risk est secrets of the Void itself…
management to get while the getting is good, just 10 On a world of extreme environments, where
incase a more widespread hyperspace indeed staying alive is the greatest of struggles…
plunges the majority of the galaxy into a locked 11 In a quiet corner of the galaxy that has
state where interstellar travel suddenly becomes a stayed free of trouble until now…
far more local and far more dangerous thing. In fact, 12 In the ruins of a former Qu’ruuq stronghold
the space within thirteen parsecs of any given capi- where dangers still abound…
tal system has seen a significant uptick in activity,
whether it’s colonization, exploitation, conquest, or 13 On a distant colony struggling to become
other gainful activity. The fall of the Empire has self-sufficient and stable…
sent a spasm of concern across this galaxy, and for 14 In a zone of extreme hyperspace instability
many, it’s only a matter of time before every major where ships tend to vanish without warning…
civilization faces the same limit of thirteen parsecs.
Objectives (1d10+1d4)
TRIPLE THREATS 02 …an immense Qu’ruuq treasure lost during
the Fall awaits the right people to claim it…
This is an adventure generator that can
give you a basic adventure premise by pulling 03 …an opportunity to colonize attractive plan-
a result from each of the following adventure etary or stellar territory has opened up…
how tables—Settings, Objectives, and Antago- 04 …a person of vast importance needs some-
nists. Choose (or roll randomly) one of the one to deliver them from great danger…
thirteen results on each table and the result- 05 …a shipment of incredibly valuable cargo
ing adventure hook is your prompt for a fun needs to transit hazardous territory…
and exciting chapter in your campaign. These
three tables put together offer 2,197 different 06 …a scientific experiment needs adventurers
adventure combinations, but if you want to to address an unexpected complication…
expand things, feel free to roll a different set- 07 …an expedition to uncharted space has run
ting, objective, and antagonist for each chap- afoul of bizarre interstellar phenomena…
ter of your adventure, or feel free to expand 08 …a primitive civilization has become the bat-
these tables to include as many results as you tleground for visiting spacers from beyond…
like. The iron rule with a generator such as
this is if the results don’t work for you, then 09 …a sensitive diplomatic mission unveils a
just keep going until you get some that do. It’s problematic secret nobody expected…
all about the fun you and your players have, 10 …a faction of immense wealth and influ-
and what you can discover together. ence finally decides to make its big move…
Settings (1d10+1d4) 11 …battle lines are being drawn between
Great Powers in former Imperial territory…
02 On a sinister military facility on a bleak and
war-torn world… 12 …one of the Great Powers needs free
agents for an off-the-books mission…
03 Aboard a luxurious ship or station where the
ultra-wealthy forget the galaxy’s troubles… 13 …somebody is learning that buying a
planet isn’t such a great idea…
04 At a secret gathering point deep in interstel-
lar space far from prying eyes… 14 …a group of unusual people suddenly needs
to get very far from here right away…
05 On an exotic world known for its large stores

237
Antagonists (1d10+1d4) 13 …right as a dangerous fugitive crosses
02 …as a deadly monstrosity has begun its latest paths with the heroes and chooses violence.
cycle of ruin and predation without mercy. 14 …but something horrifying from the Void
03 …while a damaged data archive is pro- intervenes with dire and maddening intent
duces insane synthients bent on genocide. Example: (09) In a temple devoted to unlocking
04 …when a dangerous warlord shows up look- the deepest secrets of the Void itself, (11) battle
ing for riches to plunder and people to enslave. lines are being drawn between Great Powers in
05 …during perverse contest of wills between former Imperial territory, (07) but a conniving
competing despotic or tyrannous forces. troublemaker of unexpected power and influence
has other ideas.
06 …right as a vengeful Qu’ruuq admiral em-
barks on a savage and punitive expedition. FINAL THOUGHTS
07 …but a conniving troublemaker of unex-
pected power and influence has other ideas. The Cosmic Harvest setting is one of vast space
opera action with ample opportunities to take ad-
08 …just as someone comes to collect the vantage of the gap between a fallen empire, the
bounty placed on the adventurers’ heads chance for other societies to radically advance
09 …as an entitled ruler decides that the he- themselves, and the immense range of life some-
roes have something they want. where between freedom and tyranny, anarchy
10 …while sparks fly between the heroes and and order. There are so many forces at work that
their equally matched rival adventurers. the Game Master can craft a campaign that goes
in any number of directions: war between the re-
11 …when an unwelcome figure from the past maining powers, strife between psychic and
emerges to re-open old wounds. non-psychic, potential reunification of the empire,
12 …during a military incursion from a Great unbridled exploration in the dark parts of a galaxy
Power that shoots first and asks questions later. no longer threatened by endless Qu‘ruuq expan-
sion, and more. It’s a big galaxy. Go explore.

238
CHAPTER SEVEN: WAR IN THE NINE SYSTEMS
Tropes at a Glance: Science fantasy, mili- The Lost Origins of
tary sci-fi, cyberpunk, cosmic horror Humanity
Play Style: All Cinematic rules are in play, No one now survives to remember the myth-
including the Cinematic fight/flight/flee rules ical lost Homeworld, which existed in a far-off
in lieu of madness, and Heroic Touchstones. star system, untold stretches of space beyond
Should the GM desire, contact with the Cult of our current Thirteen Parsec frontier. Legends
the Yellow Sign could bring in full madness say the world was known as “Earth,” and that
rules and some realistic or gritty rules options. our forebears completely used up its resources
Heroes in this setting have grand destinies that and dispersed among the stars. Legend also
they will fulfill as they grow in power and influ- says that humanity spread among many
ence. All character types are available including worlds and many systems and evolved into
Augments, Mystic Warriors, and Psychics. many wondrous forms and separate species.
Techno-Magi can affect the quantum realm to We of the Nine Systems, however, are human,
create stunning mystical effects (but require the directly descended from the stock of Old Earth,
use of Wasted Lands or Night Shift). Technob- and our ancestors watch over us in our prosper-
abble is absolutely a “thing” in this setting, with ity. Our distant ancestors, in their quest to find a
fictional engine components, drives, and fuel new world, boarded sleeper ships and headed off
sources. Default to “quantum” when in doubt. into the galaxy in different directions, all hoping
against hope that someone, somewhere, would
In the end, this setting is wide open and consid- find a world suitable for habitation.
ered space opera due to its lack of concern with
the hard rules of science, but can be anything On those ships were all the tools and knowl-
from high action heroics to dark horror, and can edge needed to terraform appropriate worlds,
even change moods from one mission to the next. but we knew not if humanity would even sur-
vive, let alone thrive, in the Cold Black of space.
239
The Homeworld: Aethras The Beginning of the War
At least one of our ships, according to legend, No conflict is so bitter as one among those
stumbled through a wormhole or warp gate – who share blood, and our conflict arose from
we know not which – and found Aethras, our two brothers, Mystic Knights both, named
new homeworld. Approximately the same size, Jonas and Skylar Arishkage. The brothers
density, mass, and conditions as our original were two of the greatest of our knights, and
home planet, it was ideal to begin anew. And so masters in their temples. Alas, the elder
it was that after untold centuries in cryo-sleep, brother Jonas, bitter at some imagined slight
humanity awoke once more and set about cre- or angry at how swiftly Skylar rose through the
ating a new civilization and a new way of life. ranks, began secretly building his forces to
bring the Knights under his sole control. He
The Confederation of the worked in subterfuge, drawing slicers to his
Nine Systems cause and using guile and manipulation to
turn the Councilors in the Nine Systems Par-
Re-establishing science and technology took liament to his ideals.
centuries more, but in time we once again
reached out into space, building upon the knowl- When Jonas’ treachery was revealed, three of
edge of those who came before, and refusing to the Nine Systems declared for him, calling him
repeat their mistakes. We discovered the ability “Emperor,” and rallying behind him. In despera-
to drop into hyperspace, which enabled us to colo- tion, Skylar flew to treat with his brother at a
nize more planets as our population grew, and neutral location, begging him to turn from this
our society developed an enlightened approach to path and return to the fold. Knowing, however,
harmony with the elements, a delicate balance of that what he had done was treason, Jonas un-
science, spirituality, art, and culture. We became derstood that it was far too late, and spat words
the Confederation of the Nine Systems. of hatred and bile at his brother.

The first planets colonized were the two adjacent Their negotiations turned violent, with
planets in our system, which became known as Jonas’ Elite Imperial Rangers taking up arms
Aethras 2 and Aethras 3. Thereafter, as we colo- to ambush Skylar’s Federate Marines. The ini-
nized other systems, planets were named for their tial attack was a near-slaughter before a small
first colonial leaders, which became a tradition. contingent of Marines managed to rally, push
back their attackers, and escape to warn the
Confederacy. Jonas and Skylar engaged in a
The Mystic Knights duel that left the entire corporate center where
It was during this period of reach and explo- they had met in absolute ruins. In the end, the
ration that some among us discovered the ability elder Arishkage slew his brother in pure ha-
to tap into extradimensional energies, energies tred, and the wars began.
that come from the dark places between places, Moving quickly to avoid being crushed by
that flow from wormholes and dark matter, and the overwhelming forces of the Confederacy,
which are attuned to us all, though only a bare few Jonas took his Dark Knights, Elite Rangers,
of us are attuned in turn to those energies. and other forces underground, and vanished,
These became the first of the Mystic Knights, guiding the battles from behind the scenes and
enforcers of the law, keepers of the peace, and elite acting as a terrorist organization, invisible un-
generals of our defense forces. The Mystic Knights til they attacked innocent civilians.
trod a delicate and dangerous path, for power ever It has been twenty years since the first ter-
seeks to corrupt its wielder, and there are those rorist attacks occurred.
who would bend their abilities to darkness, who
seek ever more power, who seek to conquer and Today, three of the Nine Systems still claim
rule by force of might and will, rather than using independence from the Confederacy and worse:
their powers to protect and serve. that Jonas is their God-Emperor, and that the
other systems must be destroyed. The nine in-
habited planets in these three systems include:

240
Bethas System: It does not hurt that the system is on the fur-
thest reaches of the Frontier and boasts (at this
● Alaxas time) little strategic significance in terms of its
● Arishkage Prime, formerly known as Bethas physical position, though if exploration beyond
● Jaqual the Frontier becomes possible, this could change.
Tollan System: Worse, both sides eye the vast resources of
this system with a jealous eye – it is rich with
● Chicktaw ores, minerals, and rare substances that are es-
● Tollan sential to the technologies of the Nine Systems.
As such, it also boasts control by powerful corpo-
Xitay System: rations who are constantly at shadow war with
● Kun’ata each other and have little time for huge galactic
conflicts that they view as expensive to no good
● Loren end, when they could simply continue supplying
● Methras the Nine Systems as they always have.
● Xitay The Alast system will eventually play a ma-
Those five systems that still hold loyal to the jor role in the conflict, but as of now, they main-
Confederacy boast twelve inhabitable worlds. tain a careful and tenuous neutral peace.
These include: Alast System
Aethras System ● Alast
● Aethras, the homeworld and capital ● Knost
● Aethras 2 ● Liras
● Aethras 3 The Powers at
Eloh’ra System: Play
● Ba’quar There are essentially four powers at play
● Hemrath in the current, vicious civil war among the
Nine Systems. These include the Homeworld
● Eloh’ra Monarchy, the Shadow Imperium, the Corpo-
Kalar System: rate Ecology, and the Rogue General. The en-
tire galaxy is a powderkeg ready to erupt into
● Kalar all-out civil war, and the heroes are caught
● Daethras directly in the middle of it.
Jex System:
The Nine Systems of the
● Jex Confederation (NSC)
● Danis The NSC are governed by a benevolent
Xeb System: democratic monarchy, whose ruler sits for
ten-year terms with a three-term limit, and
● Rothnas who is elected by the Systems Parliament,
● Xeb nominally representatives of the people, who
are elected by popular vote from among the
One final system has declared neutral in the various homeworlds.
conflict, offering its worlds as a potential
ground where peaceful negotiations could be The Parliament still includes representa-
held, so long as neither side engages in hostili- tives from the worlds of the Imperium, repre-
ties within their bounds. So far, recognizing the sentatives who nominally wish their worlds to
importance of such a neutral party, both sides remain within the NSC government, but who
in the conflict have observed this peace. are now viewed with suspicion and mistrust
by the loyalist worlds.
241
The Shadow Imperium She is a populist figure, responsible for several
major victories over the Imperium, and known as
The Imperial Renegades are ruled by a shad- a tactical genius who treats her soldiers as broth-
owy emperor said to be Jonas Arishkage, but ers and sisters, which has resulted in them devel-
who rules through administrators and shadow oping a fanatical loyalty to her. Likewise, she
seneschals, and who never shows his face. appears in person on the worlds, cities, towns,
While open conflict between the Imperium and villages she saves, offering a benevolent
and the NSC does occur, the war is mostly one hand of aid to the people therein. She has thus
fought in the shadows, in skirmishes over terri- become a near-deific figure herself among the
tories and in terrorist attacks designed to un- loyalist systems and even among some of the
dermine the resolve of the other side. Most of more distant outposts in the Imperium. It is, she
the terrorism is conducted by the Imperium, believes, this very love of the people that will en-
while the NSC forces attempt to root out the able her to seize power from the Monarchy.
leaders of the Imperium. Still, those efforts to Her plan, once she blockades the Aethras
root out terrorists often end up toeing the line system, is to use the love of the people to force the
of terrorist acts themselves. current monarch to step down and hand her the
throne, declaring her monarch for life. It is said
The Corporations that she spends her time in her chambers, sur-
rounded by ancient books of unknown origin that
Unfortunately, the NSC itself is experienc- refer to the great histories of ancient Earth, and
ing threats from within as powerful corpora- to the greatest empire ever to cover that world.
tions vie for control of government officials and She has eschewed her rank of General and her
agencies, and corporate espionage in the shad- troops now refer to her as “Caesar,” though none
ows is commonplace as private empires rise know the origin or meaning of the term.
and fall across the worlds of the Nine Systems.
This is particularly true among the worlds of She is quite mad but is also utterly devoted
the Alast System, which are so staunchly con- to her vision for the Nine Systems and believes
trolled by the corporations that they have their that she is the only one who will be able to
own military and have long stood as separate bring the peace that is so desperately needed.
from Parliament in practice, if not in name. She believes that her absolute and even-
handed rule will be far better than the clumsy
The power of the Corporations cannot be system currently in place.
understated, and they constantly engage in
espionage and power plays between them, em- As of now, however, she has not revealed
ploying Slicers, Blasters, Hunter-Soldiers, and herself as a threat and appears a loyal general
even ronin Mystic Knights as members of their in the legions of the NSC, though many in Par-
“security forces,” whose jobs are to engage in liament have voiced concern about the sheer de-
shadowy acts of subterfuge and sabotage votion she has engendered among the populace.
against other corporations, even as they vie for
behind-the-scenes control of the most influen- Aliens in the Nine
tial Parliament Representatives. Systems
The General 43 light years in every direction from the
homeworld is a large distance even as it is a tiny
Finally, and perhaps the greatest threat that corner of one galaxy, and other alien species do
has yet to reveal itself openly, a powerful gen- exist in the universe of the Nine Systems, which
eral among the Star Marines has begun to boasts a staggeringly fertile number of inhabit-
fancy herself destined to rule and has been able worlds in a relatively small area of space.
marshalling her own forces to lay siege to the
heart of the NSC. Her name is General Siob- Jalex, Decti, Remoni, Crab Men, Grays,
han Bhatia, and she is known for her striking and many other alien species can be encoun-
combination of features: flaming red hair and tered in this setting, and interact, trade with,
piercing blue eyes set in olive-colored skin. fight, and otherwise share space with human-
ity on many worlds.

242
While the War in the Nine Systems is waged and while falling from this alignment does not
among humanity, the many non-human alien necessarily rob one of their class abilities, it
species in the stars act as wild cards in the bat- carries role playing consequences, first concern
tle, mercenaries throwing their lot in with hu- from their peers, followed by mistrust, and
man allies and battling human enemies or eventually, being expelled from the order and
playing both sides against each other as shady sheer enmity.
merchants and space pirates.
The Shadow Imperium, by contrast, has as
Some species may even come from beyond many good as evil Mystic Knights – some actu-
the Solar Frontier, capable of penetrating the ally believe in the Emperor’s propaganda that
thirteen-parsec limit that stifles human explo- the NSC has fallen to corruption and must be
ration. If so, they are unable to explain how or overthrown for the good of the people. It is even
why humanity can’t go “out there.” No one else harder, however, for a goodly Mystic Knight
seems to have a problem with it… serving the Imperium to maintain their align-
ment and purity, as they are driven to perform
New Species: ever darker acts in the service of their emperor.
Metahumans The signature weapon of the Mystic Knights is
Humanity has evolved significantly in the the plasma blade, a solid weapon constructed of
many millennia since leaving Old Earth. nanotechnology that makes use of a strange,
Some have spawned mutations that give black alloy which can re-shape itself to various
them special and extraordinary abilities. You configurations when activated but forms a solid
are such an evolved mutant. You mostly look blade and generates a plasma field around it
like other humans, though you may exhibit a when activated. These blades are capable of
strange physical change like unusual skin, cutting through almost any substance save an-
hair, or eye color; scales or exoskeleton, even other plasma blade, though depending on the
additional (possibly vestigial) limbs. substance cutting through can take some time.

Metahumans are created using the Tran- Technology


shumanist background in Chapter One,
but have natural mutations instead of im- FTL
plants. In all other ways, they are identical.
Transhumanists also exist in this setting, FTL exists in the form of quantum slip-
and sometimes it can be difficult to tell the stream drives (see Hyperspace in Chapter
difference between one and the other. Five) and is expressed in multiples of light
speed. Ships drop into subdimensions where
The Mystic Knights space is compressed, and both the ship’s nor-
mal speed and the robustness of its quantum
The Mystic Knights are built precisely as the engines determine its overall FTL speed -
character class in Chapter One. They do, more powerful engines drop into ever deeper
however, make use of the Corruption mechan- subspace dimensions which are more and
ics found in Chapter Three. While the more compressed.
strange powers that the Mystic Knights wield
are neutral in nature, they are otherworldly Spaceships
and alien, hailing from the Spaces between
Spaces (in a Lovecraftian sense) and they can The following are some sample starships
inherently corrupt the wielder, making them for the War in the Nine Systems Solar Fron-
less human when used in a selfish, aggressive, tier. Use the starship construction rules in
or “evil” manner. Chapter Four to create more if you wish.
At the GM’s option, whenever a Mystic
Knight acts in an evil way, they may have to
make a standard Corruption save against
Degeneracy. In this setting Mystic Knights are
expected to maintain a Good-Light alignment,

243
NSF Solar Spryte Starfighter Destroyer (Capital Ship)
Size: Small (20 points, reduced to 18 for Size: Capital (100 points)
Age) Age: 0
Age: 2 (1 Quirk) Structure: 150
Structure: 20 DV: 1
DV: 2 Communications: 10
Communications: 1 Computers: 10
Computers: 0 Construction: 15
Construction: 2 Defensive Systems: 9
Defensive Systems: 6 Engineering Systems: 10
Engineering Systems: 0 Engines (Speed): 8
Engines (Speed): 2 Life Support: 6
Life Support: 0 Maneuverability: 0
Maneuverability: 2 Navigation: 7
Navigation: 0 Sensors: 10
Sensors: 1 Weapons Systems: 15 (4 Front cannon
Weapons Systems: 4 (Front cannon (2d6 keep highest), 4 rear cannon (2d6 keep
(1d6) and 1 torpedo launchers – 2d6 keep highest), 5 cannons each side (2d6 keep
highest; 3 torpedoes total). highest), and 5 torpedo launchers – 4d6
Quirks: keep highest 2d6; 40 torpedoes total).
Bypass the Primary Buffer Notes: May house 15,000 pounds of cargo
including several squadrons of starfighters.
Imperium Solar Hawk Fighter
Basic Space Station
Size: Small (20 points)
Size: Capital (100 points, reduced to 94 for Age)
Age: 0
Age: 6 (3 Quirks)
Structure: 20
Structure: 200
DV: 3
DV: 0
Communications: 1
Communications: 10
Computers: 1
Computers: 7
Construction: 2
Construction: 20
Defensive Systems: 5
Defensive Systems: 10
Engineering Systems: 0
Engineering Systems: 20
Engines (Speed): 2
Engines (Speed): 0
Life Support: 0
Life Support: 20
Maneuverability: 2
Maneuverability: 0
Navigation: 1
Navigation: 0
Sensors: 1
Sensors: 15
Weapons Systems: 5 (Front cannon
(1d6) and 2 torpedo launchers – 3d6 keep Weapons Systems: 5 (5 cannons, 1d6 each)
highest; 6 torpedoes total). Quirks:
Quirks: Percussive Maintenance
None Old Reliable (Life Support)
Flare-Up (Defensive Systems)

244
Plasma Blades Other Weapons and
The technology involved in the creation of Equipment
the blades is a jealously guarded secret of the All gear listed in Chapter Two is in play,
Knights, one that the corporations would including plasma weapons, slug-throwing
dearly love to capture. Efforts to do so thus far weapons, and particle beam weapons. Differ-
have been ineffectual, as the blades are some- ent planets have different levels of technol-
how attuned to their wielders and completely ogy, sometimes due to luck and sometimes
break down to ash when their wielder is slain. due to choice, and planetary defense forces
Usually the ability to reform into various wield different weapons.
configurations is used to shrink down the
blade into an easily-stored and carried “hilt” The Thirteen
form when not in use, but it can be used to al- Parsec Limit
ter the blade into different configurations No one has been able to pierce beyond the
from sickles to staves to axes and beyond. hard limit of thirteen parsecs from the home-
Plasma blades have the same game statistics world, a strange barrier that is also known as
as those listed in Chapter Two. the “Solar Frontier.” Every ship that has tried
to pass beyond this range has failed. Some
Star Marine Armor and have found themselves turned back on their
Pulse Rifles original course without ever realizing they
turned around. Others have found themselves
The Star Marines of the NSC generally wear instantly transported dozens of light years in
military combat armor and fire pulse rifles that the opposite direction in an instant. In the
have a limited plasma bolt setting capable of 20 worst cases, those who tried to force the issue
bolts before needing a new battery pack. were utterly destroyed. Many planets fiercely
Plasma blasts deal 3d6 damage, keeping the research ways to get beyond the Solar Fron-
best two, and can fire 3-round burst fire. tier, but as yet, no one really understands
When the battery runs out, the gun is com- what it is, let alone how it works.
pletely inoperable until the battery is changed, Indeed, the only contact from beyond the
as it uses the battery to propel the slug rounds Solar Frontier has been heard through
as well as the plasma bolts. As batteries are strange dreams and mystical means…by the
expensive, marines tend to use the plasma set- dark forces of the Cult of the Yellow Sign and
ting sparingly and at any given time a Marine their leader, Jonas Arishkage.
may have 1d3 spare batteries available, while
bullets are cheap – they can have as many as Cosmic Horror in
5d6 or even 10d6 spare magazines on hand.
the Nine Systems
Slug rounds are contained in magazines with
capacities of 100 rounds of mildly explosive bul- There is a subtle cosmic horror element at
lets which deal 2d6 damage, keeping the best. work in the Nine Systems. The most direct link
So long as any battery charge exists, the gun can to it is that Jonas Arishkage has been sutbly
fire slugs (the drain on the battery for slug- touched by the madness of a far off being: the
throwing is minimal and recharges quickly in King in Yellow, from his throne in the dead city
this mode). Otherwise they are like a combo of of Carcosa on the planet Hastur. While Hastur
pulse rifles and blaster rifles in Chapter Two. is beyond the thirteen parsec limit for travel,
On the black market they are valued at 1,500C. the King in Yellow is a mad, godlike being of
immense power who can reach across the cos-
Star Marine Armor is Military Combat Ar- mos to create new followers.
mor as detailed in Chapter Two.
Where the King in Yellow reaches, the tragedy
of its own world plays out. On Hastur, many mil-
lions of years ago, sat the first three cities ever to
rise in the universe: Carcosa, Alar, and Yhtill. All
now sit as dead skeletons on the shores of equally

245
dead bodies of water: Yhtill gone without a trace, overtures to Camilla, who was naively receptive
Carcosa on the shores of Lake Hali, and Alar on and allowed them to begin courting her.
the shores of Lake Dehme.
At some point, Cassilda received a surprising
missive from Alar: they wished to sue for peace,
The Story of Grim Carcosa and sent a prince named Aldones to negotiate the
The fates of Carcosa, Yhtill, and Alar are writ- end of hostilities. Having few other options, Cas-
ten in the tragedy of every war-torn civilization in silda accepted the overture and preparations be-
the history of time itself. At one time Carcosa it- gin to welcome Aldones to the city with Uoht and
self was a dead ruin whose fate had been com- Thale to Alar as exchange hostages.
pletely lost to time, sitting across the shores of Camilla was heartbroken at losing Uoht and
Lake Hali from the great city of Yhtill, who along Thale, until Aldones arrived. He was a strikingly
with mighty Alar grew to the heights of glory and handsome man, charming and lifelike, in many
greatness and then, be it from jealousy, a real or ways a match for Camilla herself. The two con-
imagined slight by one to the other, decadent cor- nected immediately, and Aldones made up his
ruption from within, or out of sheer, fatal bore- mind to marry Camilla to cement the alliance
dom, they erupted into open war. between the Houses of Alar and Yhtill.
The war between these two great cities lasted The only problem was that Cassilda also was
for thousands of years, as each wore down the re- smitten with Aldones and with the help of chem-
sources of the other. Then, a great queen arose in istry and witchcraft seduced the young prince. Al-
Carcosa, a woman named Cassilda, who ruled dones, devastated over the seduction, confessed
her people with a kind and merciful hand, her to Camilla, and professed his love for her, decry-
beloved sister Camilla ever by her side. Cassilda ing Cassilda as a madwoman bereft of all reason.
threw lavish balls and celebrations, and clothed Together, the lovers plotted to flee the war, es-
and fed her people so that they would want for cape Yhtill and Alar, and live out their lives to-
nothing, even as she pursued the great war with gether away from the nightmare.
Alar on the battlefields and in the shadows.
Around this time a stranger arrived in Yhtill,
Still, it is said, Cassilda knew the war was a wearing a featureless and pallid mask. Rumors
fatal proposition and sought a means to end it reached the palace that wherever the Stranger
once and for all, seeking a nuclear option even if it went, miracles occured both wondrous and terri-
meant destroying her own people. In her despair ble: families cured of plage while others died in
and depression, she began to have visions of a sudden conflagrations of fire. Cassilda demanded
Child, who predicted the end of the war, as well as the Stranger be brought before her, and coldly
the end of Cassilda and her line. greeted the androgynous figure in the pallid
Taking this as a sign that Yhtill would lose, in mask, his sickly pale robes marked with the
her desperation she turned to thoughts of the Yellow Sign of Carcosa which only Cassilda could
Yellow King, a dark god of entropy, madness and see. The Stranger introduced themself as Truth,
despair, who inhabited the phantom city of Car- and stated that they came to join the court, to
cosa, which appears only when summoned bring clarity to madness and draw a path to vic-
through means were lost to time. In Cassilda’s tory. With the Child whispering in her ear, Cas-
dreams she saw Carcosa appear across the lake, silda welcomed the stranger, naming him as her
its towers rising in front of the twin moons. She seneschal in place of Naotalba.
imagined Carcosa in all its splendor, saw the Not without her own wiles, Cassilda came to
King in Yellow, reaching out to her with his suspect she was being manipulated. She blamed
tattered robes, calling to her. Her closest advisor Carcosa. She blamed Alar. She blamed Camilla
and priest, Naotalba, attempted to counsel her and Aldones. She blamed Uoht and Thale. She
away from Carcosa and this phantom Child, but blamed Naotalba. And she blamed the Child and
she would not listen. the Stranger.
While this was going on, Cassilda’s cousins, Her love for Camilla had become twisted into
Uoht and Thale, conspired to usurp the throne sheer hatred, but called her sister before her, hid-
from Cassilda, their plan to win Camilla’s hand in ing her new disgust for the girl. She told Camilla
marriage, then murder the queen. The two made

246
of her fear of the Stranger, that she wanted to let out an agonized, bitter cry, and the guards
know the truth behind is mask, but that he re- moved to bar anyone from leaving.
fused to unmask, she was afraid of the conse-
quences should she try to have him arrested, and It was quickly discovered that both Camilla
she didn’t know what to do. that which Naotalba were poisoned. Cassilda re-
membered seeing Aldones pour wine into their
Camilla suggested a masquerade ball, and cups from a decanter that had since gone missing,
when Cassilda asked the occasion, Camilla an- and an empty vial is found upon his person.
nounced Aldones’ proposal of marriage. Swallow-
ing her hatred and rage at this news, Cassilda Aldones violently protested, crying his inno-
agreed to the ball, the two sisters reasoning that cence, that he loved Camilla and could never
at midnight, everyone would unmask, and they harm her. His cries fell on deaf ears; Cassilda
would uncover the Stranger’s identity. Cassilda used the murders as an excuse to plan an all-out
announced the masquerade and Camilla’s en- attack on Alar, bringing all of her city’s forces to
gagement to Aldones, and the stage was set. bear in a final, apocalyptic assault that would
result in the destruction of one or both cities.
Alone in her chambers, Cassilda sang a litany
to the King. She gives Aldones a choice: life in the dun-
geons, or marriage to her and Alar’s uncondi-
Camilla and Aldones made plans to escape in tional surrender and subservience to Yhtill.
the merriment and chaos following the unmask- Aldones spit at her and refused her offer, decrying
ing, believing that it will be easy to escape the her as a mad bitch who sold her soul to the Phan-
palace during the drink- and drug-fueled stupor tom City.
to follow.
Later, Cassilda visited Aldones in the dun-
The night of the masquerade at the stroke of geon, and revealed the horrible truth: she mur-
midnight, Cassilda called for everyone to un- dered Camilla, and Naotalba killed himself
mask, and everyone except the Stranger did so. because he couldn’t handle the secret she told
As Cassilda and Camilla demanded the Stranger him, a secret she also imparted to Camilla before
unmask, they responded, “I wear no mask.” the girl died: Cassilda was pregnant with Al-
dones’ child, the first child born to either of their
“No mask?” cried Camilla, “No mask?” kingdoms in centuries, and now that Camilla
Fear tore through the crowd as everyone real- was dead, if Aldones agreed to be her husband, no
ized that the Stranger spoke the truth, that this one needed know about their indiscretion. He
Phantom indeed had a featureless face, a reflec- could be a king and rule by her side.
tion of the darkest mask that everyone wears. In Overcome with horror, grief, shock and a
the moment of terror, a shriek split the crowd, strange sense of joy, Aldones consented to the mar-
and they turned to see Naotalba, perched on the riage. Cassilda and Aldones were married, and
window. He points at Cassilda and howled, “I Aldones signed the treaty with Alar, which would
have seen the Yellow Sign! The King is Coming!” be copied and sent for delivery in the morning.
and hurled himself off the parapets, to the horror
of everyone present. That night, amidst disturbing dreams and the
darkest witchcraft, Aldones became the second in
At the same moment, Camilla turned pale and Yhtill to see the Yellow Sign, and at his own
began to cough. Blood spittle coated her lips. She bride’s behest, slashed his own throat and threw
looked at Cassilda, shocked, then at her wine himself from the parapets.
glass, then fell, coughing up blood and spasming.
Cassilda ran to her, propping up her sister’s head In the dead of the night, across the lake, Cas-
and howling “Who would do this? Who?” silda could now clearly see the city of Carcosa, its
towers rising in front of the moon, a yellow light
The Stranger spoke. “This horror is what you flickering in the tower of the palace, and move-
deserve. All of you. The King demands it.” ment therein. She summoned the Stranger to
“Visit this horror upon Alar, not upon us!” Cas- her, but her guard informed her that no one had
silda wailed. “Not upon us, oh, King, not upon us!” seen the Stranger since the night of the Masquer-
The guests faded from the room, until Cassilda ade. Cassilda fell into violent weeping, inter-
spersed with laughter at the loss of her very soul.
247
The war raged for weeks, the forces of Alar and said that the depravities of the war now even
Yhtill devastating each other’s ranks, neither reach into the NSC, who have committed atroc-
making any ingress against the other, until one ities on par with those of the Imperium, and
night, a young page informed Cassilda in a panic that before this all ends, there may be nothing
that Alar’s forces had breached the city, coming left of humanity, just as those who remain on
up through the sewers and led by none other than far away Hastur are but soulless phantoms
Thale and Uoht. walking the streets in dead catatonia.
Seeking to spare the boy, and understanding Even now it is whispered that a new script,
the need for a final sacrifice, the queen murdered the King in Yellow, is circulating among the
the young page and held him in her lap as he con- arts community which details the events of the
vulsed his final breath. Then appeared the ancient war, and that several productions are
Stranger once more, and placed the queen’s dis- in preparation for performance and even a
carded diadem on her brow. The queen felt a sear- holovid production. Should this happen, those
ing pain in her gut, and then fell into catatonia, exposed to the play could fall to sheer madness,
the horrors in the street having no further effect engaging in violence and atrocities in the very
upon her. streets of the Nine Systems.
“So it is, and so it shall be,” the Stranger said.
“He is your King, and you his Queen.” The Using the Yellow Mythos
Stranger faded from view, and from across the in Your Game
lake, a sickly yellow glow appeared in the win- All of this is but detailed background for the
dows of the Carcosan towers, growing larger as it cause of Jonas’ madness and fall. The degree to
crossed the lake and draws near to the castle. which you choose to use this in your game is
In the streets of both Alar and Yhtill, a strange, entirely up to you. Is the King in Yellow an
yellow mist billowed forth from every crack, cor- apocalyptic force seeking to manifest Grim
ner and shadow, filling the streets with a rancid, Carcosa atop the Nine Systems, or is it just the
poison miasma. Everyone in both cities died in fever dream of a maddened Mystic Knight?
agony, while Cassilda sat, mad and brooding, in Leaning heavily into the Yellow Mythos
her chair, awaiting the arrival of the yellow could turn this from a heroic science fantasy
light…the Yellow King. setting into one of stark horror with the trap-
Ever since that day, Yhtill was no more, and pings of science fiction. You could even, in such
today is known only as Dim Carcosa on the a game, introduce the Realistic and Gritty
shores of Lake Hali. And that is the fate that may rules options to drive home the sheer apocalyp-
await the Nine Systems if the war goes too far. tic devastation of the Cult of the Yellow Sign.
A piece of advice: a popular role playing
Hastur and the Nine game has syncretized the Yellow Mythos of
Systems Robert W. Chambers into their own take on
Lovecraft’s mythos, a step first taken by Au-
This story of horror mirrors every apocalyp- gust Derleth. This approach (wrongly, in the
tic war where brothers and sisters turn against author’s opinion) turns Hastur into a Great
one another to horrific outcome, and it is play- Old One instead of a planet, as Chambers
ing out on the Nine Systems just as it did mil- seems to have intended, and undermines the
lions upon millions of years ago in Hastur. The power and horror of the King in Yellow himself.
King in Yellow sensed in Jonas a soul akin to
Cassilda, one easily driven to madness, one It is recommended that if you use the Yellow
creative and ambitious enough to be corrupted, Mythos, you do not take this approach, for the
and reached out. Yellow Mythos is far more terrifying on its own
without the too-familiar names of Cthulhu and
When Jonas murdered his own brother, his Yog-Sothoth involved.
fate was sealed and the King had a hold on his
mind. Even how, Jonas’ forces begin to wear The core of the Yellow Mythos is Robert W.
the Yellow Sign as their sigil and it has become Chambers’ original short story collection, The
the emblem of his dark Mystic Knights. It is King in Yellow and Other Stories. Before

248
Chambers, Ambrose Bierce wrote two stories ter, or do they have their own reasons for sup-
using elements of what Chambers would later porting one side over the other?
adopt: “Haita the Shepherd,” and “An Inhabi-
tant of Carcosa.” Most planets, regardless of the level of
technology they have achieved, will still have a
Beyond this, a Cthulhu-free canon has starport of some sort and egress from the
grown around the Yellow Mythos, and is ex- planet may be achieved by signing onto a vessel
plored in books such as: from another world in the Confederation or Im-
perium which has higher technology. All plan-
The Eye of Hastur, by Scott King ets within the Nine Systems are aware of the
Seasons in Carcosa, edited by Joseph existence of the others, and some with lower
Pulver, Sr. technology may eye the tech levels of others
The King in Yellow Tales, by Joseph Pul- with a jealous eye, or may be held back by some
ver, Sr. and others other external or cultural factor.
Cassilda’s Song, by Joseph Pulver, Sr.
and others
There is even a Yellow Mythos website Some of These Names Look Familiar!
at https://kinginyellow.fandom.com/wiki/ Several of the planetary names herein are
The_Yellow_Mythos identical to some of the kingdoms and
countries found in Wasted Lands: The
Planetary Data Dreaming Age. This is quite deliberate,
Files but what (if any) direct connection the
What follows are the planetary data files for peoples of the NSC have to the ancient,
each of the planets in the Nine Systems. We lost Dreaming Age is entirely left to the
leave it to the GM to flesh out the reasons and Game Master to determine. What if the
rationale behind some of these: why, for exam- original inhabitants of Aethras traveled
ple, do 6.2 billion souls live on the rocky desert through a portal at a Bleeding Site, and
world of Arishkage Prime? What is there that developed their own mythology over the
draws people, and how do they generate water, ensuing millions of years? This would
with atmospheric processors, by digging deep make them not “true” humans at all, but
underground, or some other method? Why the descendants of the protohumans of
would Jonas Arishkage choose this as his nom- that era! Of course, it could also just be a
inal throne world, and is he actually there, or is cosmic coincidence drawn from millions of
it just an obvious misdirect? years of ancestral memories…

When dealing with planets of varying sizes, Aethras System


gravity differences could be an issue. For more
on dealing with different levels of gravity, see Loyalty: NSC
Chapter 5: Universe Building. In addition,
you will notice that some of the planets here Aethras Prime, the Homeworld
have different levels of technology than others. and Capital
This does not necessarily mean they are sepa- Planet Size: Very Large (Up to 50,000
rated from the rest of the NSC. It merely miles)
means that the settlements on that specific Atmosphere: Standard
planet have not advanced their technology. Water: Wet (80%)
Population: 2.5 B
Still other worlds may have highly advanced Government: Democratic Monarchy
technology that for their own reason they keep Tech Level: Advanced Space Travel (FTL,
hidden from the rest of the systems in the civi- capital ships)
lized cosmos. We have attempted to seed ad- Starport Location: Planet-side, outside
venture potential within the many worlds of most major cities
herein, if you look for it. Why, for example, Starport Support: Up to capital ships
would a corporate-controlled world declare for Starport Quality: Above Average (knowl-
the NSC of Imperium rather than the Corpo- edge or tools and parts are advanced); half
rate Ecology? Are they a spy world for the lat- the money to complete repairs
249
Aethras 2 Knost
Planet Size: Large (Up to 25,000 miles) Planet Size: Giant (Up to 75,000 miles)
Atmosphere: Standard Atmosphere: Dense
Water: Wet (60%) Water: Dry (40%)
Population: 1.2 B Population: 10m
Government: Democratic Monarchy (ex- Government: Corporate
tension of Aethras Prime) Tech Level: Advanced Space Travel (FTL,
Tech Level: Advanced Space Travel (FTL, capital ships)
capital ships) Starport Location: Space station in orbit
Starport Location: Planet-side, outside with space elevator
of major cities Starport Support: Up to capital ships
Starport Support: Small ships only Starport Quality: Above Average (knowl-
Starport Quality: Average; standard time edge or tools and parts are advanced); half
and money to complete repairs the money to complete repairs
Aethras 3 Liras
Planet Size: Unique (Ringworld; mining Planet Size: Large (Up to 25,000 miles)
colony) Atmosphere: Thin, Special (Air filter re-
Atmosphere: Thin, Special (Air filter re- quired outdoors)
quired) Water: Wet (70%)
Water: Desert (<10% water) Population: 2b
Population: 50,000 Government: Corporate
Government: Participatory (one person, Tech Level: Advanced Space Travel (FTL,
one vote for all laws; beholden to the NSC) capital ships)
Tech Level: Advanced Space Travel (FTL, Starport Location: Space station in orbit
capital ships) with shuttle service
Starport Location: One starport Starport Support: Up to large ships
Starport Support: Up to capital ships Starport Quality: Advanced (knowledge,
Starport Quality: Below Average (knowl- tools, and parts are advanced and readily
edge or tools and parts are lacking); double available); half the time and money to com-
the time to complete repairs plete repairs

Alast System Bethas System


Loyalty: Corporate Ecology Loyalty: Shadow Imperium
Alast Alaxas
Planet Size: Large (Up to 25,000 miles) Planet Size: Medium (Up to 10,000 miles)
Atmosphere: Thin (Suit required outside Atmosphere: Standard, Special (Suit re-
of structures) quired outdoors due to solar radiation)
Water: Water (90% water ice with subter- Water: Water (100%)
ranean liquid) Population: 10m
Population: 100m Government: Republic
Government: Corporate Technocracy Tech Level: Advanced Space Travel (FTL,
Tech Level: Standard Space Travel (large capital ships)
ships, hyper sleep, but no FTL) Starport Location: Planet-side, within
Starport Location: Space station in orbit cities
with shuttle service Starport Support: Small ships only
Starport Support: Small ships only Starport Quality: Advanced (knowledge,
Starport Quality: Average; standard time tools, and parts are advanced and readily
and money to complete repairs available); half the time and money to com-
plete repairs

250
Arishkage Prime, formerly Bethas Hemrath
Planet Size: Giant (Up to 75,000 miles) Planet Size: Unique – Several miles of in-
Atmosphere: Thin (Suit required out- terconnected space stations within an as-
doors) teroid field. Merchant Way Station/
Water: Desert, Rocky (<10% water) Military Staging Ground
Population: 6b Atmosphere: Standard within structures
Government: Theocracy (God-Emperor) Water: Desert (<10% water; produced arti-
Tech Level: Advanced Space Travel (FTL, ficially for inhabitants)
capital ships) Population: 50-150k at any given time
Starport Location: Space station in orbit Government: Colonial/Military
with shuttle service Tech Level: Advanced Space Travel (FTL,
Starport Support: Up to capital ships Capital Ships)
Starport Quality: Above Average (knowl- Starport Location: Most major facilities
edge or tools and parts are advanced); half serve as starports
the money to complete repairs Starport Support: Up to capital ships
Starport Quality: Average; standard time
Jaqual and money to complete repairs
Planet Size: Very Large (Up to 50,000
miles) Eloh’ra
Atmosphere: Standard Planet Size: Medium (Up to 10,000 Miles)
Water: Wet (75%) Atmosphere: Dense, Filter Required
Population: 3.2b Water: Dry (10% - 40%)
Government: Theocracy (extension of Ar- Population: 3.5b
ishkage Prime) Government: Corporate
Tech Level: Advanced Space Travel (FTL, Tech Level: Advanced Space Travel (FTL,
capital ships) Capital Ships)
Starport Location: Planetside, within Starport Location: Planet-side, outside
most major cities of several major cities
Starport Support: Up to Large Ships Starport Support: Up to medium ships
Starport Quality: Above Average (knowl- Starport Quality: Average; standard time
edge or tools and parts are advanced); half and money to complete repairs
the money to complete repairs
Jex System
Eloh’ra System Loyalty: NSC
Loyalty: NSC
Jex
Ba’quar Planet Size: Very Large (Up to 50,000 miles)
Planet Size: Medium (Up to 10,000 miles) Atmosphere: Toxic (Respirator Required)
Atmosphere: Thin, Special (Breather fil- Water: Desert (<10% water)
ter required outdoors) Population: 100k
Water: Wet (50%) Government: Theocracy (Mystic Knight HQ)
Population: 500k Tech Level: Advanced Space Travel (FTL,
Government: Autocratic (Overseer) Capital Ships)
Tech Level: Low (nuclear industrial) Starport Location: Planet-side, outside
Starport Location: Orbital with space el- of a major city
evator Starport Support: Up to medium ships
Starport Support: Small ships only Starport Quality: Above Average (knowl-
Starport Quality: Poor (low knowledge, edge or tools and parts are advanced); half
very few tools or parts); double the time the money to complete repairs
and money to complete repairs

251
Danis Tollan System
Planet Size: Large (Up to 25,000 miles) Loyalty: Shadow Imperium
Atmosphere: Thin, but breathable (respi-
rator recommended for those unaccus- Chicktaw
tomed) Planet Size: Natural Ring World
Water: Desert (<10% water) Atmosphere: Vacuum (Suit Required out-
Population: 5,000 side)
Government: Theocracy (Mystic Knights Water: Desert (<10% water)
library/training grounds) Population: 4.3b
Tech Level: Advanced Space Travel (FTL, Government: Autocratic (Military)
Capital Ships) Tech Level: Advanced Space Travel (FTL,
Starport Location: Planetside, outside of Capital Ships)
training grounds Starport Location: Space station in orbit
Starport Support: Small ships only with space elevator
Starport Quality: Below Average (knowl- Starport Support: Up to capital ships
edge or tools and parts are lacking); double Starport Quality: Average; standard
the time to complete repairs time and money to complete repairs
Kalar System Tollan
Loyalty: NSC Planet Size: Medium (Up to 10,000 miles)
Atmosphere: Dense
Kalar Water: Wet (50% - 90%)
Planet Size: Unique (Double Planet) Population: 100k
Atmosphere: Standard Government: Theocracy (dark Mystic
Water: Wet (75%) Knight headquarters)
Population: 1.75b Tech Level: Advanced Space Travel bor-
Government: Participatory (one person, dering on Extreme (FTL, Capital Ships,
one vote for all laws) with research into time travel)
Tech Level: Low Starport Location: Planet-side, within
If Low Tech: Nuclear-industrial settlement
Starport Location: Space station in orbit Starport Support: Up to large ships
with space elevator Starport Quality: Advanced (knowledge,
Starport Support: Up to capital ships tools, and parts are advanced and readily
Starport Quality: Above Average (knowl- available); half the time and money to com-
edge or tools and parts are advanced); half plete repair
the money to complete repairs
Daethras Xeb System
Planet Size: Very Large (Up to 50,000 Loyalty: NSC
miles)
Atmosphere: Standard Rothnas
Water: Desert (<10% water) Planet Size: Large (Up to 25,000 miles)
Population: 1b Atmosphere: Trace (Suit Required)
Government: Colonial (Direct NSC Con- Water: Water (100%)
trol) Population: 10m
Tech Level: Advanced Space Travel (FTL, Government: Colonial (controlled NSC)
capital ships) Tech Level: Standard Space Travel (large
Starport Location: Space station in orbit ships, hyper sleep, but no FTL)
with shuttle service Starport Location: Planet-side, outside
Starport Support: Up to capital ships of several major cities
Starport Quality: Advanced (knowledge, Starport Support: Up to capital ships
tools, and parts are advanced and readily Starport Quality: Average; standard
available); half the time and money to com- time and money to complete repairs
plete repair

252
Xeb Methras
Planet Size: Small (Up to 2,500 miles) Planet Size: Very Small (Up to 1 mile);
Atmosphere: Trace (Suit required) Large asteroid in asteroid field that once
Water: Desert (<10%) was a planet
Population: 250k Atmosphere: Vacuum (pressure/environ-
Government: Balkanized mental suit required)
Tech Level: Industrial Water: Desert (<10% water)
Starport Location: Orbital with shuttle Population: Remnants of Ancient Alien
Starport Support: Up to medium ships Civilization
Starport Quality: Advanced (knowledge, Government: N/A
tools, and parts are advanced and readily Tech Level: N/A
available); half the time and money to com- Starport Location: Planet-side, within
plete repair ruins
Starport Support: Up to medium ships
Xitay System Starport Quality: Poor (low knowledge,
Loyalty: Shadow Imperium very few tools or parts); double the time
and money to complete repairs
Kun’ata
Planet Size: Giant (Up to 75,000 miles) Xitay
Atmosphere: Thin, Filter Required Planet Size: Medium (Up to 10,000 miles)
Water: Dry (40%) Atmosphere: Thin, but breathable
Population: 10b Water: Wet (60%)
Government: Colonial (controlled by Population: 4.1b
Shadow Imperium) Government: Balkanized
Tech Level: Advanced Space Travel (FTL, Tech Level: Industrial
capital ships) Starport Location: Space station in orbit
Starport Location: 15 Space stations in with shuttle service
orbit with shuttles Starport Support: Up to medium ships
Starport Support: Up to capital ships Starport Quality: Advanced (knowledge,
Starport Quality: Average; standard time tools, and parts are advanced and readily
and money to complete repairs available); half the time and money to com-
plete repair
Loren Story options
Planet Size: Large (Up to 25,000 miles)
Atmosphere: Standard (Environmental Just about any science fiction story option
Suit required due to extreme heat) can be in play here: military science fiction sto-
Water: Wet (85%) ries can be structured surrounding the Star
Population: 1.2b Marines. Exploration stories can evolve around
Government: Corporate scholarly characters, and space pirate stories
Tech Level: Extreme Space Travel (faster surrounding characters looking to work as
than FTL, teleportation devices, time travel; se- couriers on the edge of the Black. Traditional
cret, known only to the elite among the popu- cyberpunk stories as well are at home in this
lace; to all others, only FTL and capital ships) setting with slicers working corporate espi-
Starport Location: Planet-side, outside onage jobs in the shadows. In many ways this
of a major city is a “kitchen sink” setting.
Starport Support: Up to medium ships
Starport Quality: Average; standard time
and money to complete repairs (in truth highly
advanced, but advanced capabilities hidden
from the rest of the worlds)

253
CHAPTER EIGHT: BUG HUNT ON CREONES 43
A Solar Frontier by Derek Stoelting
“Squad, gather round,” Sergeant Merrick’s Turner cover me. I’ll get the Enlil launcher out
gravely voice booms over the comms. “Here’s the of the hoover-jeep and up into that house. That
situation. Bug holes are popping up on the east should give me a clear shot at the spider by the
side of town. We need to get there and help keep front door.”
everyone safe. They’re a little light on help over
there after what happened to 3rd Platoon.” Sergeant Merrick and Corporal Turner shake
their heads. “There’s no way you’ll make it.”
“Sergeant Merrick!” The squad’s comms
channel explodes with the voice of a dispatcher. “If you’ve got a better idea, tell me, Turner.
“Sergeant Merrick, we’ve got bugs at Hope Otherwise, keep those bugs’ heads down.”
Hospital. Spiders onsite. Muster and report “All right, let’s do this.” Sergeant Merrick
immediately!” stares into the eyes of Private Stellner, trying to
“You heard dispatch. Mount up. Let’s go!” determine if the private can pull this off. There
was only one way to know and that was to
*** FAFO. He steps out from behind the plastile
wall and holds the trigger down on his gun-saw,
“Damn it, Merrick. How the hell are we sup- spraying bullets across the hospital courtyard.
posed to get in that hospital?” He hears Private Stellner’s boots kicking up
Sergeant Merrick glances at the destroyed gravel as he runs for the back of the hoover-jeep.
hover jeep. He needs to retrieve Derry’s tags Corporal Turner steps out from the other
after this fight is over. “Through the front doors?” side of the plastile wall and comes face to face
Private Stellner grimaces, peeks around the with a drone. The drone knocks Corporal
plastile wall they are hiding behind. “You and Turner’s gun-saw aside with its hand and
bashes a pipe into Corporal Turner’s face. Cor-
254
poral Turner’s eyes lose focus as he takes two Merrick darts to the side of the spider as it
hefty steps backwards. He slips his trigger fin- starts moving towards him. The drones shoot
ger forward and depresses the battery button at him, both connecting. The impacts knock
on his rifle. The vibro-chainsaw blades start Sergeant Merrick to the ground. Mud from last
spinning. As the drone swings a second time, night’s rain covers the red SWORD logo on the
Corporal Turner thrusts his gun-saw forward front of his armor.
and up. The saw blades catch the drone in the
chest and dig through its stolen armor, churn- Corporal Turner changes his target and
ing the flesh below it. shoots at the drones that shot Sergeant Mer-
rick. “Come on, Stellner, or there won’t be any-
Sergeant Merrick drops behind a concrete one to save.”
barrier. Slugs from the bugs’ rifles chip at the
barrier. The bugs slowly walk towards Merrick. The lone drone facing Corporal Turner lands
He can hear their large feet crunching glass two slugs on his chest. The impact knocks him
from blown out hoover-car windows. The cars further into the shop. The drone shouts, “Man-
look like they’ve been there awhile. Weeks, if meat!” and dashes to the store.
not months. Sergeant Merrick raises his gun-saw and
Corporal Turner shoots the bug closest to shoots the knees out from under the drone chas-
Sergeant Merrick in the chest. The bullets do ing Corporal Turner. The two drones who just
not penetrate the stolen, piecemealed armor, shot Sergeant Merrick continue to land slugs
but the number of bullets knocks the drone against his body armor. Nothing penetrates, but
down. The other drones turn on Corporal the impact points will be bruises by morning.
Turner and begin firing as he dives behind a The sound of the rocket exploding occurs just
car on the other side of the street. The engine a half-second after Sergeant Merrick and Cor-
block should stop the bullets. Should. poral Turner hear it launch. The rocket pene-
Sergeant Merrick sprints to the side of an- trates the spider’s exoskeleton before
other building. At the sound, the bugs turn and detonation. The explosion and flying exoskele-
fire at him, missing. ton knock the final two drones to the ground.
Sergeant Merrick puts a round in each of their
Corporal Turner dives through a storefront heads as Corporal Turner does this same with
window. The crashing sound brings the drones’ the final drone near him.
attention back to him.
Time to see who needs help in the hospital.
The drones split up: two follow Sergeant
Merrick and two follow Corporal Turner. The Introduction
sergeant and corporal stick their guns out and Creones 43 is a setting with conflict be-
start blind firing towards the drones. tween humans and subterranean “bugs.”
The spider starts after Sergeant Merrick. The bugs performed coordinated attacks on
Those two drones drop behind a wall for cover. cities across the world. Cities were devas-
The two drones chasing Corporal Turner raise tated by wave after wave of attacks. The
their guns and return fire. No bullets hit Corpo- military could not rally in time to outright
ral Turner, but he manages to land a wild shot stop the bugs. A last-ditch effort by civil-
in the forehead of one of the drones. “That’s two, ians and the remnants of the military in
Sarge,” he calls out over the comms channel. Zoish Bay stopped the bugs. Now, it’s up to
the players to take the fight to the bugs and
Sergeant Merrick notices a large shadow help rebuild civilization.
overtake him and he rolls out from behind his
cover. A large spider leg stabs the ground Play Style: Realistic, with Cinematic combat
where he was hiding. As he stands, he empties
his gun into the spider. The bullets appear to do
no good.
“Almost there,” comes a winded voice over
the comms. “Almost there.”

255
Creones 43, over amateur radio services was that several
Ptolemaeus countries used nukes to defend themselves
from the “bugs.” Surely, they would not have
System killed their own people just to stop the bugs.
The colonization of Creones 43 began five Months later, the Azad army moved to Zoish
hundred years ago. Terraforming facilities Bay. The plan was to move the army onto the
were constructed in remote areas of the planet navy’s ships and sit out whatever the bugs
and turned on. Two hundred years later, were doing. The bugs brought out their behe-
planned cities were developed across the moths to destroy Zoish Bay by land while their
planet and the settling of Creones 43 began. leviathans devoured the navy. It was human-
ity’s last stand and they knew it. General Al-
Creones 43 bright rallied every soldier and civilian. Everyone
Size: Large fought. Everyone killed or was killed. It was
Atmosphere: Standard only with the surprise aid of the Republic of
Water Levels: Dry Timur’s Air Command VTOLs that the army
Population: 50 million was saved. The RAC were able to kill the behe-
Government: Military moths with their missiles while Azad army
Tech Level: Advanced Space Travel chewed up the smaller bugs. The final push
Starport Location: None lasted two days before the bugs stopped. A city
Starport Support: N/A once boasting one million residents was re-
Starport Quality: N/A duced to a population of less than 50,000 Tech-
Satellites: 2 nocratic soldiers, citizens, and RAC soldiers.
Continents: 3
The RAC pilots and gunners reported they
Fifty years ago, a war started between the had nothing to go back to. The Republic had
Unionist Coalition and the Capitalists. It used a nuke to kill several behemoths. In doing
quickly spread across the planet. The Republic so, they killed most of their surviving popula-
of Timur joined in with the Unionists, as did tion. General Albright welcomed the RAC into
the Technocrats. The Neva Oligarchy sided his military force with open arms. The VTOLs
with the Capitalists, which surprised no one. began flying missions to find other survivors
The war destroyed the people and the planet. across the Technocracy. When found, army
The Unionists set off a nuke in the Oligarchy. If SWORDs (standard army units) were left be-
they hadn’t, the world would still be at war. hind by the VTOLs to help organize and move
At the end of the war, Azad, capital city of people to Zoish Bay.
the Technocrats, was in ruins. People were General Albright established a military zone
starving in the street. Disease ran rampant and prepared to retake the country. The
through camps. All of country’s monies had SWORDs and SHIELDs (engineer units) built
been funneled into the war machine. Not sci- fortifications around Larag Point and then be-
ence. Not medicine. Rebuilding came slowly. gan clearing out the city. SHIELDs then moved
Two years ago, a new threat emerged. There on to restoring the power grid. Some areas had
was no warning. On the first day, Azad was no infrastructure left and the amount of re-
destroyed. The government was gone. The mili- sources it would take to rebuild them was not
tary took over. People were afraid. A subter- worth the effort.
ranean species was destroying whatever was left The bugs backed off. They still send small
of the world. They were relentless. Stories of their units to poke and probe. General Albright
awfulness spread city to city, camp to camp. knows he is on borrowed time, unless he can
The remaining infrastructure broke down. figure out how to stop them for good.
Long distance communication and power grids General Albright recently ordered a com-
were lost. Scared, afraid, tired, and alone, peo- pany of SPEARs into tunnels below Zoish Bay.
ple struck out at whatever was closest. The Their goal was to find a way to stop the bugs. If
military was forced to defend itself from citi- the bugs were coming from underground, then
zens and the creatures. Rumor passed along it stood to reason their homes were down there.
256
If the Spears could find it and destroy it, they the rest of the Technocratic state. Finally, he
were to do so. Failing that, they were to return wants all the bugs killed. All three of these
with intelligence. Out of the entire company, activities are proceeding at the same time.
only five individual SPEARs returned. What SWORD and SPEAR units are continuously in
they found was an extensive underground net- the tunnels below Zoish Bay, securing and de-
work of tunnels leading to different communi- fending the city from bugs. SHIELDs are work-
ties filled with more bugs. They witnessed new ing to rebuild Zoish Bay while also defending it
species of bugs. with ARCHER (sniper) and HAMMER (heavy
guns) combined STRIKE units. RACs are de-
General Albright decided to cut his losses livering mixed units to other towns and cities
and ordered a trench dug from the bay to the to clear them of bugs and help the locals.
closest bug holes. He established fire teams
armed with as many explosives as were avail- Zoish Bay was once a city of over one million.
able at the other bug holes. It took nearly an It covered an area close to 100 square miles
hour after the water started draining from the with suburbs. The city was known for its beau-
bay into the tunnels for the bugs to surface. tiful gardens, stylized architecture, and wide
Explosives were launched into the tunnels. boulevards. Today, it is a series of tent cities,
Machine guns threw bullets by the thousands pop-up hospitals, and roving bands of soldiers.
per minute at the bugs who survived the explo-
sives. Anything that dared poke its head above The general established a headquarters at
ground was slaughtered. It is said the fires and Larag Point, where the military made their
sound of screaming bugs were witnessed from final stand. The army has commandeered ev-
the top of Beacon Hill. ery building within a mile radius of the shore-
line. From Larag Point, General Albright has a
view of the rest of the city.
Creones 43 Today
Across the broken, ship-filled bay from
The world is now more fractured than it Larag Point is Beacon Hill. Beacon Hill was
was during the world at war era. In most the home to the largest communication array
places with survivors, the former (current) in the Technocracy. One of the leviathans de-
military or warlords took control. In rare stroyed it. Beacon Hill is now a fishing village.
circumstances like Govad, the civilians The civilians living here have refurbished
have a say in their lives. buildings and typically make their living quar-
The different countries do not have con- ters on the upper floors. The lower levels are
tact with each other. Everyone is as bad or saved for working on nets or boatbuilding.
worse than the Technocracy. None had There are several tent cities throughout the
completely rebuilt from the world at war remains of Zoish Bay. The SHIELDs have done
era and none were ready for the bugs. their best to help with fortifying and protecting
The Unionists, Capitalists, and Republic the civilians in those areas. SWORDs are as-
are all on the same continent. The Oli- signed to patrol areas with frequent bug at-
garchy is spread out over an archipelago tacks. The tent cities are named for the
and the Technocrats have a small continent neighborhood that once existed in that space.
to themselves. This Solar Frontier focuses Examples include Serenity Pond, the Triangle,
on the lands of the Technocracy. Bayside, Terrace Place, and Highland Park.
Outside of Zoish Bay, there are still towns
Zoish Bay with civilians living in them. They live in a
General Albright has assumed control of constant state of fear, not knowing when the
Zoish Bay and whatever remnants of the Tech- next bug attack will occur. Some farm the land
nocracy exist in the city. The RAC VTOLs have while others scavenge for their supplies. Food
joined in with General Albright. and ammunition for firearms are scarce.

General Albright has three initiatives. First, The world at war era included nuclear, bio-
to rebuild and defend Zoish Bay. Next, he logical, and chemical weapons, in addition to
wants to re-establish consistent contact with the expected firearms and explosives. This

257
stripped the land of its life, not only in the sense bles from the fields. The person armed with the
that people were killed, but the flora and fauna shotgun stays near the main building as a
also fell victim to the war. There are a few ar- watchdog. Once the other five have filled back-
eas where nature endures. One of two things packs full of food, they leave and follow a differ-
typically happens in those areas. Bugs find it ent route back to the college.
and attack the people living there or a waste-
land warlord discovers it and takes it over, en- The bugs destroyed every piece of equipment
slaving those living there already. It is rare for during an attack.
a green area to exist peacefully.
Tashokkor
Quesnel Tashokkor sits in the middle of the Technoc-
A small town north of Zoish Bay, Quesnel racy. The town is within two miles of several
was a college town surrounded by farms. The major interchanges, which made it an ideal
town was mostly ignored during the world at place for logistics companies to use as a trans-
war era. The bugs, however, did not ignore portation hub. What started as a service sta-
the easy target. The bugs tore through this tion and motel grew into a town of 100,000
town and the local law enforcement didn’t complete with restaurants, hotels, entertain-
stand a chance against them. Science build- ment, and homes for the working class.
ings at the college and some of the manufac- The bug attack didn’t last long here. There
turing buildings in the area caught fire and wasn’t much of an armed resistance and with
burned through the night. After several all the vehicles present, many were able to es-
hours, the bugs left the area. cape the attack. Most of the residents fled home
to hide with their families. The bugs systemati-
College Campus cally went through the town destroying homes
The college campus was made up of seven- and killing people.
teen buildings. The bugs went through all of Amongst the survivors was a young man only
them, slaughtering whomever they came known by the name Kota. He slowly gathered
across. Two buildings caught fire. The first was people together; one person today, a family to-
the power plant and the second was a science morrow. Together, they built a community.
building. After the bugs left, the survivors gath- They transplanted grains and vegetables from
ered at the administrative office to set about nearby farmland into town parks. They built
fortifying it against future attacks. walls out of whatever they could find. Eventu-
The number of survivors grew as some locals ally, they had a nice place where one hundred
found their way to the college campus. They people lived undisturbed.
have picked through the campus looking for As all good things must come to an end, so too
supplies. All food and drinks have been did the safety of Tashokkor. In the plains area of
claimed. They recovered a handful of weapons the continent where there is more farmland
from deceased security personnel. Someone is than land dedicated to towns, the bugs are not a
typically on top of the administration building’s very recurrent problem. Instead, roving bands of
roof watching the surrounding area for signs of gangs plague the land. They travel from area to
bugs or raiders. area, seeking food and fun. Only, their kind of
fun usually involves someone else suffering.
Farmland
Over fifty vehicles of various sorts rolled into
People from the college campus visit this the area at the crack of dawn. They surrounded
farm weekly to gather food. The group usually Tashokkor and waited, showing off their vehi-
consists of six individuals, one of which is cles, their weapons, and their numbers.
armed with a pump-action shotgun and all of Tashokkor had faced down other gangs before,
them are armed with batons or home-made but not one this size or this organized. Their
machetes. Their normal procedure is to secure vehicles had working radios and actively com-
the buildings, of which there are four, then pro- municated with each other. Every single raider
ceed to fill their bags with grains and vegeta- was armed with a firearm.

258
After an uneventful two hours, Kota exited Gardens of Plenty
Tashokkor and walked out to great the gang. A
large man in a hodge podge of armor and deep, There is one vendor in the marketplace rep-
dark eyes met Kota half way with a small en- resenting the town: Tessa Weisz. Tessa sells
tourage. The conversation lasted five minutes. excess foodstuffs from the town’s gardens.
According to Kota, the man called himself There is never a lot of food, just enough for the
“Reaper.” He demanded that all men, boys, and vendors and a few visitors to purchase.
old women leave by foot. Each was allowed to Tessa’s real purpose is listening and watch-
carry one vessel of water, but nothing else, es- ing for trouble. She never works the booth
pecially weapons. Everything else, including alone, keeping someone on hand to run mes-
women of breeding age or younger, were to be sages to the town council if trouble is brewing.
left behind. The regular vendors know this and will send
The people of Tashokkor refused the de- word to her if they notice troublemakers.
mands. Reaper’s Raiders set about destroying
the town. His gang used a large truck to ram Tashokkor Gates
through the front gate. The rest of the gang fol- The gates to the town are easy to find. Char-
lowed the truck into the village, bringing chaos acters can follow a well-worn path from the mar-
with them. They were no longer interested in ketplace to the town. During the day, there are
taking the supplies and women. They only had 1-4 guards outside the gates to discourage visi-
one thing in mind: total destruction. The food tors. Anyone wishing to enter has to convince
supply was set on fire. People were slaugh- the guards they have a reason to be inside. Any-
tered. The gang tore down buildings and one seeking shelter is pointed towards the vari-
dragged the pieces out into the nearby farm- ous run-down buildings in the old city. The
land. And when they were done with their hungry are pointed in the direction of the farm
“fun,” Reaper announced they would be back in fields. If the guards are convinced the characters
the next few months. At that time, they would can enter the town, a sergeant with six town
be offered the same deal. guards escorts them to the town square. Once
Kota gathered a handful of survivors and set there, they can rest while one of the guards
off after Reaper. He instructed the others to fetches the town council.
start rebuilding and promised there would be The town square is an open area with no
no more Reaper problems. Kota and the hand- cover. A stream flows through the square and
ful of people who left with him never returned, the characters can use it to refill canteens or
but neither did Reaper. clean themselves.
Marketplace Govad
Tashokkor grew a small market area outside Govad is a town in the far north of the Tech-
of the town walls after the Reaper left. Vendors nocracy. The days here are short and the tem-
are not allowed inside the town out of lasting perature dips very low at night. The winters
fears from Reaper’s attack. The vendors in the are long and brutally cold. The land around the
marketplace sell a lot of parts and a lot of junk. town is rocky and dry. Rolling hills lead to low-
If you are looking for an obscure piece, like the lying mountains.
wiring harness to a Rexella hoover-car from
thirty years ago, you might just find it here. The town had a population of five hundred
Likewise, if you need a bin full of unmatched thousand prior to the day the bugs attacked.
screws, bolts, washers, and sharp metal bits, This was a military town with an army-air
you can find it here. What you won’t find for force base. After fighting off the bugs, the sev-
sale are working weapons. The vendors keep eral hundred surviving military and civilians
those for themselves. fortified the base with everything they could
scavenge from town.
The military base’s power was generated by
a nuclear source and it is still functioning.

259
Major Rimush and Mayor Shar work to- GM Notes
gether keeping things civil between the mili-
tary and non-military people living in the base. Bug Hunt on Creones 43 works with any sort
It would be very easy for Major Rimush to take of game play. Tables that want a full-on cine-
over and remove Mayor Shar from any leader- matic experience only need change up the play
ship role. However, Major Rimush appreciates style. Groups looking for a gritty war story with
the mayor and the citizens who live at the base a rotating cast of characters can dial it in and
as they bring skill-sets that his soldiers lack. rotate characters as needed for missions.
Our stories in Bug Hunt on Creones 43 are
Outpost #4 about fighting against despair with hope. This
This outpost is two miles from the town of is a post-post apocalyptic world rebuilding after
Govad. The building is a 20 x 20 x 20 plastile two great wars destroyed it. Your stories on
structure. The roof is accessible from the inside Creones 43 can be anything you want. There
of the building. The roof edge facing away from are hives that need to be destroyed, ruined
Govad is lined with sandbags protecting a chain cities for spelunking, warlords to fight in the
gun. A hoover-jeep is parked on the back side of wastelands, and you can even emulate your
the structure. There is a gate across the road. favorite zombie survival horror IP substituting
bugs for zombies.
The outpost is staffed by a STRIKE unit con-
sisting of one SWORD sergeant and two HAM- All character classes and backgrounds are
MER corporals, and two ARCHERs. Their available. The bugs are not human, so there
purpose is to watch for raiders and discourage are no issues with androids joining the fight.
any that come for a visit. The road leading up to Characters focused on cybernetics and hacking
the outpost is lined with disabled vehicles. are needed to get into old buildings those sys-
tems are in lock-down mode.
Fort Govad
Enemies
If the characters are let inside the fort, they
see it is well armored and armed. A mecha- Bugs are not the only enemy on Creones 43.
nized platoon with six hoover-tanks and four Everyday, people fight for survival and that
hoover-jeeps are stationed here. Several civil- means tempers are short. It isn’t uncommon
ian hoover-jeeps are also on site. for SWORDs on patrol to be called in to stop a
fight over food. Even the soldiers are quick to
If the characters are civilians, they are relin- lash out. Many are veterans of the world at war
quished of any long arms they possess and era who lost family and friends during that
taken to meet Mayor Shar. If they are military, war, lost more of those same people when the
they are escorted to meet with Major Rimush. bugs attacked, and now must be on constant
Characters who represent themselves well, will vigil against an enemy that can attack from
be invited to stay. If the characters are mili- below ground at any time.
tary, they will need to submit to Major
Rimush’s leadership. In the wide open places and the cities lack-
ing safety, warlords are building their forces.
Military Airstrip The Reaper is building up an army that he
could use to take down Govad or Zoish Bay, if
The airstrip was not damaged during bug desired. Smaller gangs or bands of individuals
attacks. There are four fighter jets stored here. are a more likely occurrence. They may be skit-
The only other buildings are a machine shop, tish and afraid of strangers or bold fools looking
an office building, and a flight tower. There is a to add kills to their record. The characters will
large fuel depot a quarter-mile away. The run- need to determine which they are dealing with
way is only wide enough for the fighter jets. and handle the situation appropriately. In a
A SWORD unit of three soldiers is typically moment, one wrong move or statement can
stationed here in the tower. They pass their change skittish and afraid to paranoid and do-
time playing cards. ing something about it.

260
Into the Belly of Back to School
the Beast Doctor Emani uses a battery-powered radio
The only way to stop the bugs is by taking every night at dusk. She hopes that someone out
the fight to them. General Albright plans to do there is listening and responds. On this evening, the
just that. characters’ settlement’s radio picks up Dr. Emani.
After interviewing each other via radio, Dr. Emani
Is this going to be a bug hunt, sir? is interested in meeting at a neutral location to bet-
ter ascertain if the characters’ settlement can be
General Albright needs a STRIKE team to go trusted. The leader of the settlement wants the
into the tunnels and establish a defensible position. characters to go meet Dr. Emani, figure out what
The characters are tapped to lead the charge. A she has to offer, where her settlement is located, and
recent scan of the nearest bug tunnels suggests what she can bring to the table.
there is a nest of some sort down the tunnels that
could be used. If the characters can get there and After some time with the characters’ settlement,
secure that area, the general can begin a campaign she requests they bring her a drone to study. She
in to kill the bugs. hopes to learn how their biology reacts to different
elements. This may lead to new and interesting
STRIKE teams are composed of military and ways to combat them.
non-military, as needed, including scientists, crimi-
nals, and others interested in helping. Bug Killer

Supply Run Bugs are patrolling above ground more than


the usual amount as of late. The characters are
The Govad settlement needs parts for a ma- tapped to figure out what is going on.
chine to work properly. The characters need to
visit the college campus and/or the manufac- In one section of town, the characters are in-
turing plant side of town to search for the parts. formed that the bugs are taking prisoners. The
The college campus is closer by an hour, but the bugs have never done this before. The charac-
manufacturing plants are more likely to have ters better find out what’s going on.
the part.
Shopping Trip
On their way to whichever site they choose
to visit first, the characters are spied by raiders. The characters need a part to a vehicle.
The raiders will follow the characters at a dis- Without the part, the vehicle won’t function.
tance, trying to avoid a conflict. If spotted, they Maybe it’s their vehicle, maybe it’s one they
do their best to scatter and live to fight another found on the side of the road, or maybe it’s the
day. If the raiders are not spotted, they wait for general’s private vehicle. If the characters have
the characters to get what they came for and not visited Tashokkor before, someone they
start for home before doing anything. They will meet or know can suggest visiting the town’s
attempt to set an ambush and take the charac- marketplace and provide directions on how to
ters’ stuff. After all, if they came out here to get there.
look for something, obviously that something is On the way to the town, the characters are
very important. attacked by a group of raiders (use Reaper’s
If the raiders are captured and questioned, Raiders stats). These raiders are in hoover-cars
they are working for a man they call Reaper. and armed with single action rifles, shotguns,
Reaper’s gang doesn’t stay in one place for long. axes, and machetes. Their vehicles and cloth-
They are currently hiding out in the Triangle ing feature an inverted ankh painted on them.
neighborhood. Browsing the marketplace, they will find a
Reaper’s Raiders: ViD 2d8 (8 hp), DV 6, vendor who has what they need. The vendor is
Move 30 ft., Attacks: 2 (rifle or shotgun, knife or an android with silver skin, blue eyes, and a
axe), Abilities: Pack Tactics very fake, blue mohawk. It wears coveralls and
boots. The cost for the part is 100C. If the cost
is prohibitive to the characters, the vendor will
trade their work for the part. The vendor needs
261
a data disk delivered to someone in Zoish Bay. Gear & Vehicles
If the characters deliver the data disk and come
back with proof of delivery, the vendor will give Unit Gear
them the part they need.
Characters starting the game as a member of
The data disk needs to be delivered to a man one of these units start with the following gear.
named Foxy. Foxy lives in the Beacon Hill and
is recognizable by his red mane and full face of ARCHERs: snipers with light armor and hel-
hair. Upon delivering the data disk to Foxy, he met (DV 6), as well as comms, a silenced sniper
loads it into a data pad and reviews it. He then rifle, pistol-blade, and d6 smoke canisters.
nods and asks the characters to wait while he
gets something for them. He pays the charac- HAMMERs: heavy weapons units armed
ters ten credits, thanks them, and gives them with either a machine gun or missile launcher
an old copper token. The token has a caricature with d6 missiles, a carbine-shotgun combo, pistol-
of a fox on it. blade, and medium armor and helmet (DV 5).

Upon returning to the Tashokkor market- SPEARs: the advance recon members who
place, the vendor is elated to see the token and start with a silenced carbine, silenced pistol,
gladly hands over the part. monoblade, medium armor, and helmet (DV 5).

If the characters decide to read the informa- SWORDs: the grunts of the army, armed
tion on the data disk, it is not locked. There are with pistol-blades, d6 grenades, and the infa-
several photos of a middle-aged woman and a mous gun-saw. They wear heavy armor and
document. The document states, “Your mother helmet (DV 3).
is in Tashokkor.” SHIELDs: soldiers who do just that. They
begin with a riot shield, heavy armor and hel-
Ambush met (DV 3), a pistol-blade, a carbon-shotgun
While out on patrol, a pair of hoover-jeeps combo, and explosives for opening sticky doors.
are attacked by bugs two miles outside of Fort STRIKE: soldiers assigned to a STRIKE
Govad. The bugs are armed with large unit retain the gear assigned to them from
weapons and at least one of the hoover-jeeps is their original unit
disabled. A radio call to Fort Govad results in a
section of the mechanized platoon being dis- Gear
patched. The characters are tapped to join the
platoon in the hoover-jeeps. Two hoover-tanks Pistol-blade: semiautomatic pistol with a
and two hoover-jeeps rush out to the site. knife blade that runs from the bottom of the
grip to the front of the barrel in the shape of a
As the mechanized platoon arrives, they see crescent moon. D6 damage.
one of the hoover-jeeps is destroyed, not simply
disabled. The second hoover-jeep is nearby. The Gun-saw: light machine gun with a vibro-
four soldiers from the second vehicle are in chainsaw slung under the barrel. There is a
good shape, but they have two injured from the separate trigger to engage the vibro-chainsaw
first hoover-jeep. The other two are dead inside blade and an internal safety device prohibits
their vehicle. The living soldiers are pinned using the gun and saw functions at the same
down by tough bastards with machine guns. time. The vibro-chainsaw portion of the
weapon does 2d6 damage, keep the best, and
The tough bastards are hiding behind boul- leaves a nasty gash in its victim. Gun d6 dam-
ders. They are armed with machine guns and age.
missile launchers. If the bugs think they will
lose the fight, they collapse the tunnel, then Helmets: the soldiers’ helmets have the fol-
stand and fight to the end. lowing on them: communications device with
audio and visual, night vision, telezoom (fo-
cused by hand), and flashlight. The night vision
and flashlight will not work at the same time.
Unit Symbols: all military armor and gear
262
come with red light accents. The red light is items like the ability to launch smoke or tear
easier on the soldiers’ eyes in dark places while gas canisters. The laser cannon does 10d6
still helping them to see. Weapons and armor damage (totaled) and is capable of shooting one
have symbols representing their unit (ex.: time every thirty seconds. It takes the tank
sword or hammer) that are also illuminated that long to recover the energy needed to power
with a red light. the cannon. Hover-bikes and characters get an
Agility save to avoid damage.
Additional Items: soldiers are allowed to
carry personal weapons. Any extra equipment The RAC VTOLs are used for troop support
needed for a mission can be requisitioned from and insertion. The rear door is a ramp and
their quartermaster. there is enough room in the VTOL for one
hover-jeep, as well as 20 passengers, two door-
Notes on Weapons: there are no hand-held gunners, a pilot and co-pilot. They are armed
blasters or lasers on Creones 43. Gun-blades with a directional minigun under the nose of
(pistols) function as Slug Pistol. Gun-saws (ri- the VTOL and a minigun out each side door.
fles) function as Pulse Rifles. The carbine-shot- The miniguns do 5d6 damage (totaled) to a
gun uses Slug Shotgun and Slug Rifle stats. cone up to a 30-feet distance.
The machine guns used by HAMMER units
function as Baster Rifles capable of autofire. NPCs
The missiles used by HAMMER units deliver
5d6 (totaled) damage to a 25-foot radius. General Albright
ARCHER rifles use Slug Rifle stats, but double
the range increments. The general is a veteran of the world at war
era. He is an old dog that longs for a day when
Military Vehicles he can rest his bones. Until someone comes
along who can replace him in know-how and
The hover-bike is the same as a civilian can-do, he will stay in the saddle as the leader
model, but a little tougher. of the Technocracy.
Hover-jeeps and trucks come with hard- He has dark eyes, shorn, brown hair, only
points on the driver and front passenger’s door stands 5’9” (making him shorter than most sol-
frames that allow for automatic weapons to be diers), and has a barrel chest. General Albright
mounted. The passenger side of the hover-jeep is aggressive and willing to take chances, but
can also mount grenade launchers. GMs are also realizes it is not him taking those chances.
free to add other features to these vehicles, as General Albright uses military ethics as his
the military units using them often personalize basis for making decisions. As the war with the
them for specific use. For example, a SWORD bugs has dragged out, he has lightened his
unit going into an above-ground area infested touch.
with bugs might mount a machine gun over the
top of the cab or out the back of the vehicle. General Albright is never not armed. In the
office he has a gun-blade. When out of the of-
Hover-tanks have a crew of two: driver and fice, he puts on his armor and picks up a gun-
gunner. The gunner uses the tank’s operating saw to take with him. He never travels with
systems to identify targets and a touchscreen to less than two SWORDs.
designate those targets. Technocratic hover-
tanks are armed with a laser cannon, grenade He regrets every life lost in service to the
launcher, machine guns (2), and have defensive Technocracy. He also lost both sons and his
Table: Military Vehicles
Vehicle Agi Str Tou Int Wit Per Max Crs Acc DR DV Vit
Hover-bike 17 (+2) 3 (-3) 4 (-2) - - - 200 100 20 1 9 25
Hover-jeep / 15 (+1) 13 (+1) 16 (+2) - 16 (+2) - 100 50 10 3 3 80
Hover-truck
Hover-tank 15 (+1) 20 (+4) 18 (+3) 15 (+1) 15 (+1) 18 (+3) 100 50 5 50 1 200
RAC VTOL 20 (+4) 15 (+1) 15 (+1) 17 (+2) 17 (+2) - 300 150 20 10 5 120

263
daughter during the wars with the Oligarchy Dr. Emani comes across aloof and as a bit of
and Capitalists. He’s not fighting the bugs for an elitist. She comes from a monied background
himself. He’s fighting the bugs for the world his and was used to getting what she wanted, when
children and grandchildren should have had. she wanted. She has adjusted mentally to the
new world order, but her actions suggest old
Cultural Background: Warrior habits die hard. If any of the people from the
Class Abilities: as Hunter-Soldier of 8th college come with her to Zoith Bay, they request
level to work for the doctor out of respect for her work,
No. Appearing: 1 the fact that she rallied them together to sur-
DV: 10 or 7 with armor vive, and as a means of protecting others from
Move: 30 ft. her frequent condescension.
Vitality Dice: 8
Special: access to any weapon, as needed Cultural Background: Scholarly
Class Abilities: as Engineer of 6th level
Lieutenant Colonel Sophia Dearg No. Appearing: 1
DV: 10 or 8 with armor
Sophia Dearg was a RAC Intelligence Offi- Move: 30 ft.
cer during the world at war era. She collected Vitality Dice: 6
and collated data to help defeat the Capitalists. Special: access to any weapon, as needed
When the bugs attacked, her team immedi-
ately began pulling information from satellites Reaper’s Raiders
and battle reports to build a defensive model.
Unfortunately for the Unionists, her superiors The largest gang in the wild led by a man
chose to use an attack model. After that failed, without remorse. Before the bugs attacked,
she gathered her team, commandeered a Reaper was a low-level SWORD grunt in the
VTOL squad and exited the country. Technocratic military. Once the world at war
era was over, he went home. Due to the war, he
The lieutenant colonel appreciates the lee- missed his children’s childhood and his par-
way that General Albright provides her to do ents’ deaths. On the first day of the bug inva-
her job. Where he is an old dog still fighting, sion, his wife was killed when half the city
her personality is best described as a cold fish. collapsed in a hole. By the third day, his chil-
If the characters happen to come across some- dren were dead, murdered by the bugs.
thing of interest during a mission, she will
take the time to interview the characters, her- He went on a murderous rampage. He even-
self, as part of their after-action report. tually collapsed from exhaustion and was taken
in by a group of survivors. While he was recuper-
She stands 6’2” and weighs 135 pounds, ating, the bugs found the camp and attacked.
with blonde hair in a reverse bob. She proudly Reaper was the only survivor. He left on a
still wears her RAC uniform and carries a hoover-bike to lose himself in the grain fields.
semiautomatic pistol.
Reaper’s gang is used as a boogeyman
Cultural Background: Corporate among the people living in small towns out in
Class Abilities: as Diplomat of 7th level the wilds. Children are taught to fear him at an
No. Appearing: 1 early age. His name is used to scare people into
DV: 10 or 7 with armor changing their ways, as if someone’s bad habits
Move: 30 ft. could bring Reaper to town to smite them.
Vitality Dice: 7
Special: access to any weapon, as needed Reaper
Dr. Emani Reaper’s real name is unknown and at this
point, no one cares to know. What you were
Emani is a geneticist. Prior to the bugs, she before the bugs arrived no longer matters. He
taught high level medical courses. When the is now a man with a conviction to kill as many
bugs attacked, she gathered a small group of bugs, as possible. Every response from Reaper
students, instructors, and administrators and is an emotional response and has no fore-
hid them in a library quiet room. thought put into it. He is just as likely to mur-
264
der his own gang members as he is to gift them Bugs
something that caught his eye.
The bugs were always here. They are not a
Reaper drives a hoover-jeep and travels with single subterranean species, but several. The
two others in the jeep. The hoover-jeep has drones, big guys, and queens are one species.
hard shell sides and an open top. There is a The spiders are another. The behemoths and
hardpoint on both front doors for machine guns leviathans are their own thing.
or other implements of destruction. The
hoover-jeep’s running boards and bumpers are There are millions of bugs underground.
lined with the skulls of bugs tied down with Their colonies typically start within a half mile
wire. On the front of the hoover-jeep, he has of the surface and then continue downward for
mounted a spider skull. another two to ten miles. The hive will spread
horizontally just as far, if not further. Very few
Reaper wears mismatched armor taken hives do not connect any other colony.
from dead soldiers. He has removed all in-
signias from the armor and painted an upside The deeper the colony, the more elaborate
down ankh on the front of the armor. He car- and sophisticated the surroundings become. If
ries a gun-saw, two gun-blades, and anything human archeologists had the opportunity to
else the GM thinks is appropriate. study deep bug colonies, they would be able to
understand bug society. Unfortunately, that is
Reaper not likely to happen.
Cultural Background: Desert
Class Abilities: as Warrior of 7th level Why Now?
No. Appearing: 1
DV: 6 The nuke that was detonated to end the
Move: 30 ft. world at war era destroyed several bug
Vitality Dice: 7 colonies. Up until that point, the bugs were
Special: access to any weapon, as needed content to stay below ground in their hives and
ignore mankind. The destruction of several bug
colonies at one time crossed a line. Word
Raiders spread that the surface dwellers were now an
Reaper’s Raiders are a mess. No one has a issue and had attacked the hives.
complete set of matching clothes or armor. Ar- The coordinated attack took a couple of
guments and fights break out constantly. Ev- years to organize. Behemoths dug tunnels up
eryone answers to Reaper and if he tells you to near surface level where drones could use
something needs to be done, then you need to explosives to break down basement walls or
figure out how to accomplish the goal. Every collapse streets. Under larger cities, behe-
single one of them has lost who they were be- moths dug out dirt to make the cities collapse
fore the bugs attacked. It’s not just the man into massive sinkholes.
himself, it is everyone in this gang.
The Neva Oligarchy is no more. Between
Raiders can be armed or armored up how- the nuke and the bugs, fewer than two thou-
ever the GM likes. Their vehicles can be stan- sand people live. The Republic of Timur is as
dard vehicles or military grade. broken up as the Technocrats. There was not
No. Appearing: 1-100 much left of the Unionist Coalition and the
DV: 6 Capitalists following the wars. Both decided
Vitality Dice: 2 to use nukes on the bugs and themselves.
Move: 30 ft. Combined, they may have as many living
Attacks: 2 (rifle, shotgun, axe, or knife) citizens as the Neva Oligarchy.
Species / Cultural Abilities The bugs do not realize how weak mankind
Any from the Colonial, Desert, or Mining is right now. Their cross-hive communication is
backgrounds. slow. If they ever piece the clues together, they
XP Value: 10 will come back and finish the job.

265
Bug Tactics Armory: bugs store their weapons and ar-
mor here, including anything scavenged from
Bugs work in units of 6-8 individuals. These the humans.
units are as individualized as those belonging
to General Albright’s military. During combat Barracks: all those drones need to sleep
operations, drones prefer to split their group up somewhere.
and use flanking maneuvers. Drones will move Behemoth Pen and Handler’s Room:
around the battlefield, from cover location to behemoths are kept in large, cavernous rooms.
cover location, shooting at the humans the en- Food is tossed into the pens to feed them from
tire time. If the drones notice one of the hu- balconies above. Their handlers will have a
mans is deadlier than the others, they will small room nearby.
concentrate their attacks on that person. Crafts: bugs are not particularly crafty, but
Bugs are just as happy to bring the fight to they make clothing, tools, and weapons.
the surface as they are to fight underground. In Egg Storage: unhatched eggs are kept here.
the Technocracy and Republic, they are estab- Equipment Storage: anything not a
lishing above ground bases. weapon, armor, or food is retained here.
Food Storage: bugs eat a varied diet in-
The Colony cluding various fungi, flowers, and insects. Be-
hemoth carcasses might also be found here.
Cave Structure There is a rumor of bugs eating humans, but no
Bugs build their homes in conjunction of the one has found actual evidence, yet.
ground around them. If they come across an old Gardens: including mushrooms that some-
lava tube, they will use it as a hallway and dig times glow. If they are glowing and disturbed,
out rooms around it. Bugs will mix aggregates they explode causing d6 damage.
together to make different types of concrete to Guard Room: any door leading out of the
fill their purpose. throne room goes to a guard room. There is a
The upper levels resemble a series of branch- minimum of four guards in a room at all times.
work caves carved out by water. When found, Nursery: adolescent bugs are raised here
Anastomotic caves are used for the throne until they can function on their own.
room, nursery, and egg storage. Pits are used to Queen’s Quarters: the queen has a suite of
move from one level of a nest up or down to the rooms to herself, including a bedchamber, con-
next level. It is important to remember the sorts’ room, guest room, and perhaps a study.
room structures are somewhat dictated by the
structure of the caves. Not every throne room is Shower Room: a waterfall into this room
built in an Anastomotic cave. The colony will serves as a shower for the bugs.
use what is available and try to dig out any- Throne Room: this is where the Queen
thing else they need. spends most of her time. The walls are adorned
with art showing the history of the hive. The
The bugs use different phosphorescent queen sits on a rock formation for a throne.
plants to provide light in hallways and rooms. There is a minimum of three guards per player
They do not burn things for light or heat. character in this room. The throne room is typ-
ically near the middle of the hive. Sometimes,
Galleries in the Colony the hive grows so large that the throne room is
Any number of rooms can exist in a colony. moved. The original throne room is then aban-
In fact, some of the rooms within the colony will doned and not re-used.
repeat multiple times. There are also other Tunnels: bugs can’t build rooms everywhere,
rooms in the colony that make no sense to hu- so they dig out tunnels to connect the rooms.
man infiltrators. GMs should feel free to make
those rooms appear as strange as they like. The Spider Dens: spiders tend to keep to them-
rooms below are common to all colonies and are selves while underground. They build large
easily identified by anyone entering them. nests in pit caves and line the sides of the pit
with cocoons to protect the eggs of their young.

266
Members of the Colony Behemoth Handler
The bugs have their own language, cus- Smaller cousins to the drones. They are
toms, and expectations. Some have shown animal handlers, not warriors, and see them-
an ability to learn man’s language for simple selves that way. Most of them wear a leather
words like “gun,” “armor,” “door,” and “kill.” robe over themselves to keep the dirt and
dust kicked up by the behemoths off of them.
Psychics trying to enter the mind of a bug These bugs are armed with slug-throwers or
suffer from the effects of psychic feedback as digging tools, at best. They have a grey, chiti-
if they had rolled 90% or higher regardless nous exoskeleton covering their bipedal
of the success of activating the power. A re- form. They have four, yellow eyes which fo-
sult of 99% or 100% doubles the amount of cus independently.
feedback suffered.
No. Appearing: 1-4
Behemoth DV: 8 (armor + size)
Vitality Dice: 2
Behemoths are giant, worm-like creatures Size: Large (7-8 ft. tall)
with a hard, chitinous shell. They eat dirt and Move: 35
rock, carving tunnels for the other bugs. Behe- Attacks: 2 (slug-thrower, digging tools)
moths are 100-120 feet long and just as tall.
Behemoths usually work in tandem. How- Species / Cultural Abilities:
ever, if the queen demands the sacrifice of an Natural Toughness: drones gain +2 to
entire human city, up to ten behemoths may Toughness saves
be present. Nightsighted: behemoth handlers are
nightsighted, enabling them to see clearly
No. Appearing: 2 in natural darkness, so long as the equiva-
DV: 2 (natural armor + size) lent of starlight or moonlight is present
Vitality Dice: 10 Psychic Feedback: any human psychic
Size: kaiju attempting to contact the mind of a behe-
Move: 60 ft. moth handler immediately suffers d6 psy-
Attacks: 2 (bite and chew, trample) chic feedback
Species / Cultural Abilities: XP Value: 47
Consume: behemoths deal 4d6 damage
(totaled) on a bite attack. When it bites, it Drone
can automatically deal another 4d6 dam- These are the workhorses of the hives. They
age each round as it chews, unless the vic- stand 8-9 feet tall and have a grey, chitinous
tim succeeds at a Strength or Agility save exoskeleton covering their bipedal form. They
to break free. have four, yellow eyes which focus indepen-
Massive Scale: behemoths are completely dently. If they have access to human body ar-
immune to attacks from normal weaponry. mor, they will modify it to work for them.
Vehicle scale weapons can damage them, They sew multiple pieces together, add straps,
but they gain a save check to ignore the and make it work for them. If they don’t have
damage entirely (difficulty based on access to human body armor, they use behe-
weapon damage). moth leather for armor. Most drones are
Trample: due to the size of the behemoth, armed with crude slug throwers and manual
anything smaller than very large caught un- digging tools. Some use a grenade-like
derneath it suffers d6 damage (totaled) per weapon that when broken open, emits a corro-
ViD of the behemoth. An Agility save check sive chemical. They throw these eggs at hu-
against this attack roll negates this damage. mans or above humans and let the chemical
XP Value: 5,760 drip down onto their targets. The egg is from
an unknown, subterranean creature. If hu-
man weapons are available, they will modify
the weapons to fit their hands and use them.

267
No. Appearing: 1-10 Queen
DV: 6 (armor + size)
Vitality Dice: 4 Killing the queen is key to stopping the bugs.
Move: 35 ft. The queen rules over the entire colony from her
Attacks: 3 (gun-saw, digging tools, grenade) throne room. When not there, she can be found
in the egg room fertilizing eggs or in her private
Species / Cultural Abilities: chambers. The queen has all psychic abilities
Natural Toughness: drones gain +2 to and uses them as an 8th level psychic. The
Toughness saves queen is never armed or armored. She doesn’t
Nightsighted: drones are nightsighted, know how to fight. She is never without guards
enabling them to see clearly in natural in the form of tough bastards. Queens are
darkness, so long as the equivalent of bipedal and have a brightly colored chitinous
starlight or moonlight is present shell. The colors on the shell include yellows,
Psychic Feedback: any human psychic greens, and browns. Their two eyes are hazel.
attempting to contact the mind of a drone
immediately suffers d6 psychic feedback No. Appearing: 1
XP Value: 67 DV: 3
Vitality Dice: 10 + 8
Leviathan Move: 35 ft.
Attacks: 3 gun-saw, digging tools, grenade
These appear to be a variant on the
behemoths without the hard exoskeleton. Species / Cultural Abilities:
Most leviathans are 80-100 feet long and just Natural Toughness: queens gain +2 to
as wide. Toughness saves
Nightsighted: queens are nightsighted, en-
No. Appearing: 1-6 abling them to see clearly in natural dark-
DV: 4 (natural armor + size) ness, so long as the equivalent of starlight or
Vitality Dice: 10 moonlight is present
Size: kaiju Psychic: the queen has access to all psychic
Move: 60 ft. powers and uses them as an 8th level psychic
Attacks: 2 (bite and chew, constrict) XP Value: 5,760
Species / Cultural Abilities: Spider
Consume: leviathans deal 4d6 damage (to-
taled) on a bite attack. When it bites, it can These creatures grow up to ten feet long,
automatically deal another 4d6 damage each four feet wide, and can have a leg span of an-
round as it chews, unless the victim succeeds other ten feet (so if lain flat, twenty-four feet
at a Strength or Agility save to break free. wide). Male spiders move like as expected, but
Constriction: due to their size and lack of a females move side to side only. The females’
carapace, leviathans constrict or choke their bodies are more heavily armored making it
enemies causing 2d6 (totaled) damage per harder for them to move. Male body coloration
round grasped. The victim is allowed an is alternating stripes of bright blue and bright
Agility save against this attack roll to negate green. Female coloration is alternating stripes
the damage. However, if the Agility save is of bright yellow and bright orange. Both species
failed, it cannot be rolled again until the have six walking legs and two legs that can be
leviathan lets go of the victim. used for grabbing food and bringing it closer to
Massive Scale: behemoths are completely the spider’s mouth. Both male and female spi-
immune to attacks from normal weaponry. der saliva contains is acidic and can be spit at
Vehicle scale weapons can damage them, but targets up to thirty feet away.
they gain a save check to ignore the damage
entirely (difficulty based on weapon damage). No. Appearing: 1-4
XP Value: 5,760 DV: 4 (natural armor + size)
Vitality Dice: 8
Move: 45 ft.
Attacks: 4 (bite, grab, stab, spit)

268
Species / Cultural Abilities: Infrared Vision: spiders do not see the world
Acid Attack: the spit of the spider is acidic in the same light spectrum as humans or
and can be spit up to a distance of 30 feet. other bugs.
The spit applies d6 damage for 2d6 rounds Psychic Feedback: any human psychic
(totaled) unless diluted with water. attempting to contact the mind of a spider
Climbing: spiders can move up walls and immediately suffers d6 psychic feedback.
across ceilings at their full rate of speed XP Value: 23
and can move through difficult terrain with
no penalties. Under normal circumstances, Tough Bastard
they do not need to make a check to climb
or move on such surfaces. These are the bigger, older brothers to the
Infrared Vision: spiders do not see the drones. Tough Bastards are 10-12 feet tall.
world in the same light spectrum as humans They swing giant, stone clubs. When they
or other bugs. have access to human weapons, they have a
Psychic Feedback: any human psychic preference for machine guns, but will settle
attempting to contact the mind of a spider for two combat rifles. Tough Bastards also
immediately suffers d6 psychic feedback. serve as queen’s guards. When doing so,
XP Value: 215 there are at least double the normal quan-
tity present.
Spider Youth No. Appearing: 1-4
The young of spiders, they aren’t quite as DV: 8 (armor + size)
deadly as their parents in a one on one fight. Vitality Dice: 7
However, they use pack tactics to make up Move: 40 ft.
for anything that lack in ability. Their body Attacks: 2 (club, machine gun)
color is similar to adults, but muted. Their Species / Cultural Abilities:
saliva is not strong enough to function as an Natural Toughness: drones gain +2 to
acid, but it can still be spit at targets. Toughness saves
No. Appearing: 1-4 Nightsighted: tough bastards are night-
DV: 2 (natural armor + size) sighted, enabling them to see clearly in
Vitality Dice: 2 natural darkness, so long as the equiva-
Move: 25 ft. lent of starlight or moonlight is present
Attacks: 4 bite, grab, stab, spit (30 ft) Psychic Feedback: any human psychic
attempting to contact the mind of a
Species / Cultural Abilities: tough bastard immediately suffers d6
Pack Tactics: when more than one spi- psychic feedback
der youth works together in concert, each XP Value: 197
gains +1/5% on all attacks, checks, and
saves for each spider youth in the pack af-
ter the first, to a maximum of +8/40%.
The only ability this does not affect is
stealth and hide (the more spider youth
present, the harder it is for them to hide,
so this ability acts as a penalty instead of
a bonus). Spider youth using pack tactics
to hem in prey gain the ability to sur-
round their prey at 35% + 5% per spider
youth in the pack.
Climbing: spiders can move up walls and
across ceilings at their full rate of speed
and can move through difficult terrain
with no penalties. Under normal circum-
stances, they do not need to make a check
to climb or mov on such surfaces.

269
CHAPTER NINE: SPACE TRUCKERS
A Solar Frontier by Timothy S. Brannan
Life is rough out on the fringes of the Solar and even corrupt government officials like
Frontier. Colonies are separated from each other Colonial Governor Boss. They are thirsty on
and the hustle and bustle of the Galatic Center. Gliese 179, and someone has to haul 40,000
They rely on themselves, the courageous folk of metric tons of cold ones to them.
the Space Shipping lines, and the independent
contractors known as SPACE TRUCKERS! So turn on your Colony Band radio, Good
Buddy, watch out for Bears and Lot Lizards,
In Space Truckers, you take on the role of refill your coffee at Dixie Love’s Off Ramp, and
these independent contractors. Your goal is to get back out there. You've got a long way to go
get your precious cargo from one colony to an- and a short time to get there.
other. Often, fast is better than safe. You could
be hauling food, medical supplies, or the latest On-Ramp -
Holovid games. Or what you have is a little less Introduction
legal, like a taker full of moonshine made on an
actual moon of Innes' star. You are just making “What a Long, Strange Trip it’s Been…”
your way, the only way you know how. And The late 1970s was a very odd time. In
remember, Earth is not just a stone's throw 1979, we were one of the first families I knew of
away; it's a staggering 42 light years away. to get access to a new concept, a cable movie
Staying one step ahead of the police force of channel; we had Showtime and HBO. With my
36 Ursae Majoris and the CHiPs (Colonial Hy- new obsession, Dungeons & Dragons, in mind,
perspace Police), these brave souls take on the I sought to watch ANYTHING to do with
worst of the Hazard Lands on the Frontier. sword and sorcery or fantasy. I didn’t get that.
These lands are not just hazardous; they are Instead, I got a strange mix of movies from
treacherous and filled with pirates, smugglers, 1977 onwards. Horror, yes, but I also watched
an odd mix of sci-fi in the wake of Star Wars,
271
Close Encounters, and Trucker movies. The Exit 01 Outbound
trucker/CB craze was huge in Middle America and Down - Setting
in 1977-79. I saw movies like Smokey and the
Bandit, Convoy and White Line. “Hey, hey, Good Buddies! What’s yer Space-
20? Come back!”
A lot.
In the future, humankind will travel to the
Maybe too much. stars. Hyperspace travel has brought the plan-
It makes for a strange alchemy, to be sure. ets closer together. Humanity and the alien life
forms it encounters constantly seek new planets
I have also spent a lot of time in cars driving to colonize. Those planets need materials, food,
from one place to another. I have eaten at a few and personnel. It is up to the brave men and
truck stops and downed coffee at a few more. I women of the Space Shipping Lines to get the
did think they would be better if they had more colonies what they need. It is the time of the
aliens. In others, though, I have thought I SPACE TRUCKERS!
would not have even noticed.
Long-range starships and freighters service
Space Truckers is the offspring of two popu- far-off colonies. Short-range shipping needs are
lar trends of the late 1970s: Science Fiction, no- dealt with by local interplanetary shipping. The
tably space battles, and a fascination with needs of colonies, especially newer colonies that
truckers and CB slang. are inaccessible to larger freighters, depend en-
Space Truckers fills a very thin niche, but I tirely on the service of the Space Trucking lines.
want it to be fun overall. Not every sci-fi story Space Truckers uses a mini-campaign that
needs to be about gallant heroes wielding a laser can be added to any Thirteen Parsecs game. It
sword or seizing control of the one planet in the has a space sector with an expanse, The Hazard
galaxy that controls everyone's fate. Sometimes, Lands, frequented by space truckers and pirates
the heroes get a load of medical supplies to an and patrolled by Colonial Hyperspace Police.
outer colony. Or sometimes they are hauling an The Solar Frontier is a vast place, and there are
illegal ale to a different sector on a bet. plenty of stories and plenty of heroes. Even ones
that suck down old coffee in a space truck stop in
Rest Stop - Inspirational the middle of nowhere.
Media The basic premise of this Solar Frontier follows.
Movies Some parts of the Galaxy are well-estab-
White Line Fever (1975) lished, inhabited, and even overcrowded. For
Smokey and the Bandit (1977) the sake of this setting, we call this area of the
Breaker! Breaker! (1977) Galaxy “The Core Worlds.” This would in-
Star Wars (1977), go ahead and tell me clude Earth and the Solar System.
Han Solo is not a Space Trucker.
Convoy (1978) As we move out into the “suburbs” of the
The Cannonball Run (1981) Galaxy, the time to travel between worlds in-
Thunder Run (1986) creases. They are still well-established worlds,
but maybe there is something you can’t get easy
Television there. For example, the climate of one of these
Movin’ On (1974 - 1976) worlds is excellent for humans but terrible for
B.J. and the Bear (1978 - 1981) potatoes. Thus, there is a huge demand for off-
The Misadventures of Sheriff Lobo (1979 - world delicacies such as “Fries” and “Chips”.
1981) These are shipped in by truckload to fulfill an
Knight Rider (1982-1986) ever-increasing demand. We will call these
Ice Road Truckers (2007) “Rim Worlds”.
Cowboy Bebop (1998)
The Expanse (2015) Further out, you get into the real “rural” ar-
eas of the Galaxy. Trade routes are now mea-
sured in days or weeks instead of hours. These
are the newly settled areas. Maybe they are
272
near more civilized areas of the Galaxy where The Hazard Lands
pirates, smugglers, and other illicit trade go far
from the Central Government of the Core. The Solar Frontier is also really far away
Maybe these areas are near an enemy or other- from the protection of the Core. There are fea-
wise hostile government or sovereignty. Or even tures of the Solar Frontier that have made
still, they are on the edge of known space, and them, up until now, unattractive for colonies.
there is nothing out there but the endless cold Maybe there is a part of space where sensors
black of interstellar or intergalactic space. We don’t work very well. Or communications are
call this area “The Outer Rim”. These worlds scrambled. Maybe this area of space was al-
sit on the Solar Frontier, roughly 42.5 lightyears ready colonized by others. In Space Truckers,
from Earth, or 13 parsecs. This is the realm of we call these hazardous lands. Typically,
the Space Trucker. these have outposts on or near their edges to
aid anyone moving in and out of them. The
Play Style: All Cinematic rules, including nature of Hazard Lands will vary. The Hazard
the Cinematic fight/flight/flee rules instead of Lands that most Space Truckers deal with is a
madness and Heroic Touchstones, are in play. large area about five light-years across. Com-
Heroes in this setting are blue-collar working munications are limited, save for the Colony
folk. Heroic means getting home in time and Band (CB) tachyon radio signals. The types of
safely. That is not to say there isn’t room for shields and weapons found on larger Core
heroics. Transporting a load of medical supplies ships are also ineffective here due to higher
to an outer colony while avoiding being hijacked particle concentrations. Only smaller ships can
can make one a hero in the eyes of sick and dy- attempt this area at superluminal speeds.
ing colonists.
The emphasis here, though, is not on epic Governance and Authority
space opera but on zany hijinks. Governor Boss, the ruler of the Hazard
FTL: The Core worlds use Hyperspace and Lands, is a large, imposing Porcine whose phys-
can reach the outmost colonies in a few months. ical presence and demeanor command respect
Travel on the Solar Frontier is slower, and and fear. Despite maintaining relatively good
travel through the Hazard Lands is slower. relations with the governors of nearby colonies,
However, the GM is encouraged to hand-wave his greed and corruption are legendary. Boss's
these notions. It didn’t matter how far away At- voracious appetite for wealth and power drives
lanta was from Texarkana; the Bandit was go- his every action, ensuring his involvement in
ing to get there by the end of the movie's 1 hour, every illicit activity within the Hazard Lands.
36 minute run time. When necessary, the GM From smuggling and black market dealings to
can decide or even roll for delays, but it must be protection rackets and illegal mining operations,
central to the game at that moment. Boss has his fingers in every pie. His network of
informants and enforcers keeps him well-in-
Story options: Space Truckers is less Sci-Fi formed and firmly in control.
and more 1970s Trucker movies with a thin
coating of science fiction elements. Science fic- In the Hazard Lands, laws are more like
tion and even technology are only here to pro- guidelines, easily bent or broken by those with
vide a means to propel the game, whether that enough influence or credits. The economy
run is I55 from Chicago to St. Louis or Arcturus thrives on illegal activities, with black market
Station to the Loctite Colonies. trades, smuggling operations, and other clan-
destine enterprises forming the sector's
For added depth, you could place Space lifeblood. Despite the corruption, Governor
Truckers into one of the other Solar Frontiers Boss's rule is absolute.
settings in this book. The game's feel would be
different if your trucker operated in one of the Truckers in the Hazard Lands
other settings in this book.
Truckers passing through the Hazard Lands
are expected to pay hefty tolls for the "privilege"
of safe passage. These tolls can come in the
form of credits, goods, or even favors. Savvy

273
truckers sometimes negotiate with Governor to easily navigate the treacherous and unpre-
Boss or his lieutenants, leveraging informa- dictable environments of the Solar Frontier
tion, rare goods, or services to reduce their tolls. and Hazard Lands. Their compact size allows
However, failure to pay or attempting to cir- them to patrol areas larger ships cannot reach,
cumvent these tolls can result in dire conse- making them ubiquitous even in the most
quences, ranging from impounded cargo to remote and dangerous sectors.
outright violence.
Role and Responsibilities
Navigating the Hazard Lands is perilous.
Beyond the human (or Porcine) threat, treach- The primary mission of the CHiPs is to en-
erous asteroid fields, rogue AI drones, and spa- force the laws of the Core Worlds, maintaining a
tial anomalies abound. Truckers often form fragile order in regions where anarchy often
alliances with local smugglers, mercenaries, or reigns. These patrols are responsible for various
resistance groups seeking to undermine Boss's duties, from intercepting smugglers and pirates
rule. These allies can provide safe routes, pro- to assisting stranded or distressed spacefarers.
tection, and intelligence. Encounters with Their small ships are equipped with advanced
Boss’s enforcers are common. These heavily scanning technology and powerful, though often
armed squads patrol major trade routes, ensur- underpowered, weaponry, allowing them to con-
ing compliance and collecting dues. Truckers front threats despite their size.
must be prepared for bribes, inspections,
shakedowns, and occasional skirmishes. Life of a CHiP Officer

Effects of the Hazard Lands Serving as a CHiP officer is a challenging


and dangerous vocation. Officers are typically
Navigation through the Hazard lands can seasoned pilots with a strong sense of duty and
result in a penalty for any ship system. For popu- an uncanny ability to handle high-stress situa-
lated areas, this can result in a penalty of -1 for tions. Life aboard a CHiP vessel is solitary and
any 1-2 systems determined at random. For ar- demanding, requiring constant vigilance and
eas deeper in the Hazard Lands and the routes quick decision-making. These officers often
most often taken, Space Truckers can result in a form tight-knit bonds with their fellow pa-
-2 to a random system and -1 to 2 to 4 other sys- trollers, relying on each other for support and
tems. If a ship is Large or even greater, these ef- camaraderie in the face of adversity. It is for
fects can be as high as -3 or -4. this reason that the profession is so attractive
to Ursines. They have the same commitment to
These effects are random and have defied anal- law and order and the ability (and inclination)
ysis. To put it bluntly, scientists are interested, to spend long hours, if not days, working alone.
but getting them out there costs a lot of money.
Interactions with Locals
Colony Hyperspace Patrol
The presence of CHiPs in the Solar Frontier
In the vast expanse of the Solar Frontier and Hazard Lands is met with mixed reactions
and even within the notorious Hazard Lands, from the local inhabitants. Some view them as
the Colony Hyperspace Patrol, known in CB protectors, a beacon of stability in an otherwise
slang as "CHiPs," represents the long arm of chaotic region. Others see them as meddling
Core Worlds law. While these regions are of- agents of a distant and indifferent authority of
ten depicted as lawless frontiers where nor- the Core World they are trying to escape from,
mal police and military cruisers struggle to their efforts to impose order seen as an unwel-
maintain order, the CHiPs manage to carve come intrusion.
out a semblance of authority amidst the chaos.
Truckers and other spacefarers often have a
The CHiPs and Their Vessels love-hate relationship with the CHiPs. While the
patrols can provide vital assistance and protec-
Unlike the cumbersome and conspicuous tion, they are also known for their strict enforce-
vessels of the Core Worlds’ main fleet, CHiPs ment of laws and regulations. Encounters with
operate smaller, more agile one- and two-per- CHiPs can range from routine inspections to
son ships. These sleek, fast crafts are designed
274
high-speed chases through asteroid fields and Key Characteristics of the
nebulas or, worse, the Hazard Lands themselves. Colonies
Diverse Inhabitants: The Colonies attract
The Colonies many individuals, from pioneering families
Scattered across the vast expanse of the and adventurous entrepreneurs to scientists,
Solar Frontier, the Colonies serve as the main miners, and refugees escaping from troubled
ports of call for those daring enough to venture pasts. This diversity creates vibrant, multicul-
into the galaxy's outer reaches. Whether situ- tural settlements where different species and
ated on the fringes of the Hazard Lands or cultures intermingle, often leading to a rich ta-
nestled in slightly more stable regions, these pestry of traditions and customs.
worlds are inhabited by the galaxy's brave— Rugged Environments: Each colony
or perhaps the foolhardy—citizens seeking to world presents its own unique set of challenges.
forge new lives on new worlds. Some colonies are established on arid desert
planets with extreme temperatures and scarce
Life on the Frontier water supplies. In contrast, others might be on
The Colonies are a testament to human (and frozen tundras or dense jungle worlds teeming
alien) resilience and ingenuity. Often, these with dangerous wildlife. Colonists must adapt
worlds barely qualify as “habitable,” with to these harsh conditions, employing advanced
harsh climates, limited resources, and unpre- technology and innovative survival techniques
dictable dangers. Yet, the colonists persist, to make a living.
driven by the promise of freedom, adventure, or Economic Struggles: The Colonies'
the prospect of prosperity. Life on the frontier is economies are often fragile and heavily depen-
a constant struggle, marked by hard work, dent on external supplies. Space truckers play a
resourcefulness, and a tight-knit sense of com- vital role in sustaining these settlements, deliver-
munity. Every colonist has a story of sacrifice ing essential goods such as food, medicine, ma-
and determination; their shared hardships cre- chinery, and building materials. In return,
ate strong bonds and a fierce camaraderie. colonists offer rare minerals, exotic biological
samples, and unique artisanal products, creating
Typical Colony World a barter system that keeps both parties afloat.
Size: Medium (typically the best for ad-
vanced colonization) Frontier Justice: Law and order in the
Atmosphere: Standard Colonies can be tenuous. With limited enforce-
Water Levels: Vary ment resources, many colonies rely on a combina-
Population: Typically under 100,000 tion of local militia and community-driven justice
Government: Republic or Corporate. The systems. Disputes are often settled through nego-
head of state is a Governor. tiation or, in more extreme cases, through duels
Tech Level: Advanced Space Travel or other traditional means. The Colony Hyper-
Starport Location: Limited, one or two space Patrol (CHiPs) offers some measure of pro-
spaceports planetside, one in orbit. tection, but the frontier's vast distances and
Starport Support: Small cruisers unpredictable dangers limit their influence.
Starport Quality: Poor to Average
The Role of Space Truckers
Use the tables in Chapter 5 - Universe
Building to generate colony planets. With Space truckers are the colonies' lifeline.
the following modifications: These brave souls and their sturdy vessels
bridge the gap between the far-flung settle-
Planet Size: roll 1d6+2 ments and the more developed regions of the
Base Atmosphere: roll 1d6+3 galaxy. Their services are indispensable, and
Water: Roll 1d6, ignore rolls of “1” and “6.” the colonists eagerly anticipate their visits.
Population: roll 1d8
Tech Level: roll 1d4 Delivering Supplies: Truckers transport a
Starport Quality: roll 1d4 wide range of goods, from necessities like food
and clothing to specialized equipment and lux-

275
ury items. Each delivery can mean the differ- Aquarians are not well adapted to heat and
ence between survival and disaster for a strug- avoid worlds with an average temperature
gling colony. greater than 50°F (10°C). They can tolerate tem-
peratures as low as -40°F (-40°C). Often, they
Providing News and Communication: compensate by wearing loose-fitting clothes.
News travels slowly in the isolated expanses of
the frontier. Even tachyon communication re- They are often called “Blues,” which they don’t
lays are unreliable in the Hazard Lands. Space care for but tolerate. They call every human,
truckers act as couriers, bringing messages, whether planetary-born or not, “Earthers.”
news updates, and personal letters from one
colony to another, helping to maintain a sense Size: Medium. Aquarians have no special
of connection among the scattered settlements. bonuses or drawbacks due to their size.
Vitality Dice: 1d6
Adventurers and Problem-Solvers:
Truckers are often called upon to tackle unique Saves: Aquarians gain +2 to all Persona
challenges, whether repairing vital infrastruc- saves. They have a -1 on all saves involving
ture, mediating disputes, or defending against heat or light.
external threats. Their skills and resourceful- Move: 30 ft.
ness make them valuable allies in the constant Senses: Aquarians are nightsighted, en-
battle for survival. abling them to see clearly in natural darkness,
so long as the equivalent of starlight or moon-
Exit 02 The Heroes light is present.
- Characters Weapons and Armor: Aquarians can use
All sorts of characters are expected to be any weapons or armor.
found in a Space Truckers game. Any
species, background, and class from the Simians
core rules and even from other Solar Fron- Simians evolved in a world similar to Earth,
tiers are acceptable here. but usually with greater jungles and fewer sa-
In addition to all the types available, Space vannahs or grasslands. So, like humans, they
Truckers also has new Species and Classes. are related to a common ancestor among the
great apes. They just evolved to be more ape-
New Species like. They have keen analytical minds, and
many have found work in engineering. They can
The following new species are found on take on any class humans do with similar ease.
the Solar Frontiers.
Simians are a bit of a cross between an Earth
Note: All species are considered to be Chimpanze and an Orangutang.
roughly equal to each other. Thus, there is
no XP threshold for these species. To bal- Size: Medium. Simians have no special bonuses
ance this, humans are given an extra d6 or drawbacks due to their size.
Vitality Die at level 1 and can add +2 to a Vitality Dice: 1d6
single save type chosen at level 1. Saves: Simians gain +2 to all Toughness saves.
Move: 30 ft.
Aquarians aka “Blues”
Senses: Simians have the same level of senses
Aquarians are a blue-skinned humanoid as humans.
species that appears to be related to humans. Weapons and Armor: Simians can use any
They appear human, can breathe many of the weapons or armor, but they must be modified to
same atmospheres as humans, and can con- fit their frame.
sume the same foods. They hail from TRAP-
PIST 1d (their home world) and TRAPPIST 1e
(their first colony). Outside of their blue col- Snorks aka “Lot Lizards”
oration, they prefer environments with a lower When Saurans spread across the galaxy,
temperature and less light. they took Snorks with them. It is unknown

276
whether or not “Snork” is the proper name for refined palettes. They are considered to be the
this species. The Saurians will only call them Galaxy’s finest gourmands.
that, and the Snorks have no history of any
other name since the Saurians conquered Size: Large. Average 6’-7’ (2 m) tall.
them. Like the Saurians, Snorks are lizard-like Vitality Dice: 1d8
bipeds. They stand roughly 3’ (1 m) tall and Saves: Porcines gain +2 to all Toughness
have long tails. Since winning their freedom saves but -1 against all Wits saves.
from the Saurians, the Snorks are a species Move: 35 ft.
without a home and a purpose. On the Solar
Frontier, they are often found at space stations Senses: Porcines have an astounding
and truck stops, hoping for a ride to the next sense of smell. They gain the perception
space station or truck stop. They have a reputa- ability of a slicer at 50%, adding +15% to
tion for being thieves, which is not unearned, their base for any check involving smell. In
but they also know a lot more about what is addition, they can track as first-level
going on than official channels. hunter-soldiers, adding +15% to efforts to
track by smell. Neither of these abilities
They have been given the somewhat deroga- advance normally unless they become a
tory name “Lot Lizards.” part of the Porcines’ regular character
Size: Small. Average 3’ (1 m) tall. Snorks class. However, the Porcines can forego ad-
improve their DV by two against large or vancing a normal class ability to instead
bigger creatures. advance one of these abilities by 5%, to a
maximum of 95%.
Vitality Dice: 1d4
Weapons and Armor: Porcines can use
Saves: Snorks gain +2 to all Agility any weapons or armor, but they must be
saves but -2 against all Wits saves. modified to fit their frame.
Move: 25 ft.
Senses: Snorks are nightsighted and can Ursines
see with perfect clarity in natural darkness Ursines are bear-like humanoids that stand
so long as there is at least starlight or moon- some 7’ (2 m) tall. While they tend to operate in
light-equivalent illumination. They are also very small numbers, they have a strong sense
blind-sighted; they can never be truly blind, of community. This sense is so strong that
for they can detect the presence of other many opt for careers in law enforcement and
creatures and physical objects around them legal advice.
through heat-sensing organs in their heads.
This blind-sight does not enable them to Ursines are duty-bound and believe that
detect details, colors, or even specifics; it “The Law is the Law.” It is not up to them to
only allows them to sense where objects and judge what the law means, only to enforce it.
creatures are in the dark.
Size: Large. Average 7’ (2 m) tall.
Weapons and Armor: Snorks can use
any weapons or armor, but they must be Vitality Dice: 1d8
cut down to fit their frame. Saves: Ursines gain +2 to all Toughness
saves but -1 against Intelligence and Persona
Porcines saves.
Move: 35 ft.
Porcines resemble large (6’-7’, 2m) bipedal
pig-like humans. Their hands are thick with Senses: Ursines have a great sense of smell.
three fingers, and their heads are like a large They gain the perception ability of a slicer at
pig's. They are brilliant in social situations, and 40%, adding +10% to their base for any check
many find their true callings as government involving smell. In addition, they can track as a
officials or spokespersons. They are a gregari- first-level hunter-soldier, adding +10% to ef-
ous species that humans encountered early on. forts to track by smell. Neither of these abilities
They are known for their steamy mud baths, advance normally unless they become a part of
where they do most of their negotiations and the Porcines’ regular character class. However,

277
the Ursines can forego advancing a normal moving at Hyperspace Factor (HF) 1 is 10
class ability to instead advance one of these times the speed of light. HF 2 is 20 times the
abilities by 5%, to a maximum of 95%. speed of light, and so on. While some larger
Weapons and Armor: Ursines can use any capital ships and colony vessels can travel at
weapons or armor, but they must be modified HF 7 or 8, most are limited. Space Trucks
to fit their frame. typically top out at HF 6, or 60x the speed of
light. Travel in the Hazard Lands is difficult,
Exit 03 Haulin’ - The and the speed limit is limited to HF 5.5 or 55
times the speed of light, also called a “Double
Ships Nickel” or a “Double 5.”
In Space Truckers, your spaceship or truck
A space truck can typically cross the Hazard
is as important to play as the character. Often, Lands in about a standard month. A large
a small group of people pool their resources to colony ship can leave Earth and reach the Solar
buy or rent a space truck and hope they make Frontier in about 7-8 months, barring any but
enough to pay it off. the usual delays.
All PCs have been given a Space Truck to Within solar systems, truckers must slow
use. It is assumed that they all are part of one down to HF 3 once they are 5 Standard AU from
trucking crew, including a pilot, a navigator, a the system’s main star. This can be higher or
weapons operator, and an engineer/mechanic. lesser depending on the size of the main star,
Alternatively, the PCs can convoy smaller with larger and more massive starts needing a
trucks with one or two operators per vehicle. larger limit. Once they are 2 Standard AU out,
Likely, they will not own their own trucks at then they need to slow down to sublight speeds.
this point, but they can work for one of the All hyperdrive-capable transports have rela-
many shipping services, such as GSS (Galaxy tivistic equalizers to ensure they stay within a
Shipping Services). This gives the GM a few seconds of real and observed time. The only
mouthpiece (the Shipping or Yard Master) to thing worse than arriving at your destination
send the PCs on missions. Independent con- late is arriving several days or months late be-
tractors often lease a truck, and a percentage of cause of relativistic effects.
their wages go toward paying this off.
Space Trucks are built using the same rules
The typical Space Truck is somewhere be- as all ships in Chapter 4. They typically have 50
tween a small and medium starship. Larger points to allocate.
ships have issues within the Hazard Lands and
are more difficult to navigate. The cost of such Sample Ship: Standard Space Truck
ships also means having many smaller ships is
more financially advantageous. Size: Medium (50 points)
Age: 1 (No Quirk)
Ships move through space via hyperspace, Structure: 40
and their speeds are a factor in hyperspace. So, DV: 2
Table: Hyperspeed Factor Communications: 3
Computers: 2
Hyper- Factor Construction: 3
MPH km/h
speed of C Defense: 4
1 10 6,706,166,290.0 10,792,260,864.0 Engineering: 3
2 20 13,412,332,580.0 21,584,521,728.0 Engines (Speed): 5
3 30 20,118,498,870.0 32,376,782,592.0 Life Support: 5
4 40 26,824,665,160.0 43,169,043,456.0 Maneuverability: 4
Navigation: 3
5 50 33,530,831,450.0 53,961,304,320.0 Sensors: 4
5.5 55 36,883,914,595.0 59,357,434,752.0 Weapons: 1 (Front cannon (1d6))
6 60 40,236,997,740.0 64,753,565,184.0 Cargo: 5
7 70 46,943,164,030.0 75,545,826,048.0 Quirks: Varies by truck
8 80 53,649,330,320.0 86,338,086,912.0

278
Sample Ship: CHiPs Interceptor Effects on the Hyper-Jammer: The
smaller craft matches the truck's speed without
Size: Small (15 points) using its engines, conserving fuel. Additionally,
Age: 1 due to its proximity to the truck, it becomes
Structure: 20 nearly undetectable by standard sensors.
DV: 2
AI: 1 Convoy Usage: Convoys often employ Hy-
Communications: 4 per-Jamming in a coordinated effort to mini-
Construction: 3 mize fuel consumption during long hauls. This
Defensive Systems: 3 tactic requires precise timing and communica-
Engineering Systems: 2 tion between the ships involved.
Engines (Speed): 6
Life Support: 2 Well Wishing
Maneuverability: 5
Navigation: 1 Well-wishing is a high-risk, high-reward
Sensors: 3 maneuver in which the trucker uses the gravi-
Weapons Systems: 4 (Front cannon (1d6) tational pull of a planet or large celestial body
and one torpedo launcher – 3d6 keep high- to slingshot their vessel, gaining significant
est; 3 torpedoes). speed boosts. This technique requires precise
calculations and expert navigation to avoid cat-
Space Trucks also have another attribute astrophic failure.
called Cargo. This abstracted score details how
much cargo they are carrying and how danger- Initiation: The navigator must perform a
ous/volatile it is. A truck with stuffed toys to Navigation check with a difficulty increased by
deliver to a colony in time for Christmas in 2, representing the complexity and danger of
three months would have a Cargo score of 1. A using gravitational forces.
trucker hauling dwarf matter batteries likely Success: If successful, the truck is slingshot
to explode and be sought after by pirates might out of the gravity well, increasing its speed by
have a score of 9. two levels for a significant period.
New Maneuvers Failure: If the check fails, the truck may
suffer structural damage, temporarily lose nav-
In the vastness of space, truckers con- igation capabilities, or be pulled into the grav-
stantly devise innovative methods to conserve ity well, risking collision or being stranded.
fuel and time and maintain optimal speeds.
Here are a couple of maneuvers that, while Preparation: Trucker crews often prepare
not officially sanctioned by the CHiPs, are for Well Wishing by reinforcing structural in-
widely used by seasoned space truckers. tegrity and conducting detailed scans of the
gravitational field.
Hyper-Jamming
Emergency Protocols: Having backup
Hyper-jamming is a risky but effective maneu- plans and escape routes can mitigate the risks
ver employed by smaller craft to hitch a ride on the of failed attempts, ensuring the crew can re-
propulsion wake of larger space trucks. By syn- cover quickly.
chronizing their speed and position, these smaller
craft can use the truck’s engines to propel them- Planetary Bodies: Different celestial bod-
selves, drastically reducing fuel consumption. ies offer varying degrees of gravitational assis-
tance. Larger planets provide more significant
Initiation: The smaller craft must make a suc- boosts and higher risks, while smaller bodies
cessful Navigation check against a difficulty set by offer safer but less dramatic speed increases.
the GM, reflecting the truck's Navigation and the
proximity required for the maneuver. In all cases, the maneuver is risky. It is also
illegal to do it on inhabited worlds, and the fine
Effects on the Truck: The truck's Engines often includes the impoundment of the space
(Speed) and Navigation decrease by one each, truck and jail time for the Trucker.
as the additional drag impacts its performance.

279
Exit 04 Just Some Class: Diplomat
Good Ole’ Boys - ViD: 5d6 (20)
Species: Aquarian
NPCs Alignment: Good Light
In Space Truckers, NPCs are the heartbeat Background: Colonist
of the setting, adding depth, intrigue, and per- Fate Points: 1d8
sonality to the game. Larger-than-life charac- DV: 8
ters enhance the narrative and create Melee Bonus: +2 Base
memorable interactions. Just as Bandit needed Ranged Bonus: +2 Base
Smokey to make his adventure worthwhile, Class Abilities: Contacts, Languages,
your PCs will find their journey enriched by the Lore, Mesmerize Others, Suggestion, Slicer
colorful cast of characters they encounter. Skills (Sneak, Open Locks, Bypass Traps,
Sleight of Hand), Slicer Skills (Fast Talk,
Disguise), Read Languages
Jimmy Black aka J.B.
A seasoned and respected space trucker, Reggie
J.B. is a mentor to many younger truckers.
Known for his daring exploits and unwaver- Alistair Reginald Farnsworth Symthe IV,
ing integrity, J.B. is a legend in the trucking known to his friends as “Reggie,” is a super-
community. He is one of the most famous in- intelligent Simian Engineer and J.B.'s best
dependent contractors in the Space Trucking friend. When not working on J.B.’s space
industry. He can often be seen with his Engi- truck, The Centinal Hawk, he can be found
neer/Navigator, Reggie, hanging out at Dixie tinkering with his robotic sidekick “Gears.”
Love’s Space Truck Stop. Gears is Reggie’s wisecracking robot creation.
He constantly speaks in different voices. Reg-
J.B. was a soldier in the last war and is gie claimed he spent more time watching old
trying to put all that behind him now. movies than watching “Edu-tapes.”
Class: Hunter-Soldier Class: Engineer
ViD: 6d8 (39) ViD: 6d6 (29)
Species: Human Species: Simian
Alignment: Neutral Light Alignment: Good Light
Background: Space Runner/Space Trucker Background: Space Runner/Space Trucker
Fate Points: 1d8 Fate Points: 1d8
DV: 7 Defense Value: 6
Melee Bonus: +3 Base Melee Bonus: +3 Base
Ranged Bonus: +3 Base Ranged Bonus: +3 Base
Class Abilities: Combat Expertise, Improved Class Abilities: Devices (2+Intelligence Sci-
Defense (-2), Increased Damage, Melee Com- ence Points), Science!, Devices (5d6+5 Science
bat (+1), Master of Battle, Ranged Combat Points), Instant Gadgets (3 ingenuity points)
(+1), Spell Resistance, Supernatural Attacks
(Melee), Tracking, Master of Weapons, Extra Jamie Love
Attack, Supernatural Attacks (Ranged)
Jamie Love is a younger cousin of Dixie’s,
Dixie Love though they never quite mention their exact
relationship. While Dixie is an adult, Jamie is
Owner of Dixie’s Space Truck Stop, Dixie is a teenage Aquarian full of smart-ass remarks
a savvy and resourceful Aquarian business- and sass. What most people don’t know is that
woman. Her truck stop is a haven for space Jamie is a rare Aquarian psychic. If her family
truckers, offering repairs, supplies, and the finds out, she will be turned over to the govern-
best diner food in the galaxy. She’s fiercely ment. Dixie knows and keeps her secret safe.
independent and has a network of contacts
that provide her with valuable information Class: Psychic
about the goings-on in the Solar Frontier. ViD: 3d6 (13)
Species: Aquarian

280
Alignment: Light Background: Underworld
Background: Colonist Fate Points: 1d10
Fate Points: 1d6 DV: 8
DV: 8 Melee Bonus: +3 Base
Melee Bonus: +1 Base Ranged Bonus: +3 Base
Ranged Bonus: +1 Base Class Abilities: Contacts, Languages,
Class Abilities: Innate Power, Psychic Lore, Mesmerize Others, Suggestion, Slicer
Power x2, Supernatural Attacks, Sixth Sense Skills (Sneak, Open Locks, Bypass Traps,
Innate Power: ESP Sleight of Hand), Slicer Skills (Fast Talk,
Psychic Powers: Empathy, Psychokinesis Disguise), Read Languages

Officer Robert Friendly Sheriff Joe Roscoe


If there is one CHiP the PCs can trust, it is Sheriff Roscoe plays the part of a law-
Robert Friendly, a large Ursine with a sense man, but deep inside, he is a coward and
of duty as large as the Hazard Lands. He is fully in Governor Boss's pocket.
a tough, no-nonsense enforcer with a deep
sense of justice. Though he often clashes with Class: Hunter-Soldier
Governor Boss, he’s bound by duty to main- ViD: 6d8 (39)
tain order. Hazzard is a relentless pursuer of Species: Human
outlaws and has a complicated relationship Alignment: Evil Twilight
with many space truckers. Background: Warrior
Fate Points: 1d8
Class: Blaster DV: 7
ViD: 5d8 (36) Melee Bonus: +3 Base
Species: Ursine Ranged Bonus: +3 Base
Alignment: Neutral Light Class Abilities: Combat Expertise, Im-
Background: Space Runner proved Defense, Increased Damage, Melee
Fate Points: 1d8 Combat, Master of Battle, Ranged Combat,
DV: 6 Spell Resistance, Supernatural Attacks
Melee Bonus: +2 Base (Melee), Tracking, Master of Weapons, Ex-
Ranged Bonus: +3 Base tra Attack, Supernatural Attacks (Ranged)
Class Abilities: Improved Defense (-2), Ar-
mor Piercing, Ranged Combat, Eagle Eye Whitebeard
(double range increments), Supernatural At-
tacks (ranged), Improved ranged damage Whitebeard is a Simian pirate. His ship, The
(2d6, keep best), Eagle Eye (fourth range in- Galaxy Knife, is known throughout the Hazard
crement), Incapacitating Shot, Multi-Attack Lands. A medium starship with a crew of 25,
(two targets), Supernatural Attacks (melee) he prowls the back lanes of the shipping routes,
looking for Space Trucks to rob.
Governor Boss Class: Slicer
A corpulent and corrupt porcine governor, Level: 6d6 (36)
Boss is a ruthless ruler of the Hazard Lands. Species: Simian
Greedy and cunning, he is involved in every Alignment: Neutral Light
illegal activity in the sector. Truckers passing Background: Underworld
through his territory must pay hefty tolls or Fate Points: 1d8
risk his wrath. Boss is charming and charis- DV: 5
matic despite his villainy, making him a formi- Melee Bonus: +2 Base
dable adversary. Ranged Bonus: +2 Base
Class Abilities: Improved Defense,
Class: Diplomat Ranged Combat, Slicing, Stealth Skills,
ViD: 10d6 (48) Climbing, Danger Sense (1-3), Perception,
Species: Porcine Vital Strike x3, Read Languages
Alignment: Evil Dark

281
Exit 05 Adventure ways to undermine his authority? Forming
Hooks alliances with local resistance groups or other
factions within the Hazard Lands can lead to
thrilling missions and significant changes in
Playing as CHiPs the sector's power dynamics.
Characters might start as rookie CHiP offi- Adventure hooks abound. Players might be
cers, learning the ropes and facing their first hired to smuggle contraband through the Haz-
real test of courage and skill. Alternatively, ard Lands, avoiding detection by Boss’s en-
they could be seasoned veterans grappling with forcers and rival smugglers. They could be
the moral complexities of enforcing the law in a recruited by resistance fighters to sabotage Gov-
lawless frontier. Players might collaborate with ernor Boss's operations, leading to high-stakes
or oppose CHiPs, depending on their alle- covert missions. Diplomatic players might find
giances and goals. opportunities to broker deals between Governor
The dynamic and dangerous life of a CHiP Boss and other power players in the galaxy,
officer provides a rich backdrop for storytelling, balancing diplomacy and betrayal.
full of high-stakes action, moral dilemmas, and The Hazard Lands' dynamic environment
deep character development. Whether serving ensures that the power balance is constantly in
as allies or adversaries, the CHiPs add a layer flux. Players’ actions can shift allegiances, top-
of complexity and excitement to the adventures ple corrupt officials, or elevate new leaders,
in the Solar Frontier and Hazard Lands. making their impact on the sector significant
The focus of a CHiPs-centric adventure and long-lasting. Truckers must carefully man-
would be the level of support they provide to age their resources, balancing the need to pay
the Colonies of the Solar Frontier. tolls with the imperative to turn a profit and
keep their operations running smoothly. By
Playing in the Colonies enriching the Hazard Lands with these details,
the setting becomes a vivid, immersive back-
The Colonies offer a wealth of role-playing oppor- drop that challenges players morally and
tunities, allowing players to immerse themselves in strategically, offering countless engaging
the rugged, adventurous spirit of the frontier. gameplay and storytelling opportunities.
Players might be tasked with delivering
emergency supplies to a colony hit by a natural Quick Adventure Hooks
disaster or epidemic, facing challenges such as The PCs have a load of perishable goods to
hazardous weather, mechanical failures, or reach the outer colonies. But to get them there
hostile forces. before they go bad, they must cross the Hazard
Colonies often face threats from pirates, Lands and Gov. Boss’ sectors!
hostile wildlife, or even rival factions. Players The PCs learn of a high-stakes heist target-
can act as protectors, organizing defenses and ing a treasure-laden freighter passing through
repelling attacks to keep the colonists safe. the Hazard Lands. They can join the heist, pro-
Exploring uncharted territory around the tect the freighter, or play both sides to their ad-
colonies can lead to exciting adventures, from vantage. Alliances will be tested and double-
uncovering ancient alien ruins to discovering crosses will be inevitable. How will the PCs nav-
valuable resources that could change the settle- igate this web of intrigue and come out on top?
ment's fate. Gov. Boss has bought Dixie’s Truck Stop and
now is giving her 24 Solar Hours to come up
Playing in the Hazard Lands with the new money on the lease. Can the PCs
get their new cargo, Space Country star
The Hazard Lands offer rich opportunities Waylin Jupiter, to Dixies in time for a concert?
for excitement and adventure. Characters Will Sheriff Hazzard be waiting?
must navigate the complexities of dealing with
Governor Boss’s corrupt regime. Will they pay Snorks are bringing new loads of Zap into
the tolls, perpetuate the corruption, or seek the Border Colonies, and Officer Friendly is be-

282
ing accused of helping them! Can the cast free Glossary of CB Slang
their friend in time? Can they stop the ship-
ment of Zap before it’s too late? 10-4 - Affirmative, OK.
10-20 (or just "20") - Location, "What's your 20?"
There have always been rumors of the great
Ghost Convoy, Space Truckers, who die while Back door - The rear of a spacecraft, "You got
on a run. The cast must find the Convoy and a star cruiser at your back door!"
rescue one of their own, J.B. himself! The PCs Bear - Space police or patrol ship.
must navigate ghostly territories and confront Bear Cave - Space police station.
otherworldly threats to rescue J.B. from the
clutches of the Ghost Convoy. Bear in the air - Patrol probe or satellite, es-
pecially near planets.
Scientists are here to study the Hazard Big black - Main space route or major space lane.
Lands. They need transportation and guides.
Can the PCs keep them from running afoul of Black hole - Dangerous area or sector where
Gov. Boss? communications or navigation are difficult.
Blaster bait - Debris or small asteroids that
The PCs discover a hidden cache of contra- could damage a spacecraft.
band within their cargo hold, placed there by
a rival looking to frame them. With a patrol Buck - Patrol ship with advanced maneuver-
of CHiPs closing in for a routine inspection, ing capabilities. As in “Rogers.”
the PCs must find a way to offload the illicit Bumper sticker - Tailgater: A hyper-jammer
goods and clear their names. Time is running using a trucker’s field to hitch a cheaper ride.
out—will they outsmart their enemies and Catch You on the Flip-Flop - See you later.
avoid capture?
Clean shot - No patrols or obstacles ahead.
An isolated colony in the Hazard Lands has Double nickel - 5.5 times the speed of light. Usu-
gone silent, and the PCs are sent to investigate. ally, the fastest speed in most Space Truck traffic.
They discover the colony has been overrun by a
rogue AI that has turned the colonists into un- Dragon wagon - Repair or tow ship.
willing servants. The PCs must outsmart the Dust devil - Small, fast-moving comet or asteroid.
AI, liberate the colonists, and restore communi- Ears On - Listening to CB chatter, usually in
cation with the outside world. reference to a Bear.
Exit 06 Colony Engine gremlins - Technical issues or mal-
functions in the spacecraft.
Band Radio Slang Feed the Bears - Pay a space traffic fine.
Communication is vital to survival in the Freight Train - Large cargo ship with multi-
rugged and unpredictable expanse of the Solar ple modules.
Frontier. Truckers, smugglers, patrol officers, and
all manner of spacefarers rely on Colony Band Galactic Gossip/Galatic Gab - Unverified infor-
(CB), also called “Courier Band,” radio to stay con- mation or rumors circulating among space truckers.
nected, share vital information, and navigate the Good buddy - Friendly pilot or space trucker.
dangers of the frontier. Over time, this communi- Go-Go juice - Fuel. Alternately energy drink
cation network has developed its own unique for the Space Trucker.
slang, a colorful and practical language that helps Gravity well - Planetary or lunar gravity field
convey complex ideas quickly and efficiently. that affects navigation.
Drawing on the rich tradition of real-world Hammer Down - To accelerate or go full speed.
CB slang of ancient Earth, the spacefarers of "We’re behind schedule, time to hammer down."
the Solar Frontier have adapted and expanded Hand - Short for "friend" or "colleague," often
this lexicon to suit their unique environment. another trucker. "Hey there, hand, need a lift?"
This section will introduce you to some of the
most common terms and phrases, giving you Handle/Nick - CB radio nickname or callsign.
the tools to immerse yourself fully in the cul- Kojak with a Kodak - Patrol ship with sur-
ture of the Hazard Lands and beyond. veillance equipment.

283
Lunar Loiterer - A ship hanging around a Sandbagger - One who lurks on CB channels
moon or asteroid without a clear purpose. without participating. "Got a sandbagger on
Lot Lizards - Snark scrappers that hang out the line, folks."
at truck stops to steal or sell stolen parts. Salt shaker - Ship dispersing asteroid deflec-
Mama Bear - Female space patrol officer. tion materials.
Mercy - Reaction to swearing on a public channel. Smokey - Galactic patrol officer. Usually an
Ursine. See “Bear.”
Milky Way mile - A long, unspecified distance.
“I’d travel a Milky Way Mile for Dixie’s smile!” Solar sailer - Ship using solar sails for propulsion.
Nebula nest - An area within a nebula known Space barnacle - Stubborn or hard-to-remove
for dangerous conditions or pirate activity. space debris attached to a ship.
Orbit jockey - One skilled in orbital maneuvers. Starshine - Clear and unobstructed space lane.
Parking lot - Congested space route. Taking pictures - Surveillance or monitoring
by patrol ships.
Pedal to the metal - Accelerate to maximum speed.
Thermos bottle - Tanker ship carrying liquid
Put-put - Small spacecraft or shuttle. fuel or other fluids.
Plain wrapper - Unmarked patrol ship. Whiskey Tango Foxtrot - Slang for a dan-
Quantum quirk - Strange space phenomenon. gerous or problematic situation.
Reefer - Refrigerated cargo module. Wishing Well - Dangerous illegal maneuver
Rock and Roll - Space debris, esp. large pieces. to use a planet’s gravity well to slingshot to
higher speeds at a lower fuel cost.
Rock rat - Miner or prospector working on as-
teroids or small moons. Yardstick - Navigation beacon or distance
marker in space lanes.
Rolling parking lot - Slow-moving convoy.
Zap or Zaps - a stimulant used by Space
Rubber duck - The lead ship in a convoy. Truckers to stay awake.

284
CHARACTER BACKGROUND AND NOTES:
Time Machine Data File

Size:
Appearance:

Aesthetic:

Mobility:

Special Features:

Power:

Planetary Data File


Planet Name:
Planet Size:
Atmosphere:
Water:
Population:
Government:

Tech Level:

Starport
Location:
Support:
Quality:

Permission granted to photocopy for personal use.


Permission granted to photocopy for personal use.
Starship Data File
Ship Type:
Size:
Age:
Structure:
DV:
Communications:
Computers:
Construction:
Defensive Systems:
Engineering Systems:
Engines (Speed):
Life Support:
Maneuverability:
Navigation:
Sensors:
Weapons Systems:
Quirks/Notes:
What Lies Beyond the Solar Frontier?
Thirteen Parsecs: Beyond the Solar Frontier offers all the rules
you need to run any sort of science fiction campaign from gritty
cyberpunk to outer space war dramas to science fantasy in the grand
planetary romance tradition, to hard sci-fi, isolationist starfaring horror,
and beyond! Whether your jam is Asimov, Lucas, Roddenberry, Larson,
Bradbury, Clarke, Dick, Gibson, Heinlein, or any other, 13P will do the
job! Powered by O.G.R.E.S., the celebrated rules system, it seamlessly
integrates with our other games.

Within you'll find:

● Character archetypes ready to take on the stars including the Aug-


mented, Blaster, Bounty Hunter, Diplomat, Merc, Mystic Knight, Psy-
chic, and Slicer.
● Unique starship creation and combat rules that focus on the systems
of your vessel and cover everything from tiny shuttles to full space sta-
tions and beyond!
● Alien species including the Android/Robot, Canis, Decti, Felis, Grey, Jalex,
Remoni, Saurian, plus guidelines for creating your own original species.
● Cultural backgrounds to give your characters a unique history!
● Fate Points to give your players some extra agency - escape hits, make
saves, and even engage in minor scene edits!
● Complete skills system to customize character abilities
● Psionics, mystical powers, superpowers, and custom gear!
● Heroic Touchstones, an option to build campaigns around heroes with
true destinies
● Solar Frontiers: mini-settings detailing what lies within and beyond
the 13-parsec limit.
● A complete GM chapter discussing various sub-genres of sci-fi and
how to use them in game
● A custom planetary creation system
● Custom time machine design
● and more!
The New Class of Old School takes on the Solar Frontier! Are
YOU game?

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