Farsight 1 172
Farsight 1 172
© Copyright 2022 Lightfish Games, LIGHTFISH GAMES and its logo, FARSIGHT RPG and its logo, 5E EVOLVED and its logo, and all Lightfish Games
product names, and their respective logos are copyright of Lightfish Games. All characters and their distinctive likenesses are property of Lightfish Games.
Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of the authors.
This publication is a work of fiction, any reference to people (living or dead), entities, organizations, events or places is purely coincidental.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e),
and are not Open Content: All trademarks, registered trademarks, proper names (characters, place names, etc.), new rules, species, classes, items,
backgrounds, storylines, story elements, events, places, characters, artwork, sidebars, and trade dress.
Open Game Content: The Open content in this book includes material taken from the System Reference Document, provided by Wizards of the Coast, Inc.
No other portion of this work may be reproduced in any form without the express written permission of the authors.
CONTENTS
WHAT IS A
describing all the main activities that they can undertake while
interacting with the game world.
ROLE-PLAYING GAME? The second part, NEXUS, is instead dedicated to those who want
to take on the role of the GM. It covers how to run the game, apply
If you don’t already know what a role-playing game is (abbreviated
the rules, design adventures and campaigns, and how to create
to RPG) or if you need to explain it to some friends, here you will
and use creatures and NPCs, while also providing a large bestiary.
find the information you need.
Finally, the Appendix contain a series of materials and aids
In a role-playing game, the participants take on the role
useful for playing, such as the character sheet and much more.
of the protagonists of a fictional story invented step by step
by themselves, using their imagination. It’s a bit like in the
game of “make-believe” you play as a child, but unlike the latter, HOW TO GET STARTED
an RPG provides rules for determining the consequences of any
If this is your first time playing FARSIGHT, start by reading this
actions. The dice rolled by the players will determine whether
introduction. It will give you a general idea of the contents of this
their actions will be successful or not. Anything is possible,
book and the basic rules of the game.
but dice make some outcomes more likely than others.
In FARSIGHT one player takes on the role of Game Master (GM),
the game’s main storyteller and referee, while each of the other
WHAT YOU NEED TO PLAY
To play FARSIGHT you will need at least three people, although
players plays a character (PC). Together these characters will form
the ideal would be four or five. One of them will be the Game
a team, often called a party. Since each character is unique and Master and the others will be the players. You will need to have
different from the others, with their own strengths and weaknesses, at least one copy of this book, photocopies of the character sheet,
the best team will be the one in which the characters complement pencils, and paper, or, if you prefer, any other electronic means
each other, covering up the lacks of their companions of recording information at the table. You will also need some
and cooperating for the success of the group. polyhedral dice (see below).
The heart of the game are the adventures, the stories lived by If you are going to play your first game as a GM, you should first
the characters, during which the GM describes the situation and read this manual in its entirety. Remember that you don’t have to
environment in which the characters find themselves, while the memorize everything at once, you just need to know where to find
players decide how they will act. The GM establishes the outcome the rules you need while playing.
of these actions and narrates the consequences. Adventurers
will thus be able to explore wild planets, alien ruins, chaotic GAME DICE
metropolises or space stations, solve puzzles, face dangerous This game uses polyhedral dice, which means that they have
creatures and interact with other characters controlled by the GM, a different number of sides: twenty-sided dice, indicated as d20,
called non-player characters (NPCs): allies, opponents or simple twelve-sided dice, or d12, ten-sided dice, d10, eight-sided dice,
extras, some friendly, others hostile and ready to kill. One of the d8, the common six-sided dice, d6, and the four-sided dice, d4.
NPCs is often the antagonist whose purposes move the story. You can find this type of dice in many game stores.
The GM can design their own adventures from scratch or rely The same “d” notation also appears in the expressions d5, d3,
on ready-made ones, perhaps modifying them according to their and d2. To simulate the roll of a d5 or a d3, roll a d10 and a d6
needs. In any case, they can always improvise to react to anything respectively and divide the result by 2 (rounding up). Otherwise
the players attempt so that the game is always dynamic, exciting, to simulate a d2 you can roll any die assigning 1 to the odd results
and full of surprises. and 2 to the even results.
Then when an adventure comes to an end, another can begin, Sometimes you will need to make a roll that generates a number
creating a broader story called the campaign. You can imagine between 1 and 100, called a percentile dice or d100. To do so, just
a campaign as a TV series, where each adventure that composes roll two d10s (numbered from 0 to 9). One die (specified before
it represents a single episode. Many players keep their campaigns rolling) gives the tens digit and the other gives the units digit.
running for months or years, meeting regularly with their friends If you roll a 7 and a 1, for example, the result will be 71. Two
to pick up the story where they left off. Adventure after adventure, 0s represent 100. You can also use the same method to roll the
the characters will become more experienced and learn new skills. so-called d66 and d88, using d6 and d8 respectively instead of d10.
This progression is represented by the character level. Always assign one die to the tens and one to the units. You will
There’s no winning or losing in a role-playing game. The aim then get a number between 11 and 66 or 11 and 88. Obviously,
is to create a compelling story together. Sometimes a character some numbers are impossible to obtain with this type of roll.
may meet a premature end, killed by a beast or an opponent, and When you need to roll dice, the rules tell you the amount and
the group may even fail to complete the adventure they embarked type of dice to roll, as well as the modifier to add. For example,
on, but if everyone had fun and created a memorable story, “3d10 + 5” means you have to roll three ten-sided dice, add them
they won altogether. together, and add 5 to the total.
4 INTRODUCTION
THE STRUCTURE OF THE GAME GAME EXAMPLE
In general, the play of the FARSIGHT game follows this basic course. Game Master (GM): After docking your shuttle to one of the battered
hatch of the drifting vessel, the hatch opens with a loud metallic screech.
1. The Game Master describes the environment. The GM
You take your first steps inside the wreck and find yourself in a large
describes to the players the situation and environment their hangar occupied by the carcasses of some time-corroded shuttles.
characters are in, exposing the basic options that are presented You notice a couple of doors on the right wall and a larger one on
to them (who and what is nearby, how many doors lead the one in front of you. Your docking must have activated the auxiliary
out of the room, and so on). generators because the environment is dimly lit by some flickering
2. The players describe what they want to do. Sometimes emergency lights. The knurled metal floor is dotted here and there
one player speaks for the whole party, saying “Let’s take the with what appear to be bones.
corridor to the north”, for example. Other times the characters Ellen (playing Zyva): Bones? I want to get closer to examine them
better. I would like to understand what they belonged to.
will act individually: one of them might examine a computer,
while a second tries to open a closed door and a third keeps Max (playing John): Are the doors sealed? I would like to understand
if it is possible to open them.
watch for threats. After listening to them, the GM will decide
GM: OK, one at a time. Ellen, you’re looking at the bones, right?
how to resolve all their actions.
Sometimes resolving a task is easy. If a character wants to Ellen: Yes! I’d like to figure out if it’s human bones, or some
other known species.
open a door, the GM might just say that it opens and describe
GM: Make an Intelligence check.
what lies beyond it. Other times, however, completing the
action may prove more difficult (perhaps the door is locked Ellen: Does my Inspection skill apply?
or protected by a hidden trap). In those cases, the GM decides GM: Sure!
what happens, often relying on a dice roll to determine Ellen (rolling 2d12): Ugh. Ten.
the outcome of the action. GM: Well it’s pretty hard to tell, the remains are extremely deteriorated.
3. The GM narrates the results of the character’s actions. The You are pretty sure they are humanoid bones, but other than that
you have no other certainty.
description of the results often leads to another decision point,
which brings the flow of the game right back to step 1.
This procedure holds whether the characters are exploring SPECIAL RESULTS
On an ability check, if one of the dice results in a 1 or 12, you
a ruin, dealing with a merchant or fighting an alien creature.
got a special result that will cause unexpected events to happen.
In certain situations, especially in combat, the action is more
See Chapter 2 for more information.
structured and the players (and GM) do take turns, but in
most cases the game is fluid and flexible and adapts to the ADVANTAGE AND DISADVANTAGE
circumstances of the adventure. Sometimes an ability check is modified by special situations called
Often an adventure takes place in the imagination of the players advantages and disadvantages. Advantage reflects circumstances
and the GM, relying on the latter’s verbal descriptions to set the favorable to the success of the check, while disadvantage is the
scene. Some groups like to use music, illustrations and sound exact opposite.
effects to help set the mood. Sometimes, players and GMs like When you have either advantage or disadvantage, roll an
to set up a map and use tokens or miniatures to represent each additional d12 when you make the roll. If you have advantage you
creature involved in a scene to help visualize where everyone is. keep the two best results, discarding the worst of the three, while
if you have disadvantage you must do exactly the opposite, keeping
ABILITIES AND CHECKS the two lowest results and discarding the best. For example, if you
Every character or creature in the game has seven abilities: roll 3, 5, and 9, when you have advantage you keep the 5 and 9
Combativity, Strength, Dexterity, Perception, Intelligence, Will, and the total result of the roll will be 14, if you have disadvantage
and Tech. Each ability is represented by a numerical value, called you keep the 3 and 5 and, consequently, the total will be 8.
score, which usually ranges from 0 to 6, with 1 being the normal
human average. These scores are the foundation of the game rules. GENERAL CRITERIA
When your character wants to do something whose outcome Lastly, always keep in mind the two general rules described below.
is uncertain (such as hitting an enemy or jumping over a chasm)
the GM will ask you to make an ability check, that is a dice roll SPECIFIC BEATS GENERIC
to determine if the action is successful or not. In these cases, Many traits, talents, class features, and other specific elements
you roll two twelve-sided dice (2d12), add their results together, of the game break the general rules, creating exceptions to them.
and add the appropriate ability score, as indicated below. Remember this: if a specific rule contradicts a general rule, the
ABILITY CHECK = 2D12 + ABILITY SCORE specific rule wins.
Exceptions to the rules are often minor. For example, many
Often you will have to apply other modifiers to the check as adventurers don’t have radiation resistance, but every kergan does
well, the most common of which comes from skills, particular because of a species trait. That trait thus creates a small exception
proficiencies possessed by the character (see Chapter 2). in the game. Other “rule-breaking” examples are more evident:
The final number obtained represents the outcome of the check, for example, an adventurer cannot normally teleport, but some
based on which the GM will determine what happens. Sometimes, psionic powers make it possible. Psionic powers account for many
to be successful, the outcome must equal or exceed a target of the major exceptions to the rules.
number, called Difficulty Class (CD), established by GM.
This simple rule governs the resolution of almost all actions ROUND DOWN
characters and creatures can perform in the game. Detailed rules The last general rule to take into account is the following: during
regarding the abilities and their use in the game are presented the game, every time you divide a number and get a fraction, always
in the “Ability Checks” section of Chapter 2. round it down, unless the rules expressly indicate otherwise.
INTRODUCTION 5
EXPLORE THE UNKNOWN UNITS OF MEASUREMENT IN FARSIGHT
In FARSIGHT the characters live their adventures in contexts very distant
The unknown has always aroused fear and fascination, attracting from ours, both in space and time. In an effort to make the most of this
generations of explorers and pioneers with sinister magnetism. aspect, in this book we have made the choice not to adopt the usual units
Far and alien worlds, parallel dimensions, temporal paradoxes, of measurement that we use in everyday life, many of which are too tied
cosmological mysteries, incredible technologies, revolutionary to us as humans and to our planet to make sense in a broader context.
theories, and inexplicable phenomena. Faced with the enigmatic We have therefore developed a specific measurement system, designed
charm of these frontiers, humanity is unable to remain indifferent to best fit into the futuristic contexts of this game. You will find all the
information about the units of measurement used in FARSIGHT in Chapter
and this is how science fiction is born.
9. However, fear not! The only units of measurement that you will often
But venturing beyond the borders of the known also requires encounter in the game – those that relate to distance, weight and time
a sudden paradigm shift and the courage to abandon beliefs and – are very similar to those you are familiar with, as explained below.
preconceptions in favor of new horizons. After all, every theory • Distances are measured in metric units (m), or simply meters. Each
that has revolutionized our way of understanding reality was metric unit is approximately equivalent to one meter or three feet.
at first considered insane or wrong, but over time it has made The speed of characters and creatures is also measured in meters.
explicable phenomena that have always been relegated to magic • Weight is measured in weight units (w). Each weight unit is
and superstition. Not surprisingly, for the brightest minds of every approximately equivalent to a kilogram or two pounds. The weight
values indicated for objects and creatures refer to standard gravity
era, the anomaly is the key to formulating the right questions
conditions (1 g) and are therefore equivalent to their actual mass.
and the unknown is the casket that contains the answers. • The fundamental unit of time is the second (s) and is more or less
The purpose of FARSIGHT is precisely to let you explore equivalent to a normal second. However, in FARSIGHT one minute
the unknown, through the immense kaleidoscope of themes, equals 64 seconds and one hour equals 64 minutes. Taking this into
reflections, visions, and suggestions that have always fueled account, a 24-hour day is roughly equivalent to 27 Earth hours.
the science fiction genre.
THE PILLARS OF ADVENTURE mysterious, the unknown. A typical example of this is psionic
During their adventures, characters can do whatever their players powers – the ability to harness the power of the mind to bend the
want, but most of the activities they can undertake fall into three normal laws of physics. The adventures of FARSIGHT contain both
basic categories: exploration, social interaction, and combat. of these elements.
During exploration, the characters move through the game For the characters, in fact, technology and psionics are the
world, discovering its details and interacting with the objects keys to survival. Without cutting-edge weaponry and equipment,
and situations that require their attention. Whether it’s sailing they would easily be overwhelmed by enemies or succumb to the
the cosmos to discover new star systems, traversing the intricate dangers and adversities of the environment. Without vehicles and
jungles of a tropical planet in search of ancient alien ruins, spaceships, their travels would be impossible. Without the help
or scouring the dark halls and gloomy corridors of a mysterious of the psionic powers, any threat would be far worse for them.
shipwreck adrift in space, exploration is always one of the most On the other hand, these are also the favorite tools of the
important and fun aspects of an adventure. antagonists. Many adventures arise from preventing or thwarting
Social interaction, on the other hand, concerns situations the plans and machinations of evil minds devoted to the use
in which the characters entertain dialogues and discussions of advanced technologies or devious psionic powers in order
with other individuals. Whether it’s commercial transactions, to achieve some terrible goal.
interrogations of captured enemies, diplomatic negotiations,
or simple conversations, social interaction brings up deceptions, BOUNDLESS HORIZONS
intimidation, intuition, dialectics, and persuasion skills. FARSIGHT is a game designed to adapt to any type of sci-fi
Finally, during combat, characters face their enemies in order setting that players want to create, from those taken from
to defeat them, whether that means killing them, capturing them, the books, movies, and games they love most to those entirely
or forcing them on the run. For this reason, combat is one of the fruit of their imagination.
most structured elements of the game, where time is marked However, by their very nature, many of the options presented
by a succession of rounds during each of which every contender in this book tend towards a space science fiction: just think of
acts in turn to ensure that everyone gets a chance to act. the numerous playable alien species, the weapons, armor and
futuristic equipment, the vehicles and spaceships, the alien
THE FRONTIERS OF KNOWLEDGE creatures described in the bestiary and so on.
Almost by definition, science fiction stories are filled with Obviously, it is up to each group of players to decide how to
references to technological discoveries and scientific achievements use all the information contained in this volume. After all, as the
far more advanced than those of today. However, these speculations old saying goes – “the map is not the territory” – and when you
usually originate from knowledge, theories, or conjectures that sit around a table to play, FARSIGHT will be your game: a simple
already fall within the realm of the possible or the future. tool in your hands with which, we hope, you can experience
But science fiction often goes beyond the borders of reality, all the adventures you want. Your own adventures.
bringing up what science cannot explain: the obscure, the
6 INTRODUCTION
PART 1: AXIOM - PLAYERS
CHAPTER 1
CHARACTERS
This chapter contains everything players need to create their own characters. From playable
species to backgrounds, from classes to talents, up to all the information on how to describe
and detail your character and make them progress thanks to the level increase.
8 CHAPTER 1: CHARACTERS
CHARACTER’S ROLES
One of the keys to understanding a character is the type of roles they will
play within the party. The roles are divided into tactical (related to combat)
and practical (related to other adventuring aspects). Facing an adventure
will be all the easier the more all the main roles are covered in the group.
The most typical roles are described below. They are not exclusive,
instead, they often blend together creating infinite combinations.
Tanker (tactical): They fight relying on power and stamina. They
engage enemies first, taking most of their offensive impact, in order
to protect their most vulnerable companions.
Skirmisher (tactical): They fight relying on speed, mobility, and
effectiveness. They are able to focus their action where it is most needed
thanks to their greater freedom of action.
Strategist (tactical): They fight relying on tactics and cunning. They
prefer to act from a distance, where they attack while avoiding the direct
threat of the enemy. They act as action coordinators and strategists.
Healer (practical): Their main task is to keep their companions alive,
compensating for the damage they suffer thanks to medical and healing
skills. They are essential for a group, especially when it becomes difficult
to find other methods to heal the conditions of the characters.
Stealth (practical): Gifted with stealth skills that make them excellent
spies, scouts, or infiltrators. They are essential in all those occasions
in which you want to enter hostile or unknown territory without making
your presence known and avoiding direct contact with the enemy.
Speaker (practical): Gifted with social and diplomatic skills. They of credits that they can spend to purchase additional equipment,
are essential in all situations that include interaction with non-hostile including weapons, armor, and other gear, with which your
counterparts or at least willing to negotiate, with the possibility character will begin adventuring. If you wish, you can also
of gaining benefits for the group.
have a trinket or two at no cost. For more information about
Savant (practical): Endowed with academic culture and wisdom.
They are essential in all situations that require in-depth knowledge the equipment, see Chapter 3.
and analytical skills, such as when it comes to deciphering, translating,
researching, investigating, unraveling puzzles, and so on. 7. COMPLETE STATISTICS
Tricker (practical): Gifted with technical and practical skills. They are You can now calculate and write down the character’s remaining
essential in all those situations that require manual capabilities, technical stats, called derived stats, each of which is briefly described below.
proficiencies, and ingenuity, such as when it comes to crafting, repairing,
tampering, breaking in, and so on. • Vitality points: A character’s vitality points at 1st level are
determined by their class. Determine them as indicated in the
description of the class you have chosen.
LEVEL • Death threshold: The character’s death threshold reflects how
Typically, a character starts at 1st level and then advances in level hard it is to kill them on the spot and it’s equal to 10 + STR + WIL.
by going on adventures. If you’re already familiar with the game, • Defense: Defense represents the character’s ability not to get
or if you are joining a campaign that is already ongoing, your GM hit in combat, and it’s equal to 13 + DEX. Other game elements,
might decide to have you begin at a higher level, on the assumption such as talents, class features and equipment, can grant bonuses
that your character has already experienced some adventures. or penalties to your character’s Defense.
Record your level on your character sheet. If you’re starting at • Initiative: Normally, the character’s initiative bonus is equal to
a higher level, also record the extra elements your class gives you their Dexterity score. Other game elements, such as talents and
for your levels past 1st (see “Gaining Levels” later in this chapter). class features, can grant bonuses or penalties to your character’s
initiative roll.
5. DESCRIBE YOUR CHARACTER • Carrying capacity: The character’s carrying capacity is equal
Once you know the basic game aspects of your character, it’s time to 20 + (STR x 5) and represents the maximum weight in weight
to bring them to life. Using the “Description” section (further units (w) that they can carry without suffering any hindrance
on in this chapter) you’ll be able to define the details of your or penalties. Carrying more weight that makes the character
character, such as name, gender, physical appearance, important overloaded (see “Conditions” in Chapter 2).
events from their past, and finally their personality traits, which
are short sentences or keywords that help you roleplaying them. GATHER THE PARTY
These traits are the disposition (the main compass that guides Together, player characters will form a party, which is a group
a character’s decisions, between Order, Chaos, Community, of adventurers working together for a common purpose. Teamwork
Impulse, Individuality, and Reason), peculiarities (ways of doing and cooperation will be the key to surviving the many dangers
or oddities), ideals (what they believe in), bonds (people or things the party will face during adventures.
they care about) and the flaws that could penalize them. Talk to your playmates and the GM to decide if your characters
Write this information down on your character sheet, along with already know each other and how they met: they could be relatives
any other details you develop regarding the character’s history, or old friends, they could have worked together in the past,
identity, and personality. or come from the same place.
While not mandatory, you should try to find a connection
6. CHOOSE EQUIPMENT between your character and at least one or two of the other
Your background determines your character’s starting equipment. characters in the group. This will help make the company more
In addition, the GM will give your character a certain amount cohesive right from the start.
CHAPTER 1: CHARACTERS 9
SPECIES
As already mentioned, the presence of alien species depends
on the type of setting and the style of play you want to undertake.
Therefore, it is up to the GM to determine how many and which
species are available to the characters in their campaign. SPECIES CUSTOMIZATION
This section introduces ten example humanoid species When you create a character, the choice of the species to which
(including humans, of course, called terran), which represent the they belong helps define their identity and concept. The several
main sentient species present in the official setting of FARSIGHT playable species presented in this chapter (and the more exotic
(presented in the Chronicles of the Edge book). ones described in Chapter 10) should provide a broad spectrum
Many other sentient species are far more exotic and unusual, but of possibilities to choose from. Still, they may not be enough
their introduction as playable species is left to the GM’s judgment to realize the character concept you have in mind.
(some exotic sentient species are mentioned in the Exotic Species To avoid such a thing, the indications introduced in this
box and are described in more detail in Chapter 10). paragraph will allow you to customize the species you choose,
beyond the cultural assumptions on which it is based, thus
SPECIES DESCRIPTION helping you create a truly unique character.
The description a species includes traits common to all its members. Ability Score Increase: Every species increases one or
The following entries appear among the traits of all species. more of a character’s ability scores. This trait reflects the more
Type: Each species belongs to a type of creature. All the species “archetypal” features possessed by the members of a species.
described in this chapter belong to the Humanoid type (see For example, Kergans are generally mighty, so their Combativity
Chapter 10 for more information). and Strength scores increase by 1. However, such increases
Age: The age entry notes the age when a member of the species are fine if you want your character to fall into that archetype,
is considered an adult, as well as the species’ expected lifespan. but they may not be suitable if you want it to diverge from that.
This information can help you decide how old your character is In this case, you can make changes as follows.
at the start of the game. You can choose any age for your character, You can choose to apply one of the increases granted by your
which could provide an explanation for some of their ability scores. species’ Ability Score Increase trait to a different ability score
For example, a young age may explain a low STR score, while of your choice. The new ability score cannot be one of those
advanced age could account for a high INT or WIL score. already affected by the trait.
Size: Characters of most species are Medium, a size category For example, if your species’ Ability Score Increase trait
including creatures that are roughly 120 to 240 cm tall. Members increases your Intelligence and Tech scores by 1, you might
of a few species are Small (between 70 and 120 cm tall), which choose to replace Tech with Dexterity and apply the corresponding
means that certain rules of the game affect them differently. increase to it instead. In this way, the modified trait increases your
Speed: The species determines the speed of a character, Intelligence and Dexterity scores by 1. On the other hand, if your
or how much they can move during exploration and combat. species’ Ability Score Increase trait increases your Strength score
The character’s speed is expressed in meters. by 2, you may decide to apply one of the two points to Will. The
Ability Score Increase: Every species described in this chapter modified trait then increases your Strength and Will scores by 1.
increases two of a character’s ability scores. Skills: Each species allows your character to gain two skills
Skills: Every species gives a character two skills that that you can choose from a list of four. However, the four skills
can be selected from a selection of four. available are based on cultural assumptions. Your character may
Resting: The resting entry indicates within how many hours have no connection with the culture in question, or they may
the character needs to complete a full rest. simply have received an unconventional education. In this case,
Languages: By virtue of your species, your character can speak, you can make changes as follows.
read, and write certain languages. The background could grant You can freely choose one of the two skills granted by the
additional languages in addition to those deriving from the species. Skills trait of your species outside the four possible options
Specific traits: The description of each species lists any other given by the trait at issue.
specific traits it possesses, such as special senses, vulnerabilities, Cultural Traits: Most playable species grant a cultural
resistances, specific abilities, and so on. trait. These traits are identifiable by the presence of the terms
10 CHAPTER 1: CHARACTERS
EXOTIC SPECIES
In addition to the species described in this chapter, there can be
countless other sentient alien species, both humanoid and non-humanoid. IN-DEPTH: THE HUMANOID ISSUE
As an example, here is a shortlist of different exotic species inhabiting
the FARSIGHT setting, described in more detail in Chapter 10. All the species presented in this chapter (as well as many other sentient
The GM could also create alien species unique to their campaign. species populating the FARSIGHT setting) share a reasonably similar basic
The dokran, mysterious aquatic invertebrates vaguely similar anatomy. Each of these species has its peculiar evolutionary adaptations,
to cephalopods, highly evolved and technologically advanced. such as variations in bone structure, proportions and size, number
The elithrian, bizarre creatures with hexagonal symmetry, agile, and type of internal organs, distinct biologies, and bizarre traditions.
and particularly friendly. They come from unexplored regions of the Still, despite the differences, all these species regularly share not only
cosmos, beyond the so-called Illirian Frontier. a humanoid shape but also similar intellects, societies, and communication
The khel, anthropomorphic reptiles widespread in many of the known abilities, at least similar enough to interact with each other functionally.
space worlds, yet always primitive, except for the notorious and belligerent Countless speculations discuss the reasons for the apparent prevalence
Zatarians, the only civilized khel lineage. of the “humanoid shape” among sentient species. Some explain the
The quarid, a mysterious species of artificial creatures endowed with fact by assuming such anatomy is the most suitable for developing
digital consciences and cybernetic bodies, so evolved and complex to be the intellect. Others, more imaginative, propose theories concerning
considered on the edge between inanimate machines and real living beings. an ancient species of pan-galactic “creators” responsible for spreading
The skreed, a highly evolved and extremely varied insect species the “genetic seed” of humanoid forms throughout the known universe.
with a very complex social structure and almost incomprehensible However, the majority of exobiologists find these arguments
biotechnological knowledge. superficial and propose the hypothesis of an “evolutionary convergence”
The solkathi, an unusual species of flying creatures that vaguely phenomenon that would favor humanoid forms in certain environmental
resemble the cross between a pterosaur, a fruit bat, and a tropical conditions (type of atmosphere, temperature, gravity, etc.) instead. Planets
bird, but with a bizarre physical build. with such favorable conditions inevitably become the primary objective
The taar’qat, imposing humanoids with massive bodies and two of space explorations conducted by humanoid species searching for new
pairs of upper limbs. As natives of a high-gravity planet, they possess worlds to colonize, thus increasing the chances of encountering species
an uncommon strength yet a calm and thoughtful temperament. similar to them rather than different from them, in a perpetual loop.
This theory seems to be supported by the existence of sentient life
forms that have nothing to do with the so-called “humanoid aspect”. Often
“Doctrine”, “Knowledge” or “Tradition” in their name and these “others”, collectively called xenoids, are aliens in the severest sense
represent aspects of cultural nature. However, your character may of the term, too different in form, way of thinking, and needs to allow
not have any connections with their supposed culture, or they may humanoid species to communicate or relate to them easily nor directly.
simply have received an unconventional education. In this case,
you can make changes as follows. expected to know both Espar and Navarian languages. However,
You can decide to change the cultural trait of the species you your character may have grown up and lived speaking languages
have chosen with that of another playable species. With the other than those set by the Languages of their species trait.
permission and help of the GM, you could also create a customized To customize the languages you know, you can replace any
cultural trait, using those described for the many species of the languages listed in the Language of your species trait with
appearing in this book as reference. a language of your choice from among those listed as “common”.
Languages: Whatever species you choose, it provides your With the GM’s permission, you may even choose a language
character with languages they are supposed to know; usually, listed as “exotic”. See the “Description” section below for more
it is the Espar (the common interlanguage that nearly all the information on languages. The GM may also add or remove
inhabitants of the known space know) and the native language languages from those available, based upon the most appropriate
of the chosen species. For example, a Navarian character can be for the campaign.
CHAPTER 1: CHARACTERS 11
DALOK
Daloks are a species of stocky and robust herbivorous humanoids
with an appearance that vaguely resembles that of terrestrial
bovids. Their culture is deeply linked to trade and crafts, and their
society is based on a complex system of guilds, treaties, laws,
and trading traditions.
APPEARANCE
With an average height of about 140 cm, Daloks are quite short,
but the bulk of their stocky and massive bodies makes their weight
comparable to other much taller humanoid species. The limbs
of the Daloks are short but wiry, with three-fingered hands ATTITUDE
and feet ending in thick hornlike nails. Given their herbivorous nature, Daloks tend to see violence as
Their dark-colored skin is covered with a short and thick brown a defensive measure only. Their survival has always been granted
fur (similar to that of earth horses) whose stripes are a distinctive by cunning and their ability to unite for a common purpose. As
feature of the various Dalok ethnic groups. On the head, the hair a result, the Daloks tend to be keen, suspicious, and even vaguely
grows, becoming a sort of mane that frames their faces and from paranoid, but they present a gentle attitude that could even look
which rounded ears emerge. Daloks usually decorate their manes too placid to other species.
in various styles. A carelessly made agreement can have disastrous consequences
Their faces, slightly pronounced, are characterized by a wide in their culture, making them very cautious when giving their
mouth equipped with the typical flat teeth of herbivores, two large word. That said, once the (honest) word of a dalok is given, it
nostrils provided with various horizontal septa, and two pairs becomes as close to a sacred thing as it could ever be. Deception
of eyes with unusual horizontal hourglass-shaped pupils. and fraud are seen as an insult to the pillars of their society, and
no dalok will ever accept to have their good faith questioned, hence
PECULIARITIES the famous saying “No dalok is worth more than their word”.
Although they breathe oxygen and live quite well in the Given their traditions, Daloks are considered by many to be the
environmental conditions that most other humanoids live in, most skilled merchants in the known space and are also renowned
daloks are undoubtedly one of the most biologically unusual as economists, bankers, brokers, politicians, and diplomats. Driven
species. The biome of their home planet, Draza, is rich in by their thirst for profit and unerring flair for bargains, many
ammonia and other nitrogen compounds toxic to most other Daloks embrace a life of adventure almost like their second nature.
species. The planet’s dense atmosphere contains nitrogen oxides
that make it somewhat opaque, giving the sky a yellow-orange DALOK NAMES
tone and creating a greenhouse effect capable of mitigating the Each dalok has their own name, but what really matters is the
severe temperatures caused by the planet’s high distance from name of the Paak they belong to. Initially, it is the Paak of one
its star. Many of Draza’s creatures, including daloks, have of the parents (the one with the best economic position of the
developed thermal vision in this cool climate bathed in twilight. couple). However, Daloks can change Paak several times during
However, biology is not Daloks’ unique peculiarity: their their life while still remaining affiliated with the previous ones
entire social system hinges on a solid and ancient network and keeping their names, if helpful. Having many Paak names,
of economic-commercial contracts. The origin of this system especially economically thriving, can bring prestige and pride
seems to go back to Draza’s prehistoric age and the first barter in the Dalok society.
agreements between the agricultural communities of the time. Male names: Adro, Bejim, Bezo, Cezim, Dizro, Dorvim, Eldo,
Today, what survives of those ancestral communities are the Febal, Glerdo, Hermo, Izlim, Jetro, Katro, Leto, Mevlo, Nadlim,
Paak, huge corporations that concentrate the social functions Ovdas, Padlim, Rekvo, Saldo, Telvro, Undas, Zekvim.
usually administered by clans, castes, guilds, trade unions, and Female names: Bandra, Bekla, Blidva, Celdia, Dashta, Devri,
companies in other cultures, all within themselves. For a dalok, Dezri, Dralva, Eldi, Frilga, Gurli, Helga, Iagri, Katva, Kimra, Kivda,
the membership and the rank occupied within a Paak are Ledvri, Madri, Nevla, Odri, Pavra, Pedli, Rashta, Sugli, Tatri, Uzla.
synonymous with identity and social status. Paak names: Arishdak, Baldibran, Besaliskir, Celetlan,
By its very nature, the Dalok society is among the most Deveklas, Ezedlirban, Fallerivlos, Fervedlak, Garydlan, Gerbodvak,
cosmopolitan of all, seeing an excellent opportunity for new Jaredvis, Kadrivadlis, Kodlak, Labdorvak, Meshedvar, Ovmadlan,
trade and greater profits in the presence of other species. Palatvos, Quedreblak, Ravlakdar, Salekdirbas, Telegtas, Uradlas.
12 CHAPTER 1: CHARACTERS
DALOK SPECIES TRAITS
Daloks share the following species traits.
Type: Your type is humanoid.
Age: Daloks reach maturity at about the age
of 20. On average, they live about 170 years.
Size: Daloks are between 120 and 140 cm tall
and possess sturdy builds. Your size is Medium.
Speed: Your base walking speed is 8 m.
Ability Score Increase: Your Strength and Will
scores both increase by 1.
Skills: Choose two skills from Cunning, Insight,
Stamina and Trading.
Thermovision: You can see in dim light as if it were
bright light and in the darkness as if it were dim light.
However, you can’t discern colors in darkness, only
shades of gray. In addition, thermovision highlights
the bodies that give off more heat, making them visible
even through not too thick barriers (such as pipes
or electrical cables inside walls, a creature hidden
behind a door or a thin wall, etc.).
Sensitive Eyes: You have disadvantage on saving throws
against effects that make you blinded or dazzled.
Exotic Physiology: Daloks physiology makes their organism
particularly tenacious. You have resistance against biotic damage.
Cold Affinity: You have advantage on all ability checks made
against the effects caused by exposure to cold climates and
extremely cold temperatures. However, you have disadvantage
on all ability checks made against the effects caused by
exposure to hot climates and extremely hot temperatures.
Mercantile Tradition: You have advantage on any ability
check concerning the evaluation of goods and items.
Resting: You need to complete a full rest every 26 hours.
Languages: Dalok and Espar.
CHAPTER 1: CHARACTERS 13
DRAALANI
The draalani (also called “morphic” by the terran) are a humanoid
species whose most peculiar characteristic is that of being
alternating hermaphrodites, that is the ability to freely change
sex during their life, and in doing so, also to partially modify
their physical appearance.
APPEARANCE
In their natural form, draalani are about as tall as terrans, have
thin, graceful bodies, slightly elongated skulls, four-fingered hands
and feet, and a long, slender tail. Their skin presents shades of
blue and green and is often decorated with traditional tattoos and
paints. Their tapered faces have delicate features, with tiny noses
and vibrant eyes with bright irises. Their auditory system is devoid
of external auricles.
PECULIARITIES
Native of Draal, a lush moon of the great gas giant Mahar,
the draalani have experienced a troubled evolutionary history
due to the changing and inconstant nature of their ecosystem,
the reason behind their robust immune system and their surely
(and blatantly) versatile reproductive abilities.
In the draalani culture, the traditional concept of family does
not exist, and their social structure is based instead on enlarged
communities in constant relationship with each other, in which
individuals live together without rigid hierarchies. The concepts
of parent or sibling have only a biological value, and children
are raised by the whole community. The exact composition
of the groups constantly changes, given that many draalani live
in perpetual pilgrimage from one community to another, looking
for their place and experiencing ever-changing social situations.
After meeting other humanoid species, draalani also discovered
an unexpected effect of their physiology: the ability to modify, in
addition to sex, also physical appearance and reproductive system,
adapting to other similar humanoid species and becoming able
to reproduce with them. The offspring resulting from these unions
14 CHAPTER 1: CHARACTERS
Proper names: Each name is indicated in its most used gender
variants. Alan/Alanya, Cyvrus /Cyrva, Davos/Davia, Elessan/
Elessia, Faris/Faria, Kelsyr/Kelsya, Kyvos/Kyvia, Laenos/Laena,
Lyar/Lyara, Mevros/Mevril, Nevar/Neveris, Nyxar/Nyxil, Raash/
are always and only draalani, with just a few secondary Raasia, Sylar/Sylu, Tralis/Tralia.
traits inherited from the “alien” parent. Surnames: Adri, Altris, Dorsi, Dranos, Eldi, Etos, Gavris, Gleri,
Consequently, the typically free and tolerant social structure Idri, Irelvos, Lapros, Lemi, Lirus, Mari, Nadri, Nelsi, Randi, Revos,
combined with their peculiar adaptive abilities (also in the Sarti, Sori, Soni, Zaras.
biological sense) makes the draalani one of the least xenophobic
species of the known space. They can coexist peacefully with DRAALANI SPECIES TRAITS
Draalani share the following species traits.
any other culture if they are not forced to obey strict rules.
Type: Your type is humanoid.
However, they are not afraid of social customs but rather have
Age: Draalani mature around 15 years of age. On average,
fun and play with them with theatrical mastery.
they live about 140 years.
ATTITUDE Size: In their natural form, draalani are 160 to 190 cm tall.
Born in the shadow of the majestic Mahar and surrounded by the Your size is Medium.
other gas giant’s satellites, the draalani have lived for millennia Speed: Your base walking speed is 10 m.
in the idea of being the lesser children of a loving god, developing Ability Score Increase: Your Dexterity and Will scores
a humble and tolerant nature. both increase by 1.
They lack the strong ambition nor the sense of duty of other Skills: Choose two skills from Charisma, Dance, Insight,
species. They enjoy the simple pleasures of life, the arts (especially and Nature.
dance), and social relationships. They are curious, sharp and Draalani Metamorphosis: Given your hermaphrodite nature,
empathetic, and constantly fascinated by all that is new and you can change your sex. If you want, in doing so, you can also
different. They manage to be at ease anywhere and with anyone, partially change your appearance and physiology to make yourself
absorbing gestures, speech, and local habits with disconcerting outwardly congenial to other humanoid species; you can produce
ease. However, they rarely stop to learn more about the places cosmetic changes (build, facial features, skin, fluff and hair, tone
they visit, but they thrive on enthusiasm and love new situations. of voice) but you cannot make substantial bodily or biological
Their hedonistic and sensitive nature has earned the draalani changes (such as growing limbs you don’t possess or becoming
the fame of extraordinary artists, while the troubled history of able to breathe water). When you adapt to another species, you
their species places them among the luminaries in the medical vaguely imitate its appearance (while maintaining traits that reveal
field. Nevertheless, many judge the draalani as incurable seducers your true nature) and become able to reproduce with it. However,
and unscrupulous libertines due to their mutability and sensual the children born from such unions will always be draalani.
physicality. On the other hand, exuberance and curiosity (which The metamorphosis takes place during a full rest. During this
quickly lead to attraction and seduction) are the main reasons period, you fall into a deep coma (you are unconscious, and
that push Draalani to adventure. it is impossible to awaken you) from which you emerge only
at the end of the process. If you want to return to your natural
DRAALANI NAMES appearance, you can simply lose the traits of the “simulated”
Each draalani has a proper name and a surname. Given their species as well as any gender trait after you complete a full rest.
hermaphroditic nature, draalani proper names have no gender, Draalani Immune System: You have advantage on saving
but the natives of Draal sometimes modify their ending to better throws made to resist poisons and diseases. Furthermore,
suit their current sex. The surname indicates the community that if you manage to defeat a poison or a disease that afflicts
raised them. Those born outside of Draalani society or from mixed you, you become immune to it for the next 24 hours.
unions often use their hometown name or that of the alien species Natural Knowledge: You have advantage in any ability check
they have as a parent. Traditional draalani surnames are often involving botany, phytopharmacology, and plant properties.
preceded by the suffix Tis or Vir, sometimes used in contracted Resting: You need to complete a full rest every 24 hours.
forms such as T’, Ts’, V’, and Vr’. Languages: Draalani, Espar, and a language of your choice.
CHAPTER 1: CHARACTERS 15
FARAXI
The faraxi, also known as Uunan in their native language (from
Uuna, their home planet) or simply as ferinids, are a species of
humanoids that resemble large wild-looking primates and have
ancient and elegant traditions.
a particular nuance to their
APPEARANCE relationship with technology: waste
Faraxi have a primate build, but their features vaguely resemble becomes an offense to spirits, so it is common
a hybrid between a feline and a hyena. Their size is comparable practice among faraxi to always try to repair damaged objects
to that of terrans, and males and females apparently show no or invent new uses for obsolete items. Their creativity makes
differences in build. Their bodies are covered with a short fur them particularly desired as mechanics, repairers, and scavengers.
with light shades, sparser on the chest and thicker on the head, Sometimes their sensibility towards places and objects takes
along the back, and on the sides of the face in males. They have an even more spiritual turn: the faraxi call it “resonance”, a sort
exceptionally long limbs, and both hands and feet end with four of sixth sense that would allow them to perceive whether an object,
robust prehensile fingers, proof of their arboreal nature and their a creature, or an entire planet has a spirit similar or adverse
exceptional skills as climbers. to their own. It is not unusual for a faraxi to be reluctant to get
The face of the faraxi has feral features, with a slightly on a ship they perceive as mean or, on the contrary, to be eager
pronounced muzzle, wide nostrils and mouth, and two pairs of to take off their suit to barefoot-walk on the surface of a planet
dark eyes that provide them with a wide field of vision and an that they feel exceptionally akin to.
excellent perception of distances. Finally, two large ears covered Since private property is a rather weak concept in their culture,
with fur that the faraxi can move at will, emerge from their head. faraxi tend not to be materialistic and do not give much importance
to material possessions. However, it is not uncommon for a faraxi
PECULIARITIES to develop such an attachment to specific objects in the name of
In ancient times, the faraxi’s homeworld was colonized by a far a “resonance” that they may start to feel like part of themselves.
more advanced species than them. At that time, the natives of Uuna Rather than a “possession”, the Faraxi experience these bonds as
were at the gates of their first cultural and technological revolution, a sense of mutual “belonging”, a subtle link between their spirit
with the spread of metallurgy, mechanics, and science. But the and that of the objects in question. Indeed, according to the ancient
arrival of massive vessels from the sky changed the history of the customs of Uuna, after death, a faraxi should be cremated together
planet and its inhabitants forever. Crushed by the technological with their “belongings”, or their spirit would end up wandering
superiority of the invaders and barely tolerated by them, the Faraxi restlessly in search of their “missing pieces” forever.
helplessly watched their world being occupied and exploited.
However, despite the long period of domination, the faraxi FARAXI NAMES
culture still denotes many of its original traits: their society In traditional Faraxi culture, each individual is identified by
retains a tribal, matriarchal structure and a deep-rooted animistic a series of “belonging names” which always starts from the term
tradition according to which everything, living or not, possesses “Uunan” (indicating their original people and planet), passes
a spirit, including therefore also objects and technology. On the through an ethnonym (the name of their ethnic group or tribe),
other hand, the first true technology encountered by the Faraxi and ends with a matronymic (equivalent to the surname) and the
was that brought by the invaders and was therefore seen as a proper name. This onomastic tradition has always been flexible
mere expression of their mean soul for a long time. At the time, and capable of responding to the changing needs of an evolving
the people of Uuna were led by the T’tees: female shamans, tribal society, to the point of adapting to the current interstellar context
leaders, and intermediaries with the spiritual world. Soon, these of which the Faraxi are a part of. Therefore, further specifications
figures also became crucial in the relationship between the may appear among the names of an individual, such as the name
Faraxi and the invaders’ technologies because considered capable of the planet from which they come, of the group they belong
of “purifying” their malevolent spirit, thus making them usable. to, or of the ship on which they serve.
Although these beliefs are now obsolete, the title of T’tee, now Most of the faraxi introduce themselves to others using their
held by both sexes, remains a cornerstone of the Faraxi culture, matronymic and proper name in everyday life. However, the more
synonymous with spiritual and techno-wise guide. traditionalists, especially outside a purely Faraxi context, tend
The occupation of Uuna ended with the Collapse, and just as to use their Uunan and ethnonym, revealing the more “private”
the rest of the Known Space fell into oblivion, the Faraxi finally names only when they consider the interlocutor a trusted subject.
took back their world by freeing it from the invaders. In the Male proper names: Akwasi, Baziwi, Chayebe, Dastu, Ebwari,
period that followed, much of the technology left by the colonizers Falazi, Gwili, Haybe, Jabu, Kele, Lwazi, Matu, Nokwazi, Orowili,
was reconverted or reused under the watchful eye of the T’tees, Pakawi, Qwembu, Rahafi, Seyefe, Twili, Uklu, Weke, Yobe, Zeweli.
starting the interstellar rebirth of the Faraxi. Female proper names: Amawe, Beyala, Ceyani, Dewala, Eshe,
Fahlawi, Gwala, Hayane, Inole, Kashala, Lenawi, Manakawe, Nidawi,
ATTITUDE Oowa, Qahla, Rayani, Soyala, Tinawe, Uyara, Yane, Washa, Zamawi.
The Faraxi are stubborn and independent people, but also very Matronymics: Matronymics are usually variants of female
sensitive and adaptable. Their animistic tradition also gives nouns ending in -mati or -weli, for example, Gwalamati,
16 CHAPTER 1: CHARACTERS
Manakaweli, Uyaramati,
Zamawel, and so on.
Ethnonyms: Ajabatu, Betcha,
Chi’Eele, Dawali, Enkele, Garawandi,
Hok’Eele, Imayak, Lhei’Mat, Manawali,
Nut’Aaqe, Obaisi, Reindu, Sowi’Ngwa,
Thembili, Titiyalo, Unathi, Urutu,
Yondu, Zàwata.
CHAPTER 1: CHARACTERS 17
IRADIAN
The iradians, also known as dasharan (from Dashàr, the name
of their home planet), is an ancient and culturally highly advanced
humanoid species, probably the first to have traveled among the
stars, at least among the known humanoid kinds.
APPEARANCE
Iradians are humanoids of tall stature and slender build. They
possess long, nimble limbs and their hands have four long fingers
divided into four phalanges. They are entirely hairless, and their
skin appears thick, smooth, and shiny, with shades ranging from
gray to yellowish to pale blue. They have vaguely triangular-
shaped heads, supported by a long and sturdy neck. Their flat
faces, characterized by essential features, show two huge and
completely black eyes, nostrils located high on the forehead,
and a small mouth almost devoid of lips.
PECULIARITIES
Iradians evolved from cetacean-like semi-aquatic creatures and,
although they are no longer suited to marine life, they continue
to love water, where they feel perfectly at ease.
Dashàr, their native planet, is in fact covered mainly by vast
shallow oceans, and the emerged lands are made up of small
continents surrounded by scattered archipelagos and countless
islands. The planet’s climate is mild, vegetation grows luxuriantly,
and natural hazards are scarce. These conditions, combined with
the calm disposition and the incredible longevity of their species,
have allowed iradians to develop a peaceful society in harmony
with their environment.
Although the iradian people appear placid and peaceful, not
seeing violence as an efficient means of conflict resolution has
allowed them to find a solid arsenal of different ways to get what
18 CHAPTER 1: CHARACTERS
For these reasons, iradian names do not follow a definite style
or gender distinctions. However, they are rather uncomfortable
to use in everyday life, especially during interactions with other
they want. Manipulation, intrigues, and deceptions species. For this reason, the iradians choose a diminutive, a small
are indeed on the iradian society agenda. part of their name composed of a few syllables, which they use
Another much less known peculiarity concerns their in everyday life, limiting the use of their full name only to formal
reproductive biology: in fact, iradians have four sexes, or solemn occasions. The choice of the diminutive often reflects
a female one, and three distinct male ones, totally the different sensitivity that exists between males and females.
indistinguishable in the eyes of those who do not belong A short list of examples is presented below.
to the species. Instead of couples, iradians unite in triads Male diminutives: Aadrin, Adasur, Arnes, Baltar, Dirak, Edus,
formed by a female and two different males. Eldri, Filas, Jardis, Naavas, Orius, Padlan, Paok, Pavlas, Sior, Sorn,
Iradians are renowned everywhere as scientists, scholars, Tezen, Tolan, Tuvok, Vaslur, Zaen, Zarqon.
and diplomats. They also possess an innate gift for the psionic Female diminutives: Aeda, Briss, Cirel, Diala, Dora, Elvera,
arts, a characteristic often feared by other species. Fael, Galava, Hevia, Livrala, Medil, Mirdri, Mivren, Neladi, Neldria,
Palis, Sisil, Zihal, Zefrin.
ATTITUDE
Thanks to their longevity, iradians develop composed and IRADIAN SPECIES TRAITS
calm personalities. Everything they do is so thoughtful that Iradians share the following species traits.
it is sometimes absurdly slow in the eyes of other species. Type: Your type is humanoid.
They are brilliant and excel in science, but they also Age: Iradians reach maturity around the age of 30, and they
demonstrate an intense spirituality that leads them also to are incredibly long-lived, being able to reach 500 years of age.
develop philosophical thought and arts, especially singing, Size: Iradians are 200 to 240 cm tall and have a slender build.
a true legacy of their cetacean-like heritage. Your size is Medium.
Although their mentality is challenging for other humanoids Speed: Your base walking speed is 9 m.
to understand, and they are often seen as aloof and unable Ability Score Increase: Your Intelligence and Will scores
to create bonds with those with different lifespans, iradians are both increase by 1.
actually among the most curious and perhaps convivial species Skills: Choose two skills from Erudition, Lucidity, Music,
in the known space. They are attracted to cultures other than and Psionics.
their own, they study them passionately, sometimes ending Hold Breath: Iradians are not amphibians, but they are
up becoming adventurers and spending their lives in search for evolutionarily related to aquatic life. You can hold your breath
or in close contact with the farthest thing from their culture they up to a number of minutes equal to 10 + STR.
have been able to find. Clear Mind: You have advantage on saving throws made
against effects that make you charmed.
IRADIAN NAMES Psionic Vocation: You know a praxis of your choice.
At birth, an iradian is given a name consisting of a single syllable. Historical Knowledge: You have advantage on any ability
However, this name, initially so simple and common, is destined check involving archaeology and ancient history.
to grow throughout their lives, transforming itself into a unique Resting: You need to complete a full rest every 28 hours.
and personal creation over time. In fact, in the iradian tradition, Iradians do not sleep the same way other species do, they rest in
the name represents the uniqueness of each individual: each a meditative state. They are therefore immune to effects that would
syllable added to the name indicates a significant life event so put them to sleep. Also, if you have a psi points pool, you regain
that the longer the name of an iradian, the greater their experience one spent psi point every time you finish a short rest.
and, consequently, the more mature and unique their personality. Languages: Iradian and Espar.
CHAPTER 1: CHARACTERS 19
JA’RAKI
The ja’raki are a kind of small amphibious humanoids. Their terran
name, lemurian, derives mainly from their bizarre appearance that
wits are proverbial,
vaguely resembles the cross between a frog and a lemur.
and they are said to always
APPEARANCE know how to exploit situations
The average height of a ja’raki reaches approximately one meter, to their advantage.
with males usually a little shorter and lighter than females. Among the known species, ja’raki are the one that
They possess gnarled builds with relatively short legs and long, suffers most from loneliness, as their nature has always
skinny arms. Both their hands and feet have five webbed fingers. led them to aggregate to survive. Thus, during their life, ja’raki
Their skin, rough and constantly wet to the touch, has a colorful form myriads of social relationships with the most disparate
pigmentation, often mottled and streaked. Their large and categories of people, most of the time for pure personal profit
expressive faces have round, big eyes, large auricles, flattened or simply to not be alone. In general, the concept of “friendship”
noses, and wide mouths. for a ja’raki is not that far from an “I’ve talked to them a couple
of times, and I think they’re nice. They might come in handy!”.
PECULIARITIES However, there is no lack of ja’raki who have spent their entire
The ja’raki species originates from Bakuna, a hot and humid lives alongside their most trusted companions, forming deep
planet whose land is almost entirely covered with marshy and lasting relationships with them.
swamps and lush jungles. Naturally inclined to hyperactivity and multi-tasking, and driven
In this environment, ja’raki have developed an accelerated by a constant need to meet new people and find new opportunities,
metabolism that allows them to always react promptly, think the natives of Bakuna are natural-born adventurers.
at an astonishing speed, and follow biorhythms that would
be exhausting for anyone else. For the same reason, they have JA’RAKI NAMES
a relatively short life span on average, and this is perhaps why The ja’raki adore names, nicknames, epithets, and
they always seem to be in a hurry in the eyes of other species. any other possible way to identify an individual.
Bakuna is a planet that stuns on the first visit. One gets At birth, each ja’raki receives a name from their family.
immersed in a constant bombardment of stimuli, a dense cocktail Traditionally, nouns are short and shrill, often consisting
of lights, sounds, smells, and advertisements lit 32 hours on 32 of just one or two syllables. During their life, ja’raki will add
(a day on this planet). In this chaos of stimuli, the ja’raki move many other names to the first one, to create a real tangle made
with ease as they conduct their daily tasks with a metropolitan up of dozens of nicknames, appellations linked to events they
frenzy that has no equals. experienced or places where they lived, monikers reserved
Another peculiarity that characterizes the ja’raki society is the for the exclusive use of certain people, such as family,
advanced level of their bioengineering: from the immense fungal co-workers, friends, and so on.
structures capable of erecting the buildings of their cities to Most other species do not even try to understand how the ja’raki
the strange creatures such as gub’ys and xo, which act as urban manage to find their way in such a chaos of ever-changing names
transport; from the suggestive hives of fajk fireflies lighting or how they manage to make their identity records work. However,
up the streets to the totally customizable pets, or the astonishing the natives of Bakuna seem to have no problem whit it.
semi-organic spaceships and the infamous biotechnological Male names: Alix, Boll, Dlar, Exo, Flix, Frol, Garbil, Ijar, Jarbix,
weapons feared in all known space. Maxir, Nilix, Plix, Pref, Rast, Ribb, Sirix, Tlax, Tix, Uvir, Valtir,
Xir, Ylox, Zeph.
ATTITUDE Female names: Axi, Blin, Chexi, Evli, Faxi, Frelti, Gitzi, Hivil,
The ja’raki are beings as shrewd as they are proficient with Ivla, Kess, Livzi, Lixi, Mita, Myri, Nati, Roxi, Silin, Tlixi, Trill,
words. Their observation skills, quick thinking, and quick Vixil, Vriss, Yxel, Zixi.
20 CHAPTER 1: CHARACTERS
JA’RAKI SPECIES TRAITS
Ja’raki share the following species traits.
Type: Your type is humanoid.
Age: Ja’raki reach maturity around
10 and rarely exceed 80 years of age.
Size: The average height of a ja’raki is
1 meter or a little more. Your size is Small.
Speed: Your base walking speed is 7m.
Additionally, you have a swimming speed of 7 m.
Ability Score Increase: Your Perception and
Tech scores both increase by 1.
Skills: Choose two skills from Cunning,
Mystification, Reflex, and Trading.
Amphibian: Ja’raki are amphibious beings.
As such, you can breathe both air and water.
However, you are very sensitive to dehydration
and you have disadvantage on all ability checks
against the effects of thirst. You also need
double the normal amount of water per day.
Infravision: You can see in dim light as if it were bright
light and in the darkness as if it were dim light. However,
you can’t discern colors in darkness, only shades of gray.
Uncanny Readiness: You have advantage on your
initiative rolls unless you are surprised.
Genetic Knowledge: You have advantage on any ability
check involving biotechnology and genetic engineering.
Resting: You need to complete a full rest every 32
hours. In addition, at the end of each rest (both short
and full) you regain 1d4 extra vitality points.
Languages: Ja’raki and Espar.
CHAPTER 1: CHARACTERS 21
KANDREVAN
The kandrevan are a peculiar species of humanoid beings
characterized by a forced symbiosis with a mysterious biological
entity defined by them as “blight”. This symbiosis gives kandrevan
a brutal survival instinct and extraordinary regenerative abilities
but also causes unpredictable mutations condemning them
to painful and rather short lives.
APPEARANCE
The physical appearance of kandrevan is quite variable due to
the unique mutations caused by the symbiosis with the blight.
Generally speaking, kandrevans display pale purplish-toned skin,
have vigorous bodies, rather long limbs, and four-fingered hands
and feet. A muscular neck supports their large, flattened skull, and
their vaguely triangular faces show flat noses with vertical nostrils,
small piercing eyes, auditory slits devoid of auricles, and mouths
whose shape gives them a permanent frown (at least according to
terrans). Furthermore, being a hermaphrodite species, kandrevans
show no gender distinction between individuals.
That said, blight-induced mutations change kandrevan bodies
in unpredictable ways, affecting their physiology as well as their
build and physiognomy.
PECULIARITIES
The kandrevan society is ruled by a powerful one-party autocracy
that originated centuries ago, during the period following the onset
of the blight, which threw Kandra, their homeworld, into anarchy
and chaos. At the time, the few surviving institutions tried in vain
to develop a cure, but this allowed them to understand that the
blight itself would represent their species’ only hope of survival.
Those supposed to eradicate the disease promoted its acceptance
as the only way to perpetuate the species and soon became the
unifying leaders of a society on the verge of collapse. The original
technocratic oligarchy later became the single party still in
22 CHAPTER 1: CHARACTERS
KANDREVAN NAMES
The kandrevan do not give much importance to names and seem to
have no particular traditions about them. They tend to adopt names
from all cultures they encounter, indiscriminately. They favor
names that belonged to outstanding personalities, such as heroes,
leaders, icons, or other famous individuals, with a (presumed)
predilection for those related to the terran pop culture.
government today, despite the constant confrontation of various
internal factions fighting for political or ideological supremacy. KANDREVAN SPECIES TRAITS
Over the following centuries, the blight changed the kandrevan Kandrevans share the following species traits.
people both biologically and culturally. For example, although Type: Your type is humanoid (mutant).
it is not clear what their original condition was, kandrevans are Age: Kandrevans reach maturity around 13 years
now a simultaneous hermaphroditic species, meaning individuals of age. On average, they live about 90 years.
are both male and female at the same time. However, their Size: The kandrevan are 175 to 210 cm tall and possess
reproduction occurs only by mating. Consequently, the kandrevan beefy bodies. Your size is Medium.
customs in this context do not differ much from those of sexually Speed: Your base walking speed is 10 m.
binary species. The substantial difference is that the concept of Ability Score Increase: Your Strength score increases
“gender” does not exist in their culture. by 1. Also, another ability score of your choice increases by 1.
Finally, it is worth remembering that kandrevan’s technological Skills: Choose two skills from Stamina, Streetwise, Survival,
development, already quite primitive at the time of the symbiont and Visual Arts.
appearance, was further slowed down, and the people of Kandra Regeneration: You can heal the permanent consequences
got in touch with truly advanced technologies only after the of any physical trauma within 2d4 days (including regrowing
contact with the other sentient species of known space. missing body parts). If the trauma involves a severed limb,
you can reattach it as an action, and it will resume its normal
ATTITUDE functionality after 2d4 hours.
Calling the kandrevan a valiant species, as many do, is not entirely Mutation: The symbiosis with the blight modifies each
correct. There is no doubt that the natives of Kandra are fearless, kandrevan to a genetic level, giving them peculiar mutant features.
reckless, and proud like few others, but what animates them is You can choose one mutation from the following.
not so much courage but something more comparable to a fatalism
that is difficult to understand for other species. Seeing a kandrevan • Amphibious: You can breathe both air and water and have
throw themselves into a desperate undertaking and then come out a swimming speed of 7 m.
alive against all odds may raise the doubt that, in the eyes of the • Claws: Your unarmed strikes base damage is 1d6 kinetic
kandrevan, every victory is instead a personal defeat behind which damage (instead of 1d4 as normal).
echoes the delighted laughter of the blight, that manages to keep • Environmental Adaptation: You have advantage of saving throws
people otherwise prone to self-destruction clung to life. made against the effects of the following environmental hazards:
Still, many kandrevan do not give in to this fatalistic instinct and high altitudes, hazardous atmospheres, noxious fumes and
instead rely on the cardinal values of their society, well embodied gases, extreme temperatures, and extreme pressures.
by the powerful party that governs it, living in the belief that the • Infravision: You can see in dim light as if it were bright light
blight has allowed their people to redeem themselves from past and in the darkness as if it were dim light. However, you can’t
sins through suffering. Obviously, this view of things is not very discern colors in darkness, only shades of gray.
popular among kandrevan society’s lower classes. • Leathery Skin: Your skin is tough and gives you a natural Armor
On the other hand, the people of Kandra have developed Value of 1.
a strong practical sense, born from the need to know how • Long Arms: Your melee attacks have a natural reach of 2 m.
to get by, and a deep sense of irony, initially born as a reaction • Radiation Resistance: You have radiation resistance.
to the dramas experienced by their species and refined over When you reach 5th level, you develop a second mutation
time into a desecrating tool that mixes black humor, satire, of your choice from this list.
and cynical self-irony. Suggestible Mind: You have disadvantage on saving throws
In any case, the troubled existence of the kandrevan pushes made against effects that make you charmed.
many of them to aspire to a glorious death, which will carry the Modern Myths Doctrine: You have advantage on any ability
echo of their name to future generations, helping to fuel the belief check involving urban legends and pop culture.
that the kandrevan mercenaries and adventurers are always ready Resting: You need to complete a full rest every 26 hours.
to accept missions considered impossible or suicidal by others. Languages: Kandrevan and Espar.
CHAPTER 1: CHARACTERS 23
KERGAN
Kergans are mighty reptile-like humanoids, endowed with great
physical strength and a belligerent character. Because of their
rude traditions and aggressive behavior, they are judged to be
dangerous and uncontrollable and therefore tend to be distrusted
by other species. Although indeed diplomacy and mediation are
not their forte, on several occasions, kergans have proved their
worth, playing a leading role in the history of known space. concepts, and they do not
like diplomacy (“chatter” according
APPEARANCE to them). They honor force and use aggression
Described by terrans as “the bipedal crossbreed between a rhino to test those in front of them. They can also prove
and a crocodile”, kergans possess powerful bodies, covered with very humble in front of those who acquire prestige in
scales varying in color from greenish to brown to dark red. On their eyes, but never towards an abstract authority or ideal.
average, they are 220 cm tall, with the males slightly taller but Earning a kergan’s respect and friendship is hard, but only
much larger and heavier than the females. Given their oviparous by doing that could one discover that loyalty, honor,
nature, there are no other evident differences between the two and sacrifice are also part of their way of being.
sexes apart from their built. Their feet have three toes while A kergan who chooses the adventurer’s life does so to obtain
their hands have four fingers, always equipped with claws. glory and power and test their abilities. Consequently, a kergan
Their massive shoulders, large necks, and much of their head are will try to emerge within their company, especially among fighters,
covered in bony plates. Their faces, markedly reptilian, show small but will not hesitate to accept the judgment of comrades they
eyes with slit pupils and large jaws with sharp teeth. admire. If they have to, they will accept their role as a sidekick,
but never definitively.
PECULIARITIES
The binary nature of their solar system has strongly influenced KERGAN NAMES
the kergan culture. According to it, the twin suns of Ragash, Kergans do not get proper names during childhood because they
their home planet, represent the inexorable alternation are identified with epithets such as Adras Vark, or “first son of
of death and rebirth, the eternal conflict that governs every Vark”, Keris Lixa, or “third daughter of Lixa”, and so on. Only
aspect of the cosmos. when reaching adulthood does a kergan choose their own name
This eternal dual struggle takes place in every aspect of kergan and boast the name of their clan, rigorously placed before the
social life. Ambition, strength, competition, and personal honor proper name.
are the gears that put the kergan society among the most dynamic Clan names: Aknoth, Bakator, Borvik, Daratok, Garazud,
and meritocratic in the known space, but also among the most Gurivak, Jagnoth, Jorag, Kudnor, Martok, Muldron, Nalkrog,
ruthless. Inside of it, there is no room for charity or compassion, Olkarak, Ragok, Targak, Thanok, Uglan, Urdnak, Valkur.
nor weakness. Kergan customs are often judged “barbaric” by Male names: Argek, Brun, Drag, Drech, Drex, Ghul, Grat, Hork,
other peoples, who find their cultural dynamics nothing but refined Kohs, Kreth, Mogh, Moth, Olak, Rex, Roog, Skul, Trax, Tulk, Urd,
perpetration of primitive rituals. But, on the contrary, their ancient Vark, Wrax, Zul.
and articulated culture is anything but primitive. The kergans Female names: Ankra, Beka, Bryn, Cekra, Daka, Gawas, Jurik,
respect its principles, considering it the pillar on which the Klen, Luxa, Myek, Naka, Neega, Nevag, Oklin, Rayt, Rukel, Skyn,
survival of their species is based. Suthva, Yrut, Zarka.
Although it is not so rare to encounter kergans among other
species, the same cannot be said about the opposite. This KERGAN SPECIES TRAITS
inhospitality does not derive from xenophobia but from the fact Kergans share the following species traits.
that most kergans tend to consider other species unable to survive Type: Your type is humanoid.
within their society and therefore unworthy to be part of it. Age: Kergans reach maturity around 15 years
old and can live to a hundred years, on average.
ATTITUDE Size: Kergans are 200 to 240 cm tall and
The natives of Ragash are warrior people who have evolved on have a massive physique. Your size is Medium.
a scorching, arid and dangerous planet, conditions that have led Speed: Your base walking speed is 10 m.
the kergans to develop an aggressive attitude, a strong survival Ability Score Increase: Your Combativity and Strength
instinct, and incredible physical efficiency. scores both increase by 1.
For the same reasons, their way of thinking is pragmatic and Skills: Choose two skills from Fortitude, Intimidation,
direct. They are not inclined to embrace idealistic or too abstract Might, and Stamina.
24 CHAPTER 1: CHARACTERS
Kergan Sight: You
are immune to being dazzled.
Mighty Structure: Due to
your mighty physical build,
you count as one size larger when
determining your carrying capacity,
and in any situation where a larger
size would grant a positive effect.
Kergan Resilience: You have
advantage on ability checks made
against effects that cause exhaustion
and have radiation resistance.
Doctrine of Honor: You have
advantage on any ability check involving
honor disputes and inherent traditions.
Cold Intolerance: As a native of a hot
planet, you have disadvantage on any ability
check made against the effects caused by
exposure to cold climates and extremely
cold temperatures.
Resting: You need to complete
a full rest every 20 hours, however,
your full rest only takes 6 hours,
instead of 8. Also, whenever you
suffer a level of exhaustion from
not completing a full rest you
can make a DC 20 STR (Stamina)
saving throw to avoid suffering it.
Languages: Kergan and Espar.
CHAPTER 1: CHARACTERS 25
NAVARIAN
Native to the planet Navarak, navarians are, of all known
humanoid species, the closest to terrans, both in appearance
and physiology. This similarity has led many scholars to think
that the two species may somehow descend from a common
ancestor, perhaps an ancient people of stellar explorers that have
now disappeared. Although there is no firm evidence to support
this theory, the affinity seems to find confirmation in the fact
that navarian and terran tend to find each other attractive,
and unions between the two species are not uncommon
(although inter-fertility does not seem to be possible).
APPEARANCE
Navarians have rather slender physiques and they are 170 cm
tall on average, with males slightly taller than females. They have
hands with four fingers while their feet have three. They have
elongated faces with delicate features, large dark eyes, small
noses adorned with light skin crests, and pointed ears. Their skin
is bluish-gray, often speckled and utterly clear of hair apart from
a sort of thick, long fibrous filaments that cover their heads like
hair, but which are actually special sensory organs susceptible
to magnetic fields.
Observing navarians closely, it is easy to notice their traditional
subcutaneous decorations, called sylhak (or “soul-skin”). Similar
to electronic circuits, these geometric patterns are actually
a cybernetic implant that navarians develop while still in the
womb. It serves as an interface through which they can naturally
relate to technology.
26 CHAPTER 1: CHARACTERS
the known space as technicians, engineers, mechanics, and
pilots, while the shadiest of them have distinguished themselves
as rogues, saboteurs, and fearsome hackers. These same skills,
combined with curiosity and craving for new experiences and
discoveries, are also the reasons driving a navarian to adventure.
NAVARIAN NAMES
Each navarian has a proper name and a second epithet called
“belonging name”. The latter reflects the place a navarian
considers to be their home. It often indicates their hometown, but
a navarian may decide to change it over the course of their life, to
PECULIARITIES refer to another place, a spaceship, or even to the group of people
Once thriving and verdant, Navarak, the homeworld of the that the navarian considers being their family. The belonging name
Navarian people, is now reduced to a barren and inhospitable is often preceded by the suffix Var or Vas, which means “of”.
wasteland due to a solar cataclysm that occurred several centuries Male names: Alashar, Bashir, Danilach, Dyrak, Erishar,
ago. However, scattered across this desert landscape are the Galmash, Kaeldan, Kalbech, Ketshar, Lannok, Lavich, Nelzar,
majestic citadels of the navarians, prodigies of technology Ravach, Raeel, Sirech, Theren, Turan, Zavrach.
and social engineering. Female names: Aelesia, Dinnari, Liazari, Keera, Kiris, Koriel,
Navarians’ natural tendency to rely on ingenuity to survive has Nerys, Nesmeri, Niadra, Padmi, Ralitani, Renarha, Selaya, Sylani,
always placed technology at the center of their culture, allowing Taymi, Tleris, Vailani, Veerya, Zaanrha, Zorya.
them to overcome the calamity that has scarred their planet. In Belonging names: Alassia, Axanni, Cydra, Honaria, Idennia,
fact, what most differentiates this people from others is precisely Iktomi, Ilanni, Neema, Seela, Skranni, Raaya, Raanok, Tombari,
how they consider technology: for a navarian, it is a natural Uselda, Yaska.
extension of their intellect, an integral part of their identity (even
biological), as well as their legacy to posterity, that part of oneself NAVARIAN SPECIES TRAITS
that will continue to exist even after death. Navarians share the following species traits.
Furthermore, specifically death, together with the concepts of Type: Your type is humanoid.
soul and afterlife, plays another critical role in navarian thought: Age: Navarians reach maturity around the age of 20.
combining the almost mystical conception of technology and the On average, they live about 140 years.
strong sense of collectivity of this species, the cult of technology Size: Navarians are 160 to 180 cm tall and have
ends up merging with that of the dead and the ancestors, a legacy slender physiques. Your size is Medium.
of a tribal past still alive in navarian customs. Speed: Your base walking speed is 10 m.
Thus the complex virtual reality computer networks, in which Ability Score Increase: Your Dexterity and Tech scores
much of the economic, social, and cultural life of this people takes both increase by 1.
place, also become the perfect means to preserve the identities Skills: Choose two skills from Astronautics, Computer,
and existential logs of the deceased (defined as “digital remains”), Insight, and Piloting.
whose immense amount of data is considered the most valuable Infravision: You can see in dim light as if it were bright light
historical and intellectual heritage by all navarians. and in the darkness as if it were dim light. However, you can’t
discern colors in darkness, only shades of gray.
ATTITUDE Altruist: You can use the Help action as a minor action.
Navarian culture is based on technological advancement, but their Indomitable Loyalty: When an ally is in imminent life-
society’s real core revolves around a deep sense of collectivity. threatening danger, you have advantage on all ability checks
Far less individualistic than terrans and driven by a strong sense made with the purpose to protect or directly help that ally.
of belonging to a group, navarians emphasize interpersonal The effect persists until the ally dies or stops being in actual
relationships and therefore tend to be very reserved. In other life-threatening danger.
words, they hardly open up, since when they do they create Innate Cybernetics: Navarians are predisposed to cybernetics
bonds that are very important to them, almost sacred. They do not from birth. You can tolerate up to 13 cyber-points of cyberware
perceive nuances or middle ways between “foreigner” and “family” instead of 10 as normal (see “Cyberware” in Chapter 3).
concepts. The famous popular saying «Beware of doing a wrong Digital Knowledge: You have advantage on any ability
to a navarian’s friend» comes straight from this characteristic. check involving computer networks and cyberspace.
The advanced expertise and almost mystical affinity with any Resting: You need to complete a full rest every 24 hours.
kind of technology have made navarians renowned throughout Languages: Navarian and Espar.
CHAPTER 1: CHARACTERS 27
TERRAN
Enterprising, ambitious and heterogeneous, terrans (i.e. humans)
are a tenacious and adaptable species, capable of excelling
in any field of activity and animated by an instinct to discover
and conquer. Precisely these characteristics pushed the terrans
towards the first space explorations. Subsequently, they allowed
them to quickly gain a position and a reputation among the to be accepted by the host culture,
people of known space, arousing both esteem and distrust gaining respect, learning their customs,
from other species. and thus becoming the most striking example
Humans are called “kel-tar” in Espar, a term that of the terran’s incredible adaptability.
can be translated as terran, or “People of Terra”. Equally, although it is not free from xenophobic episodes,
the terran society is one of the most welcoming in the known
APPEARANCE space and hosts many alien species. On the other hand,
The terran species is very heterogeneous and includes a multitude it is almost impossible to uniquely define the terran society,
of ethnic groups and phenotypes, although their genetic variability since it is as fluid and adaptable as they are, changing from
is paradoxically lower than that of other humanoid species. place to place and over time, in a continuous succession
Generally speaking, most terrans’ height range from about of sub-cultures, fashions, customs, and habits.
150 to just over 200 cm, and they weigh between 50 and 150 w.
On average, males tend to be a bit taller, sturdier, and heavier ATTITUDE
than females, although this is also more an indication than a rule. Terrans are known for their adaptability, audacity, and ambition.
Their complexion varies in shades from very dark to pale, Their personality covers the whole range of possibilities and,
and their hair ranges from black to red to blond (curly, wavy, or more than others, they are inclined to follow an ideal, a cause,
straight). Males of the species present sparse or thick facial hair. or a personal goal, for which they fight with great determination.
As true pioneers, no one is fascinated by deep space as much
PECULIARITIES as the terrans, always looking for new opportunities, driven by
Innovators, creatives, pioneers, and conquerors. Wherever they the most disparate reasons, among which, however, stand out an
go, terrans are the bearers of civilization and conflict at the same innate drive towards the unknown and an insatiable thirst for
time. They live focused on the present but are also excellent knowledge. Consequently, the terrans who choose the adventurer’s
planners of their future and always try to leave a legacy that life are none other than the most daring and ambitious members
can last over time. of a daring and ambitious species. Regardless of the motivations
Their social structure is characterized by an effervescent that drive these terrans to travel and face the continuing dangers
intertwining of political, economic, productive, scientific, of such an existence, many of them also do so to gain glory
humanistic, and (invariably) criminal activities, managed by and prestige, amassing power, wealth, and fame.
an equally complex set of organizations, institutes, and agencies.
How terrans manage to achieve relatively long-lived stability TERRAN NAMES
from this overlapping of uncoordinated activities and institutions Terrans do not have names that can be considered truly “typical”
is still a cause for amazement for other species. in the kaleidoscope of cultures and traditions that distinguish
It is not uncommon to find terran living among other species, them. Some terran parents like to give their children names from
often for the simple pleasure of living within cultures other than other languages (pronounced more or less correctly), but most
their own. Even more surprising is the ability of these individuals choose names related to their culture or tradition of origin.
28 CHAPTER 1: CHARACTERS
TERRAN SPECIES TRAITS
Terrans share the following species traits.
Type: Your type is humanoid.
Age: Terrans reach maturity around the age
of 20. On average, they live about 140 years.
Size: Terrans are very diverse in build, with heights
ranging from 150 cm to over 190 cm. On average, males
are slightly taller and heavier than females. Regardless
of your position in this range, your size is Medium.
Speed: Your base walking speed is 10 m.
Ability Score Increase: Two different ability scores
of your choice increase by 1.
Skills: Select two skills of your choice.
Eclectic Training: In addition to the one you normally obtain
from the background you choose, you get a second background
trait of your choice from those of any background.
Versatility: At 1st level, you gain the first rank in a talent.
Remember that, in order to take a talent, you must meet
all its prerequisites.
Resting: You need to complete a full rest every 24 hours.
Languages: Terran, Espar, and another language of your choice.
Terrans love to fill their speeches with words borrowed from other
languages: kergan expletives, ja’raki sayings, iradian musical
expressions, valkarian military terms, and so on.
CHAPTER 1: CHARACTERS 29
VALKARIAN
Valkarians are a humanoid species that evolved from creatures
quite similar to the earliest proto-mammals on Earth. However,
despite the evolutionary similarities, to terrans they look like
a hybrid between a reptile and a bird of prey.
APPEARANCE
On average, valkarians are 2 meters tall, with males just slightly
taller than females. They have nimble and toned bodies, highly
developed senses, and a predominantly carnivorous diet. Their
skin is somewhat rough and sometimes scaly, especially at the
extremities of the limbs, and is characterized by peculiar color
patterns, more or less equivalent to human ethnic groups, which
imitate the colors of their native environments, with shades of
green, brown, beige and gray. Their faces have rapacious features
and piercing eyes, with a dark sclera and light-colored irises.
Similar to terrans, valkarians reach maturity around
the age of 20 and live about 150 years on average.
PECULIARITIES
Valkarians are natives of Talaras, a cool, lush, but merciless planet
whose vast continents are covered with grasslands and forests
where competition for survival is brutal. In such an environment,
either you are predator or prey, and valkarians certainly do not fall
into the latter category. Sharp senses, quick reflexes, discipline,
and remarkable tactical skills have made the valkarians first the
rulers of their world and then one of the most influential species
(and the most feared military powers) of known space.
30 CHAPTER 1: CHARACTERS
VALKARIAN NAMES
The proper name of each valkarian is chosen by their
parents, often also in agreement with the closest relatives.
Family names are essential in their culture, and a dishonorable
valkarian would give them up or be deprived of them
so that their shame remains with them alone and does
Valkarian society is organized according to a rigid meritocratic not fall on those who share the same lineage.
hierarchy, based on a sense of honor and duty rooted in their Male names: Alarek, Darrak, Etrus, Falven, Galtus, Gorian,
collective morality. For valkarians, a sense of belonging, social Herius, Ivaras, Karius, Lantar, Lorik, Malak, Nihlus, Pavran, Sarek,
order, and the common good are among the most important values, Sartas, Tallus, Tarquin, Trannus, Varran, Veltus, Vyus, Zavras.
although personal success is also of great importance, reflected in Female names: Altaya, Bethria, Cephia, Dellia, Drylian,
the ascent of an individual within their rigorous social hierarchy. Hevryn, Lillis, Lirian, Milias, Nalya, Nelaris, Niavra, Nyreen,
However, as strict as it may be, valkarian society is anything Patrila, Rayla, Sayrel, Seyleen, Tillyan, Vallia, Veltia, Zeeria.
but oppressive. In fact, contrary to what one might think, every Family names: Atrevian, Barion, Baturias, Cavendus,
individual enjoys ample freedom and equal rights, which makes Clariven, Derathian, Feltius, Galatros, Kurethis, Kyressian,
it among the most balanced and equitable cultures of all. The same Laevian, Litharion, Meridius, Pallavian, Quintilian, Sydonis,
impartiality is also reserved for individuals of other species living Tiburkus, Vakarion.
among them, as long as they are respectful of their duties,
a commitment required of any member of valkarian society. VALKARIAN SPECIES TRAITS
The combination of excellent physical skills and iron discipline Valkarians share the following species traits.
has made the valkarians renowned as soldiers, officials, politicians, Type: Your type is humanoid.
and more generally in any field requiring rigor and organization. Age: Valkarians reach maturity around the age
There is no place where the valkarians are not considered of 20. On average, they live about 150 years.
one of the most fearsome military forces in known space. Size: Valkarians are 190 to 220 cm tall and have
a lean physique. Your size is Medium.
ATTITUDE Speed: Your base walking speed is 12 m.
Valkarians are individuals whose existence is often devoted Ability Score Increase: Your Dexterity and Perception
to the service of a greater cause or the common good. On the scores both increase by 1.
other extreme, however, they can also become ambitious social Skills: Choose two skills from Alertness, Athletics,
climbers willing to do anything to achieve their goals. Fortitude, and Survival.
They have a strong martial disposition, a legacy of their past Infravision: You can see in dim light as if it were bright light
as pack hunters. They are not afraid of confrontation or conflict, and in the darkness as if it were dim light. However, you can’t
but they are by no means a belligerent species. Their culture does discern colors in darkness, only shades of gray.
not conceive war or hunting if not aimed at survival. They tend Sensitive Eyes: You have disadvantage on saving throws made
to use violence as a last resort and consider death a useless waste, against effects that make you blinded or dazzled.
even when it comes to their enemies. Nonetheless, they hardly Valkarian Discipline: You have advantage on saving throws
compromise with those they deem wrong. made against effects that make you frightened.
Valkarians are famous for the value they attribute to the concept Hunter’s Doctrine: You have advantage on any ability
of honor and the idea of being part of a greater whole. For them, check involving tactical and hunting-related matters.
dishonor must always be related to the civic duty that binds them Wild Mask: You can attempt to hide even when you are only
to the community, institutions, and therefore to each individual’s dimmed by foliage, heavy rain, falling snow, mist, dust clouds,
role in the hierarchical system that governs their society. and similar natural effects.
Being practical and determined people, valkarians who become Heat Intolerance: As a native of a cool planet, you have
adventurers are driven by equally practical and clear goals, linked disadvantage on any ability check made against the effects caused
as much to the desire for personal affirmation as to a sense of by exposure to hot climates and extremely hot temperatures.
duty towards their people, towards their companions, or perhaps Resting: You need to complete a full rest every 28 hours.
towards a greater cause. Languages: Valkarian and Espar.
CHAPTER 1: CHARACTERS 31
BACKGROUND BACKGROUNDS
d100 Background d100 Background
This section presents a series of backgrounds from which you can
1–6 Academic 49–54 Law enforcer
choose the one that best suits your character.
7–12 Bureaucrat 55–60 Mystic
BACKGROUND DESCRIPTION 13–18 Commoner 61–66 Outcast
A background description includes the following elements. 19–24 Crewmember 67–72 Soldier
Skills: Each background provides a character with two skills 25–30 Criminal 73–78 Spy
to be chosen from those listed here. 31–36 Engineer 79–84 Trader
Languages: Some backgrounds allow characters to learn
37–42 Entertainer 85–90 Wanderer
additional languages, in addition to those granted by their species.
43–48 Highborn 91–00 Reroll
Equipment: Each background provides a character with a set
of starting equipment.
Background Traits: Every background grants the character
a specific background trait. The description of each background
ACADEMIC
You have spent years in the scholar ranks, dedicating yourself
has three traits from which you can choose the one that best
to one or more branches of knowledge. Your efforts have made
suits your character.
you a master in your field of study and a valued member of the
academic community. Academics are defined by their constant
CUSTOMIZING BACKGROUNDS
The numerous background options presented in this section studies, and their peculiarities well reflect this choice of life.
provide a wide range of possibilities to choose from. However, They assign great importance to knowledge, sometimes for
you may want to change a background to fit your character its own sake, other times as a means to higher goals or ideals.
concept or campaign. This background includes figures such as teachers, doctors,
With the GM’s permission, you can customize a background scholars, scientists, researchers, thinkers, sages, philosophers,
by freely choosing a background trait from those described writers, etc. You can choose the occupation you prefer for your
in this section and two skills that you consider appropriate, character from the ones presented here and use it as a starting
varying the initial equipment and selecting an additional point to make all subsequent choices regarding this background.
language if relevant. If you don’t find a background trait that Skills: Choose two skills from Erudition, Insight, Inspection,
fits what you have in mind for your character, work with your Lucidity, Medicine, Nature, Psionics, Science.
GM to create an appropriate one. Languages: Two of your choice.
Equipment: Common clothing, comlink, doctor or scientist pack,
PLACE OF ORIGIN (OPTIONAL) datapad/2, pen and notebook, a knife, a letter from a deceased
Your character’s place of origin represents where they grew colleague asking a question you haven’t yet been able to answer,
up and can be an essential part of their identity. You can choose a credichip with 150 credits.
or randomly determine (by rolling a d6) the place of origin type
for your character among those described below. The associated BACKGROUND TRAITS
skills (indicated in brackets) are added to the list of those Choose one of the following background traits.
available in the background that you will choose for your Access to Knowledge: While the others have to endure long
character (if not already among them). processes and pay money to consult even the most common
1. Center of Power (Socialite): You come from a major center archives, you have free and easy access to most of the locations
of political power, such as the capital of a nation, a city-state, or where knowledge is kept, although these can always contain
a large space station that serves as the administrative and political reserved sections dedicated to extremely precious (or secret)
hub of an entire space region. knowledge that can be left freely accessible. You have a working
2. Center of Knowledge (Erudition): You come from a place knowledge of the personnel and the bureaucracy of such places,
that hosts a renowned center of knowledge, study, and learning, and you know how to move efficiently through their apparatuses.
such as a big archive, an encyclopedic foundation, a university, Medical Profession: In almost every culture, healers enjoy
a research institute, or a scientific academy. widespread respect. As a doctor, this makes it easier for you to
3. Rural District (Nature): You come from a village or a farm gain the trust of anyone who needs your care. Even if hostile, these
immersed in a rural landscape, among cultivated fields, woods, creatures will be less likely to harm you and will allow themselves
and meadows, where people are dedicated to breeding, agriculture, to be approached if they need treatment. Any malicious act
and every other typical activity of a rural environment. towards them from you or your companions nullifies this attitude.
4. Trading Hub (Trading): The place you come from serves Furthermore, thanks to your experience, a short examination is
as an important commercial hub, in which the principal activity enough for you to quickly understand whether a drug or similar
concerns the purchase and sale of goods and services, often from substance has beneficial or harmful properties without revealing
distant and exotic places. the specific nature or effects.
5. Borderlands (Cunning): You come from border territories, Researcher: Whenever you try to learn or remember something,
disputed and poorly controlled by those who govern them. This but you seem to miss some information, you usually know where
makes them a sort of “no man’s land”, places full of opportunities to get it or who could have it. Usually, the information is provided
but rather infamous and downright dangerous. by academic colleagues, universities, libraries, or other educated
6. Wilderness (Survival): You come from uncontaminated individuals. The GM may also decide that the knowledge you seek
and sparsely inhabited territories dominated by wild nature. is hidden in an almost inaccessible place or cannot be obtained.
Places where small settlements of pioneers, villages, and camps Uncovering the deepest secrets of the universe could take
of nomadic or barbaric people arise. an adventure, if not an entire campaign.
32 CHAPTER 1: CHARACTERS
COMMONER
You have lived among ordinary people, in cities or rural
BUREAUCRAT communities, earning a living in sectors such as agriculture,
You belong to the bureaucratic class and have worked in the primary industry, or craftsmanship. Many commoners consider
political, diplomatic, administrative, or legal fields. You know how their humble origins a virtue, not a deficiency, and always remain
to navigate a maze of rules, codes, and procedures, and you are very attached to the community in which they live, or at least to
familiar with the art of compromise and mediation. Bureaucracy people of their same social background. Sometimes they may not
is a complex machine, and bureaucrats are the gears and oil that appreciate the rich and powerful very much, especially if they are
keep the engine running. Some of them experience this task as used to mistreating people and perpetuating bullying behavior.
a civic duty, others as a means of obtaining prestige and power, This background includes laborers, bricklayers, miners, laborers,
others as a way to influence and change society from within, loggers, farmers, ranchers, fishers, cooks, and many other ordinary
often (but not always) for the better. workers. You can choose the occupation you prefer for your
This background includes figures such as diplomats, politicians, character from the ones presented here and use it as a starting
rulers and administrators, diplomats, ambassadors, officials, point to make all subsequent choices regarding this background.
lawyers, magistrates, jurists, etc. You can choose the occupation
Skills: Choose two skills from Athletics, Fortitude, Inspection,
you prefer for your character from the ones presented here
Mechatronics, Might, Nature, Stamina, Streetwise.
and use it as a starting point to make all subsequent choices
Languages: None.
regarding this background.
Equipment: Common clothing, comlink, technician or explorer
Skills: Choose two skills from Computer, Cunning, Erudition, pack, datapad/2, a knife, a game set, lighter, duct tape, a family
Insight, Lucidity, Mystification, Socialite, Trading. photo or the photo of you and your co-workers, a credichip
Languages: Two of your choice. with 150 credits.
Equipment: Elegant clothing, comlink, spy pack, datapad/2,
encoder, very important government information contained BACKGROUND TRAITS
in an encrypted datachip, a credichip with 100 credits. Choose one of the following background traits.
Land’s Lore: You are a farmer, and the land has taught you
BACKGROUND TRAITS a lot. You have practical and functional knowledge of agronomy,
Choose one of the following background traits. zoology, and meteorology; you can understand if the climatic
Art of Politics: Your political experience has taught you how conditions will lead to good harvests or not and predict the
to deal and negotiate in any circumstance, even the most critical weather within a few hours, or even days if you are lucky.
ones. Thanks to self-control, confidence, and correct use of You know the relationships that bind flora and fauna and
language, you can always attempt to negotiate with people, and the balances that regulate ecosystems. You also learned how
you will always be allowed to expose what you have to say, even to interpret the signals, attitudes, and body language of many
when facing openly hostile opponents. animals, making it easier for you to interact with them.
Diplomatic Corps: While in territories that recognize your Ordinary People: For better or for worse, you look like
diplomatic status, you can more easily gain an audience with a relatively standard character. When you are among ordinary
officials, rulers, and nobles. You also enjoy a certain diplomatic people, most of them do not notice you at all; to them, you are
immunity which allows you to avoid penalties for minor offenses. just another face in the crowd. However, whenever you find
If you are arrested in a foreign land, your country may negotiate yourself in places where ordinary people rarely see each other,
your release, as long as this is possible and convenient. Remember you stand out like a fish out of water. Wherever you go, your
that the abuse of diplomatic immunity could cause its revocation. reputation is unlikely to precede you, and, even if that happens,
State Machine: Your experience in the bureaucratic field no one ever seems to expect you to be the one they heard about.
allows you to interact more easily with any government agency Worker: You have learned to operate with the most disparate
or organization you deal with, and get what you need, even industrial machinery, knowing techniques and procedures for
if it involves circumventing or bending some rules. Wherever loading and unloading goods of all kinds from holds, depots,
you are, you can quickly learn who the most influential and warehouses, as well as organizing work and meeting
individuals are, who to deal with to get the favors you need, and deadlines. You can supervise any team of workers and reduce
the main intrigues currently underway within local power groups. the time required to do any type of manual work by 10%. You
Furthermore, whenever you need to obtain a document, license, can also load a vehicle so that it can safely hold a 10% greater
or similar item, you’re able to bypass most of the required load. Between one adventure and another, you can easily
steps and minimize the time required. find employment as a worker to maintain a modest lifestyle.
CHAPTER 1: CHARACTERS 33
CREWMEMBER CRIMINAL
You have spent years working aboard space vessels, facing all You have earned your living through illegal or dishonest activities.
sorts of unexpected events and dangers. Those who have served You are familiar with the ruthless underworld, and you have
on a crew are usually practical, straightforward, and sometimes survived only by defying rules and laws so far. At first glance,
rude people, but the responsibilities of life on board also make criminals may all appear unscrupulous evildoers, and undoubtedly
them trustworthy and dedicated. A life on ships shapes their many of them are. Some, perhaps the worst, hide behind the
attitude and forms their fundamental bonds. devious masks of good citizens. However, some may also have
Together with the GM, decide the nature of the ship (or ships) healthy, if not redeemable, traits. There may be honor among
you were on board and what your job was on board. Was it a thieves, but criminals rarely show any respect for law or authority.
merchant, military, cruise, exploration, or pirate ship? Were you Every criminal tends to prefer certain wrongdoings rather than
a helmsman, navigator, gunner, machinist, cook, or did you take others. In fact, criminals include bandits, pickpockets, burglars,
some other role? Who were your captain and deputy? Did you robbers, blackmailers, fences, drug dealers, scammers, hitmen,
leave the ship on good terms with your companions, or did you thieves, etc. You can choose the role you prefer for your criminal
escape? You can choose the details you prefer for your experience life from the ones presented here and use it as a starting point
with a crew and use it as a starting point to make all subsequent to make all subsequent choices regarding this background.
choices regarding this background.
Skills: Choose two skills from Cold Weapons, Cunning, Explosives,
Skills: Choose two skills from Astronautics, Computer, Cunning, Intimidation, Mystification, Sleight of Hand, Stealth, Streetwise.
Gunnery, Mechatronics, Piloting, Trading, Zero-G. Languages: None.
Languages: One of your choice. Equipment: Common clothing including a hooded jacket, comlink,
Equipment: Common clothing, comlink, technician or soldier thief or spy pack, a game set, two knives, encoder, telemetric
pack, a knife or a club, 20 meters of nano-fiber cable, two binoculars, a pass to the VIP area of a nightclub run by a mob
different game sets, a lucky charm (you can invent it or choose boss, a credichip with 250 credits.
it from the trinkets listed in Chapter 3), a datachip with the
specs of the ships you served on, a credichip with 200 credits. BACKGROUND TRAITS
Choose one of the following background traits.
BACKGROUND TRAITS Criminal Contacts: You have several reliable contacts in the
Choose one of the following background traits. crime world. You know how to safely exchange information with
Safe Passage: When you need it, you can find a passage your contacts, even over great distances. You know how to find
by ship for you and your companions. You can travel on the same henchmen and bad guys useful to your purposes in whichever
ship you’re serving or aboard another ship with which you are on city you go to. Also, you can always find someone who can
good terms. Since you are asking for a favor, you cannot determine hide you from the police, provide you with information, shelter,
if the route will meet your needs. The GM will determine how long and food, or find you some work, in exchange for some favor.
it will take to get where you need to go. You and your companions Natural-born Impostor: If necessary, you can pass for
are expected to assist the crew during the voyage in exchange anyone. On the street, you might look like a simple commoner
for the free ride. or a merchant; at the gates of a city, you can become a courier
Ship Rat: You are an expert in the internal structure of starships, with an urgent message; you can pass yourself off as a servant
and you always know how to orient yourself within them, sensing in the palace of a noble or ruler too. These deceptions don’t
and remembering the organization of decks, corridors, hatches, hold the scene for very long or sustain a proper inspection,
and specific areas such as the galley, the armory, the engine room but they are often enough to keep you unnoticed and sneak
and so on. When not in combat, you and your fellow adventurers in where you otherwise couldn’t.
can move between any two places inside a spaceship at double Notorious: No matter where you go, people are afraid of you
the normal speed. and your reputation. When you are in a civilized settlement, you
Space Traveler: You are familiar with cosmography and major can freely commit minor crimes, such as refusing to pay for food
space travel routes. You know the major star systems, and you in a tavern or breaking down the door of a local shop, as most
have probably heard of lesser-known ones as well. If you fail an people will not report your activities to the authorities.
Intelligence check to recall some information about space, you’re
still aware of sources you may consult to get the answer you are
looking for unless the GM declares the information as unknown.
34 CHAPTER 1: CHARACTERS
ENGINEER
You have worked in the technical and engineering fields, earning
a living with your ingenuity, inventions, and specialized skills.
Precise and organized or messy and chaotic, engineers always
have their own functional and practical approach to problem-
solving, which is based in equal measure on rationality and
creativity. They appreciate straightforward and linear attitudes
and place great faith in progress and technology, both as an end
in themselves and as a means to pursue higher goals and ideals.
This background includes architects, engineers, technicians,
scheme, including their structural strengths and weaknesses,
inventors, demolition experts, IT and telecommunication experts,
access points, post-construction modifications, and other similar
hackers, and other tech specialists. You can choose the occupation
details. Furthermore, when inside similar structures, you are
you prefer for your character from the ones presented here and
always able to orient yourself, deducing, and remembering the
use it as a starting point to make all subsequent choices regarding
layout of decks, corridors, hatches, passages and specific areas.
this background.
Military Engineer: Your experience in military engineering has
Skills: Choose two skills from Astronautics, Computer, taught you to quickly identify the general features and weaknesses
Cybernetics, Explosives, Gunnery, Mechatronics, of fortifications, defenses, and other structures of military interest
Science, Zero-G. (such as communication towers, power plants, bunkers, hangars,
Languages: None. bridges, and so on). If necessary, you always know how to cause
Equipment: Common clothing, comlinks, technician or scientist the greatest amount of damage to such structures, or, conversely,
pack, knife, lighter, fire extinguisher, heavy-duty tools, 10 you can figure out how to make them less vulnerable to enemy
meters of nano-fiber cable, datapad/2, the schematics of your attacks. You are also an expert in using what you find in an area
still incomplete revolutionary technological project, a credichip to set up improvised barriers and fortifications to defend it.
with 100 credits. Technological Affinity: You have innate responsiveness to
technology. Machinery and technological contraptions simply
BACKGROUND TRAITS seem to work better if you’re the one taking care of them. When
Choose one of the following background traits. something is wrong, most of the time, you just need to give a well-
Astro-technician: You have worked in large space construction aimed hit to the right place, and everything works perfectly again.
sites, where spaceships, stations, and other structures expected Even when you encounter alien or unknown technologies, you
to operate in space are designed and built. A simple glance at always guess what their general purpose is and, if you can’t figure
these artifacts is enough for you to understand their construction it out, you surely know who to turn to for help or useful advice.
CHAPTER 1: CHARACTERS 35
BACKGROUND TRAITS
Choose one of the following background traits.
By Popular Demand: You always find a place to perform,
usually in local theaters, but sometimes even circuses, casinos,
nobleman’s courts, or VIP parties. In such circumstances, you
receive modest or comfortable (depending on the class of your
employer) food and accommodation for free, as long as you perform
ENTERTAINER
You made a living working in the world of entertainment, every night. Furthermore, your performances make you a famous
art, fashion, or information. Entertainers know how to capture person. When you are in a city where you have performed, many
and maintain the public’s attention and often show strong people recognize you and generally are immediately well-arranged
or exaggerated personalities (whether it’s their true self or only towards you.
a surface “mask” they wear). They are inclined towards romantic Excessive Life: People are used to hearing about the scandals
attitudes and frequently rather demanding regarding the practice of all kinds you’re involved with, and they no longer pay attention
of their art and the appreciation of beauty. to them so that you are entirely immune from slander or extortion
This background includes actors, directors, dancers, acrobats, attempts that put pressure on your dissolute lifestyle or behavior.
comedians, musicians, singers, journalists, television presenters, Also, whether you have abandoned your wild and lewd lifestyle
models, sometimes even high-level athletes. But among the or not, by now you know more than a few burning details about
“entertainers,” you can also include professional seducers like the private life of some rich, famous, or influential people, and
gigolos, escorts, etc. You can choose the occupation you prefer when you don’t know them, you always know who or where
for your character from the ones presented here and use it to go to and find them.
as a starting point to make all subsequent choices regarding Pleasant Company: You offer your company to anyone who
this background. can afford to pay it. It can be a sexual performance but often also
means conversation, understanding, and comfort. While you are in
Skills: Choose two skills from Acrobatics, Athletics, Charisma, intimacy with someone, you always know how to put them at ease
Dance, Mystification, Music, Socialite, Visual Arts. and make them trust you. In this way, you have learned (and you
Languages: One of your choice. can learn) hot or intimate information that can be useful, especially
Equipment: Common clothing, comlink, entertainer pack, if they concern important and influential people. Practicing
datapad/2, the gift of an admirer (love letter, lock of hair your profession between adventures allows you to maintain
or another trinket), a credichip with 100 credits. a comfortable lifestyle (see chapter 3).
36 CHAPTER 1: CHARACTERS
HIGHBORN LAW ENFORCER
You have lived among the high society luxuries and mannerisms, You have worked as a member of the police or for a similar
so you feel completely at ease with all the wealth, power, and organization aimed at protecting citizens and ensuring civic order.
privileges involved. Often members of high society live following Therefore, you are familiar with the social fabric and its dynamics,
lifestyles that are very different from most ordinary people, and with people’s attitudes and reactions. Law enforcement officers
their personalities reflect this condition. Being part of high society are often linked to the city or the people they protect or work for,
has many advantages and a long series of bonds, responsibilities, to their companions, as members of the organization they belong
and impositions that can sometimes cause considerable difficulties. to, or to other investigators or bounty hunters. Their goals will
This background includes nobles and aristocrats, heiresses, likely be about supporting community peace and prosperity or
bankers, large landowners, industrial magnates, senior corporate a determination to get justice, catch criminals, or maintain their
executives, etc. You can choose the occupation you prefer for your reputation for trustworthiness.
character from the ones presented here and use it as a starting This background includes police officers, investigators, bounty
point to make all subsequent choices regarding this background. hunters, vigilantes, security forces, civil defense, and emergency
response. You can choose the occupation you prefer for your
Skills: Choose two skills from Charisma, Cunning, Dance,
character from the ones presented here and use it as a starting
Erudition, Music, Riding, Socialite, Visual Arts.
point to make all subsequent choices regarding this background.
Languages: One of your choice.
Equipment: Two sets of elegant clothes, comlink, entertainer Skills: Choose two skills from Cunning, Fortitude, Insight,
or spy pack, a knife, an official document certifying your social Inspection, Intimidation, Kinetic Weapons, Streetwise.
status, a signet ring or other accessory related to your rank, Languages: One of your choice.
a credichip with 400 credits. Equipment: Common clothing, comlink, soldier or spy pack,
a handgun and 2 ENC cells, two sets of standard handcuffs,
BACKGROUND TRAITS a badge or other document identifying you as a law enforcement
Choose one of the following background traits. officer, a datachip containing a collection of files about wanted
Excessive Life: People are used to hearing about the scandals criminals, a credichip with 200 credits.
of all kinds you’re involved with, and they no longer pay attention
to them so that you are entirely immune from slander or extortion BACKGROUND TRAITS
attempts that put pressure on your dissolute lifestyle or behavior. Choose one of the following background traits.
Also, whether you have abandoned your wild and lewd lifestyle Bounty Hunter: When you are in a civilized area, you can find
or not, by now you know more than a few burning details about information on fugitives and their relative bounties and obtain the
the private life of some rich, famous, or influential people, and legal authority to hunt, capture or kill such criminals. Sometimes
when you don’t know them, you always know who or where the authorities would contact you with specific requests. Your
to go to and find them. reputation and knowledge make it easy for you to establish
Followed: You have three servants in your service, faithful to contacts with local law enforcement or militias. When trying
your family or title, and one of them serves as your assistant or to locate a fugitive, you always know where to go and who to ask
personal secretary. These minions are individuals who can perform for useful information if you need to, although sometimes the GM
daily tasks for you, such as serving as a messenger or driver, may determine that such information is unavailable, especially
buying what you need, cooking, helping you put on armor, and if the prey is extremely good at not being found.
running other errands. Still, they will not fight for you or follow Guardian’s Eye: Your experience as a guardian of law allows
you into dangerous areas and could abandon you if constantly you to quickly understand the local situation in terms of legality,
endangered, poorly treated, or insulted. management of justice, and level of criminal activity. You can
Privileged: Thanks to your high social standing, people always easily find the heads of the police or similar organizations,
are inclined to treat you with respect. You are welcome in high and, with the same ease, you can identify places where illegal
society, and people assume you always have the full right to activity is taking place within a community. Still, you are obviously
be wherever you are. Ordinary people go out of their way to make more welcome in the first clique than in the latter.
you comfortable and avoid annoying you. If you need to, you can Urban Hound: Your experience as an investigator allows you to
easily get an audience from local rulers and others from the higher find and stay in contact with individuals who may prove helpful in
echelons of society, who will generally treat you as their equal. your investigation. These connections can be part of the criminal
world, common citizenship, or high society. You can find a useful
contact in any city you visit, usually, a person who can provide you
with information about personalities, places, and events in the area.
CHAPTER 1: CHARACTERS 37
MYSTIC OUTCAST
You are – or have been – a man of faith, an ecclesiastical, or Whether you wanted it or were forced to, you have lived on
a scholar of cultures and religious beliefs. Mystics are shaped society’s edge, following the harsh law of the street, fighting every
by their experiences in places of worship or within religious day to survive in the poorest and most infamous neighborhoods
communities. The study of history, the principles of faith, and and among the poorest people. You are not necessarily a criminal,
relations with sacred places and ecclesiastical hierarchies shape but you know what it means to live every day between decay,
your behavior and ideals. However, despite spirituality being misery, and crime. For better or for worse, the outcasts are
the cornerstone of a mystic life, this does not make it less tempered by a life of desperate poverty. They tend to be driven
vulnerable to defects such as hypocrisy, heresy, or excess. by devotion for the people they grew up with on the street
This background includes ecclesiastics and prelates, spiritual or by a burning desire to get a better life and perhaps revenge
guides, gurus, preachers, prophets, shamans and druids, hermits, on all the rich people who mistreated them.
missionaries, theologians, and religious studies experts. You This background includes figures such as street orphans,
can choose the occupation you prefer for your character from hooligans, beggars, misfits, or anyone who is part of the most
the ones presented here and use it as a starting point to make disadvantaged and marginalized classes of society. You can
all subsequent choices regarding this background. choose what your character did during their life on the street
and use it as a starting point to make all subsequent choices
Skills: Choose two skills from Charisma, Erudition, Fortitude,
regarding this background.
Insight, Lucidity, Medicine, Nature, Psionics.
Languages: One of your choice. Skills: Choose two skills from Athletics, Inspection, Intimidation,
Equipment: Common clothing and cassocks (if appropriate), Natural Weapons, Stamina, Stealth, Streetwise, Survival,
comlinks, explorer or doctor pack, a sacred symbol (a gift Languages: None.
received when you took the vows), a rosary, a prayer book Equipment: Rather worn common clothing, comlink (second hand),
or a notebook filled with notes on your mystical studies, explorer or thief pack, a metal knuckles, a knife, a slingshot
a credichip with 150 credits. and a bag with 40 shots, a game set, lighter, duct tape, a map
of the city you’ve lived in, a credichip with 150 credits.
BACKGROUND TRAITS
Choose one of the following background traits. BACKGROUND TRAITS
Mystical Revelation: A life dedicated to prayer and research Choose one of the following background traits.
has led you to a unique and significant discovery. The exact nature Forged by Starvation: Living in hardship has taught you
of this revelation depends on the nature of your studies and your to endure hunger and thirst without batting an eye. If the need
faith. It could be a great truth about the universe, a premonition, arises, you can survive on half the normal daily amounts of food
or the solution to a secular mystery. You may have rediscovered and water you would normally need without suffering any adverse
a long-forgotten fact or found an ancient relic from the past that effects, for a number of days equal to your Toughness score,
could rewrite history. Confront with your GM to determine the after which you will begin to suffer the effects of hunger
details of your discovery and its impact on the campaign. and as thirst as anyone else (see Chapter 2).
Reformed Fanatic: You have been affiliated with a sect of Secrets of the City: You have seen so many cities now that
fanatical cultists and came out of it. This experience allows you a few glances are all you need to orient yourself in any urban
to identify anyone who is part of such a community quickly. After environment. You can instinctively find the most hidden city
all, all extreme cults look alike, and their members tend to have ravines and find passages and shortcuts in the urban context that
similar behavioral patterns. By extension, it is also easier for others would not notice. When not in combat, you and your fellow
you to recognize drug addicts, compulsive liars, or people with adventurers can travel between any two places in a city at double
other similar disorders. At the GM’s discretion, some of your the normal speed.
former brethren may not know that you have turned your back Street-folks Solidarity: Those who live in poverty often distrust
on their faith and may offer you assistance, board and lodging others but tend to trust and sympathize with those who live or have
(but to you only). However, in that case, the question is whether lived in the same condition. Wherever you go, you can easily mingle
or not you are willing to remain in their company again. with the street people, who are a great source of local rumors
Shelter of the Faithful: As a religious individual, you gain the and information. Also, you can find a place to hide, rest or recover
respect of those who share your belief or who otherwise recognize among the outcasts of each city, unless you represent a danger
your position as a man or woman of faith. Together with your to them. Street people will protect you from the law or whoever
fellow adventurers, you can receive free care, hospitality, and is looking for you, but they will never risk their life for you.
assistance in all centers of worship and other places belonging
to your church. Between one adventure and the next, those
who share your same religion will support you with a modest
lifestyle (but they’ll support just you).
38 CHAPTER 1: CHARACTERS
SOLDIER
As far as you can remember, war has been your life. You trained
as a young man, learning the use weapons and armor and how
to survive on the battlefield. You may have been part of a regular
army, a mercenary company, a local militia, or a resistance force.
The horrors of war, combined with the rigid discipline required
by the training received, leave an indelible mark on all soldiers,
shaping their ideals, creating solid bonds, and often leaving them
hardened by the experiences or vulnerable to fear or hatred.
When choosing this background, agree with the GM to
determine the military organization and the department you
belonged to, your rank, and the experiences that marked your
military career. You can choose and use them as a starting point
to make all subsequent choices regarding this background.
Skills: Choose two skills from Alertness, Cold Weapons,
Explosives, Fortitude, Kinetic Weapons, Reflex, Survival, spend their time. Between one adventure and another, you can
Warfare. find work as a mercenary to maintain a comfortable lifestyle.
Languages: None. Military Rank: You have a military rank due to your service
Equipment: Common clothing, a uniform suitable for the body in the army. Soldiers loyal to the military body you were (or are)
and department in which you served, comlink, soldier pack, a part of recognizing your authority and show you respect if lower
a tactical knife, a handgun and 2 ENC cells, emblem or insignia in rank. You can use your status to influence other soldiers and
indicating your rank, a trophy collected from a killed enemy, commandeer ordinary equipment for temporary use. You can
a credichip with 100 credits. freely enter military camps and friendly fortresses where your
rank is recognized.
BACKGROUND TRAITS Veteran: Those who stare at your gaze can perceive that you
Choose one of the following background traits. have faced the horror of war. No matter how fearful you may be,
Mercenary Life: Thanks to your experience as a mercenary, ordinary people have respect for who you are and what you have
you can recognize mercenary companies by their emblem and lived and do all sorts of courtesy to you, doing what they can
know various details about them, including the names and to help you. Unless you represent a danger to them, it won’t be
reputations of their commanders and leaders, as well as who difficult for you to find accommodation and often even a hot meal
recently hired them. In any location, as long as you can speak the with the commoners, who may even come to support you and
local language, you are able to find the places where mercenaries take up your defense, should you face an enemy alone.
CHAPTER 1: CHARACTERS 39
SPY TRADER
You have been (or still are) part of an organization dedicated You have been (or you still are) a merchant who has dedicated
to espionage and/or counter-espionage. It could be a government their life to profit and has gained experience handling goods,
agency, a private company, a revolutionary group, or even assets, or services of all sorts. Traders very well know the
a criminal organization. In any case, you have learned to juggle importance of prudence, but they also understand the importance
deceptions, intrigues, and machinations. For better or for worse, of taking a risk when it’s worth it. They value hard work,
spies always remain closely tied to the world of conspiracies cooperation, and mutual relationships, all equally significant for
and secrets, even when they are no longer an active part of it. their job. However, they are also vulnerable to cynicism and greed,
The factions or individuals they have worked for easily end up ending up convincing themselves that profit is the most important
being associated, directly or indirectly, with them. At the same thing and money can buy anything.
time, prudence, justice, altruism, ambition, and personal gain This background includes shopkeepers and merchants of all
often find their place between their ideals. sorts, smugglers, dealers, stock exchange agents, speculators,
This background includes figures such as secret agents, financial experts, economists, and so on. You can choose the
informants, infiltrators, counter-espionage specialists. You can occupation you prefer for your character from the ones presented
choose the details you prefer for your character and use them here and use it as a starting point to make all subsequent choices
as a starting point to make all subsequent choices regarding regarding this background.
this background.
Skills: Choose two skills from Cunning, Erudition, Insight,
Skills: Choose two skills from Charisma, Computer, Cunning, Mystification, Socialite, Streetwise, Trading.
Insight, Inspection, Lucidity, Mystification, Stealth. Languages: One of your choice.
Languages: One of your choice. Equipment: Common clothing, comlink, spy or explorer pack,
Equipment: Common clothing, comlink, spy pack, a taser, datapad/2, a knife, a game set, an exotic object that you got
flashlight, wiretap, encoder, a name list of people you know in a recent transaction, you don’t know why but you are
some awkward secrets about, a credichip with 100 credits. convinced that it is precious and perhaps even dangerous,
a credichip with 150 credits.
BACKGROUND TRAITS
Choose one of the following background traits. BACKGROUND TRAITS
Anonymous: Your years as a spy have taught you not to Choose one of the following background traits.
attract attention. The way you walk, move, and talk is deliberately Corporate: As a respected member of a mercantile corporation,
anonymous and forgettable. Unless someone makes an active and you can enjoy the benefits that such affiliation guarantees. In many
specific effort, if you wear ordinary clothes, no one will remember cities, the corporate headquarters offers food and lodging to its
you, your face, or any traits somebody could identify you with. members and a place to meet valuable potential engagements,
You can also write using various secret codes that can only contacts, colleagues, or customers. Furthermore, corporations
be read by those who know them (although they can still often hold substantial political power, so if you’re ever accused of
be deciphered in other ways). a crime, your corporation will support you if you can demonstrate
False Identity: You have created a second identity complete your innocence or if the transgression is legitimate. The affiliation
with documents, acquaintances, and disguises that allow you to a corporation requires a monthly offering of 10 credits, while
to take on another persona. You can also forge documents, both special services may require extra donations. If you can’t pay
official and personal, as long as you have already seen an example that, you will eventually have to collect the debt to maintain
of the document or handwriting you intend to copy. good relations with the corporation.
Network of Spies: You have eyes and ears everywhere, thanks Smuggler: Sometimes, people look for “difficult” things to get
to a network of reliable agents and informants that you have built that you can procure them – at the right price, of course. When
up over the years. You can efficiently discover rumors, news, and you find yourself in civilized areas, you always know how to contact
confidential information regarding what (or who) interests you black market fences, other smugglers, or customers interested
through this network. You know how to communicate with your in your goods. In other words, you always know where to buy any
whistle-blowers safely, even over great distances. These contact illegal asset. You also know those who can give you permits (real
agents can also provide you with a safe haven by guaranteeing or counterfeit) necessary to transport these goods in case of need.
you room and board. However, they will never risk their lives Trader Instinct: Whenever you see interesting objects, you can
for you or risk revealing their secret identities. always evaluate them and remember some interesting information
about them (as long as there is something to know). If you can’t
estimate the price of an item yourself, you always know where
to get a reliable assessment unless the GM considers the object
too rare or mysterious. Similarly, you always know who to contact
when you have to sell or buy goods, including the rarest, most
unusual and expensive objects.
40 CHAPTER 1: CHARACTERS
WANDERER
You have traveled for most of your life, crossing remote places,
meeting different people, and seeing things that others cannot
even imagine. You face difficulties, far from ease and comfort,
across wild borders, making travel and self-sufficiency your BACKGROUND TRAITS
lifestyle. Often considered rude or even savage by civilized Choose one of the following background traits.
people, travelers do not give much importance or consideration Foreigner: Your accent, your manner, and sometimes your
to the comforts of civilian life. The relationship with the freedom appearance identify you as a foreigner. Curious looks are directed
of travel and the fascination of the natural world are often at you wherever you go, which is annoying, but can guarantee
the most profound bonds for these individuals. the attention of individuals interested in the news you can bring.
This background includes figures such as scouts, explorers, You can use this attention to gain access to places and people
guides, jackals and treasure hunters, members of nomadic people, you wouldn’t usually be able to get to. Nobles, rulers, and scholars,
but also exiles, pilgrims, and others called to a life of vagrancy for just to name a few, might be very interested in hearing stories
various reasons. You can choose the occupations you had during from distant worlds.
your travels and use it as a starting point to make all subsequent Space Traveler: You are familiar with cosmography and major
choices regarding this background. space travel routes. You know the major star systems, and you
have probably heard of lesser-known ones as well. If you fail an
Skills: Choose two skills from Alertness, Athletics, Climbing, Intelligence check to recall some information about space, you’re
Piloting, Stealth, Streetwise, Survival, Swimming. still aware of sources you may consult to get the answer you are
Languages: One of your choice. looking for unless the GM declares the information as unknown.
Equipment: Comfortable and travel-friendly common clothing, Rover: You have an exceptional memory for maps, geography,
comlink, explorer pack, a belt-pouch, a quarterstaff, a knife, places and orientation. You can never forget the general layout
a game set, sterilizer, a map of the city or the region you of lands and settlements or other features of the territory.
last visited, an item that reminds you of your origins, linked In addition, every day you can find fresh food and water for
to a place you have visited, or an experience you have lived, you and five other people, as long as it is possible to find some
a credichip with 200 credits. in the area you are in.
CHAPTER 1: CHARACTERS 41
CLASSES CLASS DESCRIPTION
Each class description includes the following elements:
In FARSIGHT there are three classes you can choose from, Initial vitality: A character’s vitality represents their
deliberately designed to be generic archetypes, “containers” psychophysical health state, their ability to resist damage,
that help you frame what are your character’s main capabilities and their reserve of physical and mental energy. The class
and tactics, but it is up to you to “fill in” them by choosing class determines the character’s starting vitality points pool.
features and talents, according to your character’s concept. Thereafter, the character’s vitality points maximum will
This section contains all the information relating to the three increase with level (see “Gaining Levels,” later in this chapter).
character classes. Here is a brief presentation of them. Initial skills: At 1st level, the class provides a character
Delta: Delta characters are individuals devoted to action, endowed with a certain number of initial skills, some specified, others
with great endurance and preparation that makes them selectable from a list that appear at this entry.
extremely capable in dangerous situations and in combat. Class features: Each class provides a character with
Sigma: Sigma characters focus on the reliability, effectiveness, and a variety of special features, including talents and other
versatility of their knowledge and skills, thanks to which they specific capabilities. These features are listed and explained
are able to cope in any situation. in detail in each class description, ordered according
Psi: Psi characters exploit the extraordinary potential of the mind, to the level the character must reach to obtain them.
the mysterious psionic power, thanks to which they develop
amazing psychic abilities.
42 CHAPTER 1: CHARACTERS
DELTA DELTA
Delta-class characters are the most accustomed to action and Level Class Features
danger. Many of them are professional fighters such as soldiers, 1 Action Surge (1 use), Danger Sense, Chosen Weapons (1)
paid mercenaries, lone vigilantes, or members of an assault
2 Talent
team. Whether they face danger for glory, for money or just to
experience the thrill of risk, deltas do it because that’s what they 3 Chosen Weapons (2)
do best. Deltas have exceptional tactical and combat abilities, 4 Talent
and benefit from their physical skills and rigid discipline learned 5 Extra Attack (2 attacks)
during training. Every single delta practices different styles, 6 Talent
specializing in the use of certain weapons and adopting specific
7 Indomitable (1 use)
tactics. They tend to be confident and ready in any situation and
8 Talent
their nerve is unlikely to betray them, even in the most dangerous
circumstances. 9 Action Surge (2 uses)
Most deltas have received at least basic training from a mentor 10 Talent
or military corp. However, there is no shortage of self-taught 11 Indomitable (2 uses)
people who are trained thanks to experience in the field. 12 Talent
Initial vitality: 15 + STR + WIL. 13 Extra Attack (3 attacks)
Initial skills: You gain the following skills. 14 Talent
15 Indomitable (3 uses)
• You get two skills of your choice from the following list: Cold
Weapons, Energy Weapons, Kinetic Weapons, Natural Weapons. 16 Talent
• You get three skills of your choice from the following list: 17 Action Surge (3 uses)
Alertness, Athletics, Climbing, Computer, Explosives, Fortitude, 18 Talent
Gunnery, Inspection, Intimidation, Medicine, Piloting, Reflex, 19 Specialized Weapons
Stamina, Stealth, Survival, Swimming, Throwing, Warfare,
20 Talent
Wrestling, Zero-G.
CHAPTER 1: CHARACTERS 43
SIGMA SIGMA
Sigma-class characters are experts and specialists with extensive Level Class Features
knowledge and practical skills. These are mechanics, technicians, 1 Assured Outcome (1 use), Expertise (1)
scientists, doctors, pilots, sappers, thieves, smugglers, or any
2 Talent
other role involving exceptional mastery and especially reliability.
In general, sigmas make good use of cleverness and expertise 3 Overturn the Odds (1 use)
to achieve their goals. They can be excellent fighters, but their 4 Talent
approach to action is very different from that of the deltas. In any 5 Assured Outcome (2 uses)
case, no one is better suited than them when it comes to solving 6 Talent
problems and devising ways to get out of thorny situations.
7 Expertise (2)
Sigmas tend to have unshakable confidence in themselves
8 Talent
and their abilities, and it’s also thanks to it that they succeed
so well in what they do. 9 Extra Attack (2 attacks)
Sigmas can be independent figures, ready to put their signature 10 Talent
where the pay is good and their skills are used in the best way, 11 Overturn the Odds (2 uses)
or they can work for an organization or even be part of a crew 12 Talent
or a military corp.
13 Expertise (3)
14 Talent
Initial vitality: 13 + STR + WIL. 15 Assured Outcome (3 uses)
Initial skills: You gain the following skills.
16 Talent
• You get one skill of your choice from the following list: 17 Overturn the Odds (3 uses)
Cold Weapons, Energy Weapon, Kinetic Weapons. 18 Talent
• You get two skills of your choice from the following list:
19 Expertise (4)
Astronautics, Computer, Cybernetics, Explosives, Gunnery,
Mechatronics, Medicine, Mystification, Nature, Piloting, Reflex, 20 Talent
Science, Sleight of Hand, Trading, Zero-G.
• You get any two skills of your choice from those not mentioned When you reach 7th, 13th, and 19th levels, you can choose
in the previous points. one more of your skills to apply this privilege to.
44 CHAPTER 1: CHARACTERS
PSI PSI
Psi-class characters are individuals capable of manifesting the Level Class Features Praxis Powers PL
power of their mind and this gives them extraordinary abilities. 1 Psionic Power, Discipline (1) 2 1 2
However, being able to master psionic powers requires constant
2 Talent 2 1 2
exercise and an iron mental discipline. For this reason, psis give
up versatility to focus on the use of their mysterious psychic 3 Eidetic Mind 3 1 3
potential. Often, however, possessing psionic abilities also turns 4 Talent 3 1 3
out to be a curse, placing those who possess them in a difficult 5 – 4 1 4
position towards people who do not. In fact, “normal” people 6 Talent 4 1 4
are not infrequently led to be wary of psi individuals and
7 Discipline (2) 4 2 4
to fear the strange and dangerous powers they possess.
8 Talent 4 2 4
Psis can develop their abilities through formal training
or self-taught, starting from an innate spark. In any case, sooner 9 Psionic Restoration (1) 5 2 5
or later anyone who demonstrates to be able to use psionic powers 10 Talent 5 2 5
attracts attention and, whether they want it or not, this gift 11 Iron Mind 5 2 5
radically changes their life. 12 Talent 5 2 5
Initial vitality: 11 + STR + WIL. 13 Discipline (3) 5 3 6
Initial skills: You gain the following skills. 14 Talent 5 3 6
• You get the Fortitude and Psionics skills. If you already have 15 Psionic Restoration (1) 6 3 6
any of these skills, you can replace it with one of those listed 16 Talent 6 3 6
in the next point. 17 – 6 3 7
• You get two skills of your choice from the following list: 18 Talent 6 3 7
Alertness, Charisma, Cunning, Erudition, Insight, Inspection,
19 Discipline (4) 6 4 7
Intimidation, Lucidity, Medicine, Nature, Science, Socialite.
20 Talent 6 4 7
CLASS FEATURES
As a Psi, you gain the following class features when you reach reach 7th, 13th, and 19th levels. Disciplines are described
the specified level (see the Psi table). in Chapter 5.
PSIONIC POWERS TALENTS
Much of a psi’s potential comes from their psionic powers. Whenever you reach an even level (2nd, 4th, 6th, and so on), you
See Chapter 5 for detailed rules on the use of psionic powers. gain the first rank in a new talent or an additional rank in a talent
Praxis: Praxis are minor psionic powers that can be manifested you already own. Talents are described in the “Talents” section,
without expending psi points (see below). You know the number later in this chapter. Remember that in order to acquire
of praxis listed in the Praxis column of the Psi table, in addition a talent you must meet its prerequisites (if any).
to any other praxis you know from other sources (such as racial
traits or talents). EIDETIC MIND
Powers: The number of psionic powers you know depends on Starting at 3rd level, your mind is able to perceive and store a large
your level, as indicated in the Powers column of the Psi table. You amount of passive information. You gain the following benefits:
can only learn powers that belong to disciplines you have access to • You vaguely sense magnetic fields and this allows you to
(see below). Furthermore, every time you get a new level, you can always know where north is, provided you are on a planet
decide to replace a power you know with another of your choice, with a geomagnetic field.
always belonging to one discipline to which you have access. • You can instinctively keep track of the passage of time,
Psi Points (psi): You have a pool of psi points equal to 6 + INT. even if you are devoid of any reference.
This pool increases by 1 for each level you gain beyond 1st level • You can perfectly remember anything you have seen or heard
and whenever your Intelligence score increases by 1. You spend up to a number of months in the past equal to your INT score.
psi points when you manifest your psionic powers. Finishing
a full rest restores all spent psi points. PSIONIC RESTORATION
Psionic Limit: Your psionic limit indicates the maximum Starting at 9th level, every time you finish a short rest you
amount of psi points you can spend when manifesting a psionic recover 1 psi point. Once you reach 15th level, you recover
power. The value of your psionic limit depends on your level, 2 psi points instead.
as indicated in the PL column of the Psi table.
IRON MIND
DISCIPLINE Starting at 11th level, you have advantage on ability checks made
At 1st level, you gain access to a psionic discipline of your choice. to maintain concentration, to resist effects that make you stunned,
You gain access to another discipline of your choice when you and to avoid letting others see your emotions.
CHAPTER 1: CHARACTERS 45
TALENTS
one or more perks from the same talent). Unless otherwise
noted, talent perks can only be chosen once.
The talents available to the characters are described below. Each Some talents contain only one perk. In those cases, you can only
talent grants a character new capabilities or features, or improves get one rank on such a talent, or instead, the talent grants a single
the ones they already have. If a talent has prerequisites, you benefit that improves each time you get a new rank in it.
must meet all of them to be able to select it. If you ever lose
the prerequisite for a talent you own, you will no longer be ARMOR TRAINING
able to use that talent until you have recovered the prerequisite. You are trained in armor and shields usage, making the most
Most talents contain a number of related capabilities, called of the protection they offer.
perks. Whenever you choose a talent for the first time or get a new When you acquire this talent and each time you gain an
rank in it, you will be able to select one of these perks. Sometimes, additional rank in it, you can freely select one of the following
perks are numbered, in which case you must select them in order perks, but you must meet the related prerequisites.
starting from the first, and getting the next each time you get
SHIELD EXPERT
a new rank in the talent. Other times the perks are not numbered
and you can select one of your choice whenever you get a rank You get the following benefits:
in it. However, in these cases, the perks may have prerequisites • You ignore shields Strength requirement and consider all shields
that you must meet in order to acquire them (for example, having as light weapons for the purpose of two-weapons fighting.
• When you wield a shield, in addition to apply its bonus to your
Defense, you apply it also to your DEX saving throws, unless
TALENTS you are incapacitated.
Talent Prerequisites • When you wield a large shield, if you are affected by an effect
that allows you to make a DEX saving throw to halve the damage
Armor Training –
you take from it, you can use your reaction to take no damage
Astronaut STR 1, Zero-G if you succeed on the saving throw, placing the shield between
Bastion STR 1, WIL 1, Fortitude you and the source of the effect.
CMB 2, STR 1, at least one skill between Cold • If you attack with a shield and hit, you can make an attempt
Berserker
Weapons and Natural Weapons to shove the target as part of the attack.
Biotic STR 1, INT 1, metabiosis discipline
ARMOR EXPERT
Charmer INT 2, Psionics, telepathy discipline You get the following benefits:
Commander WIL 2, Cunning, Intimidation
• You consider armors Strength requirement 1 point lower.
Cybernetic Affinity –
For example, if an armor requires STR 2 you consider
Demolition Expert CMB 1, TEC 1 it as if it requires STR 1 (see Chapter 3).
Drone Companion TEC 2, Mechatronics • If you wear light armor, you ignore its armor penalty.
Entropist INT 1, WIL 1, Psionics, psionic powers
ARMOR VETERAN
Gladiator CMB 2 Prerequisites: Armor Expert
Hacker INT 1, TEC 1, Computer You get the following benefits:
Hunter DEX 1, PER 1, Stealth, Survival • While wearing medium or heavy armor, you have advantage
Illusionist INT 2, Psionics, illusion discipline on any ability check you make to avoid falling prone or being
Investigator INT 1, PER 1, Inspection, Insight moved against your will.
Martial Artist CMB 1, DEX 1, Natural Weapons • If you wear medium armor, you ignore its armor penalty.
Mentalist INT 2, Psionics, telepathy discipline ARMOR MASTER
Metapsionics Psionics, psionic powers Prerequisites: Armor Veteran
Physical Endurance STR 2, Stamina You get the following benefits:
Pilot DEX 2, Piloting • While wearing medium or heavy armor, you have advantage
Precog INT 2, Psionics, prescience discipline on all Strength saving throws.
Psionic Aptitude INT 1, Psionics
• You completely ignore the armor penalty due to the armor
you wear, regardless of its type.
Psionic Blade CMB 1, INT 1, Psionics, telekinesis discipline
Psychic Fighter CMB 1, INT 1, Psionics, psionic powers ASTRONAUT
Radiation Resistance – Prerequisites: Strength 1, Zero-G
Scholar INT 2, Erudition You are used to life in space. This talent has only one rank.
Scoundrel WIL 2, Charisma, Cunning
When you acquire it you get the following benefits:
CMB 2, PER 1, at least one skill between Cold • While in low gravity or zero gravity conditions, you consider
Sharpshooter
Weapons, Kinetic Weapons, and Energy Weapons your STR and DEX scores to be 1 point higher.
Sneak Attack CMB 1, DEX 1, Stealth • Gain a +1 bonus to all your ability checks while aboard
Technician TEC 2, Mechatronics a spaceship, space station, or similar structure in space.
• You have advantage on ability checks and saves related
Technomedic INT 1, TEC 1, Medicine, Science, Cybernetics
to depressurization, vacuum exposure, radiation,
Vanguard DEX 1, PER 1, Reflex and any other space-related environmental hazards.
46 CHAPTER 1: CHARACTERS
BASTION
Prerequisites: Strength 1, Will 1, Fortitude
Bastions are bulwarks of defense, soldiers trained to protect
at all costs and to draw enemy attacks on themselves.
BERSERKER
1. PROTECTOR Prerequisites: Combativity 2, Strength 1, at least one skill between
You know how to protect those nearby you from enemy attacks, Cold Weapons and Natural Weapons
using your own body to shield them if necessary. You get the Berserkers are warriors who fight with a brutal and uncontrollable
following benefits: fury that gives them unparalleled strength and endurance.
• When a creature you can see attacks a target that is adjacent 1. RAGE
to you, you can use your reaction to give disadvantage In battle, you fight with primal ferocity. On your turn,
on its attack roll. you can enter a rage as a minor action. While raging,
• During your turn, you can choose to shield an ally that you get the following benefits:
is adjacent to you. This choice requires no action. If you
• You have advantage in Strength checks.
do so, until the start of your next turn, all attacks directed
• You have resistance to kinetic damage.
at the protected ally affect you instead. You can always choose
• When you make an attack with a melee weapon and apply
not to protect the ally from a specific attack, as long as this
the appropriate skill to the attack roll, you can apply that
decision is made before the attack roll is made.
skill bonus also to the damage roll for that attack.
2. DEFENSIVE MASTERY If you are able to use psionic powers, you cannot manifest
You are an expert in defending yourself effectively using them or focus on them while in rage.
the protection of the armor you wear. While wearing medium Your rage lasts for 1 minute but ends early if you fall
or heavy armor, you get the following benefits: unconscious or if your turn ends without you attacking
• You gain a +1 bonus to your Defense. any creatures or taking any damage since the end of your
• When a creature hits you with an attack, you gain a +4 bonus last turn. You can also decide to end your rage voluntarily,
to your Defense against other attacks from that creature for as a minor action.
the rest of the turn. You can enter a rage a number of times equal to your STR
• When you are hit by an attack that you are aware of, you score. You regain all spent uses when you finish a full rest.
can use your reaction to gain resistance to the damage dealt
2. FERAL INSTINCT
by that attack.
Your instincts are so keen that you have advantage on initiative
3. ATTRACT ENEMIES rolls. Also, if you are surprised at the start of combat and you
As a minor action, you can get opponents to focus their attacks are not incapacitated, you can act normally during your first turn,
on you. If you do, all enemies that can see and hear you within but only if you enter a rage before doing anything else that turn.
10 meters of you must make a PER (Insight) saving throw
3. FURIOUS RAGE
with DC 12 + your WIL (Fortitude) bonus.
When you enter a rage, you can decide to go furious. If you
Enemies who fail their saving throw will not be able to
do so, for the duration of your rage you can make a single melee
voluntarily attack creatures other than you until the start of
attack as a minor action during each of your turns. However,
your next turn. This effect ends for an enemy if it is no longer
when the rage ends you suffer a level of exhaustion.
able to see you or if you become incapacitated.
4. IMPROVED RAGE
4. DISTRACT ENEMIES
While you are raging, you gain the following additional benefits:
As a minor action, you can attempt to attract the attention of
enemies in order to distract them and benefit your allies. If you • At the start of your turn, you can forsake any concern
do so, all enemies that can see and hear you within 10 meters of for defense to attack with reckless brutality. If you
you must make a PER (Insight) saving throw with DC 12 + your do so, until the start of your next turn you have advantage
WIL (Fortitude) bonus. on melee attack rolls but attack rolls made against you
Enemies who fail their saving throw give advantage to attack have also advantage.
rolls made against them by your allies (but not by you) until • You can’t be charmed or frightened. If you are affected by
the start of your next turn. This effect ends for an enemy one or more of these conditions when you enter the rage,
if it is no longer able to see you or if you become incapacitated. their effects are suspended for the duration of the rage.
CHAPTER 1: CHARACTERS 47
5. SUPERIOR RAGE • At the start of each of your turns, if you have at least 1 vitality
While raging you become relentless. You get the following benefits: point left, you gain a number of temporary vitality points equal
to your Intelligence score.
• Your rage is so fierce that it ends early only if you fall
• If at the end of your turn you are at 0 vitality points, you can
unconscious or if you decide to end it.
spend a number of psi points up to your INT score and instantly
• While in rage, if you take damage from a creature that
recover an equal number of vitality points. Once you use this
is adjacent to you, you can use your reaction to make
feature, you must finish a rest before you can use it again.
a melee attack against that creature.
• Your rage can sustain you beyond your normal limits. If you drop
to 0 vitality points while raging and don’t die outright, you can
CHARMER
Prerequisites: Intelligence 2, Psionics, access to the psionic powers
make a DC 13 STR (Stamina) saving throw. If you succeed, you
of the telepathy discipline
drop to 1 vp instead. Each time you use this feature after the first,
Charmers are psionicists who specialize in using their power
the DC increases by 5. At the end of a rest, the DC resets to 13.
to influence other people’s minds and bend them to their will.
48 CHAPTER 1: CHARACTERS
COMMANDER CYBERNETIC AFFINITY
Prerequisites: Will 2, Cunning, Intimidation When you acquire this talent, your tolerance limit for cyberware
Commanders are those who lead the action and use their installation increases by 3 points (for more information see
leadership skills to lead and inspire their allies in battle “Cyberware”, in Chapter 3).
or to strike fear into their enemies. You can select this talent a second time, gaining the second rank
in it. If you do this, your cyberware tolerance limit increases by an
1. BORN LEADER
additional 3 points, for a total of 6.
You inspire authority in your allies. You get the following benefits:
• You have advantage of all your Will checks you make towards DEMOLITION EXPERT
your allies, followers, and underlings. Prerequisites: Combativity 1, Tech 1
• On your turn, you can take a Help action as a minor action. Demolition experts are individuals who specialize in the use of
Also, when you use this action to help an ally attack a creature, heavy weapons, artillery, and explosives.
that creature can be within 20 meters of you (rather than When you acquire this talent and when you gain an additional
adjacent to you) as long as it can see or hear you. rank in it, you can freely select one of the following perks, but you
• If during your turn you do not move from your position, at the must meet the related prerequisites.
end of that turn you can use your reaction to allow one ally you
EXPLOSION ARTIST
can see within 10 meters of you to move up to half its speed. To
Prerequisites: Explosives
be able to move in this way, the ally must not be incapacitated.
You are an explosives expert. You get the following benefits:
2. INCITE ALLIES • You add your rank in the Explosives skill to the saving throws
You can spur your allies to fight with more fervor and courage. DC required by the blasting weapons you launch or place.
During your turn, you can use your action and choose one • When you throw a blasting weapon by hand, you can throw
of the two effects described below. it up to close range without having to make any ability check
• You and all your allies within 6 meters of you who can see, hear and the weapon will explode exactly at the point you indicate.
and understand you, gain advantage on the first ability check Instead, if you throw it at short range, you have no disadvantage
you make before the start of your next turn. on the check made for this purpose (see Chapter 2).
• You and all your allies within 6 meters of you who can see, • When using placeable explosives and mines, they deal
hear and understand you are immune from being charmed 2 extra damage dice when they explode.
and frightened, until the start of your next turn.
HEAVY WEAPONS EXPERT
The effect ends if you become incapacitated. Furthermore, an ally Prerequisites: Strength 1, Gunnery
no longer benefits from the effect if they can’t see you anymore. You are a heavy weapon expert. You get the following benefits:
3. INTIMATE SURRENDER • When you use weapons with the bulky property, you take no
As an action, you can order surrender to an opponent penalty to your Defense and initiative rolls, nor do you suffer
who has less than half their maximum vitality points. disadvantage on attack rolls with them if your size is Small.
Make a WIL (Intimidation) check against the target’s WIL • When you take the attack action using an artillery weapon,
(Fortitude) check. If you win the contest, the target surrenders, you can make the number of attacks you can normally make,
drops whatever weapon they are holding, and no longer takes rather than being limited to just one attack.
any hostile action against you or your allies. The effect ends
if you or one of your allies attack the target or if they are DRONE COMPANION
no longer able to see you. Prerequisites: Tech 2, Mechatronics
A creature is immune to this feature if it is immune You know how to build a special companion drone that assists you
from being frightened or if it doesn’t know any language. during combat and exploration.
CHAPTER 1: CHARACTERS 49
2. MULTIPURPOSE DRONE
ENTROPIST
Prerequisites: Intelligence 1, Will 1, Psionics, ability to manifest
You reprogram the drone by increasing its operational capabilities.
psionic powers
The drone has the following additional action options:
Entropists are psionicists who abandon themselves to the
• Mark target: You indicate a target that both you and the drone tumultuous forces of chaos and entropy, which stir under
can see. With its action, the drone marks the target with a laser the order of the tangible universe.
pointer, granting advantage to ranged attack rolls made against
it until the start of your next turn. 1. ENTROPIC PSYCHOPOWER
• Distract target: You indicate a creature that both you and the The chaos flowing through your mind has unlocked its potential.
drone can see and that is within 3 meters of it. With its action, You get the following benefits:
the drone attempts to distract the creature with annoying sounds • You can communicate telepathically with any creature you can
and lights. The target must succeed on a DC 16 PER (Insight) see within 6 meters of you. The creature cannot communicate
saving throw or suffer disadvantage on its attack rolls until with you in the same way, unless it possesses abilities that allow
the start of your next turn. it. Telepathic communication is independent of language, but
• Counterattack: When you are hit by an enemy during combat, a creature must understand at least one language in order to
you can use your reaction to make the drone make one attack understand your telepathic messages. However, any creature
on that enemy. that you telepathically contact must succeed on an INT (Lucidity)
saving throw with a DC equal to your psionic force or take 1d4
3. ENHANCED DRONE
When you build a new drone, or by taking 1 hour to modify your psychic damage. After succeeding the save or taking damage,
current drone, you can apply up to three of the following upgrades a creature becomes immune to the negative effects of your
of your choice to it. The drone cannot have more than three of telepathy for the next 24 hours.
these upgrades at the same time. • Your psionic powers can unleash uncontrolled jolts in the fabric
Cloaking: The drone equips a cloaking device similar to an of reality. Immediately after you manifest a psionic power, the
occultator but that lasts for a maximum of 10 rounds per full rest GM can make you roll 1d12. If you roll a 1, roll on the Spasms of
(not necessarily consecutive). You must have an occultator to Entropy table to create a random psionic effect that adds to that
integrate into the drone (see Chapter 3). Activating or deactivating of the power. However, you can only provoke an entropy spasm
the cloaking requires the drone’s minor action. once per turn.
Extended range: You can control the drone up to 200 meters
2. BENDING FATE
away, instead of 20. However, over 40 meters away, controlling You can bend fate using the power of your chaotic mind. When a
the drone requires you an action, rather than a minor action. creature you can see (including yourself) makes an ability check,
Increased ability: Increase the drone’s CMB, DEX, or PER you can roll 1d6 and apply the result as a bonus or penalty (your
score by 1 (your choice). choice) to that check. You can do this after seeing the result of the
Improved armor: The drone’s Armor Value becomes 5. check but before the GM has determined its outcome. Once you
Improved weapons: The drone’s weapons deal +1 extra damage. use this feature, you must finish a rest before you can use it again.
Reinforced structure: The drone gains 10 extra vitality points.
3. ENTROPIC MIND
4. TURRET DRONE
You learn to partially control the swirling chaotic energies
You can convert the drone into a fixed turret, taking 1 minute of
that you make use of. You get the following benefits:
work and succeeding in a DC 16 TEC (Mechatronics) check. In this
configuration, the drone can no longer move but can be equipped • Each time you roll on the Spasms of Entropy table,
with any kinetic or energy weapon that does not possess the bulky you can roll twice and use whatever result you like.
property (see Chapter 3). • Your thoughts cannot be read or perceived in any
Placing or picking up a turret drone requires an action. A turret way, unless you allow it.
drone can be converted back to a normal drone taking a minute • You have resistance to psychic damage. If a creature deals
of work and succeeding another check as indicated above. psychic damage to you, it must succeed on an INT (Lucidity)
50 CHAPTER 1: CHARACTERS
SPASMS OF ENTROPY saving throw with a DC equal to your psionic force or take
the same amount of psychic damage it just dealt to you.
d66 Effect*
11
For a minute, a third eye appears on your forehead and 4. ENTROPIC INTENSIFICATION
you have advantage on vision-based Perception checks. The destructive energy of your powers intensifies. When you
You teleport to an unoccupied space of your choice that roll the damage of a psionic power and one or more dice get
12
you can see within 10 meters of you. the maximum result (for example a 6 on 1d6), roll an additional
13 You regain 1d8 vitality points. damage die for each of them and add them to the total damage
14 You take 1d8 biotic damage. of the power. If one of the additional dice gets the maximum
Until the start of your next turn, you are no longer subject to
result, don’t add any more dice. You can only use this feature
15 once per turn.
gravity and are treated as if you were in a zero-gravity environment.
16 Your body is covered in thick, shaggy fur for 24 hours.
GLADIATOR
Make a WIL (Fortitude) against your psionic force; if you fail
21 Prerequisites: Combativity 2
you turn into a small animal chosen by the GM for one minute.
Gladiators are fighters specialized in using melee weapons.
A barrier of entropic energy envelops you, giving you a When you acquire this talent and each time you gain an
22
+2 bonus to your Defense until the start of your next turn.
additional rank in it, you can freely select one of the following
23 You are frightened until the start of your next turn. perks, but you must meet the related prerequisites.
24 You are sickened until the start of your next turn.
CHARGER
25 Your skin takes on a weird look (GM's choice) for 24 hours.
Prerequisites: Athletics
26 You lose all your hair and body hair; they will grow back after 24 hours.
When you take the Dash action, you can use a minor action to
31 You recover 2 psi points. make one melee weapon attack or an attempt to shove a creature.
32
For the next minute, small illusory figures (whose appearance If you move at least 3 meters in a straight line immediately
is chosen by the GM) move in the air within 3 meters of you. before taking this minor action, you either gain a +5 bonus to
33 You have resistance to all damage until the start of your next turn. the attack’s damage roll (if you choose to make an attack and hit)
34 A random creature within 6 meters of you takes 1d6 psychic damage. or push the target up to 3 meters away from you (if you choose
35 A random creature within 20 meters of you is sickened for 1 minute. to shove and you succeed).
36
Each creature within 10 meters of you takes 1 biotic damage; you TWO-HANDED WEAPON STYLE
recover a number of vp equal to the total biotic damage inflicted. Prerequisites: Cold Weapons
You instantly change gender, becoming male if you are female While using a two-handed melee weapon or one with the versatile
41
and vice versa; you revert to your original gender after 24 hours. property wielded with two hands, you get the following benefits:
42 For the next minute, you give off a nauseating smell.
• You can choose to take a penalty of up to -5 on your attack roll.
43 For the next minute, every time you talk, you scream. If you hit, the attack deals an amount of extra damage equal
For a minute, each time you try to speak you instead produce to the penalty you applied to the attack roll.
44
the cry of a different animal (chosen by the GM). • When you roll a 1 or 2 on a damage die, you can reroll the die
45 You recover the psi points spent on the last power you manifested. and you must use the new result, even if it were still 1 or 2.
46
If you die within the next minute, you immediately come back • On your turn, if you reduce a creature to 0 vp with a weapon
to life with 1 vp. attack, or if you get an exploit on the attack roll, you can make
51 You become invisible until the start of your next turn. another attack with the same weapon as a minor action.
52 For the next minute, you emit dim light within a 6-meter radius.
TWO WEAPON STYLE
You and all creatures within 10 meters of you have vulnerability Prerequisites: Cold Weapons
53
to kinetic damage until the start of your next turn.
When you fight with two weapons, you get the following benefits:
For the next minute, any uncarried flammable object you come
54
into contact with catches fire. • You gain a +1 bonus to your Defense.
55 For one minute, your size increases by one category. • You can fight with two weapons even if one or both the
weapons you are wielding do not have the light property.
56 For one minute your size decreases by one category.
• You can add your ability score to the damage of the attack
Roll 1d10; your height changes by a number of centimeters equal
61 made with the secondary weapon.
to the result; if the roll is odd, it decreases, if it is even, it increases.
• You can draw or stow two one-handed weapons when
A creature chosen and controlled by the GM appears in an unoccupied
62 you would normally be able to draw or stow only one.
space within 3 meters of you. It disappears after 1 minute.
63 Roll 1d6; your age increases by a number of years equal to the result. HORDE BREAKERS
64 Roll 1d6; your age decreases by a number of years equal to the result. Prerequisites: At least one other Gladiator perk.
You’ve learned the most effective techniques to face many
You turn into a potted plant until the start of your next turn (usually
a pot of petunias). While you are a plant, you are incapacitated and enemies at the same time. You get the following benefits:
65
have vulnerability to all damage. If you drop to 0 vitality points, your
• You can use your action to make a melee attack against
pot breaks and you return to your original form.
any number of creatures within your reach, making
Roll twice on this table and apply both effects; ignore any other a separate attack roll for each target.
66
results of 66.
• Once on your turn, when you make a melee attack, you can
* The listed effects are examples, the GM could invent new effects, make an additional attack with the same weapon against a
in line with those reported in this table. different creature that is adjacent to the target of the first attack.
CHAPTER 1: CHARACTERS 51
• Even when you’re engaged in another activity while traveling
(such as foraging or tracking), you remain alert to dangers.
PSIONICS SLAYER • When you forage, you find twice as much food and water
Prerequisites: At least one other Gladiator perk. as you normally would.
You’ve learned useful melee techniques against psionicists. • If you are traveling alone, you can move stealthily and track
You get the following benefits: at a normal pace, without suffering penalties.
• When a creature adjacent to you manifests a psionic power, you • While tracking other creatures, you also learn their number,
can use your reaction to make a melee weapon attack against it. their sizes, and how long ago they passed through the area.
• When you damage a creature that is maintaining concentration
2. CHOSEN PREY
on a psionic power, it has disadvantage on the saving throw As a minor action on your turn, you can designate a creature that
it must make to maintain its concentration. you can see as your chosen prey. The creature will remain your
• You have advantage on saving throws against psionic powers chosen prey until it dies or until you decide to give up on it or
manifested by creatures that are adjacent to you. to designate another chosen prey. You cannot have more than
one chosen prey at a time.
HACKER Once per turn, when you hit your chosen prey with an attack,
Prerequisites: Intelligence 1, Tech 1, Computer you can deal +1d6 extra damage of the type dealt by the attack.
Hackers are the undisputed masters of computer intrusion You also have advantage on any PER and INT checks related
(rules for hacking are described in Chapter 3). This talent has to your chosen prey (for example, to track it, to investigate
only one rank. When you acquire it you get the following benefits: on it, and so on).
• You have access to advanced hacking operations.
3. RANGER’S STRIDE
• You have advantage on initiative rolls while hacking in combat.
You are an experienced traveler, with a quick pace and
• While hacking, you can also use your minor action to make
extraordinary endurance. You get the following benefits:
one complex check roll. As a result, you can make up to two
rolls during your turn (instead of just one). • Your walking speed increases by 3 meters.
• While hacking, you have advantage on TEC (Computer) checks • You can take the Dash action as a minor action.
you make to oppose the actions performed by the system. • Your carrying capacity increases by 10 w.
• It’s impossible to track you except by psionic or technological
HUNTER means unless you decide to leave a trace of your passage
Prerequisites: Dexterity 1, Perception 1, Stealth, Survival on purpose. You can guarantee this benefit to a maximum
Hunters are masters of wilderness survival, capable of cleverly of travel companions equal to your PER score, keeping
hiding and exploiting the environment to their advantage. the group at a slow pace.
1. EXPLORER 4. ELUSIVE SHADOW
You are an expert explorer of the wilds. As you travel across You know how to blend in and move in the shadows, going
any wild territory, you get the following benefits: unnoticed by your enemies. You get the following benefits:
• You can move through natural difficult terrain without spending • You can take the Hide action as a minor action.
extra movement and without taking damage if there are thorns, • When you are hidden, attacking with a ranged weapon
spikes, or similar hazards. does not automatically reveal your location.
• While traveling, your group can’t get lost and difficult • While you are in a dimmed or obscured area, you have
terrain doesn’t slow its travel speed. advantage on DEX (Stealth) checks made to hide. In such
52 CHAPTER 1: CHARACTERS
conditions you can also attempt to hide while being observed, can move any number of them up to 10 meters, within a maximum
but if you do so you lose the advantage on the check. range of 30 meters from you. However, if you use Illusory Duplicity
as a reaction, its effect does not change and you will always create
5. PREY’S NEMESIS only one illusory duplicate that will vanish soon after.
Once on each of your turns, you can add your WIL score to the
attack and damage rolls of a single attack made against your
chosen prey. You can choose to use this feature before or after
INVESTIGATOR
Prerequisites: Intelligence 1, Perception 1, Inspection, Insight
making the attack roll, but before the GM determines whether
Investigators are committed to solving crimes and mysteries. They
you hit or not.
can operate on both sides of the law, but are always on the lookout
for exciting puzzles, intrigues, and cases to solve.
ILLUSIONIST
Prerequisites: Intelligence 2, Psionics, access to the psionic powers 1. DETECTIVE’S FLAIR
of the illusion discipline Thanks to your investigation practice, you get the following benefits:
Illusionists are psionicists who specialize in using their mental
power to deceive the senses and perceptions of others. • You can take the Search action as a minor action.
• You have advantage on ability checks made to notice disguises
1. MALLEABLE ILLUSIONS and deceptions or to notice an illusion.
You ably manipulate your illusions. You get the following benefits: • You have advantage on ability checks related to the Spreading
• You learn the minor illusion praxis if you don’t already know Rumors and Researching Information downtime activities (see
it. Furthermore, when you manifest the minor illusion praxis, Chapter 2), and such activities do not have any cost for you.
you can create both a sound and an image with a single • Whenever you start an investigation on a crime or another type
execution of the praxis. of mystery, if you want you can get a temporary bond related
• When you manifest an illusion praxis or power that has a duration to that investigation, that will exist until you complete it. If you
of 1 minute or longer, you can use an action to change the nature start a new investigation without completing previous ones, the
of that illusion (using the normal parameters of the power). bonds related to such unsolved investigations are reinterpreted
as flaws, since you are tormented by unsolved cases.
2. VANISH
When you take damage, you can use your reaction to become 2. DETAIL-BASED DEDUCTION
invisible. You remain invisible until the start of your next turn If you spend 1 minute observing or interacting with a creature
or until you attack or manifest a power. Once you use this outside of combat, you can guess certain information about its
feature, you must finish a rest before you can use it again. capabilities compared to yours. The GM tells you whether the
creature is superior, equal, or inferior to you in two of the following
3. ILLUSORY DUPLICITY aspects of your choice: level, one ability score, or maximum vitality
As an action, you can create an illusory duplicate of yourself that points. At the GM’s discretion, you may also infer information
appears in an unoccupied space that you can see within 10 meters about the creature’s history or personality traits, if any.
of you. The illusion persists as long as you keep your concentration
on it (see Chapter 2), up to a maximum of 1 minute. As a minor 3. COLD CASES
action on your turn, you can move the illusion up to 10 meters to You amassed an extensive collection of knowledge related
a space you can see, but it must remain within 30 meters of you. to your past cases. You get the following benefits:
For the duration, you can manifest powers as if you were in the
• When you come across a creature you’ve encountered before,
illusion’s space, but you must use your own senses. Additionally,
you can make a DC 17 PER (Insight) check. If you succeed, learn
when both you and your illusory duplicate are adjacent to a
one of the creature’s bonds, ideals, or flaws. You must be aware
creature that can see it, you have advantage on attack rolls against
that you have already encountered that specific creature in order
it, given how distracting the illusion is to the target.
to use this feature.
Alternatively, you can use Illusory Duplicity as a reaction when
• When you come across a creature type you’ve encountered
a creature makes an attack roll against you. In this case, you
before, you can make a DC 17 PER (Insight) check. If you
interpose your illusory duplicate between you and the attacker,
succeed, you learn one of your choice from the following
making the attack miss automatically. However, if you use
information about it: condition immunities, damage immunities
it this way, the illusory duplicate vanishes soon after.
or resistances, damage vulnerability, or a special trait.
Either way, once you use this feature, you must finish
a rest before you can use it again. 4. LEGENDARY DETECTIVE
4. TANGIBLE ILLUSIONS
You can deduce crucial information about an object you are
You can manipulate the fabric of reality to make your illusions holding or the place where you are (a room, an alley, or else,
tangible. When you manifest an illusion power you can choose that up to a cube of 10 meters on a side).
an object that is part of the illusion becomes tangible. You can also You spend 1 minute in concentration, examining the chosen
do this as a minor action on your turn while the power is active. object or place, at the end of which you are able to reconstruct
The object remains tangible for up to 1 minute. by deduction the most significant events that involved that object
For example, you can create the illusion of a bridge over a chasm or occurred in that place in the recent past (within a number of
and make it tangible until your allies have crossed it. An illusory days equal to your INT score). In both cases, the analysis allows
object cannot inflict damage or otherwise harm someone directly. you to infer information relevant to your investigation regarding
the creatures involved in such events (for example, the object’s
5. SUPERIOR ILLUSORY DUPLICITY owner or who was present in the place).
When you use Illusory Duplicity, you can create four duplicates Once you use this feature, you must finish a rest before
of yourself instead of just one. As a minor action on your turn, you you can use it again.
CHAPTER 1: CHARACTERS 53
MARTIAL ARTIST MENTALIST
Prerequisites: Combativity 1, Dexterity 1, Natural Weapons Prerequisites: Intelligence 2, Psionics, access to the psionic powers
Martial artists devote their lives to practicing martial of the telepathy discipline
arts and learning how to harness their inner energy. Mentalists are psionicists who deeply develop their ability to
1. THE WAY OF KI
perceive the thoughts and emotions of others, as well as shield
Thanks to your martial arts practice, you know how to use your their mind from such actions.
own body as a weapon. When you attack using unarmed strikes 1. TELEPATHIC EMPATHY
or any other natural weapon and you’re not wearing medium Your telepathic communication skills are out of the ordinary.
or heavy armor, you get the following benefits: You get the following benefits:
• Gain a +2 bonus to your Defense and DEX saving throws. • You learn the telepathic message praxis if you don’t already
• Your unarmed strikes deal 1d6 kinetic damage (instead of 1d4). know it. Furthermore, when you manifest the telepathic message
The damage becomes 1d8 at 8th level and 1d10 at 16th level. praxis, you can send the message to any number of willing
• When you take the Attack action using natural weapons, creatures within range (instead of just one).
you can use your minor action to make an additional natural • You can telepathically communicate with any creature within
weapon attack. 10 meters of you and you can telepathically sense its responses.
In addition, you learn to harness your inner energy, called ki. Telepathic communication is independent from language, but
You get a number of ki points equal to 2 + STR + WIL. You can a creature must understand at least one language in order
spend these ki points in the following ways. You recover all spent to understand your telepathic messages.
ki points when you finish a rest.
2. PERCEIVE EMOTIONS
• You can spend 1 ki point to take a Defend, Disengage As an action, you choose a creature you can see within 10 meters
or Dash action as a minor action. of you. The target must make an INT (Lucidity) saving throw with
• When you use your minor action to make an additional attack a DC equal to your Psionic Force. On a failed save, you can clearly
with a natural weapon (see above), you can spend 1 ki point perceive the true emotion felt by the target at that moment (such
to make two instead of just one. as fear, distrust, joy, hate, etc.), also understanding the context
• At the start of your turn, you can spend 1 ki point to increase of that emotion (for example for whom, for what or for what
your speed by 3 meters for that turn. For that turn, you also reason they feel these emotions).
gain the ability to jump double the normal amount and to move Once you use this feature, you must finish a rest before
on vertical surfaces without falling (however, if you finish your you can use it again.
movement on such surfaces you will fall).
3. PSYCHOLANGUAGE
2. REACTIVE STRIKE You can activate this ability as an action. For the next 3 hours,
You learn to make quick attacks when opponents let their guard you understand any language spoken by creatures within 10
down. You get the following benefits: meters of you as if they were speaking in a language you know.
Also, any creature within 10 meters of you that can hear you
• When a creature adjacent to you misses you with a melee and understands at least one language, understands your words
attack, you can use your reaction to make a natural weapon as if you were speaking in a language it knows.
attack against it. Once you use this feature, you must finish a full rest before
• When a creature adjacent to you is hit by an attack made by you can use it again.
someone other than you, you can use your reaction to make
a natural weapon attack against it. 4. TELEPATHIC NUMBNESS
• If you manage to disarm an opponent and you have at least one Your telepathic influence can stun a creature. As an action, choose
free hand, you can grab its weapon instead of letting it fall. If the a creature that you can see within 10 feet of you. The target must
weapon allows it, you can immediately take a minor action to succeed on a WIL (Fortitude) saving throw with a DC equal to
make a melee attack with it against the target you took it from. your psionic force, or be charmed by you until the end of your
next turn. The charmed creature is stunned.
3. INSIDIOUS STRIKE On each of your next turns, you can use your action to extend
Whenever you hit a creature with a natural weapon, you
the duration of this effect until the end of your next turn. However,
can spend ki points to produce one of the following effects.
the effect ends if you move more than 3 meters away from the
• The attack deals +2 extra damage to the target (1 ki). creature or if the creature takes damage.
• You knock the target prone or push it 3 meters away Once you use this feature, you must finish a full rest before
from you (1 ki). you can use it again.
• The target is sickened until the start of your next turn (1 ki).
5. MENTAL BARRIER
• The target can’t take reactions until the end of your next
You can activate this feature as an action. For the next 8 hours,
turn (2 ki).
you are immune to psychic damage, the charmed and frightened
• The target suffers a condition of your choice between blinded,
conditions, and any effects that would perceive your emotions
paralyzed, or stunned, until the start of your next turn (2 ki).
or thoughts.
4. SWIRLING STRIKE Once you use this feature, you must finish a full rest before
By spending 1 ki point, you can use your action to make a natural you can use it again.
weapon attack against any number of creatures adjacent to you,
with a separate attack roll for each target.
54 CHAPTER 1: CHARACTERS
METAPSIONICS PHYSICAL ENDURANCE
Prerequisites: Psionics, ability to manifest psionic powers Prerequisites: Strength 2, Stamina
Metapsionics is the art of controlling and modifying psionic The character is able to better withstand pain and bear
powers. To apply a metapsionic perk to a power, you need the brunt of injuries.
to spend some extra psi points and they count towards your
1. SECOND WIND
psionic limit. You can only use one Metapsionic perk at a time,
unless otherwise noted. You can manage your energy and recover vitality during a fight.
When you acquire this talent and each time you gain an On your turn, you can use a minor action to regain a number
additional rank in it, you can freely select one of the following of vitality points equal to 1d6 + STR. Once you use this feature,
metapsionic perks. you must finish a rest before you can use it again.
2. VIGOROUS
CAREFUL POWER
When you manifest a power that forces creatures to make a saving Your maximum vitality points increase by 1 for each even level
throw, you can protect some of those creatures from the full impact you possess. With each new even level you gain, your vitality
of the power. To do so, you spend 1 extra psi point and choose points will increase by 2 instead of just 1 (see “Gaining Levels”,
a number of those creatures up to your INT score (minimum further on).
1 creature). The chosen creatures automatically succeed on their 3. DIE HARD
saving throws against the power and take no damage if they would You are very difficult to kill. You get the following benefits:
normally take half damage from a successful saving throw.
• Your death threshold is 3 points higher than normal.
DISTANT POWER • Each time you make a death saving throw, you roll two
When you manifest a power with a range, you can spend 1 or d12s (instead of just one) and keep the better of the two
more extra psi points to increase that range by a distance equal (see “Death” in Chapter 2).
to it for each psi point spent (in other words, the range doubles
by spending 1 extra psi point, triples by spending 2, quadruples 4. WITHSTAND
by spending 3 and so on). Even when you are on the verge of death, you don’t give
up so easily. You get the following benefits:
EMPOWERED POWER
When you roll damage for a power, you can spend 1 extra psi • When you are reduced to 0 vitality, you do not become
point to reroll a number of the damage dice up to your INT unconscious. You remain conscious but you are hindered.
score (minimum of one). You must use the new rolls. You can You must make death saving throws as normal (see Chapter 2).
use Empowered Power even if you’ve already used a different • When you are reduced to 0 vitality points, you get an EDGE
metapsionic perk on the same power. card if you have none.
CHAPTER 1: CHARACTERS 55
• You treat the thrust points of the vehicle or spaceship see as your current “favorite vehicle”. While piloting your favorite
you are piloting as if they were 1 point higher. vehicle, you get the following benefits:
• While piloting a planetary vehicle, you can use your reaction • You have resistance to kinetic damage.
to dodge or avoid a collision without spending thrust points. • You have advantage on all DEX (Piloting) checks.
• While piloting a spaceship, getting out of a special hex only • You cannot be surprised at the start of a combat.
costs you one hex of movement, instead of two. • The vehicle you pilot has resistance to all damage.
2. PILOT SENSITIVITY
Your sensitivity and tuning towards the vehicles you drive PRECOG
is extraordinary. You get the following benefits: Prerequisites: Intelligence 2, Psionics, access to the psionic powers
of the prescience discipline
• Getting in or out of a vehicle only costs you 1 meter of movement. Precogs can look into the winding of time and the infinite future
• While piloting a planetary vehicle, you treat its maneuvering possibilities, managing to divert the flow of events to change it.
penalty as if it were 1 point lower than normal (down
to a minimum of 0). 1. FORESEEN OUTCOME
• While piloting a spaceship, you can treat its class as if it were Fleeting images of the future make their way into your mind.
1 point lower than normal (down to a minimum of 0) in regard When you finish a full rest, roll two d12s and mark the numbers
to your DEX (Piloting) checks. you rolled. You can use these “prediction rolls” to replace one
of the d12s of an ability check made by you or a creature you can
3. KEEP THE PIECES TOGETHER see. You must choose to use this feature before the dice are rolled
When the vehicle (including spaceships) you are piloting is and you can decide to replace a roll this way only once per turn.
reduced to 0 structure points, it is not instantly destroyed but you Each prediction roll can only be used once. When you finish
somehow manage to keep it operational for a number of rounds a full rest, you lose any unused prediction rolls.
equal to 1d4 + VOL.
During these extra rounds, you and anyone else aboard the 2. FOREWARNING
vehicle have disadvantage on all ability checks. As long as it’s When you are targeted by an attack or effect that requires a saving
at 0 structure points, the vehicle will be destroyed if it takes any throw, you can choose to activate this feature to get a glimpse
amount of damage. At the end of the aforementioned extra rounds, of the impending danger. Doing so grants you a +4 bonus to your
the vehicle will also be destroyed if it is still at 0 structure points. Defense or to your saving throw against that event. Once you use
this feature, you must finish a rest before you can use it again.
4. PILOT BOND
You get so attached to the pieces of junk that you pilot that you 3. SIXTH SENSE
develop an almost mystical bond with them. Each time you finish Your precognitive faculties allow you to see beyond appearance.
a full rest, you can designate a vehicle or spaceship that you can You get the following benefits:
56 CHAPTER 1: CHARACTERS
• You understand the generic meaning of any language, PSIONIC BLADE
both in verbal and written form. Prerequisites: Combativity 1, Intelligence 1, Psionics, access
• You can see invisible creatures and objects within 3 meters to the psionic powers of the telekinesis discipline
of you if they are in your line of sight. Psionic Blades focus their psychic abilities on materializing
• As an action, you can focus your mind on a creature that and wielding lethal blades made by telekinetic energy.
you can see within 10 meters of you, sensing if it will suffer
or commit violent acts in the next 24 hours (according to the 1. TELEKINETIC BLADE
GM’s best prediction). Once you use this feature, you must As a minor action, you can create a translucent blade of telekinetic
finish a rest before you can use it again. energy that extends from one of your hands. When you do so, you
can also spend 1 psi point to create a second blade in the other
4. SUPERIOR FORESEEN OUTCOME hand. While manifesting a telekinetic blade, you cannot hold
Your visions of the future intensify and paint a more accurate anything else in the hand from which it extends.
portrait in your mind of what’s to come. Roll four d12s for your You consider a telekinetic blade as a melee cold weapon with
Foreseen Outcome feature, instead of two. the light property. When you strike with it, a telekinetic blade
5. PARALLEL FUTURES deals 1d10 + INT kinetic damage. You can dispel the telekinetic
You can project your mind a few moments into the future, blade using a minor action.
choosing the course of action that seems most advantageous 2. TELEKINETIC DARTS
to you. You must activate this feature at the start of your turn. As an action, you create three small, razor-sharp blades of
By doing so, you will act as if there are two independent “you”. telekinetic energy that you shoot at one or more visible targets
Both of your character’s “projections” will take their turns within 15 meters of you. Each dart inevitably hits its target,
at the same initiative count, but neither of them will be able dealing 1d6 kinetic damage. You can direct the darts
to use psionic powers. At the end of the turn, choose one of the at the same target or at different creatures.
two projections (the one you consider most advantageous) and You can spend psi points to increase the offensive power
it will become the one that actually happened, while the other of this feature by creating an additional dart for each psi point
will disappear completely (all the actions related to it and their spent (up to a maximum equal to your psionic limit).
consequences will never have happened). Once you use this
feature, you must finish a full rest before you can use it again. 3. SUPERIOR TELEKINETIC BLADE
Your mastery of the telekinetic blade increases.
PSIONIC APTITUDE You get the following benefits:
Prerequisites: Intelligence 1, Psionics
• When you kill a creature with a telekinetic blade,
You develop new psionic abilities.
you immediately regain 1 psi point.
When you acquire this talent and each time you gain an
• On your turn, you can take a minor action to use a telekinetic
additional rank in it, you can freely select one of the following
blade defensively, gaining a +1 bonus to your Defense until
perks, but you must meet the related prerequisites.
the start of your next turn.
PSIONIC RESISTANCE • On your turn, you can take a minor action to make your
You are particularly resistant to psionic effects. You gain telekinetic blade semi-tangible. Until the end of that turn,
a +2 bonus on any check or saving throw made to avoid, any attacks you make with that telekinetic blade ignore
resist, or oppose psionic powers and other psionic effects. the target’s Armor Value.
PSIONIC VERSATILITY
Prerequisites: Ability to manifest one praxis or psionic power
If you are not a psi, you gain a daily pool of psi points equal
to 4 + INT and learn a psionic power belonging to a discipline
of your choice. Your psionic limit is equal to your level
divided by three (rounded down).
If you are a psi instead, you gain access to a new discipline and
learn a new psionic power, but you do not get extra psi points.
CHAPTER 1: CHARACTERS 57
PSYCHIC FIGHTER RADIATION RESISTANCE
Prerequisites: Combativity 1, Intelligence 1, Psionics, ability to When you select this talent you gain radiation resistance.
manifest psionic powers This resistance stacks with any radiation resistance deriving
Psychic fighters specialize in harnessing psionic powers in battle, from other sources (for example, species traits or equipment).
learning to infuse their weapons with psionic energy and to For more information on radiation, see Chapter 2.
manifest their powers while wielding them.
SCHOLAR
1. BATTLE PSIONIC
Prerequisites: Intelligence 2, Erudition
You’re used to employing your power in battle. Scholars are guided by pure love for knowledge. They are capable
You get the following benefits: of giving useful advice on virtually any topic and in any situation.
• You gain a bonus to your Defense and to your initiative rolls
1. PRACTICAL ADVICE
equal to half your Intelligence score, rounded down. If you can
Thanks to your extensive knowledge, you can dispense useful
already apply a similar bonus thanks to another feature (for
advice to your allies in order to help them. To do so, you use a
example the Danger Sense class feature), you can choose which
minor action to choose a friendly creature within 20 meters of you
of the bonuses to use, but you can never apply more than one.
who can hear you. That creature gets a Practical Advice die, a d6.
• When you use your action to manifest a praxis, you can make
Once within the next 10 minutes, the creature can roll this
a weapon attack as a minor action.
die and add the number rolled to one ability check it makes.
2. WEAPON PSIONIC BOND The creature can do this before or after seeing the result of the
You learn how to create a psionic bond between you and a weapon. check but before the GM declares its outcome. Once used, the
To do so, you spend 1 hour in complete concentration and always Practical Advice die is lost. A creature can have only one Practical
in contact with the weapon. The procedure can take place during Advice die at a time.
a rest. Once you’ve created the bond with a weapon, you cannot be You can use this feature a number of times equal to your
disarmed from it unless you are incapacitated. In addition, on your Intelligence score. You regain any expended uses when
turn you can psionically recall the weapon using a minor action, you finish a full rest.
immediately teleporting it into your hand, unless it is away from
2. SAGE KNOWLEDGE
you more than 10 km for each point of your INT score.
The knowledge you’ve gathered provides you with fragments of
You can have a bond with up to two weapons, but you can only
information on almost everything. You get the following benefits:
recall one at a time. If you try to bond with a third weapon, you
must break the bond with one of the other two. • At the start of each adventure, the GM should inform you
of one or two salient events that occurred where it takes place,
3. PSIONIC REACTION
and also provide you with some rumor, tradition or legend
When the movement of a hostile creature provokes an opportunity related to those places.
attack from you, you can use your reaction to manifest a psionic • When you first encounter a creature, object, place, or event,
power on that creature, rather than making the attack. The power you can ask the GM a question about it, which they will have
must have a manifestation time of 1 action and must target only to answer truthfully. After that, you must finish a rest before
that creature. you can use this feature again.
4. PSIONIC OVERLOAD • You know bits and pieces of almost every language. You can
When you manifest a power that deals damage, you can spend have simple conversations in all the most common languages,
1 extra psi point to automatically deal maximum damage with and you know a few simple phrases even in the most unusual
that power. Once you use this feature, if you use it again before ones – enough to say hello, shout a warning, or insult someone.
finishing a full rest, you take 2d6 biotic damage. Each additional 3. IMPROVED PRACTICAL ADVICE
time you use this feature before finishing a full rest, the biotic Your effectiveness as an advisor improves further.
damage you take increases by 1d6. This damage ignores any You get the following benefits:
resistances and immunities.
• You can use Practical Advice also on yourself.
5. SUPERIOR BATTLE PSIONIC • You recover all expended Practical Advice uses when
You are a master at combining the use of weapons you finish a rest.
and your psionic powers. You get the following benefits: • If you have no uses of Practical Advice left when
• When you hit a creature with a weapon of your psionic you roll initiative, you recover one.
bond, that creature has disadvantage on the next saving 4. TALES OF THE PAST
throw it makes against a power manifested by you, You can spend a minute talking to one of your allies, telling
before the end of your next turn. them some important anecdote from the past. At the end
• When you use your action to manifest a psionic power, of the conversation, the ally gets an EDGE card.
you can make a weapon attack as a minor action. Once you use this feature, you must finish a rest before
• As a minor action, but before you take your action for that you can use it again.
turn, you can psionically teleport up to 10 meters away
to an unoccupied space that you can see. Once you use this
feature, you must finish a rest before you can use it again.
58 CHAPTER 1: CHARACTERS
SCOUNDREL the deception. However, your imitation is so convincing
Prerequisites: Will 2, Charisma, Cunning that you have advantage on such a check.
Scoundrels are rogues, daredevil knaves who pursue their INSTILL PARANOIA
fortune, always living on a razor’s edge. Prerequisites: At least one other Scoundrel perk
When you acquire this talent and each time you gain an If you talk to a humanoid creature who can understand you for at
additional rank in it, you can freely select one of the following least 10 minutes, you can try to instill paranoia in his mind. At the
perks, but you must meet the related prerequisites. end of the conversation, make a WIL (Cunning) check against the
BOLD target’s WIL (Fortitude) check. If you succeed, the target becomes
You throw yourself into battle driven by your unwavering bravado. frightened for 1 hour. The effect ends earlier if the target or an
When a combat begins and you are not surprised, you can add ally of it that it can see is attacked. If the target’s check succeeds
your Will score as a bonus to your initiative roll. Once you use instead, it has no idea that you attempted to scare it.
this feature, you must finish a rest before you can use it again. While it’s frightened in this way, the target is in the grip of
anxiety and paranoia and tries to avoid the company of others,
LUCKY including its allies. It searches nearby for the place it considers
You have prodigious luck that seems to kick in at just the right safest and most secret and hides there.
moment. You have 3 luck points.
Whenever you make an ability check, you can spend one luck KILLJOY
point to gain advantage on the roll. You can do so before or after Prerequisites: At least one other Scoundrel perk
you roll the dice, but before the GM declares the outcome of the You’ve learned how to use your cunning to distract someone
check. You can also spend a luck point to impose disadvantage from what they’re doing. When a creature you can see within 20
on an attack roll made against you or on your opponent’s meters of you makes an ability check, you can use your reaction
roll in an opposed check. to interfere. Roll a d6 and subtract the result from the creature’s
You regain your expended luck points when you finish a full rest. roll. You can use this feature before or after the creature makes
the roll, but before the GM determines its outcome. The creature
SLICK IMPOSTOR is immune to this feature if it cannot hear you or if it is immune
You are a very clever impostor. You get the following benefits: to being charmed. Once you use this feature, you must finish
a rest before you can use it again.
• You can create false identities for yourself. You must spend
seven days and 100 credits to establish the history, profession, PROVOKER
and affiliations for a new identity. However, you cannot take Prerequisites: At least one other Scoundrel perk
the identity of an existing person. Thereafter, if you adopt You can use your action to taunt a hostile creature within
the new identity as a disguise, other creatures believe you 10 meters of you by making a WIL (Cunning) check against
are that persona until given good reasons to think otherwise. the creature’s INT (Lucidity) check. The target must be able
• You can imitate another person’s speech, writing and to see and hear you and must understand at least one language,
mannerisms with extreme accuracy. You must spend at although it doesn’t have to be the one you’re using.
least an hour studying these three elements of a person’s If you succeed, for 1 minute, the creature will target you with
behavior: listening to the person speak, examining their any attack it can make, and it won’t be able to voluntarily move
writing, and observing their attitudes. Your imitation will be away from you or attack other creatures.
indistinguishable for the casual observer. If a creature suspects The effect ends early if you become incapacitated, if you move
that something is off, it can make a PER (Insight) check more than 10 meters away from the creature, or if you use this
contested to your WIL (Cunning) check to understand feature on another target.
CHAPTER 1: CHARACTERS 59
SHARPSHOOTER 5. LEGENDARY SHOOTER
Prerequisites: Combativity 2, Perception 1, at least one skill between Your mastery in using ranged weapons reaches unrivaled heights.
Cold Weapons, Kinetic Weapons, and Energy Weapons You get the following benefits:
Sharpshooters are capable of hitting their targets with precision • When you take the Aim minor action while using a ranged
from enormous distances and in any situation. weapon, if the attack affected by the aim hits, it ignores the
1. HAWKEYE
target’s Armor Value.
Your marksmanship training makes you deadly with ranged • You can use your action to make a ranged attack against any
weapons. You get the following benefits: number of creatures within 10 feet of a spot you can see within
your weapon range. You must make a separate attack roll for each
• When you attack with ranged weapons, you no longer have target and you must have enough ammunition for all of them.
disadvantage on attack rolls if the target is beyond the weapon
range (if possible) or if the target is in an obscured area. SNEAK ATTACK
• When you take the Aim minor action while using a ranged Prerequisites: Combativity 1, Dexterity 1, Stealth
weapon, you get a +2 bonus (instead of +1) and you can choose You learn to strike your targets subtly, hitting them in the most
whether to apply this bonus to the attack roll or the damage vulnerable spots.
roll. See “Actions in Combat” in Chapter 2.
1. SNEAK ATTACK
2. PRECISE SHOT Once per turn, when you attack a creature and have advantage on
The accuracy of your ranged attacks is out of the ordinary. the attack roll, if you hit you can deal an extra 1d6 damage to the
You get the following benefits: target. This extra damage is of the same type dealt by the weapon
You don’t need to have advantage on the attack roll if another
• Against your ranged attacks, the Defense bonuses granted
enemy of the target is adjacent to it, that enemy isn’t incapacitated
by distance and cover are halved. For example, if the target
and you don’t have disadvantage on the attack roll.
of your ranged attack benefits from high cover against
you, they only get a +3 bonus to their Defense instead 2. UNEXPECTED STRIKE
of +6 (but only against your attack). You are deadly when you catch enemies off guard. You have
• You can make ranged attacks against an opponent engaged advantage on attack rolls against any creature that has not
in melee with an ally without suffering disadvantage. yet taken its turn during the first round of combat.
• While prone, your ranged weapon attacks deal +1d4 extra Also, when you attack a surprised creature, the attack
damage. can always be considered a sneak attack, unless you have
disadvantage on the attack roll.
3. RAPID SHOT
You are capable of handling ranged weapons with blazing speed. 3. IMPROVED SNEAK ATTACK
You get the following benefits: When you hit with a sneak attack, the extra damage you deal
becomes +2d6. You can also force the target to make a STR
• You can reload an ammunition weapon as a minor action
(Stamina) save with a DC equal to the result of your attack roll.
rather than an action.
If it fails, the target is sickened or hindered (your choice) until
• During each of your turns in which you make a ranged weapon
the end of your next turn.
attack, you can use your minor action to make another attack
with the same weapon against the same target or against 4. EXPLOIT DISTRACTIONS
a different target within 10 feet of the first. You’ve learned how to exploit your enemies distractions to sneak
up on them: your opportunity attacks are always considered sneak
4. POINT BLANK SHOT
attacks unless you have disadvantage on the attack roll.
You are an expert in using ranged weapons in close combat.
You get the following benefits: 5. SUPERIOR SNEAK ATTACK
• When you attack with ranged weapons, you no longer have When you hit with a sneak attack, the extra damage you deal
disadvantage on attack rolls if you are adjacent to a hostile becomes +3d6. You can also force the target to make a STR
creature that can see you and is not incapacitated. (Stamina) save with a DC equal to the result of your attack roll.
• You can make opportunity attacks with ranged weapons If it fails, the target is stunned or paralyzed (your choice) until
as they were melee weapons. the end of your next turn.
60 CHAPTER 1: CHARACTERS
TECHNICIAN
Prerequisites: Tech 2, Mechatronics The DC for common objects is 14. The GM can set higher
Technicians are the best with technology and are able to build, DCs for more specific objects and can always decide that certain
modify and sabotage virtually any type of device or gear. objects are impossible to build. An object created in this way has
a cumulative 10% chance of breaking after each round it is used.
1. TOOLS OF THE TRADE
Once broken, it cannot be repaired nor will you be able to reuse
During a rest, you can make changes to an omnitool in order to
the materials it is made of to build something else.
customize it and adapt it to your needs (the omnitool is described
in Chapter 3). As long as you have that omnitool on you, you 4. TRAP SPECIALIST
get the following benefits. You are an expert in dealing with traps and similar hidden
• You have advantage on TEC ability checks made to create, devices. You get the following benefits:
repair, analyze or identify any type of technological artifact. • When you try to detect the presence of traps, secret doors
• Whenever you repair an object, it recovers an additional or other similar hidden devices using the sensors of your
amount of structure points equal to your TEC score. customized omnitool, y ou can choose to use PER (Inspection)
• You can use a minor action to temporarily increase the efficiency or TEC (Mechatronics) for this purpose, and you have advantage
of a kinetic or energy weapon you wield. Make a DC 17 TEC on that ability check.
(Mechatronics) check. If you succeed, you gain a +1 bonus to • You have advantage on saving throws made against the effects
the attack roll or damage roll (your choice) on the next attack of traps and you have resistance to damage caused by them.
you make with that weapon. • You can look for traps also while traveling at a normal
pace, rather than having to go at a slow pace.
2. OFFENSIVE MODS
You further modify your custom omnitool by equipping it with a 5. SABOTEUR
couple of offensive features. Using your custom omnitool you can take an action
• The omnitool incorporates a holoblade projector that you to do one of the following:
can activate as a minor action. While activated, you can • You can sabotage a kinetic or energy weapon you are in contact
use the omnitool exactly like a holoblade (see Chapter 3) with by succeeding on a DC 16 TEC (Mechatronics) check.
but you cannot benefit from your Tools of the Trade feature. If you succeed, the first time the weapon is used to make an
You can turn off the holoblade without taking any action. attack, it explodes dealing 3d6 energy damage to the user.
• As an action, you can release an energy burst at a target • You target a creature you can see within 10 meters of you that
you can see within 10 meters of you. Make a ranged attack is wielding a kinetic or energy weapon, then you make a DC 18
roll with TEC (Mechatronics). You have advantage on the attack TEC (Mechatronics) check. If you succeed, the target’s weapon
roll if the target is mostly made of metal or is wearing metal does not work until the start of your next turn.
armor. If you hit, the target takes 1d6 + TEC energy damage • You target a creature you can see within 10 meters of you
and can’t take reactions until the start of your next turn. that is under the effect of a PFG, then you make a DC 18 TEC
(Mechatronics) check. If you succeed, the PFG overcharges,
3. FIELD IMPROVISATION
dealing 3d6 Energy damage to the target, and then deactivates
Thanks to your technical expertise, you can find ingenious
until the energy cell that powers it is replaced.
solutions in any type of situation. If you have adequate salvage
materials available, you can use them to build whatever If the targeted creature is aware of your sabotage attempt,
object you need by taking one minute and succeeding it can use its reaction to impose disadvantage on your TEC
on a TEC (Mechatronics) check. (Mechatronics) check.
CHAPTER 1: CHARACTERS 61
TECHNOMEDIC VANGUARD
Prerequisites: Intelligence 1, Tech 1, Medicine, Science, Cybernetics Prerequisites: Dexterity 1, Perception 1, Reflex
Technomedics combine their medical skills with sophisticated Vanguards are characters trained in skirmishes and close quarter
scientific and technological knowledge. combat, experts as much in setting up ambushes as in avoiding
being subjected to them.
1. ADVANCED MEDICINE
You learned about the most advanced medical techniques 1. SKIRMISHER
and therapies. You get the following benefits: You’re an expert in skirmish tactics. You get the following benefits:
• You can perform surgery, thanks to which you can also • You gain a bonus to your Defense and to your initiative
install cyberware (see Chapter 3). rolls equal to half your Perception score, rounded down.
• When you assist characters that are recuperating, their recovery If you can already apply a similar bonus thanks to another
times are halved (see “Between Adventures” in Chapter 2). feature (for example the Danger Sense class feature), you
• When you use a first aid kit to stabilize a creature at 0 vitality can choose which of the bonuses to use, but you can never
point, that creature automatically regains 1 vitality point. apply more than one.
• As an action, you can consume one use of a first aid kit to • During your turn, you can take a Defend or Disengage
assist a creature and make it regain 1d4 + INT vitality points. action as a minor action.
The creature cannot recover any more VP from this feature • During your turn, if you hit a creature with a melee attack, you
until it finishes a rest. don’t provoke opportunity attacks from it for the rest of the turn.
2. TECHNOMEDICINE 2. QUICK REACTION
You know how to treat wounds, diseases, and poisons using You react to danger very quickly. You get the following benefits:
a variety of healing techniques and technologies. You have a pool
of healing dice (d6) equal to your level. You regain any expended • When you are surprised, you can still take reactions before
healing dice when you finish a full rest. In order to use your the end of your first turn.
healing dice, you must be able to use medical tools. • You can take a second reaction, but if you do so, you will
As an action, you can spend a healing die to assist a creature not be able to take a minor action during your next turn.
you can touch and have it immediately regain 1d6 vitality points. • When you avoid a melee attack thanks to the Dodge reaction,
Alternatively, you can instead spend two healing dice to cure a you can immediately make an opportunity attack against
disease, neutralize poison, or remove one condition that afflicts the opponent who attacked you, as part of the reaction.
the creature among bleeding, dazzled, frightened, sickened, stunned,
3. ELUSIVE MOVEMENT
and unconscious. Poisons and conditions are removed instantly You are nimble in moving between enemies, making it harder
(as long as they can be removed), but diseases require the creature to hit you. You get the following benefits:
to finish a full rest before being removed.
• If you move at least half your speed during your turn, you get
3. COMPARATIVE ANATOMY a +1 bonus to your Defense until the start of your next turn.
You are an expert in the anatomy and physiology of a • When an enemy finishes their turn within 1 meter of you,
wide range of creatures. You get the following benefits: you can use your reaction to move up to half your speed.
• You no longer have disadvantage on INT (Medicine) checks This movement does not provoke opportunity attacks.
you make towards non-humanoid, exotic, or mutant creatures. 4. UNCANNY EVASION
• If you take an action to study a creature, the next attack You manage to avoid the worst consequences of the attacks
against it made by you or one of your allies within 10 meters hitting you. You get the following benefits:
of you that can hear you, deals +1d6 damage on a hit.
The attack must be made before the end of your next turn • When an attack you are aware of hits you, you can use your
or the effect will be wasted. reaction to halve the damage you take from that attack.
• When you are affected by an effect that allows you to make
4. ADVANCED TECHNOMEDICINE a DEX saving throw to halve the damage you take from it, you
Your Technomedicine feature becomes more effective. can use your reaction to evade it. If you do, you take no damage
Now you can cure even the blinded, charmed, deafened, if you save succeed and only half damage if you fail.
and paralyzed conditions. Also by spending 3 healing
dice you can remove one level of exhaustion. 5. MASTER SKIRMISHER
You reach the pinnacle of mastering skirmish tactics.
5. RESUSCITATION You get the following benefits:
As an action, you can attempt to revive a creature that has recently
died by spending one first aid kit use and making a DC 18 INT • Creatures provoke opportunity attacks from you even
(Medicine) check. To do so, you must be in contact with the if they take the Disengage action.
creature and it must have died within a number of rounds equal • During the first round of combat, you can take two turns.
to your INT score (minimum 1 round). If you succeed, the target You take your first turn on your normal initiative and
can make a DC 13 STR (Stamina) saving throw. If the saving your second turn on your initiative minus 10. You cannot
throw also succeeds, the creature is revived at 0 vitality points use this feature when you are surprised.
and is stable. If the save fails, the creature remains dead.
This feature cannot revive creatures that have died of old
age or of natural causes, nor creatures whose bodies have been
destroyed, deprived of vital parts, or damaged beyond hope.
62 CHAPTER 1: CHARACTERS
DESCRIPTION RANDOM HEIGHT AND WEIGHT
Base Height Height Weight Factor
Characters are not only defined by game aspects such as species,
class and background, they are individuals with their own stories, Species Male Female Modifier Male Female
interests, relations and quirks. This section deals with the details Dalok 120 cm 120 cm +3d10 cm 26 26
that make each character unique, from basic elements such as Draalani 150 cm 150 cm +5d10 cm 22 22
name and appearance, to more complex ones such as personality. Faraxi 150 cm 150 cm +5d10 cm 23 22
Iradian 180 cm 170 cm +6d10 cm 23 22
CHARACTER DETAILS Ja’raki 85 cm 90 cm +3d10 cm 21 22
Your character’s name and physical appearance may be the first
thing that other players sitting at the table will know about them. Kandrevan 160 cm 160 cm +4d10 cm 24 24
It’s important to think carefully about how these aspects reflect Kergan 180 cm 170 cm +6d10 cm 26 25
the character you have in mind. Navarian 145 cm 135 cm +6d10 cm 23 21
Terran 150 cm 140 cm +6d10 cm 24 22
NAME
Your species description gives examples of typical names Valkarian 170 cm 165 cm +5d10 cm 23 21
of its members. Think carefully about your character’s name,
even if you’re just picking one from a list. An unsuitable, LANGUAGES
banal or burlesque name could prove to be a burden.
Common Languages Typical users Limitations
Each name, in fact, reflects the language and traditions
of the people to which it belongs, and can strongly characterize Espar Common species –
a character. Remember, if the characters’ names are consistent Draalani Draalani –
with the world they move in, the game will be more engaging, Iradian Iradian –
and the characters will be a part of that world in a deeper way. Ja’raki Ja’raki –
Kandrevan Kandrevan –
SEX
It is up to you to decide the biological sex, gender identity, and Kergan Kergan –
sexual orientation of your character. This choice does not make Navarian Navarian –
any difference in terms of rules, but plays a central role when Terran Terran –
it comes to roleplaying and interacting with other characters. Valkarian Valkarian –
Keep in mind that some playable species (especially among
Exotic Languages Typical users Limitations
the exotic ones described in Chapter 10) do not have the typical
Dalok Dalok –
subdivision into male and female: some are hermaphrodite, others
have a different number of sexes, and still others are agamic, which Dokran Dokran Learnable only in written form
means asexual and exploiting other methods of reproduction. Elithrian Elithrian Unspeakable by other species
Faraxi Faraxi –
HEIGHT AND WEIGHT
Khel Khel, Zatarian –
You can decide your character’s weight and height, using the
information provided in your species description. If you prefer, Quarid Quarid Learnable only in written form
you can randomly determine your character’s height and weight Skreed Skreed Learnable only in written form
using the Random Height and Weight table. Solkathi Solkathi Unspeakable by other species
Roll the dice indicated in the “Height Modifier” column Taar’qat Taar’qat Learnable only in written form
and add the result (in centimeters) to the base height to determine
the actual height of the character. After that, you can calculate
its weight using the appropriate “Weight Factor” indicated LANGUAGES
in the table, as follows. The character’s species determines which languages they’re
able to speak, read and write right away (as a native speaker).
WEIGHT = HEIGHT X HEIGHT (IN METERS) X WEIGHT FACTOR In addition, the background could grant the character one or more
The weight factor represents body density: the higher it is, additional languages of your choice. You can choose between the
the higher the weight of the character in relation to their height. languages that appear in the “Languages” table. To learn an exotic
Remember that the weight calculated in this way is an “optimal language, however, you need the GM’s approval.
weight”, always proportionate to the height. You can modify However, several exotic languages have limitations: for some
it as you wish to fit your idea of the character. of them, you can learn to understand, write and read them, but you
can’t speak them since by their nature they can only be spoken by
OTHER PHYSICAL PECULIARITIES the species to which they belong; others can be learned in written
It’s up to you to choose your character’s other physical details, form, so that they can be read and written, but they can neither
such as age, the color of their hair, eye and skin, and other be understood nor spoken by those who do not belong to the
physical traits based on their species. To add a special touch, species that conceived them, since they are based on completely
you could give your character unusual details such as a scar, different communication methods (ultrasound, infrasound,
a strange gait, a tattoo, an extravagant hairstyle, and so on. chemicals, bioluminescence, and so on).
A character can spend their time between adventures to learn
new languages (see “Between Adventures” in Chapter 2).
CHAPTER 1: CHARACTERS 63
EVENTS OF THE PAST did they have? Have these things changed over time? How? Why?
The background you have chosen for your character is just • Are there any secrets, tragedies, or legends linked to your family?
a starting point on which you can begin to outline their story. • Did any of your family members suffer from mental illness?
Who’s the character? Where are they from? Where did they live • How was your childhood? What is your earliest memory?
and what did they do? What were the crucial events in their life,
SIGNIFICANT LIFE EVENTS
the joys, the tragedies, the friends, the enemies, the loves?
Significant events in a character’s life are those that have marked
This section offers insights that can help you outline your
them in some way, for better or for worse. Anything, even a
character’s past. You don’t necessarily have to deal with every
seemingly negligible detail, may have radically changed their life
aspect right away, the character’s story can be enriched over
or the way they see things. Listed below are several useful ideas
time, adding new elements (even retrospectively) as the campaign
for imagining the significant events of the character’s past, divided
progresses. For example, you can start by thinking about your
into various important areas of their life.
character’s place of origin, a mystery or conflict that concerns
them, the motivations that drive them, and a goal they have Family-related events:
set for themselves. • Has anyone revealed a dark family secret to you?
Obviously, a lot depends on the game setting and the limitations • Have you been separated from your family for some reason?
set by the GM. In this sense, it can be interesting to develop the • Was there any particular tradition in your family?
story of the character in collaboration with the GM, who could • Have any family members died?
provide additional ideas and details. • Have you suffered trauma in the family?
These guidelines want to be as general as possible but, for those • A particularly lucky or unfortunate event?
characters belonging to cultures and/or societies very different
from that of humans, it may be necessary to tweak many aspects Romantic relationship-related events:
to make them consistent with their origins. • Have you ever been (or are you still) in love?
Interconnection: All the elements introduced below can be • Are you or have you been in a serious relationship?
linked together. For example, a significant event could be related Or just short stories?
to the character’s family, a mystery or a conflict with their place • What is your relationship with your former partners?
of origin or a family member, a motivation or a goal could in turn • Have you faced a sentimental tragedy?
derive from past mysteries, conflicts or events, and so on. Such • Are you married? Do you have any children? Where are they?
interconnections can make the story of the character even more Are they alive?
interesting and complex.
Personal events:
PLACE OF ORIGIN • Have you ever been injured or seriously ill?
Where was the character born? Where did they live their first • Have you ever risked dying?
years of life or their entire childhood? The character’s place of • Have you ever been mistreated?
origin is an important aspect of their past. Based on it, a character • What kind of education and instruction have you received?
may have received a certain type of education and developed a • Have you ever been fired or have you ever quit a job?
certain lifestyle. Here are some aspects that should be considered • Have you ever been very poor or very rich?
regarding the place of origin: • Have you ever committed a crime? Have you ever been wrongly
accused of having committed any?
• Place name.
• Are you or have you been religious?
• Location (is it a planet, an orbiting colony, a space station, an
• Are you or have you been part of some kind of organization?
asteroid? Is it within the confines of known space or elsewhere?).
• Has anything embarrassing or funny ever happened to you?
Is it within the boundaries of known space or elsewhere?).
• Do you or did you have any friends that you consider important?
• Type of environment and climate (desert, tropical, arctic,
• Have you ever been betrayed by someone you trusted?
temperate, mountain, artificial habitat, etc.).
• Do you have a mentor or someone you particularly respect?
• Type of community and population (metropolis, small village,
• Any regrets? Would you change anything about your past?
isolated colony, or none of the above?).
• What is your best memory? And the worst one?
• Type of society and activities (e.g. industry, artisanship,
agriculture, trading, form of government, nobility, etc.). Events related to becoming an adventurer:
• General mood (e.g. hospitable, depressing, multicultural, etc.). • How and why did you start your life as an adventurer?
• Or maybe you were born in a nomadic community? • Was becoming an adventurer a natural evolution of your
previous activities or did it turn your life upside down?
FAMILY AND CHILDHOOD • How did you get your starting equipment?
What was the character’s family like? Did they have one?
What was their childhood like? Details related to the family and MYSTERIES
the first years of the character’s life can provide excellent ideas Mysteries can be secrets that the character does not want
to further develop their background. Some of the most relevant to reveal about themself or their life or questions for which they
aspects could be: themself do not know the answer. Mysteries prove to be great
• Parents, siblings, other relatives, childhood friends? Are they hints for making the character interesting and can also provide
alive, dead, or something else? What kind of relationship are you the GM with ideas for interesting secondary storylines.
/ were you in with them? Some ideas for mysteries could be:
• If you didn’t have a family, who raised you? • If you have been adopted, who are your real parents?
• What did your family do to make a living? • Do you have a recurring nightmare?
• Was your family rich and influential? What kind of connections • Has a person important to you been killed? Why? Under what
64 CHAPTER 1: CHARACTERS
circumstances? Who is the killer?
• Has someone important to you disappeared without a trace?
Why? Are they still alive? Where could they be?
• You had a strange vision, what does it mean?
• Before disappearing, a family member or friend gave you
an electronic key, but without telling you what it opens.
CONFLICTS
Conflicts can be between individuals or between groups or factions.
If you decide that your character is embroiled in a pre-existing
conflict, you need to establish the circumstances of it. Like
mysteries, conflicts can also give the GM great ideas for creating
interested secondary storylines. Some ideas for conflicts could be:
• Who is involved in the conflict? A personal enemy, a rival,
an entire organization?
• Why does the conflict exist? What triggered it?
• Why can’t it be solved easily?
• What do you think about it? How do you think it will turn out?
• What is your opinion of your opponents in this conflict?
MOTIVATIONS
Leaving a quiet life and a “safe” profession to roam the galaxy
facing risks and dangers of all kinds is not something for everyone.
The character should have strong motivations that push them
to become an adventurer.
Motivations are not specific goals but something profound
that influences the general attitude of the character. They should
be consistent with the character’s story or depend on it. Some
ideas for the motivations could be:
• You want to become important, rich and/or powerful.
• You pursue a dream that you want to realize at all costs.
• You are forced to flee because of a crime that you have
committed or of which you have been wrongly accused
• You are driven by a thirst for revenge for a great
wrong suffered by you or someone you care about.
• You have a code or creed that leads you on adventures
in order to fulfill what you consider your duty.
• Your work takes you to travel between worlds.
• You are driven by great thirst for adventure and
you want to travel and explore the galaxy.
GOALS
Goals are specific purposes that the character sets for themself.
They can arise from significant events, mysteries, or conflicts.
You should choose new goals for your character as the campaign
progresses and also have short, medium, and long-term goals.
When outlining goals, one should think in terms of clearly
defined things. For example, “getting rich” can be a motivation,
something that pushes you to adventure, not a goal. On the
contrary, obtaining a specific object or killing a certain individual
are definitely goals. Some ideas for goals could be:
• Getting revenge on an individual.
• Solve a mystery or an unsolved crime.
• Resolve a conflict.
• Fulfill an oath.
• Saving someone who has been kidnapped.
• Finding something that has been stolen.
• Getting a specific item.
• Kill a specific individual or creature.
• Discover a particular place.
• Gaining a position in an organization.
• Depose the local governor.
CHAPTER 1: CHARACTERS 65
PERSONALITY a certain disposition will tend to get along well with those with
The guidelines and hints provided in this section will help you converging dispositions, will often find himself in disagreement
define your character’s personality, the array of attitudes, traits, with those with diverging dispositions, while they will easily
habits, beliefs, and flaws that give each individual unique identity, come into conflict with those of opposite disposition.
and that will allow you to give life and depth to your character As can be seen from the wheel, each disposition includes
during the game. a variety of different ideas, ideologies, principles, and attitudes,
so that even those who share the same disposition will still
DISPOSITION be different (as indeed happens in reality).
Usually, a creature possesses a disposition, which describes A second aspect of the disposition, called moral, concerns
in general terms its propensity towards a certain type of behavior, the propensity towards good or evil. The wheel of dispositions
ideology, and attitude towards the world and other people. does not take morality into consideration, since every disposition
Sentient creatures can have any disposition. On the contrary, has positive and negative sides: an individualistic character
creatures without sentient thought (such as most common may have great self-confidence but little trust in others or find
animals) do not follow any disposition: they do not make it difficult to think about the common good; they may turn out
moral or ideological choices, they simply act according to be a good leader, a sneaky opportunist, or a ruthless oppressor.
to their bestial nature. It is up to you to decide how to roleplay your character’s
In the game, the spectrum of all possible dispositions disposition based on their morals.
is divided into six categories – Order, Chaos, Community, To make your character’s personality even more complex,
Impulse, Individuality, and Reason – arranged to form you can choose a primary disposition and a secondary one, even
a pattern called the “Disposition Wheel”, depicted below. in open contrast. Indeed, very few people are totally consistent
This scheme serves to understand the reciprocal relationships with themselves or adhering to their values. For example,
between the various dispositions: each disposition has two a character with Reason as their primary disposition might
adjacent ones, called convergent, two non-adjacent, called have a propensity for community, an individualistic attitude,
divergent, and an opposite disposition. A character with or even struggle with an impulsive and emotional side.
LAW STABILI
DUTY TY
CY STR
IS TEN ICT
N S JUDGMENT D NE
ET ERM SS
CO EN CE INA
ST TIO
S R SI SA
SI PE N CR
LY IF
A IC
A
N
G
IC ORDER CO
O
E
Y PE
LO
A
D
LT
U
ST
RU
A
TI
IS
G
C O
M
N
E
N
NC
DI
N
PE
IE
TA
EQ
O
SC
AC
N
RS
UA
M
E
DE
O
H
L
M
UN
ITY
ERC
AS
FRI
UN
END
RES
RE
BEL
UITY
SHIP
ITY
ONG
UE
INGEN
TECHNIQ
FAMILY
ING
DISPOSITION
WHEEL
AMBITION
TIVITY
INDEPE
IND
CREA
TINC
NDE
SUP
INS
IVI
NC
LS
ERI
ION
E
OR
DU
SS
PU
DIS
L
ITY
PA
IVA
TIN
IM
A
RV
SK
TY
CT
H
SU
LI
ILL
IT
IO
FA
N
DO
C
M
N
O
RT
PE
IO
IN
T
M
TI O
IO
TI
EM
N
C
CHAOS
O N
H N O
A
LL A TI
AN IR
G RE SP
E GE N IN
NER TIO
LU ATIO PTA
CK N CHANGE ADA IO
N
CH LUT
ANC EVO
E FUGACITY FREEDOM
66 CHAPTER 1: CHARACTERS
PERSONALITY TRAITS
Four types of personality traits are presented below: peculiarities, FLAWS
ideals, bonds, and flaws. Beyond those categories, think about your Finally, choose one or more flaws for your character. Your
character’s favorite words or phrases, tics and habitual gestures, character’s flaw represents some vice, compulsion, weakness,
vices and minor quirks, and whatever else you can imagine. least appreciable sides of their personality, or someone
It’s not at all wrong to choose traits that conflict with each other or something they fear or hate. More generally, a flaw can
(such as an ideal that collides with a bond). This can generate be anything that someone else could exploit to bring you
interesting elements of inner conflict. to ruin or cause you to act against your best interests.
Remember that personality aspects are not constraints: A flaw might answer any of these questions: What others
a character who is “afraid of spiders” will not necessarily run away can’t stand about your behavior? What enrages you? What are
from a spider. You simply have to make that emotion an integral your vices? What do you hate deeply? What scares you? What
part of the roleplay. are you hiding or don’t want others to know?
PECULIARITIES
DEVELOPING THE PERSONALITY
Give your character at least two peculiarities. They are small During the course of a campaign, your character’s personality
and simple ways to help you make your character unique. Your might change in some aspects or be enriched with details.
peculiarities should tell you something interesting about your The character’s disposition might change and new traits might
character, and they should be self-explanatory on how they develop, while others might disappear or lose their meaning,
do it. “I’m smart” is not a good peculiarity, because it describes based on the events experienced by the character.
so many characters. Instead, “I’m passionate about astronomy” One bond could break, other bonds could form. One flaw
tells you something specific about your character’s interests could be overcome, but others could be created. An ideal could
and disposition. be shattered, replaced by new beliefs. New peculiarities could
Peculiarities might describe the things your character appear to further delineate the character’s identity.
likes or dislikes, things they have a soft spot for, their past
accomplishments, your character’s attitude or mannerisms, CHANGING DISPOSITION
or their typical behaviors. A useful starting point for defining The character’s disposition is not immutable. On the contrary,
peculiarities is the character’s highest and lowest ability it’s tied to their behavior and can change in two ways. You could
scores, and define one peculiarity related to each. decide to change the disposition of your character, but in doing so
you should provide the GM with a valid reason for such a change.
IDEALS
Otherwise, it could be the GM who decides to change a character’s
Describe one ideal that drives your character. Your ideals are disposition (regardless of the player’s opinion) if their conduct
the things that you believe in most strongly, the moral foundations does not reflect the current one.
and ethical principles that compel you to act as you do. An ideal
could be a rule of life, a vow, a simple existential principle, DISPOSITION AND PERSONALITY TRAITS
an oath, a creed, an ideology or a philosophy. The character’s disposition should be relatively consistent with
You can choose any ideal you like, but the character’s disposition their personality traits. However, this is not a rule. In fact,
is a good place to start to define it. Ideals might answer any of these you could give your character traits in open contrast to their
questions: What are the principles you will never betray? What disposition, thus creating original roleplaying ideas. For example,
prompts you to make sacrifices? What drives you to act and guides a community-oriented character might have innate greed, which
your choices? What is the most important thing you aspire to? very often puts them in difficulty when pursuing the common
good means giving up a large booty.
BONDS
Create one bond for your character. Bonds represent a character’s OPTIONAL RULE: FULFILL OR CONTRAST
connections to people, places, and events in the setting. They During the game, when something involves one of the character’s
might inspire you to heights of heroism, or lead you to act against personality traits, they can react by fulfilling or contrasting the
your own best interests if they are threatened. Bonds might emotion deriving from that trait. For example, if a person dear
answer any of these questions: Whom do you care most about? to the character (bond) is threatened, they would be pushed
To what place do you feel a special connection? What is your to help (fulfill) but, realizing that it is a trap, the character might
most treasured possession? hold back from doing so (contrast).
Your bonds might be tied to your background, your species, your In such cases, at GM’s discretion, the character might gain
class, or some other aspect of your character’s past. You might also advantage or disadvantage on ability checks related to that course
gain new bonds over the course of your adventures. of action, depending on how the player decides to make them react.
CHAPTER 1: CHARACTERS 67
GAINING LEVELS STARTING AT HIGHER LEVELS
More experienced players, who are familiar with the characters’
Going on adventures, your character will face challenges, dangers, capabilities and are eager to face more significant adventures,
and enemies, completing quests and gradually becoming more might welcome the idea of starting a campaign with characters
experienced and capable, expanding and improving their abilities. above the 1st level.
In the game, this advancement is called gaining a level. Creating a higher-level character follows the same procedure
The Game Master will tell you when your character gets illustrated at the beginning of this chapter (see “Creating
a new level. Usually, how often and how this happens depends a Character) and the rules for leveling up described here. Such
on the progress of the narrative. Therefore, characters gain a characters have more vitality points, class features, and talents,
new level when they complete an adventure or a major story arc and probably start with better equipment. It is up to the GM
in the campaign, or when they achieve something that advances to establish the initial equipment of characters above 1st level.
their own individual history. Another option, often preferred
by beginner GMs and players, is to base the progress of the
THE TIERS OF PLAY
characters on the number of sessions played by the group. The twenty levels that make up the complete development of the
Chapter 6 provides further information and useful advice characters can be divided into four tiers that serve as a general
for the GM to manage the characters’ level advancement. description of how the play experience changes as characters gain
levels. Crossing the threshold that leads to the next tier implies
BENEFITS OF LEVEL ADVANCEMENT an important change in characters’ life, in terms of social status,
When your character gains a new level, you immediately notoriety and responsibility. For this reason, the change of tier
get the following benefits. should mark a pivotal moment in the life of adventurers.
Vitality Points: Your vitality point maximum increases by 1. Rookies (levels 1-4): At the beginning of their journey, the
Advancement Points: You get 10 Advancement Points (AP), characters are nothing more than newbies intent on taking their
which you can spend in the following ways: first steps in a world full of dangers. The challenges they will face
• You can increase by 1 one of your ability scores by spending are relatively simple, such as local thugs, wild beasts, or other
a number of AP equal to double the current value of that ability threats capable of endangering settlements or small towns.
score (minimum 1), up to a maximum score of 6. For example, Intrepids (levels 5-10): By the time they reach this tier,
increasing an ability score from 5 to 6 costs 10 AP. characters know their stuff and travel through space in search
• You can increase the bonus granted by one of your skills by of fortune. Journeys to unexplored places, space pirates assaults,
1, by spending a number of AP equal to the value of the bonus colonies threatened by ruthless marauders, crimes to be solved.
you get, up to a maximum bonus equal to +6. For example, Slowly, the deeds of the characters guarantee them a little fame,
increasing a skill from +2 to +3 costs 3 AP. but the road to becoming someone is still long.
Heroes (levels 11-16): Those who cross the 10th level threshold
You cannot increase a single ability or skill by more than 1 point are decidedly out of the ordinary individuals who soon become
per level, but there is no limit to the number of different abilities heroes (or anti-heroes) in the eyes of ordinary people. Over time,
or skills you can increase. If you don’t spend all your advancement these individuals gain glory and power, but increasingly greater
points, the ones you don’t use will add to those you get the responsibilities also fall on their shoulders. The fate of planets
next level. Remember to write them down on your character or entire stellar systems could be the stakes of their adventures.
sheet so you don’t forget to have them available. Legends (levels 17-20): The characters who reach this rank
The level advancement does not allow the character to acquire become real living legends, “icons” whose extraordinary deeds
new skills in addition to those they obtain at 1st level. However, are told in every corner of the cosmos, and whose name becomes
remember that the character can learn new skills by spending a reason for inspiration or terror among the people. The power of
their downtime for this purpose (for more information see these individuals reaches shocking heights, so much so that their
“Between Adventures” in Chapter 2). actions can influence or even change the fate of all known space.
Class Features: Your character gets the class features related Finally, reaching 20th level doesn’t necessarily mean the end
to the level they reached (see your class description). of a campaign. The characters may be called upon to take on epic
challenges, and as a result of these adventures, their abilities can
continue to evolve, even if they can no longer gain new levels.
68 CHAPTER 1: CHARACTERS
PART 1: AXIOM - PLAYERS
CHAPTER 2
THE RULES
This chapter contains all the basic rules for playing FARSIGHT. The rules cover all the main activities
that characters may face during their adventures. We recommend reading this entire chapter before
delving into the rest of the book.
SETBACKS
2d10 Setback
2 Trauma: If appropriate to the circumstances, you suffer a trauma, otherwise no setback happens.
3 “Not right now!”: Something breaks or stops working at the worst moment.
4 Fright: Something scares you. You are frightened until the start of your next turn.
5 Defensive breach: You lower your guard. Attack rolls against you have advantage until the start of your next turn.
6 Outrage: You say or do something that offends an interlocutor, worsening their attitude towards you and your companions.
7 "Damn!": The weapon you are holding slips from your hand or jams. As a minor action on your turn, you can pick it up or unjam it.
8 Ringing in the ears: Your ears are ringing annoyingly. You are deafened until the start of your next turn.
9 Uneasiness: Something upsets you unexpectedly. You have disadvantage on your next ability check.
10 “It fell!”: Something you are carrying falls off, loosening from a strap or slipping out of a pocket or backpack.
11 Distraction: Something distracts you momentarily. You have disadvantage on your next ability check.
12 Something in the eye: A glimmer of light or airborne dust blurs your vision. You are dazzled until the start of your next turn.
13 Gaffe: You say or do something trivial, but that an interlocutor does not like or finds inconvenient.
14 Tumble: You stumble and fall prone.
15 Incorrect certainty: You are convinced that your action is successful, without realizing that in reality it's the exact opposite.
16 From bad to worse: Failing to avoid a harmful effect, you suffer worse consequences (double the damage, double the duration, etc.).
17 Friendly target: Your attack misses the target and accidentally hits an ally that is adjacent to it (or in the direction of the shot).
18 Illness: You suffer from a sudden illness. You are stunned until the start of your next turn.
19 Sudden fatigue: You suddenly feel exhausted. You suffer a level of exhaustion.
20 Loss: You break or lose something important.
SKILLS
COMBATIVITY STRENGTH DEXTERITY PERCEPTION INTELLIGENCE WILL TECH
Cold Weapons Athletics Acrobatics Alertness Erudition Charisma Astronautics
Energy Weapons Climbing Dancing Insight Lucidity Cunning Computer
Gunnery Might Piloting Inspection Medicine Fortitude Cybernetics
Kinetic Weapons Stamina Reflex Music Nature Intimidation Explosives
Natural Weapons Swimming Riding Survival Psionics Socialite Mechatronics
Throwing Zero-G Stealth Visual Arts Science Streetwise Mystification
Wrestling Sleight of Hand Warfare Trading
PERCEPTION SKILLS
Alertness: Indicates the ability to use all your senses to identify Lucidity: It represents the firmness of the mind, the clarity
possible threats in the surrounding environment, instinctively of thought, and the ability to stay clearheaded and resist effects
notice when there is something strange or potentially dangerous that cloud or confuse thoughts.
and always be ready to react. Medicine: Knowledge and competence in the medical field. It
Insight: The ability to perceive feelings, emotions, and includes first aid, emergency care, medications, diagnosis, treating
intentions of others by paying attention to body language, facial poisons and diseases, surgery, long-term care, establishing the
expressions, voice intonation, and attitudes. causes of death, as well as medical research. A character can also
Inspection: Indicates the ability to investigate the surrounding use this skill to heal animals or creatures with unusual physiology
environment using all senses, in order to obtain more precise (such as aliens or mutants), but with disadvantage.
information and to notice hidden or otherwise not immediately Nature: It represents experience and expertise in activities
evident details and clues. related to nature. It includes botany, agriculture, agronomy,
Music: Musical expertise and talent. It includes singing, playing zoology, animal husbandry and care, veterinary, and so on.
instruments, composing songs and symphonies, recognizing styles The processing and use of raw materials and products deriving
and genres of music, songs, and famous musicians. from agricultural activities may also fall under this skill.
Survival: Expertise in surviving in the wilderness. It covers Psionics: It represents the affinity to psychic powers and their
activities like getting food and water, building shelter, avoiding understanding. Psionic characters and creatures use this skill
natural hazards, finding your way around, facing the elements, when manifesting their psionic powers (see Chapter 5). For those
hunting, and tracking other creatures. without psychic powers, it’s limited to psionic knowledge and
Visual Arts: Competence in creating visual works of art. the ability to identify and understand psionic phenomena.
It covers all forms of figurative art such as painting, drawing, Science: Knowledge and competence in the scientific field.
graphics, photography, sculpture, textile arts, and so on. It includes mathematics, physics, astrophysics, chemistry,
biology, exobiology, genetics, geology, geophysics, climatology,
INTELLIGENCE SKILLS meteorology, and others.
Erudition: It represents humanistic and classical knowledge. Warfare: War disciplines and military knowledge. It includes
It includes literature, linguistics, philosophy, law and legislation, military training, warfare, and guerrilla techniques, strategy and
theology, history, archaeology, anthropology, psychology, tactics, troop movement, rules of engagement, military ethics,
sophontology, sociology, journalism, and so on. illegal weapons, and so on.
OTHER ACTIVITIES WHILE EXPLORING Tiny Frying pan, large stone 1d6 7
Small Chair, stool, suitcase 2d6 10
During exploration, characters who are not focused on watching out for
dangers can engage in other activities. For example, a character can make Medium Barrel, table, chest 4d6 13
PER (Survival) checks to navigate and avoid getting lost, to avoid natural Large Boulder, dumpster 6d6 16
hazards, track down other creatures, or seek food and water for themself
and their allies. A character can also draw a map that follows the group’s Huge Car, big boulder 8d6 20
progress in exploration. Gargantuan Railway wagon, container 10d6 24
RESTRAINED EXHAUSTION
• A restrained creature’s speed becomes 0, and it can’t benefit Exhaustion level Effect
from any bonus to its speed. 1 Disadvantage on STR and DEX checks
• The creature has disadvantage on DEX checks and attack rolls. 2 Sickened
• Attack rolls made against the creature have advantage.
3 Hindered
SICKENED 4 Vitality point maximum halved
• A sickened creature has disadvantage on all ability checks 5 Speed reduced to 0
due to malaise, pain, or disorientation. 6 Reduced to 0 vitality points
STUNNED
An effect can give a creature one or more levels of exhaustion, as
• A stunned creature is incapacitated, can’t move,
specified in its description. If an already exhausted creature suffers
and can speak only falteringly.
another effect that causes exhaustion, their level of exhaustion
• The creature has disadvantage on all ability checks.
increases by the amount specified in the description of the effect.
• Attack rolls made against the creature have advantage.
The effects of exhaustion levels are cumulative. For example, a
UNCONSCIOUS
creature with 3 levels of exhaustion is sickened, hindered, and has
• An unconscious creature is incapacitated and can’t move disadvantage on STR and DEX checks. The conditions imposed by
or speak. It automatically fails any checks that require exhaustion cannot be removed except by decreasing the level of
physical action and is unaware of its surroundings. exhaustion. An effect that removes exhaustion reduces the target’s
• The creature drops whatever it’s holding and falls prone. level of exhaustion by the amount specified in its description.
• Attack rolls made against the creature have advantage. Finishing a full rest reduces a creature’s exhaustion level by
• Any attack that hits an unconscious creature automatically 1, provided that the creature has eaten and drunk enough (see
deals maximum damage if the attacker is adjacent to it. “Resting and Healing,” above). However, the levels of exhaustion
• A sleeping creature is considered unconscious but can use its caused by some specific effects (such as starvation or radiation)
Perception passively with a -5 penalty. The creature will wake require specific care and cannot be removed simply by resting.
up if it hears a loud noise, is shaken or if it takes damage.
CHAPTER 3
EQUIPMENT AND TECHNOLOGIES
Having the right equipment is a fundamental assumption for The costs of the items are expressed in credits (indicated with ¢).
any adventurer, as it could make the difference between life In the case of huge sums, the abbreviation K is used to indicate the
and death. This chapter covers in detail the rules regarding the thousands and M to indicate the millions of credits. The weights
equipment and provides an extensive, although not exhaustive, are expressed in weight units (w). For objects with negligible
list of objects the characters can use (weapons, armor, equipment, weight (indicated with “-”), if necessary it’s possible to use the
substances and much more). general rule that 10 such objects weigh approximately 0.5 w.
MONEY AND COMMERCE TRADING GOODS
Product Cost
The economy of an interstellar setting is based on the wealth
and products of hundreds or thousands of worlds. Wealth Consumer goods, common (1 w) 2
takes on many forms: money, metals, rare elements, goods, art Consumer goods, fine (1 w) 20
objects, animals, land ownership, and legal rights of exploitation. Livestock, common (per head) 200
Throughout history, money has taken many names and many Livestock, exotic (per head) 1,000
forms, but with the establishment of an interstellar community, Fuels, petrochemicals and fossils (100 w) 20
the need arises for a common approach for handling trade. Fuels, raw hydrogen or deuterium (1 Ton) 100
The following paragraphs illustrate precisely these aspects,
Fuels, refined hydrogen or deuterium (1 Ton) 200
from the cost of the goods to their availability on the market.
Fuels, antimatter or exotic matter (0.1 w) 1,000
MONETARY SYSTEM Components, basic electronics (10 w) 100
The standard currency used in this book is credit (indicated with Components, advanced electronics (10 w) 1,000
the symbol ¢). Credits could directly amount to whatever form
Components, basic mechanical parts (10 w) 100
of money you intend to use; otherwise, uniformly converting
Components, advanced mechanical parts (10 w) 1,000
the prices indicated as needed will also do. The GM can
decide the cost of any item not mentioned in this chapter Components, cybernetics and high technology (10 w) 3,000
taking as benchmark the numerous objects appearing here. Timber, bricks and other building materials (10 w) 20
The most common methods of carrying money are credichips. Minerals, common (10 w) 50
These are small electronic supports, rechargeable or linked to Minerals, uncommon (1 w) 500
a bank account; they contain memory algorithms able to safely Minerals, rare or radioactive elements (1 w) 2,000
monitor the amount of credits available to the owner and add or
Minerals, semi-precious crystals and gems (1 w) 1,000
subtract amounts from that sum every time they make transactions.
Minerals, precious crystals and gems (1 w) 2,000
TRADING Work of art, common (per piece) 100
Commerce is an integral part of the characters’ life. Any settlement Work of art, fine (per piece) 1,000
has a few shops or a general store, any city houses shops and large Work of art, unique (per piece) 10,000
markets full of goods. Furthermore, even in the absence of actual Industrial polymers (10 w) 100
shops, it will almost always be possible to barter something with Basic chemical and pharmaceutical substances (1 w) 80
other travelers or ordinary people.
Spices, common (1 w) 5
TRADING GOODS Spices, rare or exotic (1 w) 20
The Trading Goods table provides a list of the broader and more Textiles, common (10 w) 30
common categories of goods and products, displaying an indicative Textiles, fine or exotic (10 w) 200
base price (the actual price varies a lot from place to place, based
on availability and demand). Guilds and governments regulate up having the same function as money and can be exchanged as
trade, issue permits, and licenses, inspect cargoes and establish currency at their full value: livestock, cereals, salt, spices, metals,
routes, port taxes, and customs duties, but otherwise space fuels, rare elements, and so on.
merchants enjoy reasonable freedom in running their business.
PROTECTIVE VEST,
ARMORED
TACTICAL ARMOR,
SCOUT
PROTECTIVE VEST, PROTECTIVE VEST,
ORDINANCE REINFORCED
TACTICAL ARMOR,
ASSAULT
ARMOR
Light armor Strength Armor Value Armor Penalty Weight Cost
Protective vest, ordinance – 1 – 6 1,000
Tactical armor, scout – 2 -1 10 5,000
Technoarmor, “Raptor” – 3 -1 16 15,000
Medium armor Strength Armor Value Armor Penalty Weight Cost
Protective vest, reinforced 2 2 -2 11 3,000
Tactical armor, battle 2 3 -2 13 10,000
Technoarmor, “Guardian” 2 4 -3 20 25,000
Heavy armor Strength Armor Value Armor Penalty Weight Cost
Protective vest, armored 3 3 -3 14 8,000
Tactical armor, assault 3 4 -3 16 20,000
Technoarmor, “Titan” 3 5 -4 26 50,000
TECHNOARMOR,
“TITAN”
TECHNOARMOR,
“RAPTOR”
TECHNOARMOR,
TACTICAL ARMOR, “GUARDIAN”
BATTLE
CHAPTER 4
VEHICLES AND STARSHIPS
As often happens in science fiction stories, in FARSIGHT the This chapter presents a wide range of planetary vehicles and
characters may have to face long space journeys, travel great starships and describes all the rules necessary for their use in
distances on the surface of inhospitable planets, or have the game. As for the equipment in Chapter 3, the costs of vehicles
the simple need to move quickly through the busy streets and starships are expressed in credits (indicated with “¢”).
of a metropolis. In all these situations, the use of vehicles In the case of huge sums, the abbreviation K is used to indicate
and starships becomes crucial. the thousands and M to indicate the millions of credits.
VEHICLES BASIC VEHICLE SYSTEMS
A vehicle is equipped with various mechanical and electronic
Vehicles are essential for covering large distances quickly. This systems essential to its operation, the most important of which
section describes the most common types of planetary vehicles are described below.
and all the rules necessary for their use in the game, including Energy: Normally, planetary vehicles are powered by
weapons and additional fitting that can be installed on them. special microfusion cores. In addition, many are equipped
Piloting vehicles: Characters’ proficiency in piloting vehicles with photoelectric generators, which flank the primary
is represented by the Piloting skill (see Chapter 2). Characters core and contribute to the autonomy of the vehicle.
that don’t possess that skill can drive the most common vehicles Propulsion: The planetary vehicles presented in this section
without problems, but they have disadvantage on their checks are based on repulsion engine technology, anti-gravity generators
for piloting the more complex and advanced ones. that guarantee great stability and high speeds in any condition.
Getting in and out of vehicles: You can either get in an Outdated vehicles (such as airplanes, boats, and wheeled cars)
adjacent vehicle or get out from the vehicle you are in using can still be encountered on the most backward planets or where
3 meters of your movement. You can’t get in or out of a vehicle repulsion cannot be employed due to gravitational anomalies.
if you don’t have enough movement left to do so.
Onboard computer: Each vehicle is equipped with an onboard how long a vehicle can run before having to refuel, recharging
computer that manages all its systems and acts as the primary its energy core. The cost of a recharge expressed in credits (¢)
interface for the driver. As standard, it is a computer/2 that is indicated in brackets.
integrates a VI/1 and the programs interface/0, security/0, Cost: This entry indicates the cost of the vehicle in credits (¢).
maneuver/0 (which allows the vehicle to be piloted), and a
database/0 containing useful information such as operating VEHICLE DESCRIPTION
manuals and the blueprint of the vehicle. Any other programs The various vehicles that appear in the Vehicles table
must be purchased and installed as normal (see Chapter 3). are described below, divided into surface vehicles called
land-speeders, atmospheric vehicles called air-speeders,
VEHICLE STATISTICS and finally mechs, vehicles similar to large piloted robots.
The various vehicle statistics appearing in the Vehicles
table are explained below. LAND-SPEEDER
Armor Value (AV): This entry indicates the AV of the vehicle. Surface vehicles based on repulsion technology are collectively
Maneuvering penalty: The maneuvering penalty expresses called land-speeders. Usually, they hover less than one meter
how difficult the vehicle is to maneuver, and it applies to all above the ground, but if necessary they are able to reach
DEX (Piloting) checks made by the vehicle driver. a few meters of altitude for short distances.
Thrust points: Each vehicle has a certain amount of thrust Bikes: Bikes are lightweight two-seater land-speeders
points which represent its performance. The pilot can use thrust capable of traveling at high speeds.
points to change speed and direction of motion, and to perform Mule: Mules are larger but slower land-speeders than
other maneuvers (see “Vehicle Combat”, further on). racers, designed for transporting both people and goods.
Maximum speed: This entry indicates the maximum speed of Racer: These are the most common land-speeders around,
the vehicle, expressed according to a scale of values (instead of with functional designs focused on transporting people.
meters). For more information see “Vehicle Combat”, further on. Truck: Heavy, large and bulky land-speeders designed
Load points: This value represents a measure of how much for transporting goods and materials.
cargo the vehicle can carry. If the vehicle is equipped with
weaponry or extra fitting, the respective load value is subtracted AIR-SPEEDER
Air-speeders are atmospheric vehicles that can reach considerable
from its load points (down to a minimum of 0). The remaining
altitudes and speeds. Although they are powered by repulsion
load points make up the cargo compartment of the vehicle.
technology, most of them also feature ion thrusters that improve
Indicatively, each point is equivalent to about 100 w.
their performance.
Crew: This entry indicates the total number of Medium
Craft: Air-speeders used as elite private aircraft or for
or Small occupants that the vehicle can accommodate. Unless
transporting goods or people over medium to long range.
otherwise noted, a vehicle can be adequately piloted and operated
Lineship: Large and powerful air-speeders used for suborbital
by a single individual.
flights, both cargo, and passenger.
Autonomy: As a rule, vehicles are powered by a microfusion
Shuttle: Air-speeders common in the civil sector, used both
core. Autonomy is expressed in the time of use, which means
as private vehicles and as medium-short-range public transport.
OBSOLETE VEHICLES Sloop: Light and functional air-speeders, the atmospheric
equivalent of racer land-speeders.
The vehicles described in this chapter assume a very advanced level of
technology, including anti-gravity thrusters and fusion power generators.
However, more obsolete vehicles, such as wheeled transports, MECHS
conventional aircraft and the like, can also be represented in the game Mechs are drivable robot-like ground vehicles. The lightest and
using the same stats as the vehicles listed in the Vehicles table, possibly fastest are bipedal, while the largest are quadrupeds. Sometimes
making some changes to better adapt them to represent more antiquated mechs can also be equipped with upper limbs, useful for holding
vehicles (perhaps lowering their performances and autonomy). objects or weapons.
Reinforced armor: The vehicle’s AV increases by 1. Trim stabilizers: A trim sensor system that grants advantage
Applicable several times, up to a maximum AV of 10. on the pilot’s checks made to avoid losing control of the vehicle
Reinforced structure: The vehicle’s structure points and to regain control of it (see “Vehicle Combat”, further on).
increases by an amount equal to 10% of its original structure Turret: A vehicle weapon mounted on a turret is no longer
points. Applicable a maximum of three times. bound to a single firing arc and can attack targets in any direction.
STARSHIPS
Thrust Energy Load Crew
Starship type Class SP DT AV DtT points points points full/min. Autonomy Cost
Sparrow 1 150 15 5 17 5 6 10 1/1 30 days 1M
Launch 1 200 15 3 17 3 5 50 4/1 50 days 2M
Courier 2 300 20 3 16 3 10 400 5/2 100 days 8M
Scout 2 300 20 3 16 4 12 500 8/2 100 days 10 M
Corvette, light 3 400 20 4 15 4 15 700 15/5 200 days 25 M
Corvette, heavy 3 500 20 4 15 4 20 1,000 20/7 200 days 40 M
Frigate, light 4 600 20 5 14 4 25 3,000 50/15 300 days 140 M
Frigate, heavy 4 700 20 5 14 4 30 5,000 70 /20 300 days 300 M
Cruiser, light 5 800 25 5 13 3 40 10,000 100/30 500 days 800 M
Cruiser, heavy 5 1,000 25 5 13 3 50 20,000 200/50 500 days 1,600 M
Battleship, light 6 1,300 25 6 12 2 60 40,000 300/100 800 days 3,000 M
Battleship, heavy 6 1,600 25 6 12 2 70 60,000 400/150 1,000 days 5,000 M
Colonial 7 1,800 30 5 11 1 80 100,000 600/200 1,500 days 9,000 M
Imperial 8 2,000 30 5 10 1 100 120,000 1.000/300 1,800 days 14,000 M
Alternatively, you can attempt to disable a single weapon or gear and propulsion points drop to 0 until the end of his next turn
of the target. In this case, you have disadvantage on the attack roll. (see “Starship Combat”, see below). If a target is affected by
If you hit the target, proceed as described above, but if the result multiple EM effects during the same turn (such as torpedoes
of the d10 roll is higher than the energy points assigned to the or pulse mines and electro-ionic cannons), their dice stack.
weapon or equipment hit, the latter is deactivated and becomes Astro-mine release system: Spacecraft mines are non-propelled
unusable until the end of the target’s next turn. detonating devices equipped with proximity sensors. A ship can
Torpedo launch system: Torpedoes are long-range, self- be equipped with multiple release systems. A single release system
propelled missiles equipped with automated targeting and target can hold a reserve of up to 10 mines and can release a single mine
acquisition systems (see “Starship Combat”, below). A single at a time. Once released, a star mine remains stationary and
torpedo launch system can hold a reserve of up to 10 torpedoes dormant in the point where it was placed, exploding only when
and launch a single torpedo at a time. Multiple launch systems a starship (or any other object of comparable size) enters its box.
are installed in large warships in batteries, known as “torpedo When an astro-mine explodes, it generates effects similar
group”. There are two types of torpedoes. to those described for the corresponding torpedoes (see above)
• Photon torpedo: This type of torpedo contains a charge of that apply to any target within the hex that contains it.
antimatter released when triggered, producing a tremendous In the case of a photon astro-mine, the pilot of a starship hit
plasma explosion and high-energy radiation. by its explosion must make a DC 15 + (the class of the piloted
• Pulse torpedo: When exploding, this torpedo generates a starship) DEX (Piloting) check, halving the damage suffered
powerful electromagnetic pulse that causes overloads and by the starship in case of success.
failures in the affected target’s systems. When a pulse torpedo Astro-mines are difficult to detect: they have a detection
hits a target, 3d10s are rolled. If the result of the roll is greater threshold of 20 and can only be detected by sensors in active
than the target’s total energy points (including those assigned mode and within close range (3 boxes). See “ Starship Operations”
to extra weaponry and equipment), the target’s energy points and “Starship Combat”, below.
used its tanks can be refilled with refractive sand by spending Astromechanical drones: These allow repairs to be made to the
a total of credits equal to 10% of its installation cost. For more hull and external components of the starship without having to
information, see “Starship Combat”, further on. rely on structures such as spaceports, shipyards, or maintenance
Specialized area: These are areas specially equipped for specific docks. Indicatively, the optimal number of astromechanical
purposes, such as infirmaries, armories, laboratories, and so on. drones for a starship is equal to the cube of its class (for example,
It is assumed that a specialized area contains the equipment 64 drones for a class 4 ship). Repair times increase with fewer
necessary to perform the task it is designed for. Furthermore, drones available (see “Crafting and Repairing” in Chapter 2).
each specialized area provides the crew with a series of benefits Mining drones: These are used to extract valuable materials
that depend on their level. The various types of specialized (usually minerals or ices) from the surface of asteroids, comets,
areas are described in the Specialized Areas box. and other planetary bodies. Each mining drone can collect
Starship drones: A starship can be equipped with various 1 ton of material in 8 hours of work, so up to 3 tons of material
types of starship drones. The drones are housed in special per day. The materials collected by the drones are stored
modular storage areas, each of which contains 5 drones and in the cargo hold (Cargo compartment) of the starship.
occupies 1 load point. Class 1 ships can instead be equipped with Probe drones: They are used to execute close-up scans
a single starship drone, at the cost of 30,000 credits and without and analysis of specific objects, structures, or areas, both
using load points. For more information on the use of starship in space and on the surface of planetary bodies, thus avoiding
drones, see “Starship Operations”, below. Each starship drone distance effects affecting the scans made with the ship’s
can belong to one of the following three types. sensors (see “ Starship Operations “, below).
TAUNT SUPERCHARGING
You target an enemy starship and use the communication systems You supercharge a system, armament, or equipment installed
to send it a disparaging, offensive, or threatening message. Make on the starship. You can choose one of the following effects
a check of your choice choosing from WIL (Cunning) or WIL that will remain until the end of the current starship turn.
(Intimidation) with a DC equal to 16 + the class of the targeted • Cannon battery: A starship cannon battery of your
starship. On a success, during the target ship’s next turn, all of choice deals an extra 1d6 damage.
its crew members have disadvantage on their next ability check. • Thrusters: The starship gets 1 extra thrust point.
Once you have used the Taunt action against a starship, • Tractor beam: The DC of the tractor beam increases by 1.
regardless of its result, you can no longer use it against that • Deflector shield: The starship Defense bonus granted
starship during the same combat. by the deflector shield increases by +1.
URGENT ORDER • Sensors: Sensors allow advantage to all TEC (Astronautics)
You issue an urgent order that prompts a crew member to act checks made to use them.
faster. Make a WIL (Charisma) check with a DC equal to 18 + the You cannot supercharge the same system, armament
class of the starship you’re commanding, targeting a crew member or equipment more than once during the same combat.
who has not yet acted in the current starship turn. On a success,
the target can take an additional action during that turn. GUNNER ACTIONS
The gunner can take the following actions.
ENGINEER ACTIONS
The engineer can take the following actions. ATTACK WITH CANNONS
You attack using a cannon battery or an electro-ionic cannon
ACTIVATE WARP DRIVE equipped on your starship (if any). Since these are artillery
You activate your starship’s warp drive (if present), by spending weapons, you can only make one attack by taking this action,
the necessary energy points (see further back). If the starship does regardless of the number of attacks you could normally make.
not have enough energy points available, you cannot take this To make an attack, make a CMB (Gunnery) attack roll
action. When you activate the warp drive, the starship will jump against the target’s Defense. On a success, the target suffers
to warp speed at the start of its next turn, unless it is deactivated the damage or effects associated with the weaponry used.
first. You can deactivate the warp drive at any time without taking
any action. The warp drive is deactivated even if the starship’s ATTACK WITH TORPEDOES
energy points are reduced to 0 for any reason. You attack using your starship’s torpedo launch systems (if any).
The strong energy emissions spread by an active warp drive If the starship has multiple launch systems, this action allows you
make the starship a “beacon in the dark”, reducing its detection to launch a number of torpedoes equal to the number of attacks
threshold by 10. In terms of gameplay, activating the warp drive that you can normally make by taking the Attack action, provided
helps escape from combat. However, remember that the starships there are enough torpedo launch systems at your disposal. For
you are fighting against might start chasing you. each of the torpedoes you launch, make a CMB (Gunnery) attack
CHAPTER 5
PSIONIC POWERS
Some individuals and creatures are able to tap into the boundless potential of the mind, called psionics,
thus developing exceptional psionic capabilities. This chapter provides all the rules for using psionic
powers in the game, from the simplest praxis to the most powerful psionic manifestations.
PSIONIC BOND
Forming a bond is another method by which psionicists
can increase the level of their powers.
A psionic bond involves two or more psionicists joining their
minds for a common purpose. Members of a bond can be of any
level or class, but they must be able to manifest powers and
possess a pool of psi points. One of the participants must take
on the role of leader of the bond, that is, the one who leads
the group and actually manifests the powers.
To form a bond, each participant must be within 1 meter
of at least one other participant. At that point, everyone makes
an INT (Psionics) check as an action. The DC of the check depends
on the number of participants, as indicated in the Psionic Bond
table. If all participants succeed, the bond is formed, otherwise,
the bond does not form and the participants will have to try again.
Once a bond is formed, it can be maintained indefinitely,
but to do so, each participant apart from the leader must take
an action during their turn and maintain concentration on the
bond (as if they were maintaining concentration on a power).
If only one participant loses its concentration, doesn’t take its
action to maintain the bond, or is no longer adjacent to at least
one other participant, the bond is severed.
As long as the bond is active, the leader can manifest powers
that are stronger than normal, gaining a bonus to their psionic
limit. The value of this bonus depends on the number of
participants in the bond, as indicated in the Psionic Bond table.
However, when the leader manifests a power that requires psi
points, every other participant in the bond must spend 1 psi point.
If just one of the participants runs out of their psi points or does
not use a psi point when required, the bond is severed.
PSIONIC BOND
Number of participants Bond DC Psionic Limit Bonus
2 15 +1
5 17 +2
9 20 +3
14 24 +4
20 29 +5
CAMOUFLAGE HALLUCINATION
Illusion Illusion
Manifestation: 1 action Manifestation: 1 action
Range: Close Range: Short
Duration: Concentration, up to 1 hour Duration: Concentration, up to 1 minute
Choose a creature you can see within range (including yourself). You create an illusion that takes root in the mind of a creature that
You create an illusion that masks its appearance. An unwilling you can see within range. This power has no effect on constructs
creature can make a WIL (Fortitude) saving throw, negating the and other non-living creatures. When you manifest this power,
power’s effects on itself if it succeeds. When you manifest this choose one of the following options.
power, choose one of the following options. Dreadful Vision (1+ psi): You create an illusion visible only
Illusory Appearance (1+ psi): You change the appearance of to the target and which draws on their innermost fears. The target
the target, including their clothing and the equipment they carry. must succeed on a WIL (Fortitude) saving throw or be frightened
You can make the target look 30 cm shorter or taller, make them for the duration. While frightened in this way, the target takes
look thin, stout, or somewhere in between. You cannot change 1d8 psychic damage at the start of each of its turns.
the shape of the target’s body, therefore you must choose a shape The target can repeat the WIL (Fortitude) saving throw at the
that has the same general anatomy as it. For the rest, the illusion end of each of its turns, ending the effect on itself if it succeed.
is limited only by your imagination. However, the changes made Insect Infestation (2+ psi): The target must succeed on a
WIL (Fortitude) saving throw or believe to be covered with insects
by this effect are intangible and cannot fool a physical inspection.
crawling on its skin and clothing. This illusion renders the target
For example, if you use this power to appear thinner than you
unable to sit still, forcing it to continually wriggle in an attempt
are, the hand of a person who tries to touch you would bounce
to get rid of the illusory insects. For the duration, the target has
off you, while at the sight it would seem to stop in midair.
disadvantage on ability checks, cannot use reactions, and attacks
A creature can use its action to examine the illusion by making
made against it have advantage.
a PER (Inspection) check with a DC equal to your psionic force.
The target can repeat the WIL (Fortitude) saving throw at the
If it succeeds, the creature realizes that the target is disguised.
end of each of its turns, ending the effect on itself if it succeeds.
Blur (1+ psi): For the duration, the image of the target becomes
Phantasmagoria (2+ psi): The target must make an INT
blurry and indistinct, imposing disadvantage on attack rolls made
(Lucidity) saving throw. If it fails, you create an illusion that only
against it. Attackers who do not rely on sight are immune to this
the target can perceive. The illusion depicts an object, creature,
effect, for example, if the attacker has blindsight or is otherwise
or other visible phenomena of your choice that occupies a space
able to distinguish illusions.
no larger than a cube 3 meters on a side, complete with sound
Imposing Appearance (2+ psi): You make the target look
and other sensory stimuli. The target can use its action to examine
bigger, more imposing, and more menacing. The illusory
the illusion by making a PER (Inspection) check with a DC equal
appearance lasts for the duration but instantly vanishes if the
to your psionic force. If it succeeds, the target recognizes the
target is hit by an attack or suffers damage from an area effect.
phantasmagoria as an illusion and the power ends.
The target can appear up to two size categories larger than its
While the target is affected by this power, it treats the
actual size and assumes frightening features, granting it advantage
phantasmagoria as if it were real and rationalizes any illogical
on WIL (Intimidation) checks. In addition, creatures that see the
outcome from interacting with it. For example, a target who tries
illusion have disadvantage on their attack rolls against the target
to cross a river by walking on an illusory bridge falls as soon
and on saving throws made to avoid being frightened by it. as it sets foot on it, but it will still believe that the bridge exists
The illusory appearance is complete with sounds and smells and come up with an explanation for its fall (it was pushed,
but it is intangible and physical interaction with it reveals it as it slipped, a strong wind might have knocked it off, and so on).
an illusion. A creature can use its action to examine the illusion An affected target is so convinced of the phantasmagoria’s
by making a PER (Inspection) check with a DC equal to your psionic reality that it can even take damage from it (for example, it may
force. If it succeeds, the creature recognizes the illusion for what believe it’s being bitten by an illusory creature or burned by
it really is and is no longer subject to the effects described above. illusory flames). Each round on your turn, the phantasmagoria
Invisibility (3+ psi): The target becomes invisible for the can deal 1d6 psychic damage to the target if it is within 1 meter
duration. Whatever the target is wearing or carrying becomes of it, provided that the illusion is something that can logically
invisible as long as it remains on them. The power ends for a target deal damage. The target perceives the damage as being
if it attacks, damages, or otherwise affects any other creature with of the type appropriate to the illusion.
an attack, psionic power, or other effects, or if it moves more than Increment: For each psi point spent in addition to the base
30 meters away from you. cost, you can target one additional creature within range.
You place one hand in contact with a creature of your choice Manifestation: 1 action
(including yourself), psionically stimulating its body’s regeneration. Range: Self
This power has no effect on constructs or other non-living creatures. Duration: Concentration, up to 1 hour
When you manifest this power, choose one of the following options. You psionically modify your body. When you manifest this power,
Minor Regeneration (3 psi): For the duration, the target you choose one or more of the following options, each of which
recovers 1 vitality point every minute and spontaneously heals has its own psi points cost. Add the costs of the effects you choose
from the non-permanent effects of trauma within 1d6 + 2 hours. together to determine the total base cost of the power.
Any permanent effects (such as a severed limb) are not restored. Aquatic Adaptation (1 psi): You can breathe water
Greater Regeneration (6 psi): For the duration, the target and get a swimming speed equal to your walking speed.
recovers 1 vitality point at the start of each of its turns and Appearance Change (1 psi): You transform your appearance,
spontaneously heals from non-permanent effects of trauma over including height, weight, facial features, voice, hair length, skin
1d6 + 2 minutes, as well as permanent effects over 1d6 + 2 hours. color, and any other details you desire. You can appear as a
Any severed body parts grow back during that time. If you have member of another humanoid species, although none of your stats
the severed part and keep it leaning against the stump, the power change. You also can’t appear as a creature of a different size than
causes it to reattach instantly and resume its normal functionality yours, and your base shape remains the same (for example, you
after 1d6 + 2 minutes. can’t get extra limbs, a tail, or other body parts you don’t normally
have). At any time before the power ends, you can
BIOPSIONIC RESTORATION use an action to change your appearance again in this way.
Metabiosis Atmospheric Adaptation (2 psi): You adapt your body to
Manifestation: 1 action the atmospheric conditions you are in. You can breathe normally
Range: Touch and are immune to the effects of hazardous atmospheres.
Duration: Instantaneous Bio-enhancement (2 psi): Choose one of your abilities
from Strength, Dexterity, and Perception. You have advantage
You place one hand in contact with a creature of your choice
on all ability checks based on the chosen ability.
(including yourself) and use your power to restore its health.
Fearful Appearance (1 psi): You take on a scary look,
This power has no effect on constructs or other non-living
with bestial or monstrous features, and thus gain advantage
creatures. When you manifest this power, choose one of the
on WIL (Intimidation) checks. Additionally, creatures that can
following options.
see you have disadvantage on saving throws made to avoid
Diagnosis (1+ psi): You scan the target’s body and learn
being frightened by you.
one information of your choice from the following for each
Natural Weapon (1 psi): You develop a natural weapon
psi point spent:
of your choice such as claws, fangs, horns or the like. It deals
• The creature’s current and maximum vitality points, 1d8 kinetic damage.
and the types of damage it has recently taken. Night Eyes (2 psi): You gain Infravision. If you spend 4 psi
• The traumas afflicting the creature (if any). points instead of 2, this option gives you thermovision instead.
• The conditions affecting the creature (if any). Quick Movement (1psi): Your walking speed (and any other
• The diseases afflicting the creature (if any). speed you have, such as swimming or flying) increases by 3
• The poisons afflicting the creature (if any). meters and you can jump twice as much as you normally would.
Alternatively, you can target the body of a creature Resistance (4 psi): You gain resistance to a damage type
that died less than 24 hours ago to find the cause of death. of your choice from kinetic, energy, biotic, and psychic.
Restore Vitality (1+ psi): The target recovers a number Thermal Adaptation (2 psi): You are immune to the effects
of vitality points equal to 1d6 for each psi point spent. of extreme temperatures.
Restore Conditions (3 psi): You remove a condition afflicting Tough Skin (1 psi): Your skin becomes tough and rough.
the target chosen from bleeding, blinded, dazzled, deafened, You gain a natural Armor Value of 2.
PSIONIC KNOWLEDGE
Prescience
Manifestation: 1 minute
Range: Self
Duration: Instantaneous
Your psychic faculties give you glimpses of knowledge that you
might not otherwise have. When you manifest this power, choose
one of the following options.
Ephemeral Proficiency (1+ psi): Choose a skill you don’t
have. For the next minute, you are considered to have that skill
with a bonus equal to the psi points spent.
Territorial Knowledge (3+ psi): When you manifest this
power, you get information about the surrounding territory within
1 km of you when you’re outdoors or within 100 meters of you
in underground environments. Power does not work in places
where nature has been totally or largely supplanted by buildings
and other artificial environments.
As you manifest the power, you immediately learn information
on one topic of your choice from the following.
• Conformation of the territory, including any bodies of water
• Prevailing plants, minerals, animals, and populations.
• Buildings and artifacts that are present within the territory.