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The FARSIGHT RPG Corebook is a comprehensive guide for a science fiction role-playing game based on the EVOLVED 5E ruleset, aimed at both players and Game Masters (GMs). It includes character creation, rules for gameplay, and guidance on running campaigns and adventures, along with a bestiary and various game aids. The book emphasizes collaborative storytelling and the dynamic nature of gameplay, where outcomes are determined by dice rolls and player decisions.

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0% found this document useful (0 votes)
305 views172 pages

Farsight 1 172

The FARSIGHT RPG Corebook is a comprehensive guide for a science fiction role-playing game based on the EVOLVED 5E ruleset, aimed at both players and Game Masters (GMs). It includes character creation, rules for gameplay, and guidance on running campaigns and adventures, along with a bestiary and various game aids. The book emphasizes collaborative storytelling and the dynamic nature of gameplay, where outcomes are determined by dice rolls and player decisions.

Uploaded by

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

COREBOOK

“The only way to discover the limits of the possible is to go beyond


them into the impossible.”
Arthur C. Clarke
COREBOOK
CREDITS

AUTHORS Hokunin, Inkary, Jaroslaw Marcinek, Kai Uecker, Lorenz


Dario Pesce, Francesco Lucenti Hideyoshi Ruwwe, Michael Kvac, Peter Hurman, Roman
Avseenko, Sibilla Pepi, Tan Ho Sim, Walter Brocca
ADDITIONAL CONTRIBUTORS
Riccardo Rumor, Sergio Gambillara, PLAYTESTERS
Tommaso De Benetti, Willy Guasti Alberto “Doc” Franceschetto, Alessandro Parravicini,
Andrea Dall’Armi, Andrea Macchi, Benedetta Mardegan,
EDITING AND PROOFREADING Eleonora Sbettega, Enrico Zabeo, Fabio Artuso, Fabio Mialich,
Dario Pesce, Sergio Gambillara, with the help of Andrea Mussini Gianluca Simionato, Luca “Maledice” Lanara, Luisa Castellani,
Marco Geromel, Mattia Bembo, Max Castellani, Max Rambaldi,
ENGLISH TRANSLATION Nicola Simionato, Piergiorgio Lucenti, Riccardo Rumor,
Aurora Torchia, Dario Pesce, with the help of Max Castellani Sergio Gambillara, Sibilla Pepi, Stefano Semenzato,
Tiziana Mozzillo, Tommaso Piva.
ENGLISH PROOFREADING With the help of our entire community, especially the
Douglas Shute members of our groups on social medias and all the players
who sat at our tables (physical or virtual) during the countless
ART DIRECTION events and conventions we attended during the development
Dario Pesce of this project.

LAYOUT AND GRAPHIC DESIGN ACKNOWLEDGMENTS


Dario Pesce, Riccardo Rumor, with the help of Fabio Mialich Heartfelt thanks to Andrea Macchi and Max Castellani
of Epic Party Games, Valentino Sergi of Officina Meningi
COVER ILLUSTRATION and Enrico Emiliani of MS Edizioni for their support
Biagio D’Alessandro and their crucial and invaluable help to the project.
Finally, the biggest thanks goes to all the backers who
INTERIOR ILLUSTRATIONS supported FARSIGHT RPG on Kickstarter. Without all of
Andrea Macchi, Biagio D’Alessandro, Daniele Solimene, you, this project could not have come true and become
Dave Melvin, David Revoy, Dmitriy Kuzin, Federico Amata, what it is now! Thank you so much.

Version: 1.2 (July 2022)

© 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

INTRODUCTION 4 PART 2: NEXUS (GAME MASTER) 171


What is a role-playing game?.............................................................. 4
CHAPTER 6: RUNNING THE GAME.............................171
What’s in this book............................................................................... 4
How to get started................................................................................. 4 The Game Master’s role...................................................................172
Explore the unknown........................................................................... 6 Handling ability checks...................................................................173
Handling interactions......................................................................176
Handling combat...............................................................................178
PART 1: AXIOM (PLAYERS) 7
Advancement and rewards..............................................................182
CHAPTER 1: CHARACTERS.......................................... 7
CHAPTER 7: CREATING CAMPAIGNS.........................187
Creating a character............................................................................. 8
Species..................................................................................................10 The big picture..................................................................................188
Backgrounds........................................................................................32 Designing a campaign......................................................................192
Classes..................................................................................................42 Science fiction themes.....................................................................194
Talents..................................................................................................46 CHAPTER 8: CREATING ADVENTURES....................... 201
Description...........................................................................................63 Adventures as stories.......................................................................202
Gaining levels......................................................................................68 Adventure’s structure......................................................................202
CHAPTER 2: THE RULES........................................... 69
Encounters.........................................................................................208
Ability checks......................................................................................70 Between the adventures..................................................................210
Exploration...........................................................................................76 CHAPTER 9: CREATING SCENARIOS.......................... 211
Social interaction................................................................................80 Cartography.......................................................................................212
Combat..................................................................................................81 Environment and hazards...............................................................214
Resting and healing............................................................................93 Space...................................................................................................225
Conditions............................................................................................94 Worlds.................................................................................................234
Between adventures...........................................................................96 Civilizations.......................................................................................244
EDGE Cards..........................................................................................98 Factions..............................................................................................253
CHAPTER 3: EQUIPMENT AND TECHNOLOGIES.......... 99 CHAPTER 10: ALLIES AND FOES...............................255
Money and commerce......................................................................100 Creature stats....................................................................................256
Technological level...........................................................................102 Non-player characters......................................................................260
Armor..................................................................................................104 Alien fauna.........................................................................................270
Weapons.............................................................................................107 Alien flora...........................................................................................298
Gear and supplies.............................................................................113 Duct parasites....................................................................................302
Computer technologies....................................................................120 Monstrous beasts..............................................................................304
Robots and drones............................................................................123 Monstrous insectoids.......................................................................306
Cyberware..........................................................................................124 Monstrous worms.............................................................................308
Expenses and services.....................................................................126 Plasmoids...........................................................................................310
CHAPTER 4: VEHICLES AND STARSHIPS.................... 129
Robots.................................................................................................312
Vehicles..............................................................................................130 Sentient species................................................................................318
Vehicle combat..................................................................................134 Swarms...............................................................................................332
Starships.............................................................................................136 Xenoth.................................................................................................336
Starship operations...........................................................................143
Starship combat................................................................................146 APPENDIX 337
Sheets..................................................................................................338
CHAPTER 5: PSIONIC POWERS................................. 151 EDGE Cards........................................................................................347
What are psionic powers.................................................................152 Sources of inspiration......................................................................348
Manifesting powers..........................................................................152 Index...................................................................................................349
Power descriptions...........................................................................155 Open Game License..........................................................................352
INTRODUCTION
WHAT’S IN THIS BOOK
Welcome to the Corebook of FARSIGHT RPG, a science fiction
“pen and paper” role-playing game based on the EVOLVED 5E
ruleset. This volume includes everything you need to start playing, This corebook is divided into two parts.
but first, this introduction will give you an overview of the game The first part, AXIOM, explains the basics of the game and is
and the contents of this volume. aimed at all players. It provides all the rules necessary to play,
from the creation of the characters to the way of roleplaying them,

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.

“A hero is an ordinary individual who finds the strength to


persevere and endure in spite of overwhelming obstacles.”
Christopher Reeve
CREATING A CHARACTER GENERATE ABILITY SCORES
You can randomly generate your character’s seven ability scores.
The first step in playing FARSIGHT is to create your character. Roll 3d6 and consult the Determine Ability Scores table. Do this
Each character is a combination of game statistics, roleplaying six more times to get a total of seven numbers, then assign them
ideas, and your imagination: the statistics define what to your character’s abilities as you like.
the characters can do, the roleplaying choices outline their Instead of determining the scores randomly, you can choose
identity, but it will be your imagination to give them life to use the following method: you start with all abilities at 0 and
and make them unique. you have 9 points to distribute among them as you like, but the
To create a character, follow the seven steps described below, maximum score you can assign to an ability is 3.
but before doing so take some time to think about the type of
adventurer you would like to create, the concept of your character. SKILLS
In this regard, let yourself be inspired by books, movies, and other Skills represent more specific proficiencies included in the
science fiction works and discuss with the GM and other players. broader scope of action represented by each ability. For example,
Throughout this book, we use the term character sheet to refer if Dexterity indicates how agile you are in general, the Stealth
to any medium you use to record your character data, whether skill represents a particular proficiency in acting without being
it’s a formal character sheet, some form of digital record, or a detected. In terms of gameplay, when a character possesses
piece of notebook paper. In the Appendix, you will find the official a skill, they gain a bonus to ability checks that involve that skill.
FARSIGHT character sheet and a short guide to its compilation. This bonus is initially +1 but it can be improved as the character’s
level increases (see “Gaining Levels”, later in this chapter).
1. ABILITY SCORES Skills are one of the ways you can customize your character.
Each character or creature in the game has seven basic abilities At 1st level, a character gains a series of initial skills through
that affect most of its activities. species, background, and class choices. Later, they might earn
more by dedicating their time between adventures to learning
• Combativity (CMB), represents the aptitude for combat, the
them (see “Between Adventures” in Chapter 2). Skills are listed
ability to exploit physical and tactical skills to prevail in battle.
and detailed in the “Ability Checks” section of Chapter 2.
• Strength (STR), represents muscular strength and build,
physical endurance and power, the ability to tolerate physical
stress, and to exploit athletic skills.
2. SPECIES
Every character belongs to one of the many sentient species that
• Dexterity (DEX), represents agility, speed and fluency
populate the galaxy. However, the presence of multiple playable
of movements, coordination and motor accuracy, sense
species depends on the type of setting and the style of play adopted
of balance, and quick reflexes.
by your group. It is up to the GM to determine how many and
• Perception (PER), represents senses acuity, attention to
which playable species are available in their campaign.
detail, the spirit of observation, as well as general awareness
The species you choose helps define your character’s identity
of the surrounding environment.
but also provides concrete benefits: it increases one or more
• Intelligence (INT), represents acumen, inventiveness, wit,
of your ability scores, grants skills, determines your base speed,
and mental clarity, and also the ability to analyze, reason,
the languages you know, and gives your character specific traits.
learn and memorize.
For more information, see “Species”, later in this chapter.
• Will (WIL), represents the strength of personality, self-control,
self-confidence, determination, temperament as well as social
and interpersonal skills.
3. BACKGROUND
At the beginning of their adventures, characters have a life behind
• Tech (TEC), represents technological affinity and technical
them, represented by their background, describing their origins
preparation, the ability to use, understand and interface
and what they’ve done throughout their life.
with machinery and technological devices.
In addition to game benefits (skills, equipment, etc.), each
Each ability is expressed by a score, which is a number that background provides roleplaying ideas and ensures an excellent
describes both the innate gifts and the aptitude for activities starting point on which you can build and expand your character’s
related to that ability. The higher the score, the more a character identity and past history. For more information, see “Background,”
excels in that ability, with scores of 1 representing the common later in this chapter.
human average. These scores are the foundation of the rules of the
game. For more information on the ability scores see Chapter 2. 4. CLASS
The class is the main definition of a character and represents
the archetype on which its development is based. In FARSIGHT
DETERMINE ABILITY SCORES there are three classes you can choose from, deliberately designed
3d6 Score 3d6 Score to broadly frame what are the main expertise and tactics of your
character, while leaving you complete freedom of customization.
3 -1 11 1
For this reason, the three classes do not have a specific name
4 0 12 2 but are each identified by a Greek letter: the action-focused
5 0 13 2 Deltas, the reliable and versatile Sigma, and the Psi, endowed
6 0 14 2 with mysterious psychic powers.
7 0 15 3 Each class grants the character special features, some
8 1 16 3 common to all class members, called class features, and others
9 1 17 3
specific, called talents. For more information, see “Classes,”
later in this chapter.
10 1 18 4

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.

FARAXI SPECIES TRAITS


Faraxi share the following species traits.
Type: Your type is humanoid.
Age: Faraxi reach maturity quickly
at 12 years of age. On average, they
live about 120 years.
Size: Faraxi can reach 2 meters in height,
but their arched posture makes them seem
slightly shorter. Your size is Medium.
Speed: Your base walking speed is 12 m.
Additionally, you have a climbing speed of 8 m.
Ability Score Increase: Your Strength and
Perception scores both increase by 1.
Skills: Choose two skills from Alertness,
Insight, Mechatronics, and Nature.
Long Limbs: Your melee attacks have
a natural reach of 2 m.
Resilience: You have advantage on saving
throws made against effects that make you sickened.
Revengeful Instinct: When you take damage
from a creature within 10 meters of you that you
can see, you can use your reaction to make a weapon
attack against it. Alternatively, you can instead manifest
a praxis with a manifestation time of 1 action and
that can only target the creature that damaged you.
Once you have used this trait, you must finish a rest
before you can do it again.
Doctrine of Reincarnation: You have advantage
on any ability check involving spirituality, cyclicality,
recycling, and reuse.
Resting: You need to complete a full rest every 22 hours.
Languages: Faraxi and Espar.

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.

CLASS FEATURES TALENTS


As a Delta, you gain the following class features when Whenever you reach an even level (2nd, 4th, 6th, and so on), you
you reach the specified level (see the Delta table). gain the first rank in a new talent or an additional rank in a talent
you already own. Talents are described in the “Talents” section,
ACTION SURGE
later in this chapter. Remember that in order to acquire
Starting at 1st level, you can push yourself beyond your normal a talent you must meet its prerequisites (if any).
limits for a short time. Once during your turn, you can take an
additional action on top of your regular action and a minor action. EXTRA ATTACK
Once you use this feature, you must finish a rest before you can Starting at 5th level, you can attack twice, instead of once,
use it again. Starting at 9th level you can use it twice before whenever you take the Attack action on your turn. The number
resting, and 3 times from 17th level. of attacks increases to three when you reach 13th level.

DANGER SENSE INDOMITABLE


Thanks to your military training, you are always on the alert. Starting at 7th level, you can reroll a failed attack roll or saving
Starting at 1st level, you gain a bonus to your Defense and to your throw, but if you do so, you must accept the new result.
initiative rolls equal to half your Combativity score, rounded down. Once you have used this feature, you must finish a rest before
you can use it again. Starting at 11th level, you can use it twice
CHOSEN WEAPONS
before resting, and three times from 15th level.
At 3rd level, choose one skill you have from the following: Cold
Weapons, Energy Weapons, Kinetic Weapons or Natural Weapons. SPECIALIZED WEAPONS
When you use a weapon of that type, you get the following benefits: Starting at 19th level, when you hit using your chosen weapon,
you deal +2 extra damage (instead of +1).
• You ignore the weapon Strength requirement.
Also, once per turn when you roll damage for an attack made
• When you hit, the weapon deals +1 extra damage.
with your chosen weapon, you can reroll the damage from the
• You have advantage on checks made to avoid being disarmed.
weapon and use the best result.
At 3rd level, you can choose a second skill you have from
those listed above to apply this privilege to.

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.

CLASS FEATURES TALENTS


As a Sigma, you gain the following class features when Whenever you reach an even level (2nd, 4th, 6th, and so on), you
you reach the specified level (see the Sigma table). gain the first rank in a new talent or an additional rank in a talent
you already own. Talents are described in the “Talents” section,
ASSURED OUTCOME later in this chapter. Remember that in order to acquire
Starting at 1st level, you can choose to use this feature when a talent you must meet its prerequisites (if any).
you make an ability check involving one of the skills you possess.
If you do so, you roll only one d12 and automatically consider OVERTURN THE ODDS
the result of the other one a 12. Starting at 3rd level, when you roll a 1 on any dice of an ability
Once you have used this feature, you must finish a rest before check, you can decide to turn it into an 8 instead. Once you use
you can use it again. Starting at 5th level, you can use it twice this feature, you must finish a rest before you can use it again.
before resting, and three times from 15th level. Starting at 11th level you can use it twice before resting,
and three times from 17th level.
EXPERTISE
At 1st level, choose two skills that you possess. Whenever you EXTRA ATTACK
make an ability check involving one of these skills, you can decide Starting at 9th level, you can attack twice, instead of once,
to reroll one of the d12s of the check after seeing the result, unless whenever you take the Attack action on your turn.
that result is 1. If you reroll a d12 in this way you must accept
the second result, even if it’s worse than the first.

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.

BIOTIC 1. CHARMING INFLUENCE


Prerequisites: Strength 1, Intelligence 1, Psionics, access to the psionic You possess remarkable charming capabilities.
powers of the metabiosis discipline You get the following benefits:
Biotics are psionicists who learn to use their psychic power to gain
• You learn the friendship praxis if you don’t already
extraordinary endurance, physical enhancement, and healing.
know it. Furthermore, when you manifest the friendship
1. MIND ON THE BODY praxis, the target doesn’t realize that it has been affected
You learn how to make the most of your psionic power to sustain by it at the end of the effect.
your body. You get the following benefits: • When you manifest a praxis or power that makes creatures
charmed, you can target one creature more than normal.
• Using 2 psi points, you can sustain your body for 24 hours
without the need for food or water. You can sustain yourself 2. MISLEADING INFLUENCE
in this way for a maximum number of consecutive days equal When a creature you can see within 10 meters of you makes an
to your STR score, beyond which you will need food and water attack against you, you can use your reaction and spend 1 psi
for at least an equal number of days before you can start point to attempt to deflect that attack towards another creature.
using this feature again. The attacker must make a WIL (Fortitude) saving throw with
• During a rest, you can make a DC 15 INT (Psionics) check. a DC equal to your psionic force. If it fails, the attacker must target
If you succeed, for the duration of the rest you enter a meditative the closest creature (apart from you) that is capable of attacking.
state that gives you advantage on saving throws against poison If more creatures are equally close, the attacker chooses which
and disease, and for healing from trauma. While in this state, one to target. If the saving throw is successful, you can’t use this
you can spend psi points to heal faster, regaining 1d6 vitality feature on that creature again until you finish a full rest.
points per psi point spent (up to a maximum equal to your You have to decide whether to use this feature before you know
psionic limit). The psi points used in this way are recovered if the attack hits or not. Creatures that cannot be charmed are
as usual at the end of a full rest. immune to this effect.

2. INNER FORTRESS 3. COUNTER-CHARMING


You learn to use your psychic power to increase your defenses. You learn how to turn the mind-affecting powers of your enemies
You get the following benefits: against themselves. You are immune to being charmed and, when
another creature tries to charm you, you can use your reaction
• You get a natural AV equal to half your STR score, rounded down.
to try to turn the effect against that same creature. The creature
• When you are affected by an effect that requires you to make
must succeed on a WIL (Fortitude) saving throw with a DC equal
a saving throw, you can use your reaction and spend 1 psi point
to your psionic force or be charmed by you for 1 minute or until
to gain advantage on that saving throw.
it takes damage.
3. PSIONIC INVIGORATION
4. SUBJUGATE
The psychic energy of your powers invigorates your body
as you use it. You get the following benefits: As an action, you can enslave the mind of an incapacitated
humanoid you are in contact with. The target is charmed by
• Whenever you manifest a metabiosis psionic power you regain you until that condition is somehow removed from it or until
a number of vitality points equal to half the psi points spent you use this feature again. You can telepathically communicate
(rounding down). with the charmed creature regardless of distance.
• When you manifest a psionic power that deals damage, you gain When a creature is charmed by you in this way, you can alter
a number of temporary vitality points equal to the number of its perception so that it’s not aware of being charmed and perceives
damage dice of the power. These temporary VP last for 1 minute its own state as natural.
or until they are depleted. Remember that if you get temporary Also, once before the effect ends, you can use an action to try
vitality points from multiple sources (including multiple to erase from the creature’s mind the memory of the time it spent
instances of this feature), they do not stack and you will only charmed. The creature must make an INT (Lucidity) saving throw
get the higher amount of temporary VP. with a DC equal to your psionic force. If it fails, at the end of the
effect, the creature will lose the memory of the period spent being
4. UNDYING RESILIENCE
charmed by this effect, up to a maximum of hours equal to 1 + your
You learn to infuse your body with psychic energy to increase
INT score. If you want, you can make the creature forget less time.
its resilience. You get the following benefits:

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.

4. PEERLESS LEADER 1. PERSONAL DRONE


You can use your Incite Allies and Intimate Surrender features You can build a personal drone that serves as a support unit.
as minor actions, rather than as actions. Also, as an action you Building the drone costs 500 credits in raw materials, requires 6
can order your allies to perform one of the following tactics: hours of work and a DC 13 TEC (Mechatronics) check. If it takes
damage, you can repair the drone, like any other device. If your
• Assault: You target an enemy or object. Until the start of your
drone is destroyed, you can build another one from scratch but you
next turn, you and all your allies within 6 meters of you who can
have to repeat the process and spend the cost again. You can also
see, hear and understand you, can make a single attack against
build multiple drones but you can only use one at a time.
that target as a minor action.
The personal drone has the same stats as a sentry drone (see
• Defense: Until the start of your next turn, you and all your allies
Chapter 10) except that it has vitality points equal to 8 + your TEC
within 6 meters of you who can see, hear and understand you,
(Mechatronics) score.
can take the Defend action as a minor action.
Thanks to a neural control system, you can steer the drone
• Retreat: Until the start of your next turn, you and all your allies
simply with your thought, as long as it is within 20 meters of you.
within 6 meters of you who can see, hear and understand you,
The drone acts at your own initiative count. On your turn, you can
can take the Disengage action as a minor action.
use your minor action to control the drone. If so, you can move
The effect ends if you become incapacitated. Furthermore, an ally the drone at its flying speed and you can make it act according to
no longer benefits from the effect if they can’t see you anymore. your directions. If it is not controlled or if it is more than 20 meters
away from you, the drone only takes the Defend action.

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.

EXTENDED POWER 5. UNSTOPPABLE


Your resilience is legendary. You get the following benefits:
When you manifest a power that has a duration of 1 minute
or longer, you can spend 1 extra psi point to double its duration, • Each time you rest, you regain double the vitality points
up to a maximum of 24 hours. you would normally regain.
• At the beginning of each of your turns, if you have less than
INTENSIFIED POWER
half of your vitality points maximum left, you regain a number
When you manifest a power that forces one or more creatures
of vitality points equal to 1d4 + STR. If you have 0 vitality
to make a saving throw to resist its effects, you can spend
points, you cannot use this feature.
2 extra psi points to give one target of the power disadvantage
on its first saving throw made against it.
PILOT
QUICKENED POWER Prerequisites: Dexterity 2, Piloting
When you manifest a power that has a manifestation time Nobody manages to maneuver planetary vehicles and spaceships
of 1 action, you can spend 3 extra psi points to manifest better than pilots, true champions in driving any vehicle.
it as 1 minor action instead.
1. DRIVING ACE
TWINNED POWER Your proficiency as a driver is out of the ordinary. While you
When you manifest a power that targets only one creature and are piloting any kind of vehicle, you get the following benefits:
doesn’t have a range of self, you can spend 2 extra psi points • You have advantage of DEX (Piloting) checks you make
to target a second creature in range with the same power. as initiative rolls during vehicle or spaceship combat.

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 SNIPER 4. FLOATING TELEKINETIC BLADE


Prerequisites: Ability to manifest one praxis or psionic power As an action, you create a floating blade composed of telekinetic
that requires a ranged attack roll energy that appears in a visible spot of your choice within
You are extremely accurate in striking with your ranged psionic 15 meters of you. The blade remains as long as you keep your
powers. You get the following benefits: concentration on it, up to a maximum of 1 minute. The blade
vanishes if it moves more than 15 meters away from you.
• When you manifest a praxis or psionic power that requires When you create the blade and as a minor action on each
a ranged attack roll, its range is doubled. of your subsequent turns, you can move it up to 6 meters
• Your ranged psionic attacks ignore cover unless it’s full cover. to a spot you can see and use it to make a psionic melee attack
• You learn an additional praxis of your choice that requires against a creature within one meter of it. If you hit, the target
a ranged attack roll. takes 1d10 + INT kinetic damage.
PSIONIC TRAINING
This perk can be selected multiple times. Each time you select
it you learn 2 praxis of your choice which are in addition to any
other praxis you already know.

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.

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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.

“Hell, there are no rules here. We’re trying to accomplish something!”


Thomas A. Edison
ABILITY CHECKS
Whoever gets the highest result wins the contest. If the contest
results in a tie, the GM decides what happens based on the
An ability check represents a character’s or creature’s attempt circumstances: the situation may remain the same, both checks
to pass a challenge. Most of the actions taken by characters may fail, or minor effects may occur.
do not require any check. The GM only requires an ability check
when the outcome is uncertain and when success or failure has COMPLEX CHECKS
important implications, such as in situations of danger or stress. In the case of prolonged actions (such as disarming a complicated
For every ability check, the GM decides which of the seven device or conducting a long negotiation), the GM may request
abilities is relevant to the task. To make an ability check roll a complex check, which is a sequence of multiple ability checks
2d12, add their results together, add the appropriate ability score that represent the unfolding of a single prolonged action.
and apply any relevant bonuses or penalties. The most frequently To be successful, a complex check requires you to obtain
applied bonus comes from the character’s skills (see below). a certain number of successes before suffering the same
number of failures. The difficulty of a complex check is therefore
CHECK RESULT = 2D12 + ABILITY SCORE + SKILL BONUS given by its DC and the number of successes that it required.
+ RELEVANT MODIFIERS Generally, if three failures occur before the character makes
three successful rolls, the check fails.
In most cases the GM compares the result of an ability check
with a Difficulty Class (DC). Normally, the DC is set by the GM COOPERATIVE CHECKS
or specified by the rules. The more difficult a task, the higher its Sometimes two or more characters can join forces in an
DC. If the result of the check is equal to or higher than the DC, attempt to accomplish a task. In this case, the character who
the check is successful. Otherwise, it’s a failure. leads the attempt performs the check with advantage, indicating
Depending on the circumstances, failing an ability check the help provided by the others. In combat, to help it’s necessary
does not necessarily mean that the action taken is not completed, to make the Help action (see “Combat”, further on). A character
but it can mean that things do not go as expected: maybe can help only if they are able to carry out the task themself,
you don’t get the desired results or you suffer some setback and only if the help can be truly productive. For example,
or hitch decided by the GM (see “Try again”, further on). certain tasks, such as jumping a crevasse, are certainly
Other times, a check does not contemplate failure or success, but not easier even if you get help.
its result simply represents the quality of the obtained Outcome. Collective checks: When characters try to perform an activity
The higher the result, the more significant effects the test will have. as a team, the GM may ask for a collective check. In this case,
The Typical Values for DC and Outcomes table shows the most all characters make the same ability check. If at least half of them
common values and their meaning both in terms of Difficulty Class succeeds, the whole group is successful, representing the joint
and Outcomes. efforts of all characters. Otherwise the group fails. For example,
if the party has to cross a swamp, the GM may request a PER
TYPICAL VALUES FOR DC AND OUTCOMES (Survival) collective check to determine if the group can avoid
Value Difficulty Class Outcome the dangers of the environment. If at least half of the characters
succeed, they will be able to guide their companions through
7 Trivial Poor or misleading
the swamp avoiding its dangers.
10 Easy Mediocre or irrelevant
13 Normal Ordinary PASSIVE CHECKS
17 Moderate Decent A passive check is a particular kind of ability check that
21 Challenging Good doesn’t involve any dice roll. It can be used by the GM
to determine if characters succeed in something without
25 Hard Great
actively attempting it, such as noticing a hidden enemy
28 Formidable Excellent without suspecting its presence.
31 Prodigious Astounding The total of a passive check is called score and it’s equal
to 12 + appropriate ability score + any modifiers that would
apply to a normal check. Add 3 to the total if the check
TYPES OF CHECKS has advantage, or subtract 3 if it has disadvantage.
In the simplest (and most common) case, an ability check
determines whether or not a character succeeds in a task. ATTACK ROLL
However, certain circumstances or applications require An attack roll is a special ability check you make when you try to
some specific rules, as described below. Remember, if a rule refers hit an opponent or object with an attack. Normally, the appropriate
generically to “ability checks,” it means it includes any type of skill for the type of weapon or effect used is applied to attack rolls.
check, including attack rolls and saving throws. For more information, see “Combat”, further on in this chapter.

OPPOSED CHECKS (CONTESTS) SAVING THROW


Sometimes one character’s or creature’s efforts are directly A saving throw (ST) is a particular ability check made to resist
opposed to another’s. This can occur when both of them are or avoid harmful effects such as poisons, diseases, traps, psionic
trying to prevail in doing the same action or when the action effects, explosions, and the like. You don’t normally decide
of one of them is opposed to that of the other. In these cases, to make a saving throw, the GM will ask you to make it.
both contenders perform an ability check appropriate to their The ability and skill required by the saving throw and its
efforts, but instead of comparing the results to a DC, they DC depend on the effect that causes it, which also determines
compare the results of their two checks with each other. what happens when the saving throw succeeds or fails.

70 CHAPTER 2: THE RULES


BONUSES AND PENALTIES SPECIAL RESULTS
Some game elements may apply bonuses or penalties to ability Sometimes fate plays strange tricks, causing exploits or setbacks
checks. For example, wearing armor implies a penalty to some to occur. This happens if you roll a 12 or 1 on one of the dice when
ability checks due to the impediment to the movements it causes. making an ability check.
This penalty remains as long as the armor is worn but will These exceptional cases generate special effects and follow
disappear when it is removed. the rules described below.

ADVANTAGE AND DISADVANTAGE ROLLING A 12


Sometimes a character may find himself in a situation that benefits If you roll a 12 and the check is successful, fate favors you
them while performing a particular action. Other times, adverse and you manage to perform an exploit, which “intensity”
circumstances can instead put them at a disadvantage. depends on the result of the other die (the one that did not roll
When the rules say you have advantage or disadvantage a 12): consult the Exploits table and choose one corresponding
on an ability check, you must roll 3d12 instead of the normal to a rank equal to or less than the result of the second die.
2d12. If you have advantage, you discard the die that rolled Alternatively, you can also invent new exploits, perhaps
the lowest result and keep the other two. Conversely, if you have more suited to the circumstances of the moment, but in this
disadvantage, you must discard the die with the highest result. case, the GM will have the last word on what you propose.
For example, let’s say you roll 3d12 and get a 3, a 5 and a 9: Otherwise, if the check fails, rolling a 12 does not generate
if you have advantage, you keep the 5 and 9 and the total result any exploits, but the GM still could give less serious
of the roll will be 14; if you have disadvantage, you keep the consequences to the failure than expected.
3 and 5 and consequently the total result will be 8. Remember, you should always narrate in great detail
If multiple sources of advantage and disadvantage apply your character’s exploits.
to a roll, the condition supported by more sources will prevail.
In case of a tie, the check will have neither advantage nor ROLLING A 1
When you roll a 1 it’s never a good sign. If the check fails,
disadvantage. For example, if two factors guarantee advantage
the GM can get in the way and complicate the situation
and one imposes disadvantage, the advantage condition prevails.
by causing a setback to happen.
Even when multiple factors grant advantage or impose
If the check is successful despite the probable low total result,
disadvantage, only one additional d12 is rolled.
usually nothing really deleterious happens but the GM could
Usually, characters gain advantage through special abilities
still decide to insert some minor setback, something like
or other privileges, or through certain actions. The GM can
“you succeed, but...”.
also decide that circumstances influence a roll in one direction
It is up to the GM to establish a setback appropriate
or the other and grant advantage or impose disadvantage
to the situation, choosing from those listed in the Setbacks
as a result. In addition, many conditions that can affect
table, or taking them as an example to invent new ones,
characters (see “Conditions”, further on) impose disadvantage
perhaps more suited to the circumstances of the moment.
and/or grant advantage to their opponents.
DOUBLE SPECIAL RESULTS
STRAIN AND TENACITY Although rarely, an ability check roll can generate two special
Some ability checks require a lot of effort to perform. Other results simultaneously. In such cases, use the following tips.
times, the characters themselves want to push their limits If you get a double 1 or a double 12, in addition to causing
in order to succeed in a task. a setback or an exploit respectively, the result of the check
In both cases, the action drains the character’s energy, will be so sensational (for better or for worse) to enter the myth,
in the form of vitality points. with rumors and stories about it that will spread in the years
to come. You get an EDGE card (see “EDGE Cards”, further on).
STRAIN
If you roll a 1 and a 12, the two special results “cancel out”
At the GM’s discretion, performing particularly grueling or
with each other without causing any special consequences.
stressful tasks may require the character to exert extra effort
Treat the result of the roll as a simple 13.
– an expense of vitality points. Usually, the cost ranges from
1 to 6 vitality points. If the character does not want to (or cannot)
spend this amount, they suffer disadvantage on the check TRY AGAIN
It is usually possible to retry a failed ability check only if the
and at the end of it, whether successful or not, they gain
failure does not lead to irreparable consequences or make any
a level of exhaustion.
further attempts useless.
The GM may decide that some checks are impossible
For example, if a character fails a TEC (Mechatronics)
to perform if you do not have the necessary energy.
check to open a lock, they can try again and keep trying.
TENACITY However, if the failure means that the lock breaks,
Sometimes characters desperately need to succeed on a check then trying again would be useless.
and to do so they push their normal limits, relying on their Similarly, failing a DEX (Stealth) check made to avoid
tenacity. In doing so, they decide to squeeze their energy being noticed by an enemy means that the latter has sensed
to have a better chance of success, consuming vitality points. the presence of the character. Even if the character manages
For every 3 vitality points a character decides to spend, they to hide later, the enemy will still be aware of their presence.
get a +1 bonus on the ability check, up to a maximum of +3.
Typically, characters cannot voluntarily spend vitality
points this way if doing so would reduce them to 0 vitality.

CHAPTER 2: THE RULES 71


EXPLOITS
Rank Combat exploits
2 On guard: You take a better defensive stance. You get a +2 bonus to your Defense until the start of your next turn.
Quick movement: You can immediately move 3 meters or stand up if you're prone. This extra move does not count on how far you can move
3
during this turn.
Extra minor action: You can immediately take an extra minor action. You can also use this extra minor action to make an attempt to grab,
4
disarm or shove against an opponent.
Effective strike: The attack deals +1d6 extra damage and the target must succeed on a DC 17 STR (Stamina) saving throw or be sickened
5
until the start of your next turn.
Team play: Choose one ally you can see and who can see the target of your attack. That ally can immediately make an attack against that
6
target using their reaction.
7 Help: You can immediately take the Help action as an extra action.
8 Vanish: You can immediately take the Hide action as an extra action, if circumstances allow to do so.
9 Powerful strike: The attack deals +1d8 extra damage and the target suffers a trauma.
10 Lethal strike: The attack deals +1d10 extra damage and the target suffers a trauma.
11 Climb the initiative: From the start of the next combat round, you will act first in the initiative order.
Rank Other example exploits
Memorable joke: You come up with a shrewd joke that seals your action. If you can't think of anything, the GM and the other players can suggest
2
you some options. Rumors about your joke are likely to spread, for better or for worse.
Distraction: Your check attracts someone's attention. Choose a target that can see and hear you. Until the start of your next turn, the target
3
has disadvantage on Perception checks that are not directed towards you.
4 Masterful execution: You complete the check-related task using only half the time and resources it normally requires.
"One more thing!": You can make a second ability check to expand the results of the original check (for example, discover more information
5 or deepen an interaction). This extra check cannot use the same skill used in the original check and cannot generate exploits, but it doesn't
require additional time or resources since it's considered contemporary to the first.
Focused attention: You have advantage on any other ability check made to examine, study, or understand the target of the check you just made.
6
This benefit lasts for 10 minutes or until circumstances change in some way.
Influencing the audience: Your arguments are so effective that, in addition to the intended target, they also influence others who witness
7
the scene. Many of those present will be led to support your reasons relating to the current circumstance.
Astonished silence: Your performance is so impressive that everyone who witnessed it is astonished and speechless for one round.
8
Out of combat, this effect lasts at least as long as it takes for you to start doing something else.
Emotional response: Choose a target who can see and hear you. Your behavior causes the target to have a strong emotional reaction towards you.
9 The type of reaction depends on what you do. It could be amazement, admiration, contempt, anger, friendship or even infatuation. It is up to the GM
to decide what happens in detail and what that implies, but it depends a lot on how you continue to act.
Discovery: You guess additional information. Depending on the type of check you made, the GM may reveal hidden details about its target,
10
notions that can influence the situation you are in, one or more personality traits or some well-hidden secret of an interlocutor, and so on.
11 Sign of destiny: You get an EDGE card and can choose any exploit of rank 7 or lower.

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.

72 CHAPTER 2: THE RULES


SKILLS OPTIONAL RULES FOR SKILLS
When making an ability check, a character can apply only one Below are some optional rules that the GM can use to better tailor
skill, even if they have more than one that would be appropriate the skills to his campaign or to the style of play of his group.
for that check. Sometimes, the GM might ask to apply a skill on Skills with different abilities: Normally, a skill applies only to checks
an ability check – for example, “Make a PER (Inspection) check”. of a specific ability. Athletics, for example, applies to Strength checks.
At other times, the player might ask the GM if a particular However, in some situations a skill might rightly apply to other ability
checks as well. In these cases, the GM may ask you to make a check
skill applies to a check. If the character lacks a relevant skill,
using an unusual combination of ability and skill, or you may be asking
they just apply the pertinent ability score to the check. At the the GM if you can apply a skill to a different ability check.
GM’s discretion, some specific or difficult tasks could impose For example, when a character displays his brute strength to intimidate
disadvantage or be completely impossible if attempted by an enemy, the GM might ask for a STR (Intimidation) check, although
characters that lack the appropriate skill. Intimidation is normally associated to Will. Certainly some combinations
The various skills are described below, with several useful make more sense than others, but nothing prevents the GM from asking
for unusual combinations, if he deems it appropriate.
examples of the activities associated with them.
Synergy between skills: The GM may decide to give advantage to
a check involving a skill if they believe that other skills of the character
COMBATIVITY SKILLS
can positively influence it. For example, if a character attempts to
Cold weapons: Proficiency in the use of various melee and
sabotage a robot using Mechatronics, possessing Computer could
shooting “cold” weapons, such as swords, axes, daggers, clubs, facilitate it, granting advantage on the check.
spears, slings, bows, crossbows, blowguns, and so on. Inventing new skills: The skills presented in this section should
Energy Weapons: Proficiency in the use of all energy weapons, be sufficient to cover any field of action in a modern or science fiction
such as blaster rifles and particle beams. scenario. However, the GM may replace some or add new ones, perhaps
Gunnery: Competence in operating artillery weapons, such more specific to the theme of his campaign.
as vehicular or spacecraft weaponry and land armaments.
Kinetic Weapons: Proficiency in the use of all kinetic weapons,
such as kinetic guns and rifles. objects or using a jet-pack, carrying out prolonged or tiring
Natural Weapons: Competence in using one’s body as a activities in zero gravity, and so on. For more information
weapon, using kicks, punches, and the like, whether it is martial on gravity, see “Exploration”, further on.
arts or raw brawling. It also includes creatures’ natural weapons,
such as claws, bites, horns, and so on. DEXTERITY SKILLS
Throwing: Mastery and accuracy in throwing objects, such Acrobatics: Concerns activities such as keeping balance
as throwing a stone, dagger, or grenade, using a lasso, throwing in precarious situations, performing complicated and precise
a grappling hook to secure a rope, and so on. movements, performing contortions, and acrobatic maneuvers.
Wrestling: It involves actions such as grabbing, pushing, Dancing: The ability to dance. It includes classical and
shoving, and wrestling. It is also useful to resist similar actions modern dance, traditional and folk dances. It is also possible
or to free oneself from bonds, holds, and other impediments. to apply this skill to choreography.
Piloting: Proficiency in piloting vehicles and spaceships.
STRENGTH SKILLS If you do not have this skill you can still drive planetary vehicles,
Athletics: Indicates athletic training and includes running, but you could suffer disadvantage in the case of particularly
marching, jumping, and other gymnastic and aerobic activities. complex vehicles (such as mechas or air-speeders). On the
Climbing: It refers to activities such as climbing cliffs or other contrary, without this skill, you cannot fly spaceships.
surfaces with holds, equipping fixed rope routes, avoiding dangers Reflex: It represents the quickness of reflexes and the ability
during a climb, and so on. to react quickly to instant stimuli, such as sudden dangers and
Might: It refers to activities that require the use of pure brute other unexpected events.
force, such as lifting, pushing, or dragging weights, breaking Riding: Competence in riding, especially in combat or other
objects, kicking doors down, and so on. dangerous situations, such as escapes, chases or when attempting
Stamina: It represents the physical constitution and the ability risky maneuvers.
to resist fatigue, physical stress, diseases, poisons, and other Stealth: The ability to conceal one’s presence. It involves
effects that affect health and physiology. activities like hiding, moving silently, mingling with the crowd,
Swimming: This involves activities such as swimming for stalking someone, and so on.
a long time, avoiding dangers while swimming, staying afloat Sleight of Hand: Expertise in making manual trickery.
in dangerous, stormy, or algae-filled waters, and so on. It includes snatching small objects without being noticed,
Zero-G: Competence in operating in zero gravity. It involves hiding objects on oneself or others, pickpocketing, performing
activities such as moving smoothly by pushing up against other legerdemain or jugglery, using and tying cords, and so on.

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

CHAPTER 2: THE RULES 73


HIDING PERCEPTION CHECKS
The GM decides whether the environment and circumstances allow for Sometimes the GM will ask you for a Perception check, other times
hiding or not. When you hide, you make a DEX (Stealth) check. As long you might want to make it when you want your character to try to notice
as you remain hidden, creatures actively attempting to find you must make something nearby. The GM could also make the check for you in secret
PER (Alertness or Inspection) checks. If the result of any of these checks so that you do not know the outcome. In any case, if there is nothing
exceeds that of your DEX (Stealth) check, you will be discovered and to notice, the check will reveal nothing, even with a success. A sleeping
you will no longer be hidden (at least from the creature that managed creature cannot make sight-based Perception checks but can passively
to spot you). Also, if you make noise, attack someone, or take some other use its other senses with disadvantage.
action that makes your presence obvious, you will reveal your location. Contests: When you try to notice a stealthy creature, a disguise,
You cannot hide from a creature that can see you. An invisible creature a pickpocket or something similar, your Perception check is opposed
cannot be seen, so it can always try to hide, although it can still be heard to the appropriate check made by the opponent.
and signs of its passage might still be noticed. Finding Hidden Objects: When you are looking for something hidden
Passive detection: When you hide, there is a chance that someone or hard to spot, such as a trap, the GM asks you to make a PER (Inspection)
will notice you even without actively searching. To determine whether check to determine if you notice details or clues that you would otherwise
such a creature notices you, the GM compares your DEX (Stealth) check miss. In most cases, you need to describe where you are looking in order
to the creature’s passive PER (Alertness) value (see “Passive checks” for the GM to determine your chances of success. For example, if a key
above for more details). is hidden inside a drawer, you won’t have much of a chance of finding
it unless you tell the GM that you want to search inside the drawer.

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.

74 CHAPTER 2: THE RULES


WILL SKILLS understanding whether a deal is worth it or not, assessing
Charisma: It refers to the ability to use one’s charm to entertain the quality and authenticity of the goods, and so on.
and influence people. It includes knowing how to perform and
delight an audience or interlocutors with rhetorical or acting skills, TECH SKILLS
but also knowing how to use one’s charm to woo, flirt, seduce, Astronautics: Proficiency regarding spaceships and the
or otherwise attract the attention of others thanks to sensual management and use of their onboard systems and equipment.
and provocative attitudes. It includes knowledge of cosmography, space cartography,
Cunning: It represents the ability to influence others’ behaviors and astronavigation, onboard procedures, the use of sensors,
and attitudes using words, gestures, and posture. It includes deflector shields, countermeasures, tractor beams,
knowing how to persuade, to convince, to put others at ease, inspire communication systems, and so on.
trust, negotiate and gather information, but also how to lie, cheat, Computer: Proficiency with computers and related devices.
gamble, mislead, distract, pass for someone else, provoke someone It involves programming, hacking, configuring IVs and other
with allusions, insults, or derision, and even how to convey secret programs, using networks and databases, adopting the correct
messages inside apparently harmless speeches. connection protocols, remotely operating connected devices
Fortitude: It represents the ability to control emotions, impulses, such as drones, surveillance cameras, automatic doors,
and reactions, and to resist effects that subdue or bend the will. security systems, and so on.
Intimidation: It refers to the ability to impose one’s will on Cybernetics: It concerns the set of knowledge and techniques
others thanks to an intimidating attitude. It includes threatening, aimed at integrating technology with living biological organisms.
extorting information, demoralizing enemies or inducing them It includes bionics, biomechanics, nanotechnology, cyberspace,
to retreat, and so on. artificial intelligence, and so on.
Socialite: Knowledge and expertise regarding rules of Explosives: Proficiency with explosives and related gear.
behavior, good manners, etiquette, rituals on formal occasions, It concerns activities such as identifying, handling, and using
the right attitude towards individuals of rank, and everything explosives, defusing bombs, choosing the right explosives for
related to social events such as receptions, official meetings, each type of job, setting timers and detonators, establishing how
public events, and so on. to place a series of charges to maximize their effects, and so on.
Streetwise: Knowledge of the urban and suburban environment Mechatronics: Technical and technological expertise, including
– urban legends and rumors, folk traditions, local news, gossip, the ability to repair, modify or sabotage technological devices.
entertainment, street culture, as well as gangs, crime, smuggling, It includes mechanics, engineering, electronics, automation,
black market, how to receive stolen goods, and illicit trafficking. robotics, materials sciences and applied sciences in general.
Trading: Competence and experience in the commercial and Mystification: Competence in creating disguises, counterfeits,
economic fields. It includes knowing how to bargain and the rules forgeries, and similar artifacts. It concerns disguising oneself
governing trade, knowing which goods are legal and which are not, or others, forging both physical and electronic documents, and
also includes knowing how to encrypt and decrypt information.

CHAPTER 2: THE RULES 75


EXPLORATION
• For the daily distance, multiply the distance per
hour by the number of hours traveled (typically 8).
Whether it’s traversing wild lands, scouting abandoned • For fast paces, increase distances by a third.
spaceships or stations, or sailing through the vastness of the • For slow paces, reduce distances by one third.
cosmos, travel and exploration play a central role in adventures
Animals pulling wagons or the like can maintain a fast pace
and are influenced by factors such as travel pace, the type
for only an hour or two, after which they must maintain a normal
of terrain and the characteristics of the crossed environment.
pace for an equivalent time.
Characters on vehicles are bound only by the speed of the latter
TIME and are not affected by either fast or slow pace. Depending on
When it matters, the GM might keep track of the time spent in
autonomy and crew, many vehicles can travel up to 24 hours a day.
the game, using a different time scale depending on the context
of the situation or the actions of the characters. DIFFICULT TERRAIN
When exploring limited areas (such as a building), time The travel paces just described assume that you travel
is measured in minutes. For larger trips, whether in a city on fairly easy terrain, but adventurers often find themselves
or in the wilderness, a scale of hours is more appropriate, moving on difficult terrain, such as intricate vegetation,
while a scale of days works best for longer journeys. In combat marshes, rubble, slopes or deep snow.
and other fast-paced situations, the game relies on rounds On difficult terrain, moving 1 meter costs 2 meters of
(see “Combat”, further on). movement, so you can only cover half the normal distance
per minute, hour or day.
MOVEMENT
Each creature has a speed, which is the distance in meters they SPECIAL TYPES OF MOVEMENT
can walk in one round. The following rules instead determine A creature’s speed expresses how quickly they move on foot.
how much creatures can move in longer periods of time, such But walking is not the only way to move. Climbing, swimming,
as a minute, an hour or a day. jumping, crawling or even flying are all possible types of
movement during exploration.
TRAVEL PACE Swimming: While swimming, each meter of movement costs
It is assumed that the pace of a group of characters moving on twice as much (or three times as much in difficult terrain), unless
foot is independent of each member’s individual speed, since you have a swimming speed. The GM may ask you to make a STR
during a journey travelers tend to adopt a common step. (Swimming) check when you swim or try to stay afloat in difficult
While traveling on foot, a group can move at a normal, conditions, such as in rough water or areas full of algae, or when
fast or slow pace as shown in the Travel Paces on Foot table. another creature tries to pull you underwater or interferes in some
The table indicates the distances covered by the group in one other way with your movement in the water. If the check fails,
minute, one hour and one day, based on the pace maintained, you end up underwater and risk drowning (see “The Environment”,
as well as the effects that each pace entails. further on). If you lose consciousness while you are swimming,
A fast pace makes characters less alert to possible dangers, you automatically end up underwater and start drowning.
by imposing disadvantage on their PER (Alert) checks, while Climbing: While climbing, each meter of movement costs
a slow pace makes it possible to move stealthily (for more twice as much (or three times as much in difficult terrain),
information see “During exploration”, below). unless you have a climbing speed. The GM may ask you to make
a STR (Climbing) check when climbing in difficult conditions,
TRAVEL PACE ON FOOT such as on a steep or slippery cliff, or while someone is trying
Distance traveled per… to make you fall. While climbing, you give advantage to attacks
made against you and if you take damage you suffer disadvantage
Pace Minute Hour 8 hours Effect
on Climbing checks. If the check fails, you lose the hold and must
Fast 120 m 6,5 km 53 km Disadvantage on Alertness
make a DC 15 DEX (Reflex) saving throw to avoid falling. You must
Normal 90 m 5 km 40 km – have both hands free to climb, but you can hang in place with one
Slow 60 m 3,5 km 27 km Able to use Stealth hand while using the other to perform other actions.
Crawling: While prone (see “Conditions,” further on) you can
only move by crawling and each meter of movement costs twice
Forced march: Characters can travel for approximately 8 hours
as much (or three times as much in difficult terrain).
a day without problems, but if they push on beyond that limit they
Jumping: Your Strength score determines how far you can jump.
risk exhaustion. At the end of each additional hour of walking
When you make a jump, if you move at least 3 meters on foot
beyond 8 hours, each character must make a STR (Fortitude)
immediately before the jump, you cover a number of meters up
saving throw. The DC is 14 + 1 for each hour past 8 hours. On
to 3 + STR with a long jump, or a height up to 25 cm plus another
a failed saving throw, a character suffers one level of exhaustion
25 cm for each point of your STR score if you make a high jump.
(see “Conditions”, further on).
If you make a standing jump, you can leap only half those distances.
Special travel paces: If the characters travel on vehicles or on
Each meter you clear on a jump costs one meter of movement.
animals used as mounts, the travel speeds depend on the speed
When you make a long jump, it’s assumed that the height
of the latter. In such cases, you can transform speeds into travel
of the jump is not relevant, but if needed you can manage
paces using the following rules:
to overcome obstacles no taller than a quarter of the jump’s
• In 1 minute, you move ten times the speed in meters. distance, succeeding on a DC 14 ROB (Athletics) check.
• In 1 hour, you move a number of kilometers equal When you make a high jump, on the other hand, you can
to half the speed (rounded down). extend your arms above you, reaching with your hands a total

76 CHAPTER 2: THE RULES


distance from the ground equal to the height of the jump plus THE ENVIRONMENT
1.5 times your height. If you instead are trying to jump over By its nature, adventuring involves delving into places that are
an obstacle, the height reached by your feet is equal to the dark, dangerous, and full of mysteries to be explored. The rules
distance jumped plus half your height. in this section cover some of the most common ways in which
The GM may ask you for a STR (Athletics) check when you adventurers interact with the environment in such places.
attempt to jump a distance longer than normal, either high
or long. If after a jump you land on difficult terrain, you must COLLISIONS
succeed a DC 14 DEX (Acrobatics) check to land on your feet. High-speed collisions can be very dangerous. The size of an object
Otherwise, you land prone. determines the damage it causes and the DC of the DEX (Reflex)
Flying: Some creatures possess a flight speed. Thanks to saving throw needed to halve it, as indicated in the Collisions table
special equipment or psionic powers, the characters too could (the GM can modify the indicated DCs how they see fit).
gain the ability to fly. In the case of falling objects, if a creature fails its saving throw
and the object’s size is at least two size categories larger, it gets
DURING EXPLORATION stuck under the object and is restrained. The creature can break
As they explore, in addition to being on guard, characters might free by succeeding a STR (Might) check against the same DC.
perform various types of tasks and activities. In the case of collisions with objects so large as to be inevitable,
the rules described for falling can instead be used, but the GM
MARCHING ORDER will establish the damage based on the relative speed at which
When the GM considers it appropriate, adventurers should the collision occurs rather than the height of the fall.
establish a marching order, deciding who is leading the group,
who is in the center, and who is in the back. This makes it easier FALLING
to determine which characters fall victim to a trap, which ones Falling from great heights is one of the most common
can spot hidden threats, and which ones are closest to enemies environmental hazards. At the end of a fall, a creature that impacts
at the start of a fight. the ground takes 1d6 kinetic damage for every 3 meters from
which it fell, up to a maximum of 20d6.
STEALTH The creature lands prone unless it can somehow avoid taking
While traveling at a slow pace, characters can move stealthily damage from the fall. If the creature lands on soft surfaces (such
in order not to be detected by the creatures they encounter. as mud, fresh snow, or water that are deep enough) the fall is
It is up to the GM to decide whether the environment and considered to be 3 meters shorter. Succeeding a DEX (Acrobatics)
circumstances allow the characters to remain stealthy (see check with DC 13 +1 for every 3 meters of fall also allows
also the Hiding box in the “Ability Checks” section). considering the fall 3 meters shorter.
NPCs and creatures can also use stealth to avoid being
noticed by characters or even to ambush them. FOOD AND WATER
Characters who don’t eat or drink suffer the effects of exhaustion.
NOTICING THREATS Exhaustion caused by lack of food or water can’t be removed until
If characters are aware that they may encounter threats and are the character eats and drinks normally the full required amount
alert, they can make PER (Alertness) checks to determine whether for at least one day. During a day (i.e. between a full rest and the
or not they can notice them, otherwise, the GM uses their passive next), a creature must consume a certain amount of food and water
PER (Alertness) scores. In both cases, the characters suffer that depends on its size, as indicated below:
disadvantage if they are moving at a fast pace.
Sometimes, the GM may decide that certain threats are only • Tiny creatures: 0.1 w of food and 1 liter of water.
detectable by characters in a certain position in the marching • Small and Medium creatures: 0.5 w of food and 4 liters of water.
order. For example, while the characters are exploring the • Large creatures: 3 w of food and 16 liters of water.
corridors of a haunted spaceship, the GM may assume that only • Huge creatures: 20 w of food and 80 liters of water.
the characters in the rear will notice a creature stealthily following • Gargantuan creatures: 100 w of food and 300 liters of water.
them, while the other characters do not have the chance. Food: A creature can go without food for a number of days
When characters encounter other creatures, the important equal to its STR score. At the end of each day beyond that limit,
question is who notices whom. If no one moves stealthily, creatures a creature automatically suffers one level of exhaustion. A creature
automatically notice each other as soon as they enter their can survive by eating half its normal daily requirement, but
respective sight or hearing range. Otherwise, the DEX (Stealth) and if so, each day is counted as half a day without food. A normal
PER (Alertness) checks of the creatures involved come into play. day of eating resets the count of days without food to zero.
When characters encounter hostile creatures, it is up to the GM
to determine whether they or their enemies can be surprised at the
start of a fight. For more information see “Combat”, further on. COLLISIONS
Object size Object examples Damage DC

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

CHAPTER 2: THE RULES 77


Water: A creature that drinks only half its daily water ADDITIONAL RULES FOR GRAVITY
requirement must succeed on a DC 16 STR (Stamina) saving
If the GM wants to add more detail and realism to the effects of gravity
throw or suffer one level of exhaustion at the end of the day. in the game, they can use the following additional rules.
A creature with access to even less water automatically suffers Native creatures: Creatures native to non-normal gravity environments
one level of exhaustion at the end of the day. In hot or arid treat such environments as if they were normal gravity, and their concept
climates, the water needs of creatures double. of high or low gravity changes accordingly. For example, creatures native
to low gravity environments will also consider normal gravity environments
GRAVITY to be high gravity, while those same environments are considered low
Four gravity levels are considered in the game: normal, low, high, gravity by creatures native to high gravity environments.
and zero gravity. The effects of each of them are described below. Weight and inertia: For gravity other than 1 g, the weight of any object
(or creature) will be equal to its standard weight multiplied by the current
NORMAL GRAVITY (0.7–1.3 G) gravity value. For example, with a gravity of 1.3 g, the actual weight of an
Normal gravity environments do not involve any changes to the object will be 1.3 times its standard weight. These variations can interfere
with the carrying capacities of characters (see overload in “Conditions”).
basic rules, being the “standard” condition in which characters In zero gravity, an object loses its weight but not its mass and inertia.
usually live and act. Therefore, although it is possible to move (albeit slowly) a 10-ton object,
making it stop would be much more difficult. For simplicity, at zero gravity,
HIGH GRAVITY (1.3–2.0+ G) STR checks made to move objects has advantage, but attempts to stop
High gravity environments have the following effects. objects already in motion do not.
Space sickness: After an hour spent in zero gravity, a creature not
• A creature has a disadvantage on all STR and DEX based ability
native to such conditions must succeed on a DC 18 STR (Stamina)
checks, its speed is reduced by 3 meters, and it can jump half saving throw or be affected by “space sickness”, becoming sickened.
the normal distance. The creature can repeat the saving throw at the end of each subsequent
• At gravity greater than 2 g (and up to 4 g) a creature must minute, ending the effect if it succeed. A successful DC 16 INT (Medicine)
succeed on a DC 22 STR (Might) saving throw at the start of check on a space-sick creature can grant it advantage on its next saving
each of its turns or be restrained until the start of its next turn. throw to end the space sickness. After a creature succeeds on a saving
throw against space sickness, it becomes immune to it as long as it
It is not possible to acclimate to such high gravity.
remains in zero-gravity conditions.
• The damage caused by falls and collisions is doubled. Acclimatization and long stay: After each full rest ending in high or
low gravity conditions, a creature must make a STR (Stamina) saving throw
LOW GRAVITY (0.1–0.7 G)
with a DC equal to ten times the gravity (for example 14 for 1.4 g or 5
Low gravity environments have the following effects. for 0.5 g). After 5 successes, the creature has acclimated to the current
• A creature has advantage on all STR and DEX based ability gravity conditions, and its STR and DES checks are no longer subject to
the disadvantage or advantage due to them.
checks, its speed increases by 3 meters and it can jump
If a creature returns to normal gravity after spending 10 or more days
twice the normal distance. in low or zero gravity, it will suffer the same effects as a high gravity
• The damage caused by falls and collisions is halved. environment until it acclimates as described above. Living in low or zero
gravity conditions for a long time causes bone and muscle to deteriorate.
ZERO GRAVITY (LESS THAN 0.1 G)
Zero gravity environments have the following effects.
• A creature has disadvantage to all CMB, STR, and DEX RADIATION
based ability checks unless it possesses the Zero-G skill. Ionizing radiation is one of the most dire environmental dangers.
• Without a propulsion method suitable for zero-gravity, a creature When a creature is exposed to a radiation source, it accumulates
can only move by giving itself a push using a stable surface or a certain number of rads, as indicated in the Radiation Exposure
an object at least two sizes larger as support. Doing so requires table. A creature can’t know how many rads it has accumulated
a minor action and allows the creature to obtain a speed equal unless the creature has a device that can measure them.
to double its STR (Might) score or lower if it prefers. Once Radiation effects: Radiation effects are described in the
that speed is gained, the creature has no way to stop or change Radiation Effects table and occur immediately after the rads
direction unless it can reach another surface stable enough accumulated by a creature exceed the indicated amounts.
to allow it to stop or push itself in another direction (in both These effects stack with each other and cannot be removed
cases using a minor action). in any way until the rad contamination is cured.
• The damage caused by collisions depends only on the relative There are also long-term effects (such as tumors, infertility,
speed of the bodies and it’s up to the GM to determine it. etc.) but it is up to the GM to decide whether or not to consider
their occurrence in the game.
INTERACTING WITH OBJECTS Radiation healing: A creature naturally eliminates 1 rad every
A character’s interaction with objects within an environment is 24 hours. Once the level of rad contamination decreases, its effects
often simple to solve in game: the player tells the GM what their subside. There are drugs that can accelerate decontamination,
character wants to do and the GM describes what happens. eliminating a large number of rads in a few hours.
For example, a character might decide to pull a lever which Radiation resistance: Some creatures possess an innate
in turn would open a secret door. However, if the lever is stuck, resistance to radiation. Artificial protections can also guarantee
the GM may request a STR (Might) check to see whether or not such resistance. If you have radiation resistance, double
the character can unstick it. The GM sets the DC for any such the times indicated for the rad contamination in the Radiation
check based on the difficulty of the task. Exposure table. If you gain radiation resistance from different
Characters can also attack objects for the purpose of breaking sources (for example a species trait, a talent, a piece of
or destroying them. The only rule, simple and fast, is this: if they equipment) their effects stack as follows: with two sources
have enough time and suitable tools, the characters will be able to of resistance triple the time for rad contamination, with three
destroy any destructible object, within the limits of common sense. sources quadruple it, and so on.

78 CHAPTER 2: THE RULES


RADIATION EXPOSURE ILLUMINATION
Under normal conditions, a minimal amount of light is required to
Radiation level Rad contamination
be able to see, unless the characters have some ability that allows
1. Weak 1 rad per 24 hours
them to see in the dark (see “Types of vision and special senses”).
2. Low 1 rad per 8 hours The presence or absence of light in an environment creates three
3. Medium 1 rad per hour categories of illumination: bright light, dim light, and darkness.
4. High 1 rad per minute Bright light lets most creatures see normally. Even gloomy
5. Extreme 1 rad per round (10 rad per minute) days provide bright light, as do torches, lanterns, fires, and other
sources of illumination within a specific radius (see below).
Dim light creates a dimmed area. An area of dim light is usually
RADIATION EFFECTS a boundary between a source of bright light, such as a torch, and
Rads Effects surrounding darkness. The soft light of dusk and dawn also counts
5 Abnormal weakness as dim light, as it is the light of an especially bright full moon.
Darkness creates an obscured area. Characters face darkness
10 +1 level of exhaustion, skin irritation such as sunburns
outdoors at night, within the confines of a dark dungeon,
20 +1 level of exhaustion, migraine, extensive dermatitis
or in other closed, unlit places.
+1 level of exhaustion, skin sores, cataracts (dazzled), Light sources: Characters can use light sources such as torches
40
mild hair loss and lanterns. They project light within a certain radius and with
+1 level of exhaustion, vomiting, and diarrhea, complete a certain intensity, as indicated in the relevant description.
60
hair loss, no recovery of vitality points with rest
80 +1 degree of exhaustion, hemorrhages (bleeding) TYPES OF VISION AND SPECIAL SENSES
100 Death
Some characters, as well as many creatures, may have different
or superior visual or sensory abilities compared to normal human
sight (innate or perhaps guaranteed by some technological device).
SUFFOCATING Here are the most common.
A creature can hold their breath for a number of minutes Infravision: A creature with infravision (i.e. infrared vision) can
equal to 1 + its STR score. After that, if the creature is still see in the dark as if it were dim light and in dim light as if it were
unable to breathe, it can resist for a number of rounds equal bright light. So areas of darkness are only dimmed as far as that
to 1 + STR, after which the creature drops to 0 vitality points creature is concerned. However, the creature can’t discern color
at the start of its next turn and is dying. in darkness, only shades of gray.
For example, a creature with Strength 2 can hold its breath Thermovision: Thermovision works like infravision but, by
for 3 minutes. If the creature starts suffocating, it has 3 rounds capturing thermal infrared radiation, it highlights the bodies that
to reach air before dropping to 0 vp. give off more heat, making them visible even through not too thick
A creature that runs out of breath or is suffocating cannot regain barriers (such as pipes or electrical cables inside walls, a hidden
vitality points nor can it be stabilized until it can breathe again. creature behind a door or a thin wall, etc.).
Blindsight: A creature with blindsight can perceive its
VISION AND LIGHT surroundings without relying on sight but using other senses,
The most fundamental tasks of adventuring – noticing dangers, up to a specific radius.
finding hidden objects, and hitting an enemy in combat, just Ultravision: A creature with ultravision can see in complete
to name a few – rely heavily on a character’s ability to see. darkness, see invisible creatures and objects, automatically detect
Darkness and other effects that blur or obscure vision can visual illusions and succeed on saving throws and other checks
prove to be a significant hindrance. against them. The creature also perceives the original form
of a shapeshifter or a psionically transformed creature.
VISIBILITY Tremorsense: A creature with tremorsense can locate sources
In the game, an area can be dimmed or obscured. of vibrations (including other creatures) within a specific radius,
In a dimmed area (such as in dim light, fog, moderate foliage, as long as the creature and the source of vibration are in contact
or rainfall) creatures have a disadvantage on Perception checks with the same ground or substance. Unless otherwise indicated,
that rely on sight. the tremorsense cannot be used to detect flying or incorporeal
An obscured area (such as darkness, dense fog or smoke, creatures. Many burrowing creatures possess this special sense.
or very dense foliage) completely blocks vision and prevents
from seeing what is inside. Trying to see (or hit) something OTHER PERILS
inside an obscured area is equivalent to suffering the blinded During their adventures, characters may face a variety of perils
condition (see “Conditions”, further on). not mentioned in this section, such as more specific environmental
See “Combat”, further on, for more information on the effects hazards, traps, poisons, diseases, and so on. These types of dangers
of visibility during combat. are covered in more detail in Chapter 9.

CHAPTER 2: THE RULES 79


SOCIAL INTERACTION
on a role. This approach is more engaging than the previous
one, but you still need to describe things you can’t act out.
Exploration and combat are essential parts of any adventure, Going back to the example of John playing Ktar, here’s how
but no less important are the social interactions that the characters the scene might play out using active roleplaying: speaking
have with other inhabitants of the in-game worlds. The interaction as Ktar, John says in a deep, hoarse voice, “Stay away from me,
takes various forms, from convincing a criminal to confess a crime terran. If I wanted to hear your voice, I’d tear off your arm and
to begging a ruler to spare your life. The GM takes on the role enjoy your screams”. Returning to his normal voice, John adds,
of all involved characters who don’t belong to the players, called “I get up, stare at the terran, and head towards the bar counter”.
non-player characters (NPCs).
Social interactions have two primary aspects: roleplaying RESULTS OF ROLEPLAYING
and ability checks. The GM uses the actions and behavior of the characters to
determine how the NPCs react. In general terms, an NPC’s attitude
ROLEPLAYING towards characters is described as friendly, indifferent, or hostile.
Roleplaying is, literally, the act of playing out a role, in this case, Friendly NPCs are likely to help you, hostile NPCs are likely
the role of your character, determining how they think, act and to get in your way.
talk. Roleplaying is part of every aspect of the game but becomes When interacting with NPCs, pay close attention to the
predominant during social interactions, where the character’s GM’s portrayal of them. You may be able to understand their
attitude and personality make the difference. personality traits (such as ideals, bonds, and flaws), and then
use them to influence their behavior.
APPROACHES TO ROLEPLAYING Interactions in the game are very similar to interactions in
There are two styles you can use when roleplaying: the descriptive real life. If you can offer NPCs something they want, threaten them
approach and the active approach. Many players use a combination with something they fear, or play on their likes or goals, you can
of the two. Use whichever mix of the two works best for you. use words to get almost anything you want. On the other hand,
Using the descriptive approach, you describe your if for example you insult a proud fighter or speak ill of his allies,
character’s words and actions to the GM and the other your efforts to persuade or deceive him could fail miserably.
players, telling to everyone what they do and how.
For example, John is playing Ktar, a short-tempered kergan ABILITY CHECKS
who blames humans for his misfortunes. At a tavern, a terran In addition to roleplaying efforts that can affect an NPC’s
sits at Ktar’s table and tries to make conversation with him. attitude, ability checks are key in determining the outcome
John says, “Ktar spits on the floor, insults the terran and goes of an interaction.
to sit at the bar counter, glaring at him”. In doing so, John The GM may call for ability checks at any time during an
provided the GM with a clear idea of the kergan’s mood, interaction to determine what effect the characters’ words and
attitude, and actions. actions have on NPCs. The abilities that come into play most easily
When using descriptive roleplaying, focus on your character’s during interactions are Perception, Intelligence, and Will.
intentions and how others may perceive them, then try to describe Pay attention to your skills when thinking about how you want
your character’s emotions and attitude as best as you can, to interact with an NPC, and set the situation in your favor based
providing all the details you want. on your best qualities. For example, if the group needs to trick
Otherwise, when you use an active approach, you not only a guard into letting them into the palace, the character expert in
describe what your character thinks and does, but you show it, Cunning is the best bet to lead the interaction. When attempting
speaking with your character’s voice and maybe even mimicking to extract information by force then the character with
their movements and body language, just like an actor taking Intimidation should do most of the work.

80 CHAPTER 2: THE RULES


COMBAT
at the same time. The GM ranks the combatants in order
from the one with the highest initiative roll total to the one
The flash of a blaster rifle firing. The hiss of bullets whizzing with the lowest. This is the order (called the initiative order)
through the air. The roar of an exploding grenade. The acrid in which they act during each combat round.
smell of blood. Roars of fury, yells of triumph, screams of pain. If a tie occurs, the GM decides the order among tied
In this game, combat can be chaotic, deadly, and exciting. GM-controlled creatures, and the players decide the order
This section covers the rules for handling combat in detail. among their tied characters. If the tie is between a character
In combat, the GM controls all creatures and NPCs involved, and an enemy, it is up to the GM to decide the order of initiative.
while each other player controls their character. In this case, the GM can also have both roll a simple d12 and
whoever rolls the higher result will act first between the two.
THE ORDER OF COMBAT Joining a battle: If a character enters battle after
A typical combat encounter is a clash between two sides: a frenetic it has already begun, they roll initiative at that moment
flurry of weapon swings, gunshots, feints, dodges, and tactical and fit into the existing order.
maneuvers occurring almost simultaneously. However, in order to Delay: When your turn comes, you can decide to delay, which
make it manageable, the game organizes the chaos of combat into a means you voluntarily move your turn to the bottom of the initiative
cycle of rounds and turns. A round represents just a few moments, order. Your new initiative position will remain for the rest of the
a short amount of time that is enough for each participant in the fight, unless the initiative order is subsequently changed again,
battle to take a turn. As an indication, you can consider that 10 for example, if another fighter delays their turn, in the same
rounds equal one minute of time in the game world. way, shifting their turn at the end of the initiative order.
The order of turns is determined at the beginning of a combat
encounter, when everyone rolls initiative (see below). Once TAKING A TURN
everyone has taken a turn, the fight continues to the next round On your turn, you can move a distance up to your speed, take
if neither side has defeated the other. one action and one minor action. You can do these things
Combat follows the steps described below: in any order you like, and you can also forgo moving, taking
an action, or doing anything at all on your turn. The following
1. Determine surprise: The GM determines whether anyone paragraphs provide rules for movement and the most common
involved in the combat encounter is surprised (see “Surprise”). actions you can perform during combat.
2. Establish positions: The GM decides where all the Your turn can also include a variety of simple gestures
characters and the creatures involved in the combat and flourishes that require neither your action nor your move.
are located on the battlefield. For example, you can communicate however you are able, through
3. Roll initiative: Everyone involved in the combat encounter brief utterances and gestures. You can also interact with one object
rolls initiative, determining the order of combatants’ turns. or feature of the environment for free, during either your move
4. Take turns during a round: Each participant in the battle or your action, such as opening or closing a door, operating a lever,
takes a turn in initiative order (see “Taking a turn”). drawing a weapon or other object at hand, picking up something
When everyone involved in the combat has had a turn, from the ground, pass an object to another character, put food
the round ends and the next one begins. in your mouth, put on a helmet, kick a stone and so on. If you
5. Ending the combat: Step 4 repeats until all combatants want to interact with a second object, you need to use your action.
of a faction surrender, flee, are defeated or are otherwise Some special objects always require an action to use, as stated
unable to fight. in their descriptions.
The GM might require you to use an action for any of these
SURPRISE
activities when it needs special care or when it presents unusual
When a group involved in combat tries to ambush the enemy
obstacles. For instance, the GM could reasonably expect you
faction, it is possible that the members of the latter do not notice
to use an action to open a stuck door.
the danger. In these situations, the GM determines who might
be surprised. To do so, the GM compares the DEX (Stealth) checks REACTIONS
of anyone hiding with the PER (Alertness) check of each creature A reaction is an instant response to a trigger of some kind, which
on the opposing side (even passive checks if the GM deems can occur on your turn or on someone else’s. The opportunity
it appropriate). Those who fail to notice the threat are surprised attack, described further on, is a typical example of a reaction.
at the start of the encounter. If neither side tries to be stealthy, When you take a reaction, you can’t take another one until the
they automatically notice each other and no one is surprised. start of your next turn. If the reaction interrupts another creature’s
If you’re surprised, you can’t move or take any action on your turn, that creature can continue its turn right after the reaction.
first turn of the combat, and you can’t take a reaction until that
turn ends. A member of a group can be surprised even if the
other members aren’t. REPRESENTING COMBAT
During a combat it can be important to establish the mutual position of the
INITIATIVE creatures involved. It is possible to represent the battlefield on the game
Initiative determines the order of turns during combat. When table using a scale where 1 cm equals 1 meter in the game world, and
combat starts, every participant makes a Dexterity check as an markers to indicate the various fighters. A common ruler will be sufficient
initiative roll, to determine their place in the initiative order. Some to measure distances.
game elements may grant bonuses or penalties to initiative rolls. If you are using miniatures, it may be more appropriate to use a scale
The GM makes initiative rolls for enemies and can make a single where 1.5 cm represents 1 meter (roughly the classic scale for 28 mm
miniatures, where 1 inch equals 5 feet).
roll for an entire group of identical creatures so that they all act

CHAPTER 2: THE RULES 81


MOVEMENT IN COMBAT
On your turn, you can move a distance up to your speed. You can
use as much or as little of your speed as you like on your turn,
following the rules described below. hinders movement or presents some kind of obstacles,
it is considered difficult terrain.
BREAKING UP YOUR MOVE Moving 1 meter in difficult terrain costs 2 meters of movement.
You can break up your movement on your turn, using some of Some circumstances (such as while swimming, climbing, crawling,
your speed before and after your action. For example, if you have or squeezing into smaller places) cost extra movement similarly
a speed of 10 meters, you can move 4 meters, take your action, to difficult terrain. If such circumstances occur while the character
and then move 6 meters. You can also break the movement is actually moving on difficult terrain, moving 1 meter costs
between an action and a minor action. 3 meters of movement (rather than only 2).
Moving between attacks: If you take an action that includes Rubble, debris, passable obstacles, steep stairs or slopes, rough
more than one attack, you can break up your movement even or rooted ground, undergrowth, snow, ice, mud, and marshes are
further by moving between those attacks. For example, a character all examples of difficult terrain. The space of another creature,
who can make two attacks with the Extra Attack feature and who whether hostile or not, also counts as difficult terrain.
has a speed of 10 meters could move 5 meters, make an attack,
move another 5 meters, and then attack again. DROPPING PRONE AND STANDING UP
Using different types of movement: In addition to walking, Fighters often find themselves lying on the ground, either by their
your movement can also include jumping, climbing, and swimming. own choice or because they are knocked down. In the game, they
However you’re moving, you deduct the distance of each part of the are prone (a condition described in “Conditions”, further on).
move from your speed until it’s used up or until you’re done moving. You can drop prone without using any of your speed. Standing
If you have more than one speed (such as a swimming or flying up takes more effort and consumes 3 meters of your speed. You
speed in addition to your base walking speed), you can switch can’t stand up if you don’t have enough movement left. If you stand
between them during your move. Whenever you switch, subtract up while you’re within reach of a hostile creature, you provoke
the distance you’ve already moved from the new speed. The result an opportunity attack, but you can avoid it by succeeding
determines how far you can still move. a DC 16 DEX (Acrobatics) check as part of the move.
For example, if you have a base speed of 10 meters and a flying To move while prone, you must crawl: every meter of movement
speed of 20 meters, you could fly 6 meters, then walk 4 meters, while crawling costs 1 extra meter, or 2 if you’re on difficult terrain.
and then leap into the air to fly 10 meters more.
STEALTH IN COMBAT
DIFFICULT TERRAIN If a creature wants to move stealthily during combat, its speed is
When the terrain on which the characters move does not involve halved. If the creature tries to move faster they suffer disadvantage
any difficulty, it is called clear terrain. Instead, when the terrain on their DES (Stealth) checks.

82 CHAPTER 2: THE RULES


SIZE CATEGORIES
Size Space Typical reach
FLYING MOVEMENT
Tiny 0,5 x 0,5 m 0,5 m
Flying creatures enjoy greater mobility, but they must also deal
with the danger of falling. If a flying creature is knocked prone, Small 1x1m 1m
has its speed reduced to 0, or is otherwise deprived of the ability to Medium 1x1m–2x2m 1m
move, it falls unless held in the air by some special effect or ability. Large 3x3m–4x4m 2m
Huge 5x5m–6x6m 3m
CREATURES SIZE AND SPACE
Gargantuan 7 x 7 m or more 4m
A creature’s size expresses how much space they “occupy” and
it affects various aspects of the game. There are six size categories.
Objects sometimes use the same size categories. Reach: A creature’s reach is the maximum distance that
Space: A creature’s space is the area in meters that it effectively creature can reach with a melee attack. A creature is said
controls, the space it needs to move and fight effectively, not a to “threaten” the space within its reach. A creature’s reach
direct expression of its physical dimensions. For example, a typical is shown in their stats. Creatures with a reach of 0 must
Medium creature isn’t 1 meter wide, but it does control a space enter other creatures’ space in order to attack them.
that wide. Some size categories include a range of possible spaces, Moving through other creatures’ space: You can always
representing the fact that even creatures of the same size can have move through a non-hostile creature’s space. In contrast, you
different dimensions and therefore occupy slightly different spaces. can move through a hostile creature’s space only if the creature
A creature’s space also imposes a limit to the number of is at least two sizes larger or smaller than you, or by taking the
creatures that can surround another creature in combat. For Overstep minor action (see “Action in Combat”). Remember that
example, a creature can be surrounded by up to 8 creatures of the another creature’s space is always considered difficult terrain
same size as it. If the creatures are of different sizes, this number for you. Whether a creature is a friend or an enemy, you can’t
may increase or decrease, depending on the space they occupy. willingly end your move in their space.
Squeezing into a smaller space: A creature can also squeeze If you leave a hostile creature’s reach during your move,
through a space that is large enough for a creature one size smaller it can use its reaction to make an opportunity attack against
than them. Thus, a Large creature can squeeze through a passage you (see “Action in combat”).
that’s only 1 meter wide. While squeezing, a creature must Size and carrying capacity: A creature’s size affects
spend 1 extra meter for every meter they move, and they have the weight it can carry. For each size category above Medium,
disadvantage on attack rolls and DEX saving throws; furthermore double the creature’s carrying capacity. For Tiny creatures,
attack rolls against the creature have advantage. halve the carrying capacity.

CHAPTER 2: THE RULES 83


ACTIONS IN COMBAT DEFEND
The most common actions, minor actions, and reactions that By taking the Defend action, you focus entirely on avoiding attacks.
can be performed in combat are described below. Until the start of your next turn, any attack roll made against
In addition to those presented here, characters often have other you has disadvantage if you can see the attacker, and you have
action options gained from objects or special features (such as advantage on DEX (Reflex) saving throws. You lose this benefit if
talents and psionic powers). In those cases, the description of such you are incapacitated (see “Conditions”) or if your speed drops to 0.
object or feature specifies whether it is an action, minor action,
DISENGAGE
or reaction. If a creature has specific action options, those actions
If you take the Disengage action, your movement doesn’t provoke
are described in its stat block.
opportunity attacks for the rest of the turn.
Furthermore, there is nothing that prevents players from
proposing to the GM actions not described in the rules. The only DISTRACT
limits in this regard are the imagination of the players and the By taking the Distract action, you try to divert the attention
ability scores of their characters. Obviously, in these cases, of an opponent who you can see within 10 meters of you and
the GM tells you whether that action is possible and what kind who can in turn see and hear you. Make a WIL (Cunning)
of roll you need to make, if any, to determine success or failure. check opposed to a target’s PER (Insight) check. If you succeed,
that opponent is distracted from your deception and suffers
ACTIONS disadvantage on PER checks until the start of their next turn.
ATTACK HELP
The most common action to take in combat is the Attack action. You can lend your aid to another creature in the completion of
With this action, you make one melee or ranged attack. See the a task. When you take the Help action, the creature you aid gains
“Making an Attack” section for the rules that govern attacks. advantage on the next ability check they make to perform the task
As part of the attack action, you can also draw a single weapon you are helping with, provided that they make the check before
that you have at hand. Certain features, such as Extra Attack, the start of your next turn. Alternatively, you can aid a friendly
allow you to make more than one attack with this action. creature in attacking a creature that is adjacent to you. You distract
the target or in some other way team up to make your ally’s attack
DASH
more effective. If your ally attacks the target before the start
When you take the Dash action, you double your movement for
of your next turn, the first attack roll is made with advantage.
the current turn. For example, with a speed of 10 meters, you can
move up to 20 meters on your turn if you dash. Any increase or HIDE
decrease to your speed changes this additional movement by the When you take the Hide action, you make a DEX (Stealth) check
same amount. If your speed of 10 meters is reduced to 6 meters, in an attempt to hide. If you succeed, you gain certain benefits,
for instance, you can move up to 12 meters this turn if you dash. as described in “Unseen Attackers and Targets”, further on.

84 CHAPTER 2: THE RULES


READY OPPORTUNITY ATTACK
Sometimes, you want to anticipate a foe move or wait for a specific During combat, everyone is constantly watching for a chance
circumstance before you act. To do so, on your turn you can take to strike an enemy who is fleeing or passing by. Such a strike
the Ready action, which lets you act using your reaction before the is called an opportunity attack.
start of your next turn. If the readied action isn’t triggered before You can make an opportunity attack when a hostile creature
the start of your next turn, it is lost. that you can see moves out of your reach. To make the opportunity
First, you decide what perceivable circumstance will trigger your attack, you use your reaction to make one melee attack against
reaction. Then, you choose the action you will take in response to the provoking creature. The attack occurs right before the creature
that trigger. Examples include “If the raider goes on the trapdoor, leaves your reach.
I’ll pull the lever that opens it” or “If the creature steps next to You can avoid provoking an opportunity attack by taking the
me, I’ll attack it”. When the trigger occurs, you can either carry Disengage action. You also don’t provoke an opportunity attack
out the prepared action using your reaction right after the trigger when you teleport, when someone or something moves you against
finishes or ignore the trigger. Remember that you can take only your will or if you make any other movement that does not use
one reaction per round. your movement, action, minor action or reaction (for example due
to a push, if an explosion hurls you out of a foe’s reach or if gravity
SEARCH causes you to fall past an enemy).
By taking the Search action, you focus on finding something around At the GM’s discretion, other actions taken by a creature within
you. The GM might have you make a PER (Inspection) check. your range may also allow you to make an opportunity attack
against it, such as getting up from a prone position.
MINOR ACTIONS
ACROBATIC MANEUVER MAKING AN ATTACK
As a minor action, you can perform any acrobatic maneuver you Whether you’re striking with a melee weapon, firing with a ranged
can imagine that the GM will allow you to attempt by making a weapon, or making an attack roll as part of a special feature (such
DES (Acrobatics) check. The GM determines the DC of the check as a talent or psionic power) an attack has a simple structure.
based on the maneuver and circumstances, and can always 1. Choose a target: Pick a target within your attack’s range
determine that a certain maneuver is not feasible in a given – a creature, an object, or a location.
situation. If the check is successful, you perform the maneuver as 2. Determine modifiers: Define the modifiers applicable
part of your movement. On the other hand, if you fail, you will fall to the attack roll, based on the type of attack.
prone after completing half of the movement you intended to do. 3. Determine difficulty: The GM determines the DC of the attack
roll. Sometimes the GM may also decide that you have advantage
AIM
or disadvantage on the roll, depending on the situation.
As a minor action, you can aim a target you can see, focusing your
4. Resolve the attack: Make the attack roll. On a hit, you roll
attention on it in order to attack it more accurately. In doing so,
damage, unless the attack has rules that specify otherwise.
you gain a +1 bonus on the first attack roll you make against that
Some attacks produce special effects in addition to or instead
target before the end of your next turn.
of dealing damage.
FEINT
You feint to mislead a melee opponent. Make a WIL (Cunning) ATTACK ROLLS
check against the opponent’s PER (Insight) check. If you succeed, An attack roll is an ability check you make when you try to hit a
you have advantage on the first melee attack you make against foe or an object. If the result equals or exceeds the DC established
that opponent before the end of your next turn. by the GM (see below), the attack hits. Otherwise, you miss.
Modifiers to the roll: When making an attack roll, you apply
OVERRUN the ability and skill appropriate to the weapon or effect you are
You try to move through a hostile creature’s space. Make using. If you attack with weapons, you use Combativity and apply
a DEX (Acrobatics) or STR (Might) check against the creature’s the skill associated with the type of weapon used. For example,
STR (Might) check. If you use STR, you have advantage if you are a character using an assault rifle makes attack rolls with
larger than the hostile creature or disadvantage if you are smaller. CMB (Kinetic Weapons). If you instead make an attack as
Vice versa if you use DEX. If you succeed, you can move through part of a special feature, the ability and skill used are indicated
the creature’s space once during your current turn. If you fail, in its description. For psionic powers, the attack roll is always
you cannot move through the creature’s space and it can use INT (Psionics). In addition, powers, special abilities, talents,
its reaction to make an opportunity attack against you. equipment, and other game elements may apply bonuses
or penalties to attack rolls.
REACTIONS
DIFFICULTY OF THE ATTACK
DODGE As a general rule, the base DC of an attack roll is equal to the
As a reaction, you can attempt to actively dodge a melee attack Defense value of the target. If you target an empty space or
aimed at you and that you are aware of. If you do, you impose immobile object, the DC is 9. However, factors such as distance,
disadvantage on the attack roll of that specific attack. cover, visibility and position can affect the actual DC of an attack,
DROP PRONE
as explained in the following paragraphs.
Outside of your turn, you can voluntarily drop yourself prone DISTANCE
as a reaction. You may want to do this for various reasons, such Melee attacks are made against adjacent targets (within the reach
as making yourself harder to hit with ranged attacks, or perhaps of the attack). In these cases, the distance is irrelevant and does
using a low obstacle in front of you as cover. not affect the difficulty of the attack. On the contrary, when you

CHAPTER 2: THE RULES 85


POSITION (OPTIONAL)
DISTANCE
These optional rules take into account the position of the attackers
Distance Description Defense Bonus relative to the target and the advantages it can bring.
Adjacent Within melee reach – Flanking: If two or more allies are engaged in melee with the same
opponent and at least two of them attack from diametrically opposite
Close Up to 10 meters –
positions, all melee attack rolls against that creature have advantage,
Short Over 10 and up to 30 meters +2 while it takes disadvantage on its DEX saving throws against effects
Medium Over 30 and up to 50 meters +4 generated by opponents engaged in melee with it. For flanking
to take effect, the attackers must be able to see their target.
Long Over 50 and up to 100 meters +6
Elevated position: Attacking from an elevated position guarantees
Extreme Over 100 meters +10 or more advantage to attack rolls against targets located below the attacker and
usually ensures a clear trajectory towards them, unless there are obstacles
higher than the targets themselves. For example, attacking while riding
COVER a mount places the rider in an elevated position in relation to all opponents
Cover Description Defense Bonus smaller than the mount’s size.
Light It covers at least one-third of the body +2
Moderate It covers at least half of the body +4 cover, although some effects may still hit them by including the
High It covers at least two-thirds of the body +6 creature in their area of effect (for example, a grenade launched
behind the cover).
Full It covers the entire body Can’t be targeted
If a target is behind multiple sources of cover, only the most
protective degree of cover applies. For example, if a target is
make ranged attacks distance becomes a very important factor. behind a creature that gives moderate cover and a tree trunk
This game divides distance into six categories, shown in the that gives high cover, the target has high cover.
Distance table. If the target of a ranged attack is beyond the Close If a creature leans out from behind a cover (to attack,
distance (10 meters), hitting becomes more difficult and the target for example), the cover it enjoys decreases by one degree.
receives a bonus to its Defense against that attack, as indicated
in the Defense Bonus column of the Distance table. In some VISIBILITY
situations, such as in spaceship combat, different scales are used If the target of an attack is in a dimmed area, the attack roll has
for the distance categories. disadvantage. Instead, if the target is in an obscured area, it is
considered invisible (see “Unseen attackers and targets”, below).
COVER
Walls, trees, creatures, large objects, and other obstacles can UNSEEN ATTACKERS AND TARGETS
provide cover during combat, making a target more difficult to When attacking a target that you can’t see, you have disadvantage
hit. A target can benefit from cover only when an attack or other on the attack roll. This is true whether you’re guessing the target’s
effect originates on the opposite side of the cover itself. location or you’re targeting a creature you can spot using other
There are four degrees of cover. A creature benefiting from senses but not see.
a certain degree of cover gets a bonus to its Defense against If the target isn’t in the location you targeted, you automatically
attacks originating on the opposite side of the cover, as indicated miss, but the GM typically just says that the attack missed, not
in the Cover table. In addition, the creature has advantage whether you guessed the target’s location correctly.
on Dexterity saving throws against effects that originate When a creature can’t see you, you have advantage on attack
on the opposite side of the cover. rolls against it. If you are hidden – both unseen and unheard
A target with full cover (completely hidden behind an obstacle) – when you make an attack, you reveal your location whether
cannot be hit by any attack originating on the opposite side of the the attack hits or misses.

86 CHAPTER 2: THE RULES


MELEE ATTACKS RANGED ATTACKS
Melee attacks are used in close combat, against targets within Ranged attacks are made to strike foes at a distance. Shooting
your reach, usually using hand-held weapons (swords, axes, etc.) a pistol, firing a bow or a crossbow, hurling a knife – all these
or unarmed strikes (punches, kicks, and the like). Many creatures are examples of ranged attacks. A creature might even shoot
make melee attacks using claws, hooves, horns, teeth, or some spines from its tail. Many psionic powers and other effects also
other body part that acts as “natural weapons”. Many psionic involve making a ranged attack. To be able to make a ranged
powers and other effects also involve making a melee attack. attack you must have a clear path to the target, which therefore
The reach of a melee attack indicates the maximum distance cannot be behind a full cover (see “Cover”, above).
at which it can strike a target. Most characters and creatures have
RANGE
a reach of 1 meter. Certain creatures (typically those larger than
Medium) have melee attacks with greater reach, as noted in their You can make ranged attacks against targets within a specified
description. Weapons with the Reach property increase your melee range, indicated in the description of the weapon or effect
range by a certain amount, allowing you to strike farther. you use to make the attack. The range is expressed according
to the distance categories mentioned above.
CONTESTS IN MELEE COMBAT Unless otherwise specified, you can also attack targets within
Instead of making a normal melee attack, you can perform one the distance category immediately above the indicated range, but
of the special moves described below, each of them requiring an with disadvantage on the attack roll. For example, if a weapon has
opposed ability check between you and the target. If you’re able Medium range, unless otherwise indicated, you can attack targets
to make multiple attacks with the Attack action, performing at Long range with it but suffer disadvantage on attack rolls.
one of these moves replaces one of them.
RANGED ATTACKS IN CLOSE COMBAT
Grappling: When you want to grab a creature or wrestle with
it, you can make a special melee attack, a grapple. The target must Making a ranged attack is more difficult when a foe is next
be no more than one size larger than you and must be within your to you. When you make a ranged attack with a weapon, a power,
reach (the extra reach provided by a weapon does not apply). or some other means, you have disadvantage on the attack roll
Using at least one free hand, you try to seize the target by making if you are adjacent to at least one hostile creature who can see
a CMB (Wrestling) check contested by the target’s CMB (Wrestling) you and who isn’t incapacitated.
or DEX (Acrobatics) check (the target chooses the ability to use). TARGET IN MELEE WITH AN ALLY
If you succeed, the target is grappled by you (see “Conditions”, If you make a ranged attack targeting an enemy engaged in melee
further on). The condition specifies the things that end it, and you with an ally, you have disadvantage on the attack roll because
can release the target whenever you like (no action required). you have to be careful not to hit your ally. This rule does not apply
A grappled creature can use its action to escape. To do so, they if the target is at least two size categories larger than the ally they
must succeed on a CMB (Wrestling) or DEX (Acrobatics) against are fighting against.
the grappler’s CMB (Wrestling) check.
While grappling, you can move dragging or carrying the THROWING BLASTING WEAPONS
grappled creature with you, but your speed is halved unless When you throw a blasting weapon (such as an explosive grenade)
the creature is two or more sizes smaller than you. or one that breaks on impact spreading its contents, the attack
While grabbing a creature, you can also use your action to generates an area of effect (see below) and follows some special
try to immobilize it, making another opposed check as explained rules, described below.
above. If you succeed, you place both you and the creature in the As an action, you can throw a blasting weapon to a point of your
restrained condition (see “Conditions”, further on) until the start choice within close range by making a DC 15 CMB (Throwing)
of your next turn. While immobilizing an opponent you can check, or within short range but with disadvantage on the check.
(if you want) stop them from speaking. The targeted point does not necessarily have to be visible, but the
Disarming: You can make a special melee attack to knock a thrown weapon must have a way to get there (for example, with
weapon or another object off a target’s grasp. To do so, you make the point being behind a low wall, beyond an open door or around
a CMB check contested by the target’s CMB check. Both you and a corner).
the target apply the skill appropriate to the weapon you are using If the check is successful, the weapon explodes exactly in the
to the check. If not holding weapons, you can apply the Wrestling point of your choice. Otherwise, it explodes 1d4 meters away from
skill. You have disadvantage on the roll if the target is holding the the chosen point, in a direction randomly determined by the GM.
weapon or object with two or more hands. If you win the contest, In any case, all creatures within the area of effect generated by the
the attack causes no damage or other ill effect, but the target drops weapon suffer its effects.
the item, letting it fall to the ground within their space. Blasting weapons, such as grenades, are constructed in such a
Shoving: You can make a special melee attack to shove way that they do not risk accidentally detonating, even if exposed
a creature, either to knock them prone or push them away to other explosions (within the limits of what the GM deems
from you. The target must be no more than one size larger than appropriate).
you and must be within your reach. Instead of making an attack
roll, you make a CMB (Wrestling) check contested by the target’s TWO-WEAPON FIGHTING
CMB (Wrestling) or DEX (Acrobatics) check (the target chooses When you take the Attack action and attack with a light weapon that you’re
the ability to use). If you succeed, you either knock the target holding in one hand, as part of the action you can make an additional
prone or push them 2 meters away from you, either backward attack with a different light weapon that you’re holding in the other hand.
or sideways (your choice). However, you don’t add your ability score to the damage of the bonus
Some weapons can be used to trip a target. In that case, you attack you make with the other hand. This rule applies for both melee
can apply the skill related to the weapon instead of Wrestling and ranged attacks (such as throwing weapons like knives or using other
ranged light weapons that require one hand, such as pistols or SMGs).
to the check, but only to knock the target prone.

CHAPTER 2: THE RULES 87


AREAS OF EFFECT • Until the start of the character’s next turn.
Some weapons (such as grenades) and various special abilities • Until the end of the character’s next turn.
(such as many psionic powers) generate effects that cover an area, • Until the end of the encounter.
allowing them to affect multiple creatures at once. These attacks • The effect ends when the target succeeds on a saving
do not require an attack roll but force the targets in the affected throw against a DC determined by the effect.
area to make a saving throw, indicated in the description
CONCENTRATION
of the effect or weapon used, alongside the relative DC.
Some effects require you to maintain concentration in order
The description also reports the extent and type of the
to keep them active. If an effect must be maintained with
area of effect, which typically has one of five different shapes:
concentration, that fact appears in its description alongside
cone, cube, cylinder, line, or sphere.
how long you can concentrate on it. If you lose concentration,
Every area of effect has a point of origin, a location
the effect will end. You can always end concentration
from which the effect energy erupts, and the rules for each
at any time (no action required).
shape specify how to place it. Typically, a point of origin
Normal activities, such as moving and attacking, don’t interfere
is a point in space, but some effects have an area that
with concentration. The following factors can instead break
originates from a creature or object.
concentration:
The effect expands in straight lines from its point of origin.
If no unblocked straight line extends from the point of origin • Perform another effect that requires concentration. You lose
to a location within the area of effect (due to an obstruction), concentration on an effect if you use another power or special
that location isn’t included in the area of effect. To block ability that requires concentration. You can’t concentrate
one of these imaginary lines, an obstruction must provide on two effects at once.
full cover (see “Cover”, above). • Taking damage. Whenever you take damage while you are
concentrating on an effect, you must make a STR (Stamina)
• Cone: A cone extends in a direction you choose from its point
or INT (Lucidity) saving throw to maintain your concentration.
of origin, which is not included in the area of effect unless
The DC equals 13 or the damage you take, whichever number
you decide otherwise. A cone’s width at a given point along its
is higher. If you take damage from multiple sources, you
length is equal to that point’s distance from the point of origin.
make a separate saving throw for each source of damage.
A cone’s area of effect specifies its maximum length.
• Being incapacitated or killed. You lose concentration
• Cube: You select a cube’s point of origin, which lies anywhere
on an effect if you are incapacitated or if you die.
on one face of the cubic effect. The cube’s size is expressed
as the length of each side. A cube’s point of origin is not The GM might also decide that certain environmental
included in its area of effect, unless you decide otherwise. phenomena, such as a wave hitting you while on the deck of a ship
• Cylinder: A cylinder’s point of origin is the center of a circle in the middle of a storm, require you to succeed on a DC 15 INT
of a particular radius, as given in the effect description, and (Lucidity) saving throw to maintain concentration on the effect.
is therefore included in the area of effect. The circle must either The GM may decide to modify this DC if they believe
be on the ground or at the height indicated for the cylinder. circumstances require it.
The energy in a cylinder expands in straight lines from the point
of origin to the perimeter of the circle, forming the base of the DAMAGE
cylinder. The effect then shoots up from the base or down from Injury and the risk of death are constant companions of those who
the top, depending on what produces it, to a distance equal live a life of adventure. A shot from a laser rifle or pistol, a stab, the
to the height of the cylinder. slash of a sword, the explosion of a grenade, all have the potential
• Line: A line extends from its point of origin in a straight path to damage, if not kill, the hardiest of creatures.
up to its length in a direction of your choice, and covers an
area defined by its width. A line’s point of origin is not included DAMAGE ROLLS
in its area of effect unless you decide otherwise. Each weapon, effect, or special ability that deals damage specifies
• Sphere: A sphere extends outward in all directions from its the damage it deals. You roll the damage die (or dice), add any
point of origin, which is therefore included in the area of effect. appropriate modifiers, and apply the damage to your target. Special
The sphere’s size is expressed as a radius in meters that extends weapons, powers, and other factors can grant a bonus to damage.
from the point of origin. When attacking with a weapon, you add your STR score to the
damage if it’s a melee attack, or your PER score if it’s a ranged
DURATION attack. Powers and special abilities tell you which dice to roll for
Many attacks cause immediate and instantaneous effects, such as damage and whether to add any modifiers.
a sword slash or a gunshot. Differently, some special abilities and If an effect deals damage to more than one target at the same
psionic powers allow you to generate effects that last over time. time, roll the damage once for all of them. For example, when you
throw a grenade, the damage caused by the explosion is rolled
INSTANTANEOUS once for all creatures caught in the area of effect.
Many effects are instantaneous. They harm, heal, create, or alter Damage categories: Damage dice caused by any effect in
a creature or an object in a way that can’t be undone since their the game correspond to a damage category (for example, 1d6
power exists only for an instant. Unless otherwise noted, an effect and 3d8 are two damage categories). Sometimes, the damage of
has an instantaneous duration. an effect can be modified by other rules, increasing or decreasing
its damage category. For example, many psychic powers
FIXED OR CONDITIONAL
can be increased thereby increasing their damage category.
Some effects have a fixed duration indicated in their description,
When a rule indicates to decrease or increase the damage
expressed in rounds, minutes, hours, or even years. Others
category of an effect, refer to the Damage Categories table.
terminate upon the occurrence of a specific condition or event:

88 CHAPTER 2: THE RULES


DAMAGE CATEGORIES The simplest method to obtain an Armor Value is to wear armor
(see Chapter 3). Many creatures possess innate AV, referred
Category Output Average Category Output Average
to as “natural armor”. Other types of protections, psionic powers,
1d4 1–4 2 3d8 3 – 24 13 talents, or special abilities can grant an AV. Armor Values that
1d6 1–6 3 4d6 4 – 24 14 come from different sources stack with each other.
1d8 1–8 4 3d10 3 – 30 16
1d10 1 – 10 5 5d6 5 – 30 17 RESISTANCE AND VULNERABILITY
Some creatures and objects are particularly difficult or unusually
2d6 2 – 12 7 4d8 4 – 32 18
easy to hurt with certain types of damage. If a creature or an object
2d8 2 – 16 9 6d6 6 – 36 21 has resistance to a damage type, damage of that type is halved
3d6 3 – 18 10 4d10 4 – 40 22 against it. Conversely, if a creature or an object has vulnerability
2d10 2 – 20 11 7d6 7 – 42 24 to a damage type, damage of that type is doubled against it.
Resistance and vulnerability are applied after all other modifiers
to damage. For example, a creature with resistance to kinetic
DAMAGE TYPES
In this game, damage is divided into four main types, described damage and AV 5 is hit by an attack that deals 25 kinetic damage.
below. Damage types have no rules of their own, but other rules, The 25 damage is first reduced by 5 and then halved, so the
such as Armor Value and damage resistance, rely on them. creature takes 10 damage.
Rarely, some game elements may further specify the nature Multiple instances of resistance or vulnerability that affect
of the damage (e.g. bludgeoning, cutting, burning, poison, etc.). the same damage type count as only one instance. For example,
Kinetic damage derives from the impact of moving bodies. if a creature has resistance to kinetic damage from two different
They cause bruises, lacerations, perforations, and so on. They sources, the kinetic damage is however reduced only by half
are the most common type of damage in the game. against the creature.
Energy damage derives from exposure to strong energy
VITALITY
emissions. They cause burns, corrosion, disintegration and so
The vitality points (VP) of a creature represents its
on. Energy weapons are a common cause of this type of damage.
psychophysical health and its physical and mental energies.
Biotic damage is caused by diseases, poisons, toxic substances,
Each creature has an initial VP amount to which a certain
and other effects that directly afflict the physiology and
amount of VP is added for each of its levels. For player characters,
metabolism of creatures.
their initial VP they have at 1th level depends on their class, and
Psychic damage results from psionic attacks, stress, emotional
with each level obtained after the 1st they gain 1 additional vitality
trauma, and other effects that threaten creatures’ psychic health
point. Conversely, for NPCs and creatures, both the initial VP and
and mental clarity.
the amount of VP they obtain at each level depend instead on their
size. Additionally, class features, talents or other special abilities
OTHER EFFECTS OF ATTACKS
Instead of dealing damage, or in addition to, an attack can increase characters’ and creatures’ vitality points.
can cause other harmful effects. The vitality points pool represents a creature’s maximum VP.
Conditions: Some attacks inflict one or more debilitating Conversely, a creature’s current vitality points can be any number
conditions on the target (see “Conditions”, further on). from the creature’s VP maximum down to 0, and it changes
Forced movement: Some attacks force the target to move frequently as the creature takes damage or receives healing.
in a specific way, such as a push from an enemy or the shock When a creature takes damage, that damage is subtracted from
wave of an explosion. its current vitality points. The loss of vitality points has no effect
on a creature’s capabilities until the creature drops to 0 vitality
ARMOR VALUE points (see “Death” below).
Some game elements (such as armor for example) grant Temporary vitality points: Some special powers and abilities
an Armor Value (AV) that protects against damage caused grant temporary vitality points to a creature. Temporary VPs
by attacks, absorbing them in part. The Armor Value fully applies are not true VPs, but they represent a sort of buffer that protects
against kinetic damage, while it is halved (rounding down) against against damage. When you have temporary vitality points and take
energy damage (for instance, AV 5 is considered 2 against energy damage, they are lost first and any remaining damage applies to
damage). Conversely, by their very nature, biotic and psychic your normal VP. For example, if you have 5 temporary VP and take
damage is not affected in any way by Armor Value. 7 damage, you will lose your temporary VP and take 2 damage.
The Armor Value reduces the damage you take. For example, Because temporary vitality points are separate from your actual
if you have AV 4, when you are hit by an attack that deals vitality points, they can exceed your vitality point maximum.
9 kinetic damage, you reduce that damage by 4 and take only 5. However, if you have 0 vitality points, receiving temporary VP does
If the attack that hits you deals energy damage instead, you reduce not restore you to consciousness or stabilize you, although they will
such damage by only 2, instead of 4. In any case, if the AV reduces still absorb damage directed at you while you’re in that state.
the damage suffered to 0, the attack doesn’t cause any damage. If you get temporary vitality points from multiple sources, they
If a single attack (or another source of damage) deals multiple do not stack and only the larger amount applies. Unless the effect
types of damage at the same time (for example kinetic and that gives you temporary vitality points has a duration, they last
energy), the armor value still applies only once, reducing the most until they are depleted or you finish a rest.
convenient damage type (in the case above, the kinetic damage).

CHAPTER 2: THE RULES 89


DEATH Rolling 1 or 12: When you make a death saving throw and
When characters (or other creatures) drop to 0 vitality points, roll a 1 on the d12, it counts as two failures. If you instead roll
they either die outright or fall unconscious, as explained below. a 12 on the d12, you immediately become stable (see below).
Damage at 0 vitality points: If you take any damage while you
INSTANT DEATH have 0 VP, you suffer a death saving throw failure. If the damage
Massive damage can kill you instantly. When damage reduces is higher than your death threshold, you suffer instant death.
you to 0 VP and there is damage remaining, you die if the
remaining damage exceeds your death threshold (calculated STABILIZING A CREATURE
as 10 + STR + WIL). The best way to save a creature with 0 VP is to heal them.
If healing is unavailable, the creature can at least be stabilized
FALLING UNCONSCIOUS AT 0 VP so that it no longer risk impending death.
If damage reduces you to 0 vitality points and fails to kill you, You can use your action to attempt to stabilize a dying creature
you are dying. You fall unconscious and take a level of exhaustion you are in contact with by succeeding on a DC 15 INT (Medicine)
(see “Conditions”, further on). In addition, you suffer a trauma check (the GM can set a higher DC if they think the dying
of a type appropriate to the type of damage or effect that reduced creature’s state is particularly bad). If you consume one use of a
you to 0 VP (see “Trauma,” below). You will regain consciousness first aid kit, you stabilize the creature without having to make any
only when you regain at least 1 vitality point. check. If the creature at 0 VP is also bleeding, stabilizing it also
stops the bleeding by putting an end to this condition.
DEATH SAVING THROWS A stable creature doesn’t make death saving throws, even
Whenever you start your turn with 0 vitality points, you must though it has 0 vitality points, but it does remain unconscious.
make a special saving throw, called a death saving throw, to If a stable creature takes any amount of damage, it stops being
determine whether you creep closer to death or hang onto life. stable and must start making death saving throws again. A stable
Unlike other saving throws, this one isn’t tied to any ability score. creature that isn’t healed regains 1 vitality point after 1d4 hours.
You are in the hands of fate, aided only by talents, powers and
features that improve your chances of survival. ADVERSARIES AND DEATH
Roll a d12. If the roll is 7 or higher, you succeed. Otherwise, Most GMs have the characters’ foes die the instant they drop
you fail. A success or failure has no effect by itself. On your third to 0 vitality points, rather than having them fall unconscious
success, you become stable (see below). On your third failure, you and make death saving throws. Mighty villains and special NPCs
die. The successes and failures don’t need to be consecutive; keep are common exceptions; the GM might have them fall unconscious
track of both until you collect three of a kind. The number of both and follow the same rules as player characters.
is reset to zero when you regain any vitality points or become Knocking a creature out: Sometimes an attacker wants to
stable (see “Stabilizing a Creature”, below). incapacitate a foe, rather than deal a killing blow. If the GM deems
it feasible, when an attack reduces a creature to 0 vitality points,
the attacker can choose to knock the creature out. In this case, the
creature falls unconscious but is stable and doesn’t take any trauma.

90 CHAPTER 2: THE RULES


TRAUMAS TRAUMA EFFECTS
Traumas are injuries or shocks whose effects last over time and are Each trauma causes specific effects that depend on its physical
more difficult to heal than a simple loss of vitality points. Traumas or mental nature. In addition, a trauma can be mild, with effects
are divided into physical and mental, depending on whether they that heal over time, or severe, involving permanent effects
damage the physical or mental health of a creature. that do not heal unless they are treated with special therapies
Physical traumas are wounds such as lacerations, mutilations, or techniques (see “Resting and healing”, further on).
fractures, internal injuries, burns, and the like, or metabolic It is up to the GM to determine the type, effects, and severity of
shocks such as vital organ failures, embolisms, necrosis, and so on. a trauma, using the tables in this section. Most traumas are mild.
Mental traumas, by contrast, are strong emotional shocks that A trauma is severe if the effect or attack that causes it specifies so,
crack or sometimes break the psychological balance of a character, or if the damage inflicted by that attack or effect is higher than the
causing mental disorders of various kinds and severity. target’s death threshold. The GM can always decide that a trauma
is severe based on circumstances and common sense. The effects
SUFFERING A TRAUMA of traumas stack with each other.
A creature takes one trauma whenever it’s reduced to 0 vitality Physical traumas, especially severe ones, can leave flashy scars
points. The nature of the trauma depends on the type of damage which, if not removed, can add interesting details to a character’s
or effect that brought the creature to 0 VP. However, creatures can or creature’s appearance.
also suffer trauma in other circumstances, including the following:
• Suffering an effect that directly causes a trauma. In these cases, MILD MENTAL TRAUMAS (SHOCK)
the effect itself suggests the nature of the trauma. d10 Effects
• Exploits and setbacks can cause trauma (see “Ability Checks”). 1 You have the instinct to repeat a certain gesture over and over.
The nature of the trauma depends on the type of attack, effect, 2 You have hallucinations, you have disadvantage on all ability checks.
or circumstance that caused it.
3 You suffer from extreme paranoia, you have disadvantage on INT and
• At GM’s choice, disastrous accidents (such as falling from great WIL checks and struggle to trust even your friends and loved ones.
heights) or shocking experiences (such as witnessing a tragic
4 You have an overwhelming instinct to eat something disgusting.
event) can cause physical and psychic trauma respectively.
5 You begin to stutter and are no longer able to speak normally
• Sometimes, the GM can decide that suffering a severe physical
or completely lose the ability to speak.
trauma might also cause a psychic trauma.
6 You feel repulsed by something. Whenever you see it, you must
succeed on a DC 16 WIL (Fortitude) save or be frightened of it.
MILD PHYSICAL TRAUMAS (INJURIES)
7 You experience uncontrollable tremors and tics, you have
d12 Location Effects disadvantage on all ability checks.
1 Head You are stunned until the end of your next turn. 8 You suffer from transient amnesia. You keep your species traits
Your PER or INT score decreases by 1. and class features, but don’t recognize other people and don’t recall
2–4 Torso You are stunned until the end of your next turn. anything about what happened before you suffered the trauma.
Your STR or DEX score decreases by 1. 9 You become attached to a “lucky charm” (person or object)
5–6 Right arm You have disadvantage to any check involving and suffer disadvantage on all ability checks when you’re
7–8 Left arm the use of the injured arm. more than 10 m away from it.
9–10 Right leg You have disadvantage on any check involving the use 10 You become submissive and obey whatever you are told
11–12 Left leg of the injured leg. Your speed is reduced by 2 meters. to do that is not blatantly self-destructive.
After taking the Dash action, you must succeed
on a DC 13 DEX (Reflex) saving throw or fall prone.
SEVERE MENTAL TRAUMA (PSYCHOSIS)
General effects
SEVERE PHYSICAL TRAUMAS (IMPAIRMENTS)
• Your INT, WIL or TEC score decreases by 1.
General effects
• Each time you attempt an action during your turn you must make
• You are stunned until the end of your next turn. a DC 15 INT (Lucidity) saving throw. If you fail, you lose the action
• You are bleeding until that condition is eliminated. and can’t take reactions until the start of your next turn.
• Each time you attempt an action during your turn you must make • You suffer a specific effect from the table below.
a DC 15 STR (Stamina) saving throw. If you fail, you lose the action d8 Specific effect (permanent)
and can’t take reactions until the start of your next turn.
1 Dissociative disorders (hallucinations, amnesia, multiple personality).
• You suffer a specific effect from the table below.
2 Anxiety or mood disorders (panic attacks, catastrophism,
d12 Location Specific effect (permanent) hyperactivity, phobias, mania, obsessive-compulsive disorders,
1 Head Your PER or INT score decreases by 1. post-traumatic stress disorder, depression, bipolar disorder).
2–4 Torso Your STR or DEX score decreases by 1. 3 Impulse disorders (kleptomania, uncontrolled anger attacks,
5–6 Right arm Compromised arm: You can only hold one object pathological lying, pyromania, compulsive gambling).
7–8 Left arm at a time and you can no longer hold anything with 4 Eating disorders (anorexia, bulimia, pica, binge eating disorder).
two hands. If you lose the use of both arms you 5 Psychotic and personality disorders (schizophrenia, megalomania,
can no longer hold anything. misanthropy, delusional omnipotence, paranoia, narcissism, etc.).
9–10 Right leg Compromised leg: Your speed is halved and you have 6 Sleep disorders (nightmares, sleepwalking, insomnia, narcolepsy).
11–12 Left leg to use a cane or crutch to walk; after taking the Dash
action you fall prone. If you lose the use of both legs, 7 Somatoform disorders (psychosomatic disorders, hypochondrism).
your speed is reduced to one-third and you can only 8 Sexual disorders (nymphomania, sadism, masochism, necrophilia,
move by crawling. pedophilia, exhibitionism, fetishism).

CHAPTER 2: THE RULES 91


SPECIAL RULES OBJECT STRUCTURE POINTS
This section explores some special situations that can occur Object size Fragile Normal Sturdy
during combat, for which some specific rules are needed. Tiny (bottle) 3 (1d6) 7 (2d6) 14 (4d6)

ATTACKING OBJECTS Small (chair) 10 (3d6) 17 (5d6) 21 (6d6)


Characters sometimes need to attack objects in order to damage Medium (barrel) 21 (6d6) 28 (8d6) 35 (10d6)
or destroy them. For example, they may have to break down Large (cart) 35 (10d6) 42 (12d6) 49 (14d6)
a door or a wall.
As already mentioned, if they have enough time and suitable
tools, the characters will be able to destroy any destructible object, OBJECT ARMOR VALUE
within the limits of common sense. However, if more precision Material Armor Value
is required, you can follow the guidelines in the following Paper, parchment, fabric, hemp –
paragraphs. If they deem it relevant, the GM can give stats Crystal, glass, ice 1
to destructible objects by following the directions below.
Wood, bones 2
Hitting objects: The base DC for hitting immobile objects is 9.
Stone, concrete, hard plastics 3
Moving objects (such as a swinging suspended load, a falling object,
etc.) may involve higher DCs. Otherwise, all the normal factors that Common metals, polymers, steelglass 4
affect attack difficulty, such as range, cover, and visibility, apply. Metal alloys, advanced polymers 5
Structure Points: An object’s structure points (SP) determine Advanced super-alloys, nanocarbon 6
how much damage it can take before breaking (such as creatures’
VP). When an object’s SP get down to 0, the object is destroyed
and can no longer be used or repaired. Sturdy objects have more in three dimensions, such as in the air, underwater, or in the
structure points than fragile ones, as do big objects than smaller absence of gravity. All of these situations require some special
ones. The Object Structure Points table provides guidelines rules described below.
for determining the SP for Large or smaller objects. A character Distances: When fighting in three dimensions, you may
can also make a STR (Might) check to attempt to break or smash need to estimate the actual distance between two points taking
an object. It is up to the GM to decide the DC of such a check. into account their vertical elevation. Measure the horizontal
Very big objects: Normal weapons have little (if any) effect and the vertical distance between the two points. Divide
against Huge or Gargantuan objects. The GM can establish the lowest value in half and add it to the highest one.
the structure points of these objects or they can simply decide The result will be the distance between the two points.
how long such objects can withstand whatever weapon or other Surrounding a creature: While fighting in three dimensions, a
force is acting to destroy them. If you track structure points for creature can be surrounded by twice as many creatures as normal,
an object, it’s often convenient to divide the object into “parts” assuming they are all the same size. If the creatures are of different
of Large or smaller size, tracking SP for each individual part. sizes, the situation becomes complicated and it is up to the GM
Sometimes, destroying a part could cause the entire object to determine how many enemies can surround the same target.
to be destroyed. For example, a colossal humanoid-like statue In-flight: Normally, a creature with a flying speed can turn
could collapse when one of its legs is destroyed. 45° after every meter of flight movement. During each of its
Objects and damage: Objects are immune to biotic and psychic turns, a creature can only use half its flying speed (rounded
damage and to all conditions. Many objects have an Armor Value down) to climb in altitude, while the remaining speed is used to
based on the material they are made of, as indicated in the Object advance horizontally. Climbing 1 meter of altitude costs 2 meters
Armor Value table. In addition, the GM may decide that certain of movement. Conversely, descending in altitude costs no extra
objects have resistance or immunity to certain types of attacks movement, and a creature can also use all of its flight speed
(for example, it is useless to try to break down a door with arrows to descend during one of its turns.
or damage a tank with a stick). Similarly, the GM may decide that A flying creature falls if it’s knocked prone, has its speed
certain attacks are particularly effective against certain objects reduced to 0, or is otherwise deprived of its ability to move,
(for example, using fire on wood). unless it is held in the air by some other effect. A creature stops
Damage threshold (DT): Larger objects (such as buildings) falling if it regains its ability to move and succeed on a DC 17
often have an extra resilience represented by a damage threshold. DEX (Reflex) saving throw. If a falling creature hits the ground
Such an object is immune to all damage unless the amount of it takes falling damage.
damage inflicted by a single source is equal to or greater than Underwater: Generally, creatures with a swimming speed
its DT, in which case it takes damage as normal (subtracting its move and act freely underwater, while those without a swimming
eventual AV). Any damage that is less than the DT of the object speed double the cost of their movement and suffer disadvantage
is considered superficial and not sufficient to reduce its integrity. on their attack rolls. Furthermore, underwater, all ranged attacks
Objects and saving throws: Objects always fail Strength and automatically miss the target beyond their range (unless they are
Dexterity saving throws and are immune to effects that require weapons specifically designed to fight underwater). Underwater,
other kinds of saving throws. creatures that are unable to breathe water have to hold their
breath and risk drowning.
THREE DIMENSIONS COMBAT Zero gravity: In a gravity-free environment, the rules
Normally, fighters move and act bound to a surface by gravity. described for movement in zero gravity apply (see “Gravity”
However, in particular situations, a combat could take place in the “Exploration” section above).

92 CHAPTER 2: THE RULES


RESTING AND HEALING RESTING
Heroic though they might be, adventurers need rest: time
Unless it results in death, damage is not permanent. to sleep, eat, heal wounds, laze, refresh the mind and spirit.
Rest and medical care can restore a creature’s vitality points, A rest is a period of inactivity during which a character catches
and over time, even traumas heals. In addition, psionic powers, their breath and regains energy by relaxing, sleeping, or doing
drugs, and advanced technologies are able to perform real light activities such as talking, reading or tending wounds.
wonders, such as instantly restoring vitality points, canceling A short rest takes about an hour. However, on a regular
fatigue, neutralizing poisons and diseases in a short time, basis, one of the rests made by a character must be a full rest,
or even triggering tissue regeneration. which requires at least 8 uninterrupted hours. The frequency
depends on the character’s species. For example, terrans
REGAINING VITALITY POINTS need a full rest every 24 hours.
A creature can restore its vitality points pool by resting (see below) Whenever a character does not take a full rest within that
or by receiving medical treatment that heals a certain amount time, they gain a level of exhaustion at the end of that period
of vitality points. (see “Conditions”, further on).
A creature’s vitality points can never exceed its vitality point A character cannot take a full rest until at least half of the
maximum, so any vitality points regained in excess of this number hours indicated for their species have passed since the end of the
are lost. For example, if a character with 20 current vitality points previous full rest. For example, for a terran at least 12 hours must
and a vitality maximum of 28 is healed by 10 vitality points, they pass between the end of a full rest and the beginning of the next.
regain only 8 vitality points from healing, not 10. If a rest (both normal and full) is interrupted by a strenuous
A dead creature cannot regain vitality points until it’s somehow activity (such as marching for at least 1 hour, fighting or the like)
brought back to life. the character must begin the rest again to gain any benefit from it.
A character must have at least 1 vitality point at the start
RECOVERING FROM TRAUMAS of a rest to gain its benefits.
Healing from trauma takes time and proper care.
At the end of each full rest (see below), a creature makes a BENEFITS OF REST
DC 15 saving throw for each trauma that afflicts them. The saving Resting guarantees the following benefits.
throws are STR (Stamina) for physical traumas and WIL (Fortitude)
• At the end of each rest, a character regains a number
for psychic traumas. Keep track of the successes obtained for
of vitality points equal to 1d6 + STR.
each trauma. After three successes (not necessarily consecutive)
• Finishing a full rest reduces the character’s level of exhaustion
a trauma heals and its non-permanent effects disappear.
by 1 (see “Conditions”), provided that they were able to eat
At GM’s discretion, it may take more or less successes
and drink enough. The levels of exhaustion caused by some
to heal from certain trauma.
specific effects (such as radiation, see “Exploration”, below)
In addition, most traumas require adequate treatment in order to
are not eliminated by rest.
heal (such as medications or counseling). Without such assistance,
• Finishing a full rest allows a character to make saving throws
the creature has disadvantage on the saving throws needed to heal.
to heal from any trauma that may affect them (see above).
If a creature engages in strenuous activities (such as fighting,
• Many characters’ special features can only be used a limited
marching for a long time, etc.), they have disadvantage on saving
number of times before they need to rest. In those cases,
throws made to heal from traumas at the end of their next full rest.
a character regains all spent uses at the end of a rest.
On the contrary, if the creature spends their time recuperating,
Some features require to finish a full rest in order
avoiding getting tired, then they gain advantage on those saves.
to recover their use, as specified in their description.
Healing from permanent effects: The permanent effects of the
• If a character possesses psi points, at the end of a long
most severe trauma can only be healed through special procedures
rest they regain all the psi points spent.
(such as surgery, psychological therapies, or specific technological
or psionic effects). Some creatures possess the innate ability
to spontaneously heal from the permanent effects of trauma. RESTING WHILE WEARING ARMOR
If you wear armor during a full rest, you must make a STR (Stamina) check,
DC 14 for light armor, 16 for medium armor, or 18 for heavy armor. If you
succeed, you get the benefits of rest, otherwise not.

CHAPTER 2: THE RULES 93


CONDITIONS DAZZLED
• A dazzled creature has disadvantage on attack rolls
Conditions alter a creature’s capabilities in several ways and and on any Perception check that requires sight.
can arise as a result of an attack, special ability, psionic power,
or some other effect. Most conditions are impairments, but DEAFENED
a few can be advantageous in certain situations. • A deafened creature can’t hear and automatically
A condition lasts either until it is countered (the prone condition fails any ability check that requires hearing.
is countered by standing up, for example) or for a duration
specified by the effect that imposed the condition itself. If multiple FRIGHTENED
effects impose the same condition on a creature, each instance • A frightened creature has disadvantage on all ability checks
of the condition has its own duration, but the condition’s effects while the source of its fear is within line of sight.
don’t get worse. A creature either has a condition or doesn’t. • The creature can’t willingly move closer to the source of its fear.
The following definitions specify what happens to a creature
while it is subjected to a condition. GRAPPLED
• A grappled creature’s speed becomes 0, and it can’t benefit
BLEEDING from any bonus to its speed.
• The creature loses blood and takes 1 biotic damage • The creature has disadvantage on any action other than
at the start of each of its turns. attacking the grappler or trying to break free.
• If the creature is dying (0 HP), the bleeding does not cause • The condition ends if the grappler is incapacitated or if an effect
damage but implies the automatic failure of the death saving removes the grappled creature from the reach of the grappler
throw that the creature makes at the start of each of its turns. or grappling effect (such as when a creature is hurled away
• The creature cannot recover vitality points until by an explosion).
the bleeding is stopped.
• As an action, a character can spend one use of a first HINDERED
aid kit or succeed on a DC 15 INT (Medicine) check while • A hindered creature’s speed is halved.
in contact with a bleeding creature (including himself) • During their turn, the creature can only take an action
to stop the bleeding and end the condition. or a minor action, but not both.
• If the creature makes a reaction, they won’t be able
BLINDED to take any actions or minor actions on their next turn.
• A blinded creature can’t see and automatically fails
any ability check that requires sight. INCAPACITATED
• The creature has disadvantage on attack rolls. • An incapacitated creature can’t take any actions,
• Attack rolls made against the creature have advantage. minor actions, or reactions.
• Any other creature is considered invisible to a blinded creature.
INVISIBLE
CHARMED • An invisible creature is impossible to see without the help
• A charmed creature can’t attack the charmer or target of special senses or technological aids. The creature’s location
the charmer with harmful abilities or effects. can still be detected by any noise they make or any tracks
• The charmer has advantage on any ability check they leave. For the purpose of hiding, the creature is obscured.
to interact socially with the creature. • Attack rolls made against the creature have disadvantage.
• The creature has advantage on attack rolls.

94 CHAPTER 2: THE RULES


PARALYZED OVERLOAD (SPECIAL)
• A paralyzed creature is incapacitated and can’t move or speak. Overloading is a special condition that results from carrying
It automatically fails any checks that require physical action, excessive weight and has the following effects:
but can perform purely mental tasks.
• If a creature carries a weight greater than its carrying capacity
• Attack rolls made against the creature have advantage.
(CC) and up to twice that value, it is hindered.
• Any attack that hits a paralyzed creature automatically
• A creature can push, drag, or lift a weight that is more than
deals maximum damage if the attacker is adjacent to it.
twice its CC and up to 5 times that value, but while doing
PRONE
so the creature is hindered and incapacitated.
• A prone creature is lying on the ground and it can move only
EXHAUSTION (SPECIAL)
by crawling, unless it stands up thereby ending the condition.
The lack of rest, as well as other dangerous effects or
• The creature has disadvantage on melee attack rolls.
environmental hazards (such as starvation, high altitudes, etc.),
• Attack rolls made against the creature have advantage if the
can lead to a special condition called exhaustion. Exhaustion
attacker is adjacent to them. Otherwise, they have disadvantage.
is measured in six levels, as shown in the following table.
• A prone creature can stand up using 3 meters of its speed.

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 2: THE RULES 95


BETWEEN ADVENTURES
command, entertain with simple tricks (such as hopping, rolling,
etc.), work (such as pulling or pushing loads), and so on.
In the periods between one adventure and another (called Giving a friendly animal a command it knows requires an action
interludes), the characters have time to rest and recover but and a DC 15 INT (Nature) check. If the animal is injured or subject
also have the opportunity to engage in other activities, such as to some penalizing condition, the DC increases by 5. If the check
practicing a profession, performing research, or simply having fun. succeeds, the animal performs the given task with its next action.
Most of the time, the GM will simply declare how much time
has passed between the end of one adventure and the start CAROUSING
of the next, allowing players to describe in general terms what Characters can spend their downtime in a variety of recreational
their characters have been doing. At other times, the GM might activities, such as partying, reveling, gambling or whatever else
instead deal with these interlude periods in more detail, as helps them cope with the stress they face on their adventures.
other events still unknown to the players may be set in motion. A carousing character spends money as though maintaining
a wealthy lifestyle (see Chapter 3). At the end of the period spent
LIFESTYLE AND OTHER EXPENSES carousing, the character makes a WIL (Cunning or Socialite) check
Between one adventure and another, choose a specific lifestyle (at player’s choice), and then compares the result to the Carousing
and pay the relative cost, as described in Chapter 3. table to determine what happens (or the GM chooses).
Living a particular lifestyle doesn’t have a huge effect on your
character, but it could affect the way other individuals and groups CAROUSING
react to you. For example, maintaining a wealthy or opulent Result Effect
lifestyle might help you enter high society and make contacts 4 You are jailed for 1d4 days at the end of the carousing period on
with rich and powerful people, which is much more difficult or less charges of inappropriate behavior and disturbing public peace.
for those who maintain a modest or poor lifestyle. You can pay a fine of 10 credits to avoid jail, or you can try to
In addition to the cost of maintaining a certain lifestyle, resist arrest.
characters may have to face additional expenses, the most 5–6 You regain consciousness in a strange place with no memory of
common of which are described in Chapter 3. how you got there, and you have been robbed of 3d6 x 5 credits.
7–8 You’ve made an enemy. This person, business or organization is
DOWNTIME ACTIVITIES now hostile to you. The GM determines the offended party. You
Between adventures, characters can spend their time on various decide how you offended them.
activities, called downtime activities. Each downtime activity 9–12 Roll a d10. On a 1-2 the romance ends badly. On a 3-5 the
requires a certain number of days (not necessarily consecutive) romance ends amicably. On a 6-10 the romance is ongoing. You
determine the identity of the love interest together with the GM.
to complete before you gain any benefit. Unless otherwise
If the romance ends badly, you might gain a new flaw. If it ends
specified, at least 8 hours a day must be spent on the downtime well or is ongoing, your new love interest might represent a new
activity for the day to be counted. If a downtime activity bond.
has a cost, it is in addition to lifestyle expenses. 13–18 You earn modest winnings from gambling and recoup your
Downtime activities other than those described below are lifestyle expenses for the time spent carousing.
also possible. If you want your character to spend their downtime 19–21 You earn modest winnings from gambling. You recoup your
performing an activity not covered here, discuss it with your GM. lifestyle expenses for the time spent carousing and gain 2d6 x
10 credits.
ANIMAL TRAINING 22 You make a small fortune gambling. You recoup your lifestyle
A character can spend their downtime raising or training animals. or expenses for the time spent carousing and gain 4d6 x 10 credits.
You don’t have to spend all the time doing these tasks, 3 hours more Your carousing becomes the stuff of local gossip.
a day is enough, but you have to spend 3 credits a day to cover
the costs of the activity.
Raising or taming animals: Raising an animal means CRAFTING AND REPAIRING
nurturing it from an early age. This also allows wild animals You can spend your downtime crafting objects, or repairing
to be domesticated. You must make DC 17 INT (Nature) checks damaged ones, including weapons and armor, equipment,
(the GM could increase the DC in the case of exotic or difficult vehicles, works of art, or even structures and buildings.
animals). Each check represents a month of work. The number In order to do this, you must have an appropriate skill for
of successful checks needed is set by the GM based on the the type of work undertaken and you must use appropriate tools,
type of animal (usually 5 at least). An animal can be raised specific materials, and sometimes specific work environments.
and trained at the same time (see below). The GM may also ask you to make ability checks.
Training animals: With a month of work and a successful While crafting or repairing, you can maintain a modest
DC 17 INT (Nature) check, you can teach a domesticated animal lifestyle without having to pay the cost, or a comfortable
to execute a specific command. An animal can learn multiple lifestyle at half the normal cost (see Chapter 3).
commands, but the GM may set a limit on how many. If you Crafting: For each day of downtime you spend crafting,
want, you can train the animal to obey only specific individuals you can craft one or more items with a total market value not
(including yourself). In this case, anyone else who tries to give exceeding 20 credits, using raw materials worth half the total
commands to the animal suffers disadvantage. market price. If something you want to craft has a market
Some possible commands are: attack an enemy, track with your price greater than 20 ¢, you make progress every day
smell, retrieve thrown objects, look for something specific in the in 20 ¢ increments until you reach the market price of the
surroundings, defend a place or a person, follow a target, move on item. For example, you can build an ordinance protective
vest (market price 1000 ¢) in 50 days of work.

96 CHAPTER 2: THE RULES


CRAFTING FAKE OR SHODDY ITEMS RECUPERATING
When you craft something, you can build fake or shoddy objects by paying
A character can spend time between adventures in complete rest to
a quarter (instead of half) of their market price, by using low quality raw recover from injuries, disease, or poisoning they may have suffered
materials. Apart from that, the normal rules described for crafting standard during their adventures. While you are recuperating, you gain
objects apply, but you need to make a TEC (Mystification) check as part advantage on saving throws you made to heal any trauma, disease,
of the crafting process (and in addition to any other skill checks the GM or poison that afflicts you.
deems appropriate).
A shoddy or fake item can be passed off as genuine and sold as such. RESEARCHING INFORMATION
However, anyone who examines the object can make a PER (Inspection) You can spend your time between adventures performing research
check to realize the scam. The DC for such a check is equal to the result
to obtain information, perhaps to gain some insight into mysteries
of the TEC (Mystification) check made during the crafting of the object.
that have arisen over the course of the adventures.
When you begin a research, the GM determines whether the
Multiple characters can combine their efforts to craft a single information you are looking for is available, how many days
item, as long as they all have the appropriate skills and are of downtime it will take to find it, and whether there are any
working together in the same place. Each character contributes restrictions on your research (such as needing to seek out
20 ¢ worth of effort for every day spent helping to craft the item. a specific individual or location). The GM might also require you
For example, three collaborating characters can craft an ordinance to make one or more ability checks, such as a PER (Inspection)
protective vest in 17 days, at a total cost of 500 ¢ in raw materials. check to find clues pointing toward the information you seek,
Repair: When you repair an object, each repaired structure a WIL (Cunning) check to collect rumors by the local people,
point requires you to spend an amount of credits equal to half a TEC (Computer) check to scan computer networks or
the cost of the object divided by its maximum structure points. an INT (Science) check for scientific research. Once those
This cost covers expenses for materials, needed spare parts, conditions are met, you learn the information if it is available.
and any workers (see below). For each day of research, you must spend 3 credits
If you have the necessary materials and a properly equipped to cover your expenses.
environment, you can repair up to 1d4 + 4 structure points in
a day’s work. If the repairs are carried out in less than optimal SPREADING RUMORS
conditions, only 1d4 structure points can be repaired each day. Spreading rumors, gossip and opinions in order to manipulate
For small items, repairing activities can be performed by a single public opinion can be an effective way of hindering an enemy or
character, but for larger ones, such as spaceships, structures, or favoring one’s own interests. Well-crafted rumors about someone
buildings, a group of workers is required, the more numerous the can improve their social status or throw them into a scandal.
larger the item (it is up to the GM to decide the minimum number A rumor must be simple, concrete, difficult to refute, and above
of workers needed). If repairs are carried out with fewer workers all credible, supporting what people are already inclined to believe.
than necessary, the time required is doubled. Spreading a rumor about an individual or faction costs 3 credits
If the object to be repaired does not have a number of structure per day and takes a number of days depending on how large
points (like most of the objects described in Chapter 3), it is up to the community it’s spread within (as indicated in the Spreading
the GM to decide how long it takes to repair it and how much the Rumors table). The time spent on this activity must be continuous.
repairs cost (as a fraction of the market price of the object). If a character spreads a rumor for a day, stops for a few days,
and then comes back, the rumors will have vanished with
LEARNING A NEW LANGUAGE ​​OR SKILL no effect, as they feed on constant repetition.
You can spend your time between adventures learning a new At the end of the period spent spreading rumors, you must make
language or a skill you don’t possess. First, you must find an a WIL (Cunning) check. The DC is set by the GM based on how
instructor willing to teach you. The GM determines how long this credible they think those rumors are. If the check is successful,
search takes, and whether one or more ability checks are required. the prevailing attitude of the community towards the target of
Learning a language or skill costs 10 credits per day and takes the rumors changes one degree towards friendly or hostile, based
a number of days equal to 200 minus 10 times the character’s on the rumors you have spread. If the check fails, the rumors have
Intelligence score. You don’t need to complete the training in no effect and further attempts to prolong them are useless.
a single interlude, you can take advantage of multiple pauses Changing the prevailing attitude of a community towards
between adventures to make progress. an individual or a faction does not mean influencing all members
After you spend the required amount of time and money, you of that community: single individuals can retain their personal
learn the new language or gain the new skill. views, especially if they have personal experience with the
subject of the rumors.
PRACTICING A PROFESSION
You can work between adventures, allowing you to maintain
a modest lifestyle without having to pay the relative cost (see SPREADING RUMORS
Chapter 3). This benefit lasts as long you continue to practice Community size Time required
your profession. Up to a few thousand people 1d6 days
If you are a member of some organization that can provide Tens of thousands of people 2d6 days
profitable engagements, such as a merchant guild, or if you
Hundreds of thousands of people 4d6 days
have the right skills for high-level professions, you earn enough
Millions of people 8d6 days
to support a comfortable lifestyle instead.

CHAPTER 2: THE RULES 97


EDGE CARDS
In addition, you can also reward another player by giving them
one of the EDGE cards you own, unless that player already has
The use of EDGE cards is a rule that the GM can use to reward three, maybe for a nice rendering of their character or simply
players for role-playing their characters according to their because they did something exceptional or memorable in the game.
disposition and personality. EDGE cards are usually discarded at the end of the game session.
Each EDGE card carries two sentences, each of which As a result, unused cards will be wasted. This should encourage
describes some kind of event. It can be something simple players to use their EDGE cards rather than keeping them.
or generic, like “Something suddenly breaks” or “Someone trips
and falls”, or something more specific or that affects the rules, USING EDGE CARDS
like “Someone hits an ally by mistake” or “Someone cheats You can use an EDGE card at any point in the game, but you
death and clings to life”. are limited to using only one for each encounter, be it combat,
In any case, players who have EDGE cards can decide to use interaction, exploration, or any other type of scene. Also,
them whenever they want, influencing the course of the adventure. remember that many EDGE cards will only really have some
effect if you play them at the right time.
OBTAINING EDGE CARDS When playing an EDGE card, you must choose one of the two
The GM can give you an EDGE card for several reasons. GMs sentences written on it. The card will take effect immediately
usually do this when you bring your character to life in a and you will have to tell the GM and the other players how the
convincing way, role-playing their disposition and personality sentence you have chosen will affect the game, adding details
traits, or in some other way that makes the game more engaging or and trying to make the effect plausible in the context.
fun for everyone. At other times, GMs use EDGE cards to promote Sometimes it will be simple, especially if the card is particularly
a certain style of play or emphasize a certain narrative genre. The suitable for the situation. Other times it may be more difficult
GM will tell you how you can get EDGE cards during the game. or perhaps create absurd or unmanageable consequences. In these
When this happens, you draw an EDGE card from the deck made cases, the best thing is to decide the effects of the card together
available by the GM. You can have a maximum of three EDGE with the GM and the other players, in order to find a solution on
cards at a time. If you already have three and you get to draw which everyone agrees. Once played, the GM takes into account
another one, you can choose not to and keep the cards you already the effects of the card, modifying the narrative accordingly.
have, or you must discard one of them before drawing the new one. Alternatively, you can also “burn” an EDGE card, playing it
face down without using any of its sentences, to gain advantage
USING THE IMAGES ON EDGE CARDS (OPTIONAL) on one ability check.
Remember that you can also use EDGE cards in favor or against
A In addition to the short sentences that are normally used when playing
creatures, NPCs, or other players’ characters.
one, every FARSIGHT official EDGE cards features an evocative science
fiction illustration. Each EDGE card played will be shuffled into the deck by the GM.
By applying this optional rule, when a player uses an EDGE card during
the game, they can decide to be inspired by the illustration that appears
on the card, rather than choosing one of the sentences written on it.
The interpretation of images can stimulate the imagination perhaps
even more than sentences, but for this reason it can also be much
more subjective. Consequently it is recommended to apply this optional
rule in agreement between all members of the game group.

98 CHAPTER 2: THE RULES


PART 1: AXIOM - PLAYERS

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.

BUYING AND SELLING


PURCHASE AVAILABILITY
When you intend to buy an object, just assuming it is available
When a character wants to buy something, they expect to pay it
everywhere and in any case isn’t enough. Even though this
exactly as indicated in the tables. But in reality, actual prices are
can be true for most common objects, it is much less likely
often higher, due to factors such as the availability, the demand,
when it comes to unusual or dangerous items.
and the honesty of merchants.
Specific tools, rare items, weapons and armors, cutting-edge
When, on the other hand, it is the characters who have to sell
technologies and devices. These objects, even when sold without
goods, more or less the same considerations apply but in reverse,
limitations (see below), are still sold only by specialized sellers.
so the selling price will be lower than the base price. As a general
While in a large city it’s almost always possible to find what
rule, selling weapons, armor, and equipment in good condition
you are looking for, this does not apply in the case of smaller
earns about half the base price. In the luckiest cases, it can reach
settlements. More generally, the GM can always decide that
70%, as long as we are referring to objects in excellent condition.
certain items are not available.
Conversely, the most valuable or rare goods keep their full market
value and can be sold or used directly in transactions. To be able
RESTRICTED POSSESSION
to sell treasures of exceptional value, you may need to succeed In certain circumstances, the possession and use of specific
first in finding a wealthy buyer interested in acquiring them. objects is subject to a permit without which buying them
It is not possible to legally sell items whose possession is limited is impossible, unless you turn to the black market (see below).
nor items reported as stolen, unless you turn to the black market In any case, possessing such items without permission is illegal.
(see below), where, however, you can get at most half of what The GM decides which items are restricted in their campaign.
you would earn from a legal sale. There are three levels of restriction, as follows:
BARTERING • Regulated: An official license is required to legally
In border regions, many transactions take place through bartering. own the object. Obtaining it requires a few legal obligations
In such contexts, there are always privileged goods, which end and some fees at most.

100 CHAPTER 3: EQUIPMENT AND TECHNOLOGIES


WEARABLE EQUIPMENT
STARTING EQUIPMENT
A character’s equipment can be divided into two main categories:
When you create your character, the background you choose provides
wearable and non-wearable items. Non-wearable items have no particular
them with starting equipment. In addition to this, you have 3,000 credits
limitations (they often have to be wielded to be used, such as weapons
you can spend to purchase additional equipment among the items
and tools). Conversely, wearable items are obviously limited to the
described in this chapter. If the GM allows it, you might also take on debt
character’s ability to wear them. In other words, a character can only wear
to get items that are normally too expensive for your initial finances, but
one armor at a time, a single helmet, a single pair of gloves or footwear,
remember that debts don’t settle on their own. Regardless, it’s always up
and so on.
to the GM to determine which items are available as starting equipment
In most campaigns, common sense is enough to handle wearable
and which ones are not.
equipment. For example, a kergan would never fit into an armor made
It is then up to you to decide how your character came into possession
for a ja’raki. However, the GM may want more realism. For example, an
of their starting equipment. They may have received or purchased it during
armor made for a human may not fit another humanoid without significant
their background, perhaps as an inheritance or by virtue of their own
modifications, or again, when a character tries to wear a guard’s uniform
profession, or even for having served in the military.
as a disguise, it could visibly fit him badly.
Using this approach, when characters find armor, clothing, and similar
• Restricted: Officially only members of specific organizations wearable items, the objects may need to be modified by a competent
(often governmental ones) can own the object. Getting a license craftsman for the characters to be able to use them. The cost of this
service varies from 3% to 30% of the cost of the object. The GM can
is quite difficult without being a part of such organizations.
determine this randomly by rolling 3d10 or decide it based on the required
Manufacturers and retailers of these items are controlled modifications.
by the authorities.
• Illegal: The object is considered illegal. Only in rare cases
temporary permission for its possession and use is granted, The character can attempt to obtain a license through illicit
always on specific orders of governmental bodies or similar. means, such as bribing an officer or creating a fake identity, but
It’s impossible to legally possess the item in any other ways. if they were to be discovered they will have to answer to local
authorities and law enforcement agencies.
Getting a license: If a character meets the necessary
requirements, they can apply for a license to own a restricted item, BLACK MARKET
by submitting a regular application, paying a fee and succeeding When you want to avoid official channels (or in the case of illegal
on an INT (Erudition) check. The fee and the DC of the check goods), you can turn to the black market, taking care not to ask
are set by the GM based on the level of restriction of the object. questions about where the goods come from.
If the check is successful, the character receives the license To locate a black market dealer (assuming there is one),
within a few days. If it’s not, they don’t get it but still waste time a character must succeed on a WIL (Streetwise) check. The base
and money spent. The character can try again, as long as they have DC is 15, but the GM may increase it if they deem it appropriate.
the time and credits to do so. In any case the request is registered On the black market, items always cost more than those sold legally
in the official archives. and often their finding takes time (or maybe some extra credit).

CHAPTER 3: EQUIPMENT AND TECHNOLOGIES 101


TECHNOLOGICAL LEVEL
One of the typical aspects of science fiction is the high level
of scientific and technological progress. Nonetheless, extraordinary is not unusual.
futuristic technologies could coexist with archaic technologies, Individuals living in a
in the same way as advanced space-faring civilizations might primitive society have limited knowledge,
come into contact with primitive peoples still focused on fighting but they are not necessarily naive, stupid, or easily
for survival on their native world. impressionable by technology, although it is not uncommon for
The technological level (abbreviated to TL) is an indication them to mistake the latter for something supernatural or divine.
of the level of technological and scientific progress achieved by
a particular civilization or population. However, the development TL2. ARCHAIC
process of a civilization is highly variable and often unpredictable. By reaching this technological level, a civilization accomplishes
Indeed, two populations at the same technological level could several advances. New agricultural techniques improve harvests
differ greatly from each other, similarly to how it’s not uncommon and allow to support a larger population; the development
for a population to be at a specific TL in certain fields, but of architecture and construction leads to the creation of stone
at a different TL in others. buildings and monuments; the development of metallurgy
The technological level also implies the presence of the (first with bronze and then with iron and steel) revolutionizes
necessary resources: the absence of key resources such craftsmanship and the manufacture of weapons and tools.
as hydrocarbons or radioactive elements can completely prevent Thanks to these achievements, the population increases and
a civilization from developing certain types of technologies. an ever-larger portion of it concentrates in major urban centers,
Such resource limitations are often the main cause that prevents increasing the number of artisans, merchants, and others trades.
a civilization from reaching high levels of technology, or that limits The first evolved forms of state appear, and together with them,
progress only to certain fields, impeding development in others. aristocracy, clergy, and the first real armies are born. Great ships
Finally, the technological level can also vary within a single can embark on long sea voyages and the construction of road
planet, especially for technological levels below 4. Just think networks or waterways makes communication easier, allowing
about the twentieth-century Earth, where nations capable to control increasingly vast territories. The city-states give
of building nuclear power plants and space stations coexisted way to the first kingdoms and then to great empires.
with communities that still lived as in prehistoric times. The first universities and the first craftsmen and workers
The standard technological level of this ruleset (and of most associations are born too. Later, the development of printing
interstellar scenarios) is LT5. In this context, the characters techniques makes wider dissemination of information possible,
belong to civilizations able to travel among stars, but during their while the evolution of trade and finance dilutes the power
explorations, they may come across peoples who are experiencing of the nobility and gives rise to the so-called middle class.
their stone age or perhaps their early industrial age. In other The improvement of metallurgical techniques allows building
cases, based on the setting or the kind of game you want increasingly effective weapons and armor. The design of
to play, the characters might come from civilizations with fortifications becomes almost a form of art. Eventually, the
a lower technological level. discovery of chemical energy (for example in the form of
gunpowder) leads to gradually abandoning of previous warfare
TL1. PRIMITIVE techniques, initiating a new way of conceiving war.
At this technological level, a sentient population organizes
themselves in the very first actual forms of civilization. The first TL3. INDUSTRIAL
technological achievements are the use of fire, animal husbandry, This technological level comes thanks to the great progress related
the invention of agriculture, the wheel, and of writing. to the invention of the scientific method, which improves the
The processing of natural materials (wood, stone, bones, leather, understanding of the universe and its laws. The study of disciplines
vegetable fibers, clay) and later a rudimentary use of metals such such as astronomy, chemistry, physics, medicine, and biology
as copper and tin are born and developed. Tools for agriculture, thrives, also thanks to the development of tools that allow scientists
hunting, and crafts, simple weapons, clothing, crockery, to greatly expand the range of their observations and discoveries.
and jewelry are produced. Buildings are erected using wood Scientific progress affects all levels of society and the nations
and stone. Traveling is made on foot, riding domesticated animals, experiment with new forms of organization while political and
on simple vehicles pulled by animals, or on rudimentary boats economic power become increasingly interdependent.
such as rafts, barges, and canoes. Over time, technologies are developed that exploit hydraulic,
The first forms of government and commerce develop. Basic thermal and then electromagnetic energy. The industrialization
or intuitive knowledge of planetary and astronomical mechanics of production techniques allows the construction of increasingly

102 CHAPTER 3: EQUIPMENT AND TECHNOLOGIES


powerful means of transport
and buildings of previously unthinkable size.
The exploration of the world reaches its peak, eventually
boldly going high into the atmosphere and in the depths of TL5. INTERSTELLAR
the sea. Urbanization strongly increases and inventions such This technological level unfolds when a civilization develops
as the telegraph, the telephone and the radio make a true global a physical theory that allows to explain and above all to control
communication finally possible, allowing the birth of the first all of the main forces of the universe, including gravity, triggering
large corporations and multinational companies. fundamental technological innovations.
The introduction of armored war vehicles, aircraft and The manipulation of the force fields allows the creation of gravity
submarines completely changes the battlefields as does repulsion vehicles, artificial gravity generators and much more,
the advent of powerful, precise and reliable firearms. but above all it provides an effective way of stowing antimatter,
paving the way for the creation of the first mass reactors, capable
TL4. ADVANCED of producing enormous quantities of energy.
Upon reaching this technological level, science and technology The next step is the development of the warp drives (or warp
makes extraordinary progress. Nuclear energy becomes cores), powerful generators capable of warping space-time,
a reality, accompanied by renewable energy sources. Electronics eliminating the limit imposed by the speed of light and so setting
and information technology are born, followed by robotics and off the dawn of interstellar travel. Consequently, during this
cybernetics. The developments of medicine greatly improve period, civilizations go beyond the boundaries of their own star
the quality and expectation of life. Materials sciences and system, exploring space, colonizing planets around other stars
nanotechnology lead to the creation of increasingly resistant alloys and sometimes meeting other civilizations.
and polymers. Personal vehicles become the norm as every corner Further innovations occur in the fields of cybernetics, robotics,
of the globe is plowed by stable routes traveled by large vehicles nanotechnology and bioengineering. On the communications
transporting goods and passengers. Computer networks connect front, now every corner of a stellar system is connected by a single
the globe in real time. International organizations and alliances, computer network, while the interstellar communications involve
both political and economic, become increasingly more the use of ships and probes carrying messages from one system to
influential than the individual nations. another, until the advent of quantum communication, which allows
During this period, for the first time a civilization goes for an instant exchange of information regardless of distance.
beyond the borders of its home planet. The first steps into space This is considered the basic technological level of FARSIGHT
are accomplished thanks to huge chemical rockets, satellites, and its official setting “Chronicles of the Edge”.
automated probes and manned short-range missions. In the final
stages of this technological level, the first real spaceships appear TL6. GALACTIC
and civilizations slowly begin to expand within their star system. This technological level represents progress that goes beyond
In the military field, computerized weapons, drones and robots the comprehension, in one or more aspects of knowledge
make warfare ever more precise and effective. The now immense and technique. This is an almost theoretical level, since
destructive potential of strategic weapons, capable of annihilating there are really few examples of contact with such advanced
the whole civilization in a few moments, acts as a warning and technologies. The great galactic portals are an example
deterrent, but the shadow of the conflict is still on the agenda. of galactic tech (see Chapter 7).
This tech level often marks the pinnacle of a civilization, Civilizations that reach this technological level could be
coinciding with a crucial crossroads in its evolution: on the one able to make intergalactic journeys, to accelerate the evolution
hand it can lead to total self-destruction and on the other towards of intelligent life forms, to control matter at the subatomic level
a process of planetary unification which, overcoming crises and and so on. They may even have transcended physical form
tensions, ends with the birth of some kind of world government. and embraced a trans-dimensional existence.

CHAPTER 3: EQUIPMENT AND TECHNOLOGIES 103


ARMOR ARMOR DESCRIPTION
Described below are the various types of armor appearing
The main purpose of armor is to protect the wearer from damage in the Armor table.
caused by enemy attacks. The Armor table shows the stats of the Protective vest: Protections used by law enforcement agencies
most common armors as well as their cost and weight, dividing and public security departments, consisting of flexible polymeric
them into three categories: light, medium and heavy. plates and resistant synthetic fabric. The ordinance vest is the
Shields are also protective tools, but they are used to deflect most comfortable and light version, followed by the reinforced
or parry attacks, thus making it more difficult to get hit. vest, more robust and complete, and finally by the heavy armored
The entries appearing in the Armor table are explained vest, in which the polymer plates protect most of the body while
below. Some armor has special properties. See individual flexible protectors cover junctions and joints.
armor descriptions for details. Tactical armor: Armor made of ballistic materials and polymeric
Strength (STR): This entry indicates the Strength score fibers, developed in the warfare field and commonly used by
necessary to wear an armor at best. If you wear an armor without military forces and mercenary groups. There are three types,
meeting its Strength requirement the armor penalty it causes is depending on the degree of protection they offer: from the agile
considered 2 points higher. scout armor, designed to meet the needs of specialized light troops,
Armor Value (AV): The armor protects the wearer from to the battle armor, developed for soldiers engaged in high-risk
damage. This entry indicates the Armor Value granted by the actions, up to the assault armor, intended for heavy infantry troops.
armor to the wearer (see Chapter 2 for the rules on the AV). Technoarmors: Technoarmors are advanced technological
You can only wear one armor at a time. exoskeletons that completely cover the wearer’s body.
Armor Penalty: Wearing armor causes a certain hindrance to The composite materials that make up their frame and casing
movement, represented by the armor penalty. The GM may decide are manufactured thanks to nanotechnology, making them light
to apply this penalty to any ability check that may be negatively and flexible but extremely resistant. Each technoarmor is equipped
affected by this hindrance. with an active system that self-supports part of its weight,
Weight: This entry indicates the weight of the armor expressed preventing it from weighing on the wearer (when worn, halve
in w, in its version for creatures of Medium size. its weight for the purposes of the wearer’s carrying capacity).
Cost: This entry indicates the cost of the armor in ¢. Technoarmors are divided into three types: the light and agile
“Raptor”, the versatile “Guardian”, the sturdy and heavy “Titan”.

PROTECTIVE VEST,
ARMORED
TACTICAL ARMOR,
SCOUT
PROTECTIVE VEST, PROTECTIVE VEST,
ORDINANCE REINFORCED

TACTICAL ARMOR,
ASSAULT

104 CHAPTER 3: EQUIPMENT AND TECHNOLOGIES


IMPROVISED ARMOR SHIELDS
Improvised armor is a makeshift protection, often self-built Shields help parry and deflect attacks, granting a bonus to
and obtained by assembling recycled materials. the wielder’s Defense (see Chapter 2 for the rules on Defense).
Improvised armor gives an AV between 1 and 3, requires Holding a shield requires the use of one hand. However,
a STR score equal to the AV, causes an armor penalty equal you can only get the benefits of one shield at a time.
to twice the AV, and weighs five times the AV in w. If you hold a shield without meeting its Strength requirement,
Wearing an improvised armor gives disadvantage to you get disadvantage on all your attack rolls.
Combativity and Dexterity checks. Also, a makeshift armor Shields can be used as melee weapons that deal 1d4 kinetic
has a 25% chance of breaking at the end of every combat, damage. If you attack with the shield, you can’t benefit from
becoming totally unusable. its Defense bonus until the start of your next turn.

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 3: EQUIPMENT AND TECHNOLOGIES 105


ARMOR UPGRADES
Upgrade Base DC Cost
Ablative 18 4,000
Adaptive 20 7,000
Agile 16 4,000
Exosuit, CBN 19 5,000
Exosuit, HEV 20 10,000
Exosuit, WET 18 3,000
Medical system 16 3,000
SHIELDS Muscular 20 10,000
Shield Strength Defense Bonus Weight Cost Quick donning system 15 500
Shield – +2 1 100 Reinforced 19 6,000
Ballistic Shield 1 +3 3 200 Sensory amplification 18 5,000
Stabilized 15 500
Shield: A shield is held thanks to a handle and straps Stealth 18 3,000
securing it to the forearm.
Ballistic Shield: Rectangular shield, roughly 1.5 meters
high. It provides high protection but is heavy and bulky. UPGRADES DESCRIPTION
You can, however, place it on the ground while still benefiting Armor upgrades are described below.
from its protection, but in that case, you will not be able to Ablative: The Armor Value guaranteed by the armor
move without first picking up the shield using a minor action. fully applies also against energy damage.
Adaptive: A series of special joints and polymorphic materials
ARMOR ACCESSORIES allow the armor to adapt to the wearer’s anatomy. The armor can
With the GM’s permission, it is possible to integrate the functions be worn comfortably by any Small or Medium humanoid creature.
of various items of equipment into an armor. Here are some typical Agile: The penalty caused by the armor is reduced by 1
examples: comlink, personal field generators, multiscanner and (down to a minimum of 0). If the armor has a STR requirement,
others sensors, respirator, underwater respirator, magnetic boots, it is also reduced by 1 (down to a minimum of 0). Applicable
flashlight, visor. The cost of the integration is equal to the cost up to two times.
of the corresponding item of equipment +100 credits. Exosuit, CBN/HEV/WET: Gives the armor the same
See “Gear and Supplies”, later in this chapter, for the description functionality as a CBN, HEV, or WET exosuit, respectively
of these items of equipment. (see “Survival Gear”, further on).
Medical system: The armor is equipped with a medical device
ARMOR UPGRADES that monitors the wearer’s health conditions. It automatically
Armors can be improved thanks to the installation recognizes diseases and poisons that afflict the wearer and gives
of technological upgrades. them advantage on saving throws made to avoid their effects.
There is no limit to the number of upgrades that can Also, if the wearer is reduced to 0 vitality points, the armor
be installed on one armor, but the growing complexity is capable of stabilizing them automatically.
of coexisting technologies implies an increase in installation Muscular: A system of synthetic muscles fibers is incorporated
costs, equal to 200 credits for each upgrade already installed: into the armor, enhancing the wearer’s physical capabilities. While
in other words, installing a second upgrade costs 200 credits wearing the armor, your STR and DES scores increase by 1.
more than its standard cost, the third upgrade costs 400 Quick donning system: This system allows to wear and
additional credits, and so on. In addition, the GM may take off the armor with amazing speed, using only one action.
require an extra fee if a paid installation service is required. Reinforced: The armor is reinforced to ensure more effective
Unless otherwise noted, each type of upgrade can only protection. The Armor Value granted by the armor increases
be applied once. by 1. Applicable up to two times.
A character with the Mechatronics skill can install or Sensory amplification: A dense network of micro-sensors
remove an upgrade from an armor by taking 4 hours of work is incorporated into the armor, enhancing the wearer’s senses.
and succeeding on a TEC (Mechatronics) check. At the GM’s While wearing the armor, your PER score increases by 1.
discretion, certain upgrades may take longer. The DC of the Stabilized: The armor is equipped with stabilizers and grants
check is equal to the base DC of the upgrade (indicated in the the wearer advantage on checks and saving throws made to avoid
Armor Upgrades table) +1 for each upgrade already installed being knocked prone or being moved against their will.
on the armor. If the check fails, the process will not succeed Stealth: The armor is equipped with special pads to avoid
and it will be necessary to start the work all over again. causing any noise and its surface is coated with a nanoparticle
film which gives it the ability to independently change color
GETTING INTO AND OUT OF ARMOR and camouflage pattern based on the surrounding environment.
Wearing or taking off an armor takes about a minute. If you get help A stealth armor grants the wearer advantage on DES (Stealth)
with the process, you can do it in half of the time (in about 5 rounds). checks and prevents its armor penalty from being applied
Remember, you can benefit from the protection granted by an armor to such checks.
only if you took the time to wear it correctly.
Finally, to take up a shield you must use an action, while letting
it go does not require any.

106 CHAPTER 3: EQUIPMENT AND TECHNOLOGIES


WEAPONS
can use that improvised weapon exactly like the conventional
weapon it resembles. Otherwise, the character cannot apply any
Weapons are offensive tools, whose main purpose is to damage skill to attack rolls made with an object used as an improvised
enemies. The two Weapons tables show the most common weapon, and it deals 1d4 damage (usually kinetic).
weapons, their cost and weight, the damage they inflict, and any If you use a ranged weapon to make melee attacks or throw
special properties they possess, dividing them into melee and a melee weapon without the thrown property, the weapon
ranged weapons. Melee weapons are used to hit targets within is considered improvised (but does not risk breaking).
your reach, while ranged weapons are used to attack distant
targets. Many ranged weapons make use of ammunition. WEAPON PROPERTIES
The entries appearing in the Melee Weapons and Ranged Many weapons have particular properties related to their use,
Weapons tables are explained below. as shown in the Weapons tables. These properties are described
Strength (STR): This entry indicates the Strength score below. If a weapon has the wording “special” among its properties,
necessary to use the weapon with full effectiveness. If you use see the description of the weapon for details.
a weapon without meeting its Strength requirement you have Ammunition: You can attack with weapons with the
disadvantage on attack rolls made with it. ammunition property only if you have the right ammunition
Damage: This entry indicates the amount and type of damage to use with it (see “Ammunition”, below). The type of ammunition
caused by the weapon. used and the number of shots (i.e. single attacks) after which
Properties: This entry indicates the properties possessed it is necessary to reload the weapon are indicated in brackets
by the weapon (see “Weapon Properties”, below). next to the property. Reloading a weapon takes one action. If there
Weight: This entry indicates the weight of the weapon is a “-” instead of the number of shots, the reload is instead part
expressed in w, in its version for creatures of Medium size. of the attack and does not require any action to perform.
Cost: This entry indicates the cost of the weapon in ¢. Bulky: This weapon is bulky. Whoever holds it has disadvantage
on Dexterity-based checks. Furthermore Small creatures have
WEAPON GROUPS disadvantage on attack rolls made with it.
Weapons are divided into the groups described below. Each Burst Fire: As an action, a weapon with this property allows
weapon group corresponds to a skill that represents competence you to unleash a special attack that creates a cone-shaped area
in its use. If you have the appropriate skill for the weapon you are of effect that spreads up to close range. Each creature in the area
using, you add the associated bonus to the attack rolls you make must make a DC 16 DEX (Reflex) saving throw, taking the damage
with that weapon. dealt by a normal attack with that weapon if it fails or half as much
Natural weapons: This group includes unarmed strikes, damage if it succeeds. The action consumes 6 shots.
meaning attacks made using parts of one’s own body (such as Disarming: A weapon with this property gives advantage
punches and kicks, or natural weapons such as claws and horns), on Disarming attempts made with it. For more information,
and weapons designed to enhance this type of attack, such as see “Contest in Melee Combat”, in Chapter 2.
gauntlets and the like. Attempts to disarm are useless against Light: A light weapon is small and easy to handle,
this type of weapon. ideal for use as a secondary weapon while fighting with
Cold weapons: This group includes all the various cold melee two weapons (see Chapter 2 for more details).
and ranged weapons, like swords, axes, daggers, clubs, hammers, Overheating: For each round it is used, this weapon
sticks, spears, slings, bows, crossbows, blowguns, and the like. accumulates 1 degree of overheating. Conversely, for each
Kinetic weapons: These weapons fire ultra-high-speed round in which it is not used, it loses 1 degree of overheating.
projectiles thanks to electromagnetic induction. The advanced If the weapon accumulates 3 degrees of overheating, it blocks
system of rearming creates the bullets from a ballistic plastimetal for allow cooling and cannot be used until it has disposed
block contained in the weapon. Initially ductile, bullets become of at least 2 degrees of overheating.
very hard when subjected to the strong acceleration of the shot. Range: A ranged weapon indicates its range expressed in range
Energy weapons: These weapons project pulses of direct categories: close, short, medium, long and extreme (see Chapter
energy, usually in the form of photons or accelerated particles. 2 for more details). Unless otherwise noted, you can also attack
They are powerful weapons but have to take into account targets within the range category following the indicated range,
overheating problems. but suffering disadvantage on attack rolls.
Reach: When you attack with this weapon, your reach in melee
GUNNERY AND BLASTING WEAPONS
is increased by the value indicated in brackets. However you suffer
Gunnery and blasting weapons are two “special” categories
disadvantage on attack rolls with such a weapon while fighting
of weapons. Gunnery weapons include vehicular and spaceship
in tight spaces that prevent you from wielding it effectively,
weaponry and are described in Chapter 4. Blasting weapons
like narrow corridors and tunnels.
include grenades, mines, and other detonating devices described
Thrown: A weapon with the thrown property can be thrown
later in the “Blasting Weapons” subsection. Both these categories
as a ranged attack with a CMB (Throwing) attack roll.
of weapons follow specific rules detailed in the respective sections.
Two-handed: This weapon requires the use of two hands
IMPROVISED WEAPONS to attack with it, but not to hold it.
Any object big enough to be wielded can be used as an improvised Unbalancing: A weapon with this property can be used
weapon (a stone, a shard of glass, a wrench, etc.). However, every to try to knock opponents prone. For more information, see
time an improvised weapon hits something, it has a 25% chance “Contest in Melee Combat”, in Chapter 2.
to break, becoming totally unusable. Versatile: This weapon can be wielded with one or two hands.
Sometimes an improvised weapon is similar to a real weapon When used with two hands to make melee attacks, the weapon
(for example, a table leg is similar to a club). If so, a character deals +2 extra damage.

CHAPTER 3: EQUIPMENT AND TECHNOLOGIES 107


MELEE WEAPONS
Natural weapons Strength Damage Properties Weight Cost
Unarmed strike – 1d4 kinetic – – –
Gauntlet/metal knuckles – 1d6 kinetic Light 0.2 10
Powered fist 1 1d8 kinetic Light 0.5 300
Cold Weapons, Melee Strength Damage Properties Weight Cost
Axe, light – 1d8 kinetic Thrown, close range, light 1 50
Axe, war 1 1d10 kinetic Versatile 1.5 100
Axe, great 2 2d6 kinetic Two-handed, bulky 4 150
Club or truncheon – 1d6 kinetic Light 0.5 10
Corseque or ranseur 2 2d6 kinetic Two-handed, reach (+1 m), disarming 4 250
Glaive or guisarme 2 2d8 kinetic Two-handed, bulky, reach (+1 m), unbalancing 4 240
Halberd or poleaxe 2 2d8 kinetic Two-handed, bulky, reach (+1 m) 4 250
Holoblade – 1d10 energy Ammo (ENC, 20) - light, overheat, special 1 1,000
Holoblade, polearm 1 2d6 energy Ammo (ENC, 20), two-handed, reach (+1 m), overheat, special 3 1,500
Knife – 1d6 kinetic Thrown, close range, light, special 0.2 20
Knife, tactical – 1d8 kinetic Thrown, close range, light, special 0.3 50
Mace or hammer, simple – 1d8 kinetic – 1 20
Mace or hammer, war 1 1d10 kinetic Versatile 2 60
Mace or hammer, heavy 2 2d6 kinetic Two-handed, bulky 4 120
Quarterstaff – 1d6 kinetic Two-handed, versatile 2 50
Spear, short or javelin – 1d8 kinetic Thrown, short range, reach (+1 m), versatile 1.5 80
Spear, long (pike) 2 1d10 kinetic Two-handed, bulky, reach (+2 m), special 5 100
Sword, light – 1d8 kinetic Light, disarming 0.8 150
Sword, arming 1 1d10 kinetic Versatile 1.2 200
Sword, great 2 2d6 kinetic Two-handed, bulky, reach (+1 m) 4 500
War fork or trident 1 1d10 kinetic Thrown, short range, versatile 2 150
Whip – 1d4 kinetic Light, reach (+2 m), disarming, unbalancing, special 1 15

108 CHAPTER 3: EQUIPMENT AND TECHNOLOGIES


RANGED WEAPONS
Cold Weapons, Range Strength Damage Properties Weight Cost
Compound bow 1 1d8 kinetic Ammo (arrows, -), medium range, two-handed 1.5 200
Compound crossbow – 1d10 kinetic Ammo (arrows, 1), medium range, two-handed 3 220
Blowgun – 1 kinetic Ammo (darts, 1), close range, special 0.5 10
Dart rifle – 1 kinetic Ammo (darts, 1), short range, two-handed, special 3 200
Net – – Thrown, close range, special 2 25
Kinetic Weapons Strength Damage Properties Weight Cost
Handgun – 1d10 kinetic Ammo (ENC, 16), short range, light 1 300
Handgun, heavy 1 2d6 kinetic Ammo (ENC, 14), short range 2 450
SMG (sub-machine gun) 2 2d6 kinetic Ammo (ENC, 14), close range, burst fire, light 2 500
Shotgun 1 2d8 kinetic Ammo (ENC, 12), close range, two-handed, special 4 500
Rifle, scout 1 2d6 kinetic Ammo (ENC, 12), medium range, two-handed 3 700
Rifle, assault 2 2d8 kinetic Ammo (ENC, 12), short range, burst fire, two-handed 4 900
Rifle, sniper 2 2d8 kinetic Ammo (ENC, 10), long range, two-handed, bulky, special 5 1,500
Rifle, heavy 3 3d6 kinetic Ammo (ENC, 10), medium range, burst fire, two-handed, bulky 6 2,000
Machine Gun 3 2d10 kinetic Ammo (ENC, 8), short range, burst fire, two-handed, bulky, overheat 13 5,000
Energy Weapons Strength Damage Properties Weight Cost
Taser – 1d4 energy Ammo (ENC, 20), close range, light, overheating, special 0.5 150
Blaster handgun – 1d10 energy Ammo (ENC, 14), short range, light, overheating 2 1,000
Blaster handgun, Heavy 1 2d6 energy Ammo (ENC, 12), short range, overheating 3 1,700
Blaster SMG 2 2d6 energy Ammo (ENC, 12), close range, burst fire, light, overheating 3 2,000
Blaster shotgun 1 2d8 energy Ammo (ENC, 10), close range, two-handed, overheating, special 5 2,000
Blaster rifle 2 2d8 energy Ammo (ENC, 10), short range, burst fire, two-handed, overheating 5 3,000
Blaster rifle, heavy 3 3d6 energy Ammo (ENC, 8), medium range, burst fire, two-handed, bulky, overheating 7 5,000
Blaster machine gun 3 2d10 energy Ammo (ENC, 6), short range, burst fire, two-handed, bulky, overheating 14 9,000
Arc projector (EM) 3 3d6 energy Ammo (ENC, 6), short range, two-handed, bulky, overheating, special 10 10,000
Protonic beam 3 2d10 energy Ammo (ENC, 6), long range, two-handed, bulky, overheating, special 12 15,000

CHAPTER 3: EQUIPMENT AND TECHNOLOGIES 109


WEAPONS DESCRIPTION AMMUNITION
The weapons listed in the Weapons tables that have special rules Ammunition Weight Cost
are described below.
Darts (20) 1 10
Arc projector: Heavy weapon capable of generating a powerful
lightning-like electric bolt. When an attack with this weapon hits a Arrows (20) 1.5 20
target, all creatures within 3 meters of it must succeed on a DC 16 Energy cell ENC (1) 0.1 20
DEX (Reflex) saving throw or take 1d6 energy damage. The attack Ballistic plastimetal (1 block) Included in the weapon 10
of an arc projector is considered an EM effect.
Blowgun: Archaic weapon used to silently throw darts, often
imbued with poison or sleep-inducing substances. This weapon WEAPON ACCESSORIES
is ineffective against targets protected by armor. Accessory Cost Accessory Cost
Dart rifle: Weapon used to throw darts, often imbued with Laser sight 100 Optical sight, thermal 1,200
poison or sleep-inducing substances. This weapon is ineffective Optical sight 170 Safety laces 10
against targets protected by medium or heavy armor.
Optical sight, infrared 1,000 Silencer 150
Holoblade: Weapon consisting of a handle about 30 cm long
for the standard version and about 150 cm long for the polearm
version. When activated via the appropriate switch, a “holographic” AMMUNITION
plasma blade, generated by focused laser beams, extends from the Below are described in detail all types of ammunition
upper end of the handle. Activating or deactivating a holoblade listed in the Ammunition table.
requires a minor action. Darts: Conical darts ending in a metal needle,
Knife: Small-bladed weapon, suitable for close combat. used with blowguns and dart rifles.
It gives advantage on DEX (Sleight of Hand) checks made to hide Arrows: Projectiles used with bows and crossbows.
it. When mounted on the front end of weapons such as crossbows, Energy cells (ENC): High-efficiency batteries used
handguns, SMGs, shotguns and rifles, it allows using such to power kinetic and energy weapons (see “Portable
weapons for melee attacks as if they were melee weapons Energy Sources”, below).
(instead of improvised weapons). Ballistic plastimetal: Special ductile metal that hardens
Knife, tactical: Military knife designed for close-quarter combat when subjected to strong acceleration. Kinetic weapons store
but also as a survival tool. The jagged back of the blade can act a block of plastimetal from which their bullets are made.
as a hacksaw, while the handle is hollow and houses small utility A single block is enough to fire 100 shots, after which
items, such as needle, thread and scalpel. it must be replaced (using an action).
Net: A Large or smaller creature hit by a net is restrained
until it is freed. A net has no effect on creatures that are formless, WEAPON ACCESSORIES
or creatures that are Huge or larger. A creature can use its action Below are described the most common weapon accessories
to free itself or another creature within its reach by succeeding listed in the Weapon Accessories table.
on a DC 15 STR (Might) check. Dealing 10 damage to the net Laser sight: Using a laser sight increases by 1 the bonus
(Defense 10) also frees the creature, ending the effect and obtained when using the Aim minor action. The laser can be
destroying the net. When you use an action to attack with set in visible or infrared light using a minor action. Applicable
a net, you can make only one attack, regardless of the number to kinetic and energy weapons, bows, and crossbows.
of attacks you can normally make. Optical sight: Telescopic sight with adjustable grid and
Protonic beam: This powerful weapon emits a beam of protons magnification up to 10x. Using an optical sight allows you to attack
accelerated almost to the speed of light. Thanks to its enormous targets that are beyond the range of the weapon without suffering
power, this weapon ignores any resistance to energy damage. disadvantage on attack rolls. However, if you attack using an optical
Shotgun: Shotguns offer poor accuracy but a fearsome sight you lose sight of your surroundings and give advantage
short-ranged offensive power. Their base damage decreases to any attack made against you until the start of your next turn.
to 1d10 against targets at close range. Applicable to kinetic and energy weapons, and crossbows.
Sniper Rifle: Designed for hitting targets at long distance, The infrared and thermal versions work exactly like a normal
this type of rifle is already equipped with an optical sight. optical sight but they grant infravision and thermovision
Spear, long (pike): This weapon cannot be used against respectively while looking through them.
adjacent enemies. Safety laces: They allow you to secure the weapon handle to the
Taser: Small weapon designed to incapacitate targets. wrist, gaining advantage on any ability check made to avoid being
A hit target must make a DC 16 STR (Stamina) save throw disarmed (see Chapter 2). Fastening and unfastening the safety
or be stunned until the end of their next turn. laces requires a minor action.
Whip: A whip can be used to make disarming or tripping Silencer: Device applicable to the barrel of kinetic weapons.
attempts, but cannot be used to attack adjacent opponents. It allows suppressing the sound of the shot.

110 CHAPTER 3: EQUIPMENT AND TECHNOLOGIES


WEAPON UPGRADES WEAPON UPGRADES
Weapons can be improved thanks to the installation Upgrade Compatible weapons Base DC Cost
of technological upgrades. Ammunition, explosive Kinetic 19 3,000
There is no limit to the number of upgrades that can Ammunition, tracer Kinetic 17 1,500
be installed on one weapon, but the growing complexity
Compact Any 14 500
of coexisting technologies implies an increase in installation
costs, equal to 200 credits for each upgrade already installed: Cyberlink Kinetic, energetic 18 400
in other words, installing a second upgrade costs 200 Defensive Melee 15 500
credits more than its standard cost, the third upgrade costs Dismountable Any 13 400
400 additional credits, and so on. In addition, the GM may Electrified Melee 18 1,500
require an extra fee if a paid installation service is required.
Enhanced Damage Any 19 2,000
Unless otherwise noted, each type of upgrade can only
be applied once. Heat sink Any 14 600
A character with the Mechatronics skill can install or Identification Kinetic, energetic 15 300
remove an upgrade from a weapon by taking 1 hour of work Improved Reload Kinetics, Energy 15 500
and succeeding on a TEC (Mechatronics) check. At the GM’s Precision Any 19 2,000
discretion, certain upgrades may take longer. The DC of the
check is equal to the base DC of the upgrade (indicated in the
Weapon Upgrades table) +1 for each upgrade already installed Dismountable: The weapon can be disassembled and assembled
on the weapon. If the check fails, the process will not succeed with ease, using 1 action. The weapon must be fully assembled to
and it will be necessary to start the work all over again. work, but once disassembled it is difficult to detect. It is necessary
to succeed on a DC 18 PER (Inspection) check to understand that
UPGRADES DESCRIPTION a disassembled weapon is actually a weapon.
Weapon upgrades are described below. Electrified: This upgrade gives the weapon a series of electrodes
Ammunition, explosive: This upgrade equips the weapon with that release a strong electrical shock when it hits, dealing
a system that inserts an explosive substance into the plastimetal +1d6 energy damage in addition to the normal weapon damage.
bullets. Hitting with explosive ammo deals +1d4 energy damage in Activating or deactivating the electrodes requires a minor action.
addition to the normal weapon damage. Activating or deactivating If the electrodes are deactivated, the weapon works normally.
explosive ammunition requires a minor action. The explosive The electrocution module recharges itself thanks to a kinetic
substance must be refilled together with the block of plastimetal charger and wielder movement and so it has unlimited autonomy.
(a refill costs 100 credits). Enhanced damage: Increases the offensive power of
Ammunition, tracer: This upgrade equips the weapon with the weapon, granting a +1 bonus to damage rolls made with
a system that inserts a pyrotechnic substance into the plastimetal it. The technology employed by this upgrade varies based on
bullets, which leaves a thin trail of light along the shooting the type of weapon it is installed on. Applicable up to two times.
trajectory. When you hit a target with tracer ammo, all ranged Heat sink: Improves the heat dissipation of the weapon.
attacks made against that target have advantage until the start If the weapon has the overheating property, ignore that property.
of your next turn. Activating or deactivating the tracer ammunition Identification: Electronic locking system encoded with
requires a minor action. The tracer substance must be refilled the genetic code of an individual. The weapon will only work
together with the block of plastimetal (a refill costs 20 credits). when held by the one on whom it was coded. Try to bypass
Compact: The weapon weighs 10% less than normal, is more the identification system of a weapon requires a DC 24 TEC
compact, and folds up, taking up less space when not in use. (Computer) check and takes at least 10 minutes of work.
If the weapon has the bulky property, ignore that property. Improved reload: Makes the weapon’s reloading operation
Cyberlink: The weapon can be connected to a visor or cyber- a minor action, rather than an action.
optics equipped with ATS function (see “Sensors”, below). Precision: Improves the stability and accuracy of the weapon,
Defensive: The weapon is particularly suitable for parrying and granting a +1 bonus to attack rolls made with it. The technology
deflecting opponents’ strikes. When you take the Defend action employed by this upgrade varies based on the type of weapon
while wielding this weapon, you get an extra +1 bonus to Defense. it is installed on. Applicable up to two times.

CHAPTER 3: EQUIPMENT AND TECHNOLOGIES 111


BLASTING WEAPONS saving throws before the gas clears, the creature falls unconscious
The most common blasting weapons and related accessories are for 1 minute. The gas dissipates after 10 rounds with no wind,
described below, as well as all the special rules related to their use. after 5 rounds in presence of light wind, and after just 2 rounds
The Blasting Weapons table summarizes their weights and costs. with strong wind.
Plasma: When exploding, it generates a powerful plasma
PLACEABLE EXPLOSIVES detonation. Each creature within 4 meters of an exploding plasma
Detonating devices and compounds of various types grenade must make a DC 16 DEX (Reflex) saving throw, taking
that can be placed and made detonate later. 5d6 energy damage if it fails, or half as much damage if
Detonator: Small device designed to trigger explosive material. it succeeds. Whoever fails the save is also knocked prone.
It can be set by timer, by setting a time interval between the Pulse: When exploding, it generates a strong electromagnetic
priming and the detonation, or remotely activated using any radio pulse (EM). Any creature with the EM Sensitivity trait within
device set to the correct frequency. 4 meters of an exploding pulse grenade must make a DC 16
Mines: Mines are small placeable devices, easily concealable, STR (Stamina) saving throw, taking 4d6 energy damage if
and equipped with proximity sensors. They work like traps. it fails, or half as much damage if it succeeds. Whoever fails
Once a mine is placed, when a creature enters within a radius the save is also stunned until the end of their next turn.
of 2 meters from it, the mine explodes generating the same Also, any object with electronic components (like many
effects as a grenade of the same type. technological weapons and devices) within the pulse grenade‘s
REX explosive: Powerful semi-solid explosive mixture of a area of effect is deactivated and becomes unusable until the
similar consistency to wax. It explodes exclusively via a detonator. end of the next turn of the one who threw the grenade, or until
When a block of REX explodes, every creature within 6 meters of it it is reactivated using an action.
must make a DC 16 DEX (Reflex) saving throw, taking 4d6 energy Stun: Non-lethal device designed to incapacitate the targets.
damage if it fails, or half as much damage if it succeeds. Whoever Each creature within 6 meters of an exploding stun grenade
fails the save is also knocked prone by the shock wave. must succeed on a DC 16 DEX (Reflex) saving throw or
It is also possible to connect multiple REX blocks together with be blinded, deafened, and stunned until the end of its next
a DC 15 TEC (Explosives) check. Each added block increases the turn. Whoever succeeds on the save is still dazzled until
damage by 2d6 and the explosion radius by 2 meters. the end of their next turn.
Grenade Launcher: A grenade launcher is considered
GRENADES a two-handed kinetic weapon. You can use a grenade launcher
Grenades can be thrown by hand or by using a grenade launcher to shoot a grenade by making a CMB (Kinetic Weapons) check
(see below). The effects generated depend on the type of grenade, instead of a CMB (Throw) check, within short range or within
as described below. medium range but suffering disadvantage on the check.
Frag: When exploding, it throws metal fragments in all For the rest, the same rules apply as described for launching
directions. Each creature within 4 meters of an exploding frag blasting weapons apply (see “Combat” in Chapter 2).
grenade must make a DC 16 DEX (Reflex) saving throw, taking A single grenade launcher can only hold one grenade
5d6 kinetic damage if it fails, or half as much damage if at a time and must therefore be reloaded after each shot.
it succeeds. Whoever fails the save is also knocked prone. It can be easily modified to be attached to the barrel
Gas: This device emits a cloud of irritating gas that creates an of kinetic or energy weapons such as rifles or shotguns.
obscured area within a radius of 6 meters around the point where A heavy grenade launcher can instead contain up to 6 grenades
it explodes. Whenever a creature begins its turn within the area thus allowing the wielder to shoot with it as many grenades as
occupied by the gas or enters it for the first time during its turn, the attacks they can normally make by taking the Attack action
it must succeed on a DC 16 STR (Stamina) saving throw or be (as long as there are enough grenades in the weapon).
sickened until the start of its next turn. If it fails three of these Both types of grenade launchers can be reloaded as an action.

PLACING EXPLOSIVES BLASTING WEAPONS


Placing a simple detonating device (such as a mine) so that it explodes Placeable explosives Weight Cost
does not require any check. Conversely, a TEC (Explosives) check is Detonator – 100
required for more complex tasks, such as those described below.
Priming explosives: Connecting a detonator to an explosive so that Mine, frag 0.5 150
it explodes according to the set parameters. The check has DC 13. If the Mine, pulse (EM) 0.5 170
check fails, the explosive does not detonate as expected. Failing by 5 or
Mine, plasma 0.5 300
more causes the premature detonation of the explosive while installing
the detonator. If the check succeeds, the obtained result determines how REX (1 block) 0.3 150
difficult it is to defuse the explosive (see below). Grenades Weight Cost
Defusing explosives: Defusing an explosive requires you to succeed
on a TEC (Explosives) check with a DC equal to the result of the check Grenade, frag 0.4 120
made to prime it. If the check fails, the explosive detonates. Grenade, gas 0.4 120
Placing explosives on structures: It is possible to carefully place
Grenade, plasma 0.4 150
one or more explosive charges in the weak spots of a structure (such as
a building or a vehicle) in order to increase the effects of the detonation Grenade, pulse (EM) 0.4 250
on it. The GM determines the DC of the check based on the complexity of Grenade, stun 0.4 120
the structure. If the check succeeds, the structure takes double damage
from the explosion. Aside from the structure, the explosive deals normal Grenade launcher, single 1.5 600
damage to any other target within its area of effect. Grenade launcher, heavy 5 1,300

112 CHAPTER 3: EQUIPMENT AND TECHNOLOGIES


GEAR AND SUPPLIES
Scammer’s kit: They include everything you need to make
cosmetics, disguises and visual camouflage, as well as substances,
This section describes a wide range of adventuring equipment and tools and materials needed to create fake documents, both
gear. Weights and costs of all described objects are summarized physical and digital.
in the pertinent tables. Scientific tools: They include vials, slides, swabs, reagents,
Activate and deactivate devices: Some devices work on reaction catalysts and all the tools needed to carry out scientific
activation. Unless otherwise indicated, activating and deactivating investigations and experiments, including the collection, analysis
these devices requires minor action. and creation of substances and materials.
Power supply: Some devices need power to function. Many are Technical tools: They include a wide assortment of mechanical
equipped with an internal energy source that can be considered and electronic tools and implements useful for manufacturing,
unlimited for the purposes of the game. Others, on the other hand, disassembling, reassembling, modifying and repairing any type
are powered by ENC cells that can be replaced as an action. of technological equipment or device.

TOOLS GENERIC EQUIPMENT


Tools allow you to better perform specific tasks and duties, This subsection describes a series of commonly used
such as crafting or repairing objects, picking a lock, forging objects that may prove useful in various situations.
a document or dressing a wound. The use of tools is therefore Cable, steel: It can withstand a load of 5000 w. For heavier
linked to the use of specific qualifications. If you don’t have loads, the cable has a 50% chance of breaking at the end of each
the tools needed to perform a specific task, you suffer round. A steel cable has 15 sp and can be broken by succeeding
disadvantage on related ability checks. on a DC 32 STR (Might) check.
The Tools table shows in brackets the skills typically Cable, nano-fiber: Flexible and light as a normal rope
associated with each type of tool. but as strong as a steel cable.
Game sets: This entry includes a wide range of gaming Chemical glow-stick: A 15 cm tube filled with a photochemical
tools (including, for example, the classic dice and decks of cards), substance. To turn it on, just fold or shake it. It produces dim light
which can be used to perform an equally wide variety of board in a 6 meter radius for 8 hours.
games and gambling games.
• Clothing: This entry includes all normal clothing for daily use.
Heavy-duty tools: Set of tools designed for heavy carpentry
It is not possible to wear any clothing if you are already wearing
work and also used to open and unhinge locks, containers
armor, apart from simple undergarments underneath it.
and various seals by force. They include work mallet, crowbar
• Common: Simple and comfortable clothing for everyday life.
and bolt cutter (large cutter capable of cutting padlocks, fences,
• Elegant: Neat and elegant dresses; they grant a +1 bonus
chains and similar metal seals).
to ability checks involving formal occasions.
Intrusion kit: Assortment of tools designed to tamper
• Provocative: Provocative and seductive dresses; they grant
with mechanical and electronic devices, locks, traps, alarms
a +1 bonus on ability checks involving seducing someone.
and other security systems, and to carry out hacking and
computer violations. • Extravagant: Exaggerated, strange or flashy clothing; they grant
Medical tools: They include hypojet dispensers, bandaging a +1 bonus to ability checks involving entertainment activities.
and dressing materials, generic drugs, surgical instruments Credichip: Credichip are the most common digital support
and anything else useful for the medical profession. for money, in a society where monetary movements are almost
Musical instruments: This entry includes any type exclusively telematic. The most advanced ones are “coded”
of musical instrument, playable using the Music qualification. with the owner’s genetic code and can be activated only by them
Omnitool: Advanced tech device that can perform a wide (but they cost 100 credits). Credichip can contain a certain amount
range of tasks. It is usually mounted on an armlet (or hooked of credits, or be directly linked to the owner’s bank account.
to the forearm of an armor) and it’s equipped with holographic Violating a credichip requires DC 25 TEC (Computer) check.
interface and controls and with a micro-fabrication module capable The DC is 30 for advanced credichips (encoded with the owner’s
of quickly assembling small three-dimensional objects from DNA). In any case, a failed attempt activates a security system
common reusable industrial materials. A basic omnitool performs that self-destructs the chip. If the credichip is connected to a bank
the functions of intrusion kit, multiscanner, technical tools and account, the network will automatically track its position, sending
technoprobe, but it can be equipped with additional functions. the police on the spot.
Duct tape: Sturdy duct tape that can withstand up to 80 w
TOOLS of load (beyond which it has a 50% chance of breaking at the
Tool (typically associated skills) Weight Cost end of each round). It can be broken with a DC 20 STR (Might)
Game sets (Cunning, Sleight of Hand) – 10 check. One roll provides 20 meters of 5 cm wide tape.
Heavy duty tools (Might) 5 15 Electric lamp: Electric Lamp: An electric lamp casts bright
Intrusion kit (Computer, Mechatronics) 1 500
light in a 10-meter radius and dim light for an additional 10 meters.
As a minor action, you can lower the intensity of the light down
Medical tools (Medicine) 1 200
to dim light with a radius of 4 meters. Power supply: ENC (5 days).
Musical instruments (Music) 1–3 100–200 Fire extinguisher: Cylinder of fire-fighting chemical foam
Omnitool (various) 1 2,000 sufficient to suffocate the flames in an area of 3x3 meters. Once
Scammer's kit (Mystification) 2 300 exhausted, the fire extinguisher must be replaced or recharged.
Scientific tools (Science) 1 200 Flashlight: It produces a conical light beam approximately
30 degrees wide. The light is intense up to the first 10 meters
Technical tools (Mechatronics) 1 200
and dim for another 10. Power supply: ENC (10 days).

CHAPTER 3: EQUIPMENT AND TECHNOLOGIES 113


GENERIC EQUIPMENT PORTABLE ENERGY SOURCES
Item Weight Cost Item Weight Cost
Backpack (empty, capacity up to 90 liters) 1 15 Charging unit 1 200
Cable, steel (20 m) 5 50 Energy cell (ENC) 0.1 20
Cable, nano-fiber (20 m) 1.5 150 Microfusion core (MFC) 3 300
Chemical glow-stick – 2 Photoelectric generator 1 100
Clock/chronometer – 15
Clothing (common, provocative) 2 70 it has DC 28. For loads greater than the indicated one, a
Clothing (elegant, extravagant) 2 200 rope has a 50% chance of breaking at the end of each round.
Tactical belt: Very useful belt with pockets, pouches,
Credichip – 50
and hooks. It allows the character to keep many of the
Duct Tape – 3 items useful in exploration and combat close at hand.
Electric lamp 1.5 20
Fire extinguisher 2 30 PORTABLE ENERGY SOURCES
Many objects described in this chapter require an energy
Flashlight – 5
source in order to function.
Grappling hook 1 10 Charging unit: When connected to an external power source
Handcuffs, standard 0.1 15 (such as generators, power grids, etc.), this device allows you
Handcuffs, electromagnetic 0.3 70 to charge up to 5 ENC cells in approximately 1 hour.
Hand mirror – 1
Energy cell (ENC): Latest generation standard batteries
used to power weapons and other technological devices.
Ladder (3 m) 4 10
Once inserted into a device to be powered, if an ENC cell
Lighter (refillable, 100 uses) – 2 is removed before it is completely exhausted its remaining charge
Lock – 10 dissipates and is wasted. However, ENC cells can be recharged
Lock, electronic 0.2 50 in about 1 hour via a charging unit connected to an external
Protective glasses – 10
energy source (see above).
Microfusion core (MFC): Miniaturized cold fusion reactor,
Rope (20 m) 1.5 10
capable of providing a total energy equivalent to 20 ENC cells.
Rope, reinforced (20 m) 1.5 20 There are even more powerful ones, used to power large machinery,
Tactical belt 0.3 30 robots, and vehicles.
If a microfusion core is destroyed while operating, it explodes.
Grappling hook: Tied to a rope, it can be thrown to secure Each creature within 6 meters must make a DC 18 DEX (Reflex)
it to branches, ledges, or similar holds. saving throw, taking 4d6 energy damage if it fails or half that
Handcuffs: Common handcuffs can be applied to Medium damage if it succeeds.
or Small creatures. Bespoke handcuffs are required for creatures Photoelectric generator: Portable generator that converts
of different sizes. sunlight into energy. In bright light conditions, it can stably
power a device normally powered by ENC cells. It does not
• Standard: Opening these handcuffs without a key requires
work in low light conditions or darkness.
a DC 19 TEC (Mechatronics) check. Breaking free from them
requires a DC 24 DEX (Sleight of Hand) or STR (Might) check. PERSONAL FIELD GENERATORS (PFG)
• Electromagnetic: When activated, they magnetically weld. Personal Field Generators (PFGs) are wearable devices capable
Opening them without knowing the unlock code requires a of producing various types of energy fields. A character can
DC 24 TEC (Mechatronics) check. Escaping from them requires be subjected to the effects of up to two PFGs simultaneously.
a DC 27 DEX (Sleight of Hand) or STR (Might) check. The addition of a third creates such interference as to collapse
Ladder: Simple ladder made of rope and aluminum rungs, all fields, automatically deactivating them.
equipped with metal hooks at one end. Deflector shield: This device creates a protective field
Lock: Simple mechanical locking device. A simple lock opens around the user, capable of deflecting incoming attacks.
with a specific key. Opening it without that key requires a DC 16 It grants a +2 bonus to Defense. More powerful (and more
TEC (Mechatronics) check. Conversely, an electronic lock can only expensive) versions instead grant a +3 bonus to Defense.
be opened with a specific electronic key, an alphanumeric code, Power supply: ENC (10 rounds).
fingerprints, or a retinal or genetic scan. Opening it without the G-Comp: This device creates a small gravitational perturbation
correct means requires a DC 19 TEC (Mechatronics) check. The field that surrounds the user and modifies gravity according to
GM may decide that more difficult-to-crack locks are available. their needs, decreasing gravity that is too high or increasing those
Protective glasses: Glasses with dark lenses. They grant that are too low, compensating up to a maximum of ± 0.5g. Since
advantage on saving throws made to avoid being dazzled or it works by perturbing an existing gravitational field, this device
blinded. While wearing these goggles, a creature with the Light is useless in zero gravity. Power supply: ENC (1 hour).
Sensitivity trait is no longer considered dazzled under sunlight G-Pulse: Small gravitational repulsion generator, similar
or similar lighting conditions. to planetary vehicle engines but less powerful. It is carried on the
Rope: A rope made of woven synthetic fiber. A normal rope back kind of a backpack and it’s connected to gloves equipped with
can withstand a load of 1000 w, has 4 sp, and can be broken by the necessary controls. A G-Pulse allows you to fly with a flying
succeeding on a DC 22 STR (Might) check. A reinforced rope can speed of 15 m, but maneuvering it in flight is not easy and often
withstand twice that load, has 8 sp, and the check needed to break requires DEX (Piloting) checks. Power supply: ENC (10 rounds).

114 CHAPTER 3: EQUIPMENT AND TECHNOLOGIES


PERSONAL FIELD GENERATORS (PFG)
Item Weight Cost
SENSORS
Deflector shield (+2) 0.3 3,000
Item Weight Cost
Deflector shield (+3) 0.3 6,000
Binoculars, telemetric 1 300
G-Comp 1 3,000
Binoculars, telemetric IR 1.2 900
G-Pulse 3 5,000
Bioscanner 0.2 500
Occultator 0.3 5,000
Detector 2 5,000
Sound Suppressor 0.3 2,000
Multiscanner 0.3 500
Technoprobe 0.1 300
Occultator: This device creates an optical distortion
Visor 1 1,000
field around the user, making it invisible to both sight and
most sensors. If the concealed subject remains motionless, Function: Assisted Driving System (ADS): – +200
it is virtually impossible to visually detect. If instead, it moves, Function: Assisted Targeting System (ATS) – +400
it becomes detectable due to irregular optical distortions, while Function: Magnification – +200
remaining invisible. Interference with other active PFGs also Function: Infrared vision – +600
creates similar distortions. Power supply: ENC (10 rounds).
Function: Thermal vision – +800
Sound Suppressor: This device creates a sound suppression
field that cancels any sound within a 6-meter radius. Anyone
inside this field is considered deafened. Furthermore, no sound organic matter and look for signs of life. Interpreting data from a
enters or leaves the field, so those who are outside it cannot bioscanner might require INT (Medicine or Science) checks.
hear those inside it and vice versa. Power supply: ENC (1 hour). Detector: When active, this device scans the surrounding
environment within a radius of 20 meters, detecting the general
SENSORS layout of the nearby explorable spaces (trends of walls and
Sensors are devices that facilitate or increase the perceptive obstacles, the shape of rooms and empty spaces, etc.) and
abilities of characters or that scan the surrounding environment, displaying an approximate map on a small screen. The scanning
returning data that can be interpreted by them. capabilities of a detector are blocked by specific shielding and
Binoculars, telemetric: It allows you to see at great distances particularly dense materials (such as lead) and can be severely
with a magnification factor of up to 30x. It also displays the limited in the presence of radiation or electromagnetic emissions.
estimated distance from the framed object. The more expensive Power supply: ENC (8 hours).
versions guarantee infravision while looking through them. While Multiscanner: Sensor device capable of detecting a wide
looking through binoculars, you lose sight of your surroundings range of environmental data – such as temperature, pressure,
and give advantage to any attack made against you. atmospheric composition, radiation – and to analyze materials,
Bioscanner: Biometric analysis device. It is sufficient to pass it substances and energy emissions. Interpreting data from a
over a subject to detect health conditions and vital signs, analyze multiscanner might require INT (Science) checks.

CHAPTER 3: EQUIPMENT AND TECHNOLOGIES 115


EQUIPMENT PACKS
The initial equipment you receive from your background includes
a collection of useful items grouped in a “pack”, the contents of which
are described here. You can also buy a pack for the price of 1000
credits, which is cheaper than buying the items individually.
EQUIPPED WORKPLACES
Doctor: Backpack, 4 food rations, medical tools, bioscanner, When you have to carry out particularly demanding or large-scale work,
2 first aid kits, 2 standard medipacs, 2 doses of spray-skin, it may be necessary to have access to a properly equipped workplace
2 doses of painkillers, and 1 dose of antitoxin. to perform such a task.
Entertainer: Backpack, 4 food rations, 2 sets of elegant, Yard: Essential workplace for the execution of large engineering or
extravagant, and provocative clothes, scammer’s kit, a musical construction works (buildings, structures, vehicles, spaceships, and other
instrument, 2 different game sets, flashlight, holorecorder, artifacts of Huge or larger size). A yard includes a wide range of equipment
4 doses of contraceptive, and 1 standard medipac. and machinery useful for the type of work that takes place there.
Explorer: Backpack, 10 food rations, standard sleeping bag, Workshop or Laboratory: Workplace equipped for the realization of
survival kit, climbing gear, fishing tackle, telemetric binoculars, mechanical, technological, or scientific works (Large or smaller artifacts).
flashlight, 5 chemical glow-sticks, 2 first aid kits, 2 doses It includes technical and scientific tools as well as all the equipment
of spray-skin, and 3 standard medipacs. necessary for the type of work that takes place there.
Scientist: Backpack, 4 food rations, scientific tools, multiscanner, Infirmary: Workplace equipped for the exercise of the medical
flashlight, 5 datachips, 2 ENC cells, 1 first aid kit, and 1 standard medipac. profession. It includes stretchers, medical tools, supplies of anesthetics
Soldier: Backpack, 6 food rations, standard sleeping bag, tactical and drugs, as well as various other instruments and devices for medical use.
belt, 20 meters of rope, technical tools, respirator, telemetric binoculars,
flashlight, 5 chemical glow-sticks, 2 first aid kits, and 2 standard medipacs.
Spy: Backpack, 3 food rations, scammer’s kit, standard handcuffs, • Magnification: Function that allows you to use the visor
1 bug, 2 doses of suffocating dust, 1 first aid kit, and 1 standard medipac. as telemetric binoculars.
Technician: Backpack, 4 food rations, tactical belt, 3 rolls of duct • Infrared vision: The visor grants infravision.
tape, technical tools, technoprobe, link cables, holorecorder, flashlight,
• Thermal vision: The visor grants thermovision.
a charging unit, 2 ENC cells, and a standard medipac.
Thief: Backpack, 4 food rations, hand mirror, heavy-duty tools,
grappling hook, 20 meters of rope, 1 roll of duct tape, flashlight, SURVIVAL GEAR
5 chemical glow-sticks, intrusion kit, link cables, 5 vials of acid, When it comes to dealing with hostile environments
1 vial of basic poison and 2 standard medipacs. and space travel, proper equipment is essential to survive.
The main needs are food and water, protection from
environmental conditions and life support.
Technoprobe: Small diagnostic tool that can be connected to AD-Suit: An Atmospheric Diving Suit is a bulky
any electronic or computer device to analyze its internal structure and complex pressurized variable buoyancy diving suit.
and detect any malfunctions. Interpreting data from a techno-probe It allows dives up to 2500 meters (or 250 atm of pressure),
might require TEC (Computer or Mechatronics) checks. ensuring a maximum ascent rate of 10 meters per round.
Visor: A visor is an ocular device (wearable like glasses) that It can equip up to two VSU life support units.
allows a wide range of information from other devices or computer Climbing gear: It includes harness, carbines, ice axes,
networks to be projected directly into the user’s field of vision. crampons, climbing nails and anything else useful for climbing
A visor can also be equipped with one or more of the following and setting up aided climbing path. Using this gear grants
additional functions. advantage on STR (Climbing) checks.
• Assisted Driving System (ADS): When connected to a vehicle Cryopod: Cryogenic device capable of hosting a Small
via a cyberlink, the visor grants a +1 bonus to ability checks or Medium sized creature. When the cryopod is closed
made to drive it. It also displays useful information on the and activated, the creature inside instantly hibernates.
status of the vehicle, such as damage suffered by it, failures, A hibernated creature is unconscious and all its physiological
remaining autonomy, and so on. activities are put in stasis: it stops aging, it does not need to feed
• Assisted Targeting System (ATS): When connected to a weapon or breathe and any effects that afflict it (for example poisons
via a cyberlink, the visor grants a +1 bonus to attack rolls made or diseases) are suspended. Cryostasis can last indefinitely.
with it. It also displays the remaining shots of the weapon, When the subject is thawed, its health condition and biological
facilitating reloading. age are exactly what it was in when it was placed in the cryopod.

116 CHAPTER 3: EQUIPMENT AND TECHNOLOGIES


SURVIVAL GEAR LEAKS IN EXOSUITS
Item Weight Cost Exosuits are hardy and capable of self-repairing on a small scale.
AD-Suit 200 5,000 In combat, damage from normal weapons causes at most small holes
or tears that seal so quickly that they have no game effect. Conversely,
Climbing gear 3 200 serious leaks expose the wearer to external environmental conditions.
Cryopod 200 20,000 Such leaks could be caused by particularly lucky hits (such as those
that cause trauma) or by weapons with high offensive potential.
Diving gear 4 200
It is up to the GM to decide when something is capable of causing
Exosuit, CBN 8 3,000 leaks in an exosuit, and to determine what this entails, depending
Exosuit, HEV 10 7,000 on the environment the characters are in.

Exosuit, WET 7 2,000


one use of the kit to stabilize a creature that has 0 vitality
First aid kit 1 50
points without needing to make an INT (Medicine) check.
Fishing tackle 2 50 Fishing tackle: Everything you need to go fishing.
Food ration (per day) 0.3 5 Food ration: Highly nutritious freeze-dried food suitable
Magnetic boots 1 1,000 to be consumed while traveling or on a mission.
Parachute 10 100 Magnetic boots: Boots equipped with magnetic soles that
can be activated at will. When active, they allow you to move
Respirator 0.1 200
in zero gravity on metal surfaces (such as the floors and
Respirator filters – 15 bulkheads of spaceships and space stations) as if you were
Respirator, underwater 0.2 300 in low gravity conditions.
Sleeping bag, standard 1.5 50 Parachute: It prevents fall damage but it’s ineffective
Sleeping bag, extreme 2 500 for falls less than 15 meters (too short to allow it to open).
Respirator: Filtering device that protects against atmospheric
Sterilizer 0.5 300
hazards such as airborne poisons and pathogens, and noxious
Survival kit 3 50 fumes and gases. It works for 24 hours of use, after which
Tent, standard 3 500 the filters must be replaced (using one action). A respirator
Tent, habitat 10 2,000 can be used to breathe in unbreathable atmospheres,
Vital Support Unit (VSU) 2 100 but in that case, it must be connected to a VSU (see below).
Respirator, underwater: Device similar to a diving mask,
Water purifier 5 700
capable of extracting oxygen from the water in a similar
way to gills, allowing those who use it to breathe underwater
Power supply: Usually a cryopod is powered by an external for an unlimited period of time.
energy source, but is equipped with an emergency MFC Sleeping bag: A standard sleeping bag is comfortable
microfusion core capable of keeping it running for 30 days. down to about -15 ° C. The extreme ones up to about -30 ° C.
Diving gear: It includes mask, diving suit, buoyancy Sterilizer: Device capable of generating a beam of ultraviolet
compensator, fins, and barometer. Using this gear grants radiation sufficient to sterilize a surface on which it is passed.
advantage on STR (Swimming) checks. As an action, you can sterilize up to one square meter of surface.
Exosuits: Exosuits are special protective clothing designed Survival kit: Assortment of useful gear including lighter, flint
to protect against various types of environmental hazards. There and tinder, needle and thread, compass, ice ax, shovel, hacksaw,
are three types: CBN, HEV and WET. If an exosuit is seriously and telescopic pole (3m open, 70cm closed).
damaged, its benefits cease (see the Leaks in Exosuits box). Tent: Portable shelter consisting of a modular frame
• CBN (Chemical, Biological and Nuclear): It grants radiation covered with insulating fabric.
resistance and immunity to the effects of hazardous • Standard: It can be assembled and disassembled in 1 minute
atmospheres, gases, fumes, airborne poisons and pathogens, and can accommodate up to two Medium or Small creatures.
but does not protect against vacuum or extreme pressures and • Habitat: It can be assembled and disassembled in 5 minutes.
temperatures. To operate, the suit must be equipped with a VSU Once assembled, it creates a pressurized and isolated habitat
unit which must be replaced when exhausted (every 24 hours). inside that protects from any external environmental condition.
• HEV (Hostile Environment and Vacuum): Pressurized suit It can accommodate up to three Medium or Small creatures.
that insulates from the outside ensuring radiation resistance Life support is provided by one or more VSU units connected
and immunity to the effects of hazardous atmospheres, gases, to the tent. The total duration of life support provided should
fumes, airborne poisons and pathogens, extreme pressures be divided by the number of occupants. For example, if you have
and temperatures, and space vacuum. To operate, the suit 2 VSUs, life support will last 48 hours with one occupant, 24
must be equipped with a VSU unit which must be replaced hours with two occupants, or 16 hours with three occupants.
once exhausted (every 24 hours). Vital Support Unit (VSU): VSUs are small pressurized
• WET (Water Economize and Temperature): It grants cylinders containing breathing atmosphere and everything
immunity to the effects of gases, fumes, airborne poisons needed to provide a creature with life support for 24 hours.
and pathogens, and extreme temperatures. It is also equipped Their standardized design makes them compatible with
with a system that recycles and purifies the wearer’s body any type of equipment that must ensure life support, such
fluids, allowing them to survive up to 30 days without as AD-Suits, exosuits, habitat tents, and so on.
the need for external water sources. Water purifier: It purifies the water of any contaminating
First aid kit: This kit contains everything you need to provide or harmful agent, making it perfectly drinkable, at the rate
first aid care. The kit has 10 uses. As an action, you can expend of 6 liters per hour. Power supply: ENC (16 hours).

CHAPTER 3: EQUIPMENT AND TECHNOLOGIES 117


SUBSTANCES AND MEDS
A series of substances and pharmacological compounds are
described below. The costs shown in the Substances and Meds
table refer to a single dose. Ten doses weigh 0.5 w.
Administering a substance to yourself requires a minor action
while administering it to another creature requires action.
Administrable substances have no effect on non-living creatures.
In addition, the GM may decide that certain substances have
no effect on creatures of unusual or alien biology.
The purchase of dangerous, narcotic, or harmful substances
is usually illegal or heavily restricted unless you go to the black
market. All other substances are commonly commercially available.
Acid: As an action, you can throw the vial at a target within
close range, smashing it on impact. Make a ranged attack roll using
DEX (Throwing). If you hit, the target takes 2d6 energy damage.
Antitoxin: Ingesting a dose of antitoxin grants advantage SUBSTANCES AND MEDS
on saving throws against poisons for 1 hour. Substance Cost Substance Cost
Contraceptive: Substance that inhibits conception following Acid (vial) 10 Poison, basic (vial) 300
sexual intercourse. It comes in the form of pills. The effect lasts
Antitoxin 20 Psycho-drugs 30
1d6 + 3 hours and there are no side effects.
Contraceptive 5 Radiox 100
ExoRad: Drug that treats radiation poisoning. It is administered
by injection (hypojet). The creature to which it is administered ExoRad 300 Speedheal 600
loses 2 rads per hour, up to a maximum of 48 rads in 24 hours. Fake-death serum 350 Spray-skin 30
Fake-death serum: By taking a dose of this serum, a creature Infravision eye drops 200 Suffocating dust 80
enters a state of apparent death. For 1 hour, or until given Medipac, standard 100 Synthetic pheromones 500
a suitable antidote, the target is unconscious but appears dead Medipac, enhanced 300 Truth serum 500
to all external inspections and to all devices used to determine
Painkillers 15 Water breathing serum 200
its condition. If the creature is affected by poison or disease
when it takes this serum or becomes so while under its effect,
the disease or poison has no effect until the serum ends. to your Defense and disadvantage on DEX saving throws.
Infravision eye drops: By applying a dose of these eye drops In addition, at the beginning of each of your turns you must
to the eyes, a creature gains infravision for 8 hours. However, succeed on a DC 18 WIL (Fortitude) saving throw or act without
for the duration of the effect, the creature is dazzled if it or what caring for your own safety. Speedheal is addictive (DC 16).
it is looking at is in bright light conditions. Spray-skin: Spray bottle containing synthetic skin cells
Medipac: Medipacs are single-use hypojet vials containing and coagulating substances. Applied to a bleeding creature,
a mix of antibiotic, pain-relieving and stimulant substances. it stops the bleeding, ending this condition.
Suffocating dust: This dust is capable of blocking the
• Standard: By taking it, you recover 1d6 + 1 vitality points.
respiratory system of the inhaler. You can throw a handful
• Enhanced: By taking it, you recover 2d6 + 2 vitality points
of this powder into the air using an action. When you
but you must succeed on a DC 14 STR (Stamina) saving
do so, any creature that needs to breathe within 4 meters
throw or remain sickened until the start of your next turn.
of you (including yourself) must succeed on a DC 16
Painkillers: Taking a dose of painkillers allows you to ignore STR (Stamina) saving throw or start coughing uncontrollably.
(when possible) the negative effects of physical trauma for A creature affected in this way is sickened and suffocating.
2d3 + 2 hours (see “Traumas” in Chapter 2). The creature can repeat the saving throw at the end of each
Poison, basic: In addition to being administrable by ingestion of its turns, ending the effect if it succeeds.
or injection, one dose of this poison is sufficient to poison the blade Synthetic pheromones: Small vial encasing a colorless liquid
of a weapon or up to three darts or arrows. Applying the poison containing synthetic pheromones. If a creature breathes the vapors
in this way requires an action and it will take effect the first time of this liquid, it will be charmed for 1 hour by the first creature
the poisoned weapon inflicts at least 1 kinetic damage. A creature it see within 10 minutes of administration.
affected by this poison must succeed on a DC 13 STR (Stamina) Truth serum: This serum is administered by injection
saving throw or take 1d6 biotic damage. (hypojet). The creature to which it is administered must make
Psycho-drugs: Sedative-hypnotic and anxiolytic substances. a DC 16 STR (Stamina) saving throw. If it fails, it cannot
Taking a dose of psycho-drugs allows you to ignore the negative voluntarily speak lies for 1 hour.
effects of psychic trauma for 2d3 + 2 hours (see “Traumas” Water breathing serum: By taking one dose of this
in Chapter 2). Psycho-drugs can help with psychological therapies. serum, a creature gains the ability to breathe water for 1 hour.
Psycho-drugs are addictive (DC 19). The serum acts on the lungs making them capable of absorbing
Radiox: Developed in the military to protect soldiers from oxygen dissolved in the water like gills.
radiation. It comes in ingestible pills. One dose grants radiation
resistance for 1d6 + 6 hours. TRINKETS
Speedheal: Experimental curative drug, illegal due to side When creating a character, you can roll on the Trinkets table
effects. It is taken in pills. For 1d6 + 6 rounds after taking it, you to get one or two simple but weird, unusual, or bizarre items.
regain 1 vitality point at the start of each of your turns. However, The GM can also make use of this table, for example, to decorate
you feel a sense of invincibility that causes you a -2 penalty a room or describe the contents of someone’s pockets.

118 CHAPTER 3: EQUIPMENT AND TECHNOLOGIES


TRINKETS
d88 Item d88 Item
11 A pair of old worn gloves. 51 An ancient coin minted by an unknown civilization.
12 A small box filled with different-sized metal bolts. 52 A 10-gram block of a material that is unknown to you.
A small idol depicting an alien monster that causes An old botanical treatise with a dry flower of an unknown
13 53
you creepy dreams if you fall asleep next to it. species between the pages.
14 A silver crest in the shape of a five-pointed star. A metal can with no opening that sounds as if it contains
54
An old datachip containing galactic coordinates indicating water, sand, bugs, or broken glass (your choice).
15
a point on the other side of the galaxy. 55 A damaged very complicated electronic circuit.
16 An ancient titanium alloy bullet. 56 A piece of white fabric that never gets dirty.
17 An old photograph of a person you don't remember. 57 A small package filled with pink powder.
Document certifying the ownership of a land plot 58 A well-made but rather worn suitcase.
18
on an unknown planet. A sealed glass vial containing a tiny fragment
61
21 A small effigy bearing the symbol of a long-extinct religious cult. of rare superconducting material.
22 A nicely decorated jewel of unknown manufacture. 62 A fragment of the logbook of a missing spaceship.
A history treatise dedicated to a civilization A ring bearing the emblem of a long-failed merchant
23 63
that no one knows about. organization.
24 A small fragment of a very magnetic mineral. 64 A small meteorite about the size of a fist.
25 A discolored shred of an ancient flag. A metal fragment that vibrates slightly when exposed
65
to sunlight.
26 A small piece of an unidentified mineral, apparently weightless.
A fragment of a beautiful melody, contained in an extremely
27 A poorly made and obsolete cybernetic eye. 66
deteriorated ancient audio device.
A glass jar containing a strange piece of meat floating
28 67 The fossil of an unknown creature, similar to a jellyfish.
in formaldehyde.
68 A datachip containing indecipherable encrypted data.
31 A seemingly unbreakable sliver of bone.
71 A hopelessly damaged alien-made helmet.
32 A needle made of a metal alloy that is impossible to bend.
72 A titanium nail file.
A piece of paper on which the diagram of a complicated
33
unknown technological device is drawn. A tiny mechanical crab or spider that moves
73
by itself when not observed.
34 A water-repellent fabric hat that never gets wet.
74 An archaic transmission device still functioning.
A perfect sphere of 3 centimeters in diameter,
35
inexplicably made of solid-state mercury. 75 One tungsten belt buckle.
36 A small unknown device, apparently broken. 76 An aluminum urn containing the ashes of a relative.
37 A strangely non-radioactive fragment of uranium. 77 A coriaceous fruit of an unknown plant species.
A datachip containing part of the structural diagrams 78 A small unsolvable puzzle of alien origin.
38
of a space station whose location is unknown.
81 The receipt for a deposit in the bank of an unknown city.
41 A rank badge of a missing soldier.
The damaged head of an automaton whose AI possessed
82
42 An empty book that says "NO PANIC!" on the cover. a tremendously depressed personality.
A small crystal of unknown nature that emits a slight A metal plate engraved with the name
43 83
luminescence. of a long-lost spaceship.
44 A rubber ball that can bounce for hours. 84 A very useful towel.
A fragment, evidently previously melted, of a metal 85 A small vial containing an unknown viscous substance.
45
that seems impossible to melt.
86 A tiny cube with each face of a different color.
46 An amulet made from the claw of an unknown beast.
A small crystal that lights up in proportion to the intensity
87
47 A bone whistle that emits ultrasound when played. of the gravitational field to which it is exposed.
48 Extremely soundproofing earplugs. 88 An electronic key of unusual shape and manufacture.

CHAPTER 3: EQUIPMENT AND TECHNOLOGIES 119


COMPUTER TECHNOLOGIES COMPUTERIZED DEVICES
Computers Weight Cost
Computer technologies serve as the foundation and precondition
for virtually any other type of advanced technology. Computer/N 3 N x N x 100
Spaceships, vehicles, robots, cybernetic devices and many of Datapad/N 0.3 N x N x 200
the equipment that the characters can use, including weapons and Computer programs DC to create Weight Cost
armor, base their operation on electronics and computerization, Database/0 13 – variable
in whole or in part. And then communication networks, economic
Interface/0 15 – 0 (included)
systems, production apparatuses: the very existence of advanced
civilizations is based on computer technologies and digitization. Intrusion/N 17+(Nx2) – N x N x 400
This section presents the most fundamental information Security/0 17 – 0 (included)
technologies, such as computers and telecommunication devices, Security/N 17+(Nx2) – N x N x 500
as well as the most common operations concerning their use. Skill/N 19+(N) – N x 1,000
VI/N 17+(Nx3) – N x N x 1,000
COMPUTERIZED DEVICES
Below are described a variety of devices designed for Telecommunication equipment Weight Cost
processing, storing and transmitting data and information. Bug – 300
Comlink 0.1 200
COMPUTERS
Datachip – 10
Computers are the quintessential computing devices.
Computer: The power of a computer is represented by a number Encoder 0.2 400
that indicates its class (computer/1, computer/2, etc.). The higher Frequency jammer 0.5 500
the class, the greater the computer’s processing capabilities. A Holorecorder 0.5 500
computer can simultaneously run a maximum number of program Link cables – 20
levels equal to its class. For example, a computer/2 can run two
Omni-translator 0.1 6,000
programs/1 or one program/2 simultaneously, plus any number
of programs/0 (see “Programs,” below). A computer can then
run programs of a maximum level equal to its class. A computer and provides basic protection (DC 14). The DC increases
already includes the interface/0 and protection/0 programs. by 3 for each level of the program (DC 17 for security/1,
Given the high technological level considered, computers DC 20 for security/2, and so on).
are compact and easily transportable, regardless of their power, Skill: A skill program consists of a set of data and
and their data memory can be considered practically unlimited algorithms that mimic a specific skill of a character.
(the GM can set limits if they deems appropriate). A character using a skill program via a computer gains
Datapad: A datapad is a “handheld” computer, light advantage on ability checks involving that skill that can be
and small in size, consisting of a tablet whose upper surface performed via a computer, but only if the level of that skill
is a touch sensitive screen. program is higher than the character’s bonus for that skill.
Conversely, an VI or a character with a neural implant
COMPUTER PROGRAMS (see “Cyberware”, further on) who directly uses a skill program
Each program is associated with a number that defines its level is considered to possess that skill, with a bonus equal to the
(program/1, program/2, etc.). The higher the level, the more program level (for example, a medicine/3 program equals
processing power needed to run the program. In other words, a +3 bonus in Medicine).
in order to run a program, a computer must have a class equal VI (Virtual Intelligence): Virtual intelligences (VIs in
to or higher than its level. The most common types of programs short) are highly sophisticated programs developed to make
are described below. computerized systems more autonomous. Unlike artificial
Database: A database is simply a large collection of searchable intelligences, VIs are not sentient and are limited to the
information about a specific topic. The cost of a database depends parameters of their programming.
on the quantity and rarity of the information it contains and A VI has INT and TEC scores equal to its level (minimum 1)
can range from a few tens of credits (for public domain topics) and can autonomously use a maximum number of skill programs
up to several thousand (for specialized or confidential topics). equal to its level, limited to the class of the computer on which
Interface: The interface is the basic program that allows users it is installed. To fully exploit the potential of a VI, it is therefore
to easily interact with a computer. It shows data in an intuitive advisable to install it on a computer of a class at least double its
way and allows consultation and modification thanks to the level. For example, an VI/2 can use up to two skill/1 programs,
insertion of both text and voice commands. An interface program for a total of 4 program levels, and should therefore be installed
is included with all computers, but it may be damaged or deleted. on a class 4 or higher computer.
Using a computer without an interface is arduous and requires A VI operates according to the orders given to it and within
a DC 23 TEC (Computer) check. the parameters of its programming. Some VIs have a “personality”,
Intrusion: Intrusion programs are generally illegal. Using with specific behavioral and speaking patterns designed to
an intrusion program of a level equal to or higher than that of a facilitate interaction with users.
computer’s security program grants advantage on TEC (Computer)
checks made to overcome that protection (see “Security”, below). TELECOMMUNICATION EQUIPMENT
Security: Security programs protect computers from intrusions, Telecommunication technology encompasses a variety of electronic
establishing the DC of TEC (Computer) checks needed to hack devices that transmit and receive multimedia data, connecting
them. A program security/0 is included with all computers directly to each other or via data networks.

120 CHAPTER 3: EQUIPMENT AND TECHNOLOGIES


Bug: Miniaturized device capable of sending position
used. When activated, it detects the neural activity of sentient
and audio-video data to a receiver device (comlink, datapad
creatures within a 6 meters radius, translating their languages
or computer). The effective transmission range is about 300 km
into brain waves and retransmitting them directly to their brains,
but can be extended indefinitely in the presence of computer
giving the interlocutors the impression of speaking a common
networks. By doubling the cost, it is possible to add infravision
language. However, sometimes it may not be able to correctly
sensors to the bug, so that it can “see” even in the dark.
translate a language if the neural activity of the speaker is
Comlink: Personal multimedia communication device capable
particularly alien and “different” from most sentient species.
of exchanging data through telecommunications networks. In the
absence of networks, or when you prefer not to use them, it can
function as a transceiver with a range of about 10 kilometers,
COMPUTER OPERATIONS
Routine computer operations, such as using a computer
but which can be reduced to a few hundred meters in densely
or navigating a network, require no check to be performed.
urbanized, underground or interference-rich areas.
Conversely, more complex or specific operations require
Datachip: Datachips are the most common physical medium
TEC (Computer) checks.
for storing digital data (such as databases, programs, images,
The following are the main computer operations that the
videos, audio files, etc.). They are compatible with any device
characters could find themselves carrying out during their
capable of reading and transferring digital data (such as
adventures. To perform these computer operations, a character
computers, holorecorders, etc.). As with computers, the data
must possess the Computer skill.
memory of datachips is so large that it can be considered
unlimited (the GM could set limits if they deem it appropriate). CREATE PROGRAMS
Encoder: Small electronic device capable of encrypting It is possible to create any type of computer program by following
the data contained in any computer device to which it’s connected, the rules for crafting presented in the “Between Adventures”
so that it can only be decrypted via the specific decryption code of section of Chapter 2. Creating a program requires a TEC (Computer)
that encoder. In the absence of that code, decrypting the encrypted check with a DC which depends on the type and complexity of the
data requires a CD 24 TEC (Computer) check (see “Computer program, as indicated in the Computer Devices table.
Operations”, below). A character may want to create a program with functions other
Frequency jammer: Effective device capable of blocking than those indicated in the table. In this case, it is up to the GM to
telecommunication signals. When activated, the jammer generates determine whether such a program can be implemented and what
an interference field in a 50 meters radius, within which it becomes is the DC of the required check.
impossible to make any telecommunication device.
Holorecorder: Audio-video recording and playback device EDIT PROGRAMS
in holographic format, about the size of an apple. It is possible to modify the code of a program in order to alter it,
When activated, it can hover about 2 meters above the ground damage it or destroy it. To do so, you must have access (physical
and can be programmed to remain stationary or to follow a certain or remote) to the computer device that contains the software
subject. Its sensors record in 360 degrees and the internal memory to be modified and you must make a TEC (Computer) check.
can hold up to 24 hours of footage. The DC depends on what the purpose of the modification is
In playback mode, the holorecorder projects the recording it (see below). The required time varies from a few minutes to several
contains, materializing it as a three-dimensional hologram that hours. It’s up to the GM to determine it based on the complexity
fills a cubic area 3 meters on a side (or less if you prefer), centered of the program to be modified and the circumstances of the check.
in a point within 3 meters of the device. A holographic recording Traces of the modification can be hidden, making it more difficult
can also be programmed to interact with predefined stimuli, to detect, but doing so increases the check DC by 5.
such as answering simple questions. Alter (DC 16): You can alter the structure of a program in order
Link cables: Typical cables used to connect computerized to add, delete, modify or replace part of its content or functions.
devices to each other or to cybernetic interface plugs. Corrupt (DC 18): You can corrupt a program by intentionally
Omni-translator: This sophisticated and expensive device inserting errors in its code. A corrupt program imposes
allows you to communicate verbally regardless of the language disadvantage on any TEC (Computer) check that involves its use.

CHAPTER 3: EQUIPMENT AND TECHNOLOGIES 121


If you succeed, the result of your check determines how difficult Each roll made as part of the complex check requires the
it is to restore the program (see below). hacker to use their action. Consequently, at the end of the
Restore (CD 18+): You can attempt to repair a corrupt program complex check (whether successful or not), the total number
to restore it to its full functionality. The DC of the check to restore of rolls made determines the number of rounds it took.
a program is equal to the result of the check made to corrupt it. If the complex check is successful, the hacker manages
Encrypt (CD 17): You can encrypt a program in order to make to penetrate the system and will be able to carry out further
it inaccessible to anyone who does not have the correct decryption actions within it (see “Operations within the System”, below).
code. If you succeed, the result of your check determines how Otherwise, the intrusion fails and the GM decides what
difficult it is to decrypt the program (see below). the consequences are. In the best case, the system expels
Decrypt (CD 17+): You can attempt to decrypt an encrypted the hacker or triggers an alarm, in the worst case it activates
program. The CD of the check to decrypt a program is equal automatic defenses or, if the hacker uses a direct neural
to the result of the check made to encrypt it. connection, tries to fry their brain.
A system could be structured on several levels of security,
ILLEGAL USE OF NETWORKS beyond which only certain functions or contents of the system
Each telecommunications network provides rules governing its use are accessed, while others remain precluded. In this case
by each user (who is authorized to use the network and who is not, it is possible to associate each level with obtaining a certain
what actions are permitted within it and which are not, and so on). number of successes in the complex check. For example,
However, in practice, it is possible to circumvent these limits by the least protected level may unlock on the first or second
exploiting the inevitable gaps and imperfections of the networks. success, while the most protected ones may unlock after a
Obviously, these operations are considered illegal. greater number of successes or only at the end of the check.
Fake login credentials: When connecting to a computer
network, you can forge your login credentials to disguise your OPERATIONS WITHIN THE SYSTEM
identity. Make a DC 20 TEC (Computer) check. If you succeed, Once the hacker manages to break into a protected system,
if your activities are discovered, any attempt to identify they will be able to attempt various operations within it.
or locate you through the network you are connected To be performed, each operation requires the hacker to use
to is made with disadvantage. an action or minor action and to make a TEC (Computer) check
Backdoor connection: You can clandestinely log into a with a specific CD, as indicated in the Hacking Operations table.
computer network by making a DC 17 TEC (Computer) check. Some of these operations are too advanced for most people
If you succeed, you can connect to the network for an hour. and can only be performed by characters who possess
To keep the connection longer, you’ll have to repeat the check the Hacker talent, as shown in the table.
at the beginning of each subsequent hour. The DC of the check
THE SYSTEM TURN
increases by 1 for each hour of connection already passed.
Once the hacker penetrates the system, the GM implements
HACKING the response of the system itself, which will try to actively
The term hacking, or computer intrusion, refers to unauthorized oppose the intrusion. The system will take its turn immediately
access to protected computer systems. A computer system after the hacker’s turn, performing one of the following actions
is a virtual place containing data and programs. (at the GM’s choice).
Hacking can only be done by characters who possess the
Computer skill. Furthermore, the Hacker talent (described in
Chapter 1) allows a character to carry out more complex hacking HACKING OPERATIONS
operations, otherwise not available.
General operations Action type DC
The hacking activity is measured in rounds, just like combat,
thus and the hacker will act during their turn. If the hacking Visualizing the general status of the system Minor action 11
takes place during combat, the hacker makes an initiative roll to Monitoring the system data traffic Minor action 13
determine when their turn will be placed in the initiative order. Identifying users connected to the system (hackers only) Minor action 16

FINDING AN ACCESS POINT TO THE SYSTEM Database operations Action type DC


To break into a protected system, you must first find an access Searching specific files or data Minor action 13
point. Depending on the circumstances, the access point can Downloading data or programs Action 14
be direct – a computer or other type of physical terminal directly Run programs (hackers only) Minor action 16
connected to the system – or remote, if the system is connected
Inserting viruses or foreign programs (hackers only) Action 22
to a computer network. In the latter case, however, locating
a remote access point within a network may require a Editing data or programs (hackers only)* Action *
TEC (Computer) check with a DC established by the GM. Peripheral device operations Action type DC
Disabling a device Minor action 16
BREAKING INTO THE SYSTEM
Once an access point has been identified, the hacker can attempt Actively controlling a device Action 19
to penetrate the system by making a TEC (Computer) complex Changing a device operating parameters (hackers only) Action 22
check. For more information on complex checks see “Ability Admin operation Action type DC
Checks” in Chapter 2. The GM sets the number of successful rolls Change system access codes (hackers only) Action 22
required to succeed in the intrusion. The DC of the check, called
Shut down or disable the system (hackers only) Action 22
system DC, instead depends on the security level of the system
itself (see “Programs”, above). * See “Editing Programs”, above.

122 CHAPTER 3: EQUIPMENT AND TECHNOLOGIES


ROBOTS AND DRONES
Alarm: The system forces the hacker to make a
TEC (Computer) check against the system DC. If it fails,
the system triggers an “intrusion alarm”. At the GM’s Robots and drones are advanced machines capable of
discretion, this could mean various things (alerting performing more or less autonomously the tasks for which
the local law enforcement or security forces, activating they have been programmed. The substantial difference between
automatic defenses, blocking exits, activating a trap, etc.). drones and robots lies in the fact that drones only perform the
Exclusion: The system forces the hacker to make a tasks for which they are designed or are remotely controlled
TEC (Computer) check against the system DC. If it fails, by an operator, while robots are equipped with more advanced
the hacker is kicked out of the system (see below). If they control VIs, relatively autonomous and capable of taking
want to try to log in again, the hacker will have to start decisions according to their programming.
the intrusion all over again. Robots and drones presented here are powered by internal
Intruder identification: The system forces the hacker to MFC microfusion cores, which can be recharged for 300 credits.
make a TEC (Computer) check against the system DC. If it fails, The use and diffusion of robots and drones can vary greatly
the system identifies the access point from which the hacker from one game scenario to another. It is up to the GM to
is operating, discovering the computer identification (IP), determine if and how much they are present in their campaign.
the physical location and, if appropriate, also their identity. Full statistics of robots and drones are given in Chapter 10.
Sentry drone: Small drone equipped with various sensory
DISCONNECTING FROM THE SYSTEM systems and basic self-defense capabilities. Their basic control
The hacker can voluntarily disconnect from the system VI allows the assignment of simple autonomous tasks (such
at any time using a minor action. They can also be forcibly as “protect the area from intruders”, “patrol the perimeter”,
ousted from the system in the following circumstances: “explore the area in a radius of...”, etc.) They can also be
• They become unconscious or incapacitated. remotely controlled. These drones have an operational range
• They’re ousted due to a system action. of about 20 kilometers and are widely used for surveillance
• If the access point they are using fails (for example and reconnaissance tasks. Power supply: MFC (20 days).
if the terminal they are using stops working Civilian automaton: This is the most common type of civilian
or is physically disconnected from the system). robot. They are based on a fairly standard humanoid frame but can
be equipped and programmed to perform a wide variety of tasks,
If, after being expelled, the hacker wants to try to enter from simple heavy labor to more delicate roles such as the robotic
the system again, they can do so, but they will have to start doctor. The cost of a robot varies according to the task for which
the intrusion procedure all over again. it is programmed. Power supply: MFC (10 days).
Security automaton: The basic model of a robotic soldier,
widely used in warfare or public order and police operations.
ROBOTS AND DRONES
They are based on highly efficient, armored, and armed humanoid
Robot or drone Cost frames, and their advanced control VI is programmed to carry out
Sentry drone 5,000 orders but also has sufficient tactical autonomy to be able to react
Automaton, civilian (generic tasks) 70,000 to the most disparate war scenarios. Power supply: MFC (10 days).
Automaton, civilian (specialist tasks) 90,000
Automaton, security 130,000

CHAPTER 3: EQUIPMENT AND TECHNOLOGIES 123


CYBERWARE CYBERWARE
Cyber gadgets Cyber-points Cost
The term cyberware indicates a variegated range of technological
devices that are integrated into the organism of a living creature, Bio-metal claws and knuckles 0 400
in order to enhance it in various ways. Biomonitor 0 200
These may be technological components that complement Endolink 0 500
or completely replace parts of the creature’s body, such Meta-tattoo (per 10 x 10 cm area) 0 200
as limbs and organs, or nanomachines that integrate into
Nasal filters 0 100
the host’s metabolism, granting physiological benefits.
Synth-hair 0 300
INSTALLING CYBERWARE Synth-irises 0 300
The installation of cyberware requires special surgical Voice modulator 0 1,000
procedures. Furthermore, there is a “physiological” limit Cybernetic implants Cyber-points Cost
to how much cyberware a creature can withstand.
Neural implant 2 5,000
CYBER-POINTS AND TOLERANCE LIMIT Attention enhancer 0 800
Each cyberware item has a cyber-point value that represents Fear inhibitor 0 1,000
its “invasiveness” and therefore quantifies the ability of living 1 1,500
Interaction coprocessor
creatures to tolerate its installation.
Reaction amplifier 1 1,000
Typically, a creature can tolerate the installation of cyberware
up to a maximum of 10 cyber-points. For example, a character Stun inhibitor 0 1,000
could install a neural implant (2 cp), a cyber-optics (2 cp) Cyber-limb 2 6,000
and a nano-enhancement (2 cp), for a total of 6 cp. They will Compartment 0 700
then be able to tolerate further cyberware for a total of another 0 300
Dermal coating
4 cp. Obviously cyberware articles with a cp value of zero
Enhanced Strike 0 1,000
can be installed without any limit.
If a cyberware item is removed from a creature, it no Integrated weapon 1 Weapon + 2,000
longer counts against that creature’s cyber-point limit. Cyber-optics 2 4,000
Cyber-hearing 2 3,000
INSTALLATION PROCEDURE
Installing cyberware requires special surgical procedures. Biosynthetic organs Cyber-points Cost
Only specialized clinics are able to perform such procedures. Heart 2 6,000
It is possible to install multiple cyberware items at the same time. Lungs 2 5,000
The procedure takes a number of hours equal to 1 plus the total Stomach 2 2,000
cyber-points value of the cyberware to be installed, and costs
Nanotech enhancements Cyber-points Cost
200 credits per hour. At the end of the surgery, the patient
suffers 1 level of exhaustion. Any uninstallation procedures Bio-augmentation 2 20,000
(when possible) work and cost the same. Bio-regulation 2 20,000
Cyber-surgeon characters: In order to install cyberware, a Polydermis 2 20,000
character must possess the Technomedic talent (see “Talents” in Regeneration 2 20,000
Chapter 1). The character who performs the installation procedure
must succeed on a DC 17 INT (Medicine) complex check, obtaining
a number of successes equal to the total cyber-points value of the
cyberware to be installed. Each failure adds 1 hour to the length Endolink: Telecommunication device implanted in the
of the procedure. A character cannot install cyberware on themself. skull and connected directly to the auditory and vocal apparatus.
It allows you to send and receive voice telecommunications like
CYBERWARE DESCRIPTION a comlink, but by transmitting in a sub-vocal way without emitting
Below are described the various cyberware items listed in the external sounds. If the owner is equipped with a neural implant,
Cyberware table, where they appear together with their market the endolink also allows direct connection to computer networks
price and their value in cyber-points. and the exchange of multimedia data. In this case, the data
can be viewed on a cyber-optics or visor.
CYBER GADGETS Meta-tattoo: Although at first glance they may seem like normal
Cyber gadgets are small and minimally invasive cyberware tattoos, meta-tattoos can emit a faint glow and are able to disappear
items. Their value in cyber-points is in fact zero. and reappear, change color and even change shape and design
Bio-metal claws and knuckles: Thanks to these bio-metallic while remaining roughly the same size, all at the owner’s will.
implants that strengthen the knuckles and fingernails, when The most transgressive (and decidedly rich) make the entire
you attack with unarmed strikes using your hands, you deal surface of their body tattooed in this way.
1d6 kinetic damage instead of the normal 1d4. Nasal filters: They grant advantage on saving throws against
Biomonitor: Small subdermal chip usually implanted in the the effects of gases, fumes, inhaled poisons, airborne pathogens
forearm or the palm of the hand. It is equipped with a glowing and other harmful substances in the air.
display visible through the skin that can visualize the owner’s Synth-hair: Nanotechnological hair capable of changing color,
biometric data, other types of data from other cyberware, diameter, length and hairstyle, as well as becoming luminescent,
or electronic devices. all at the owner’s will.

124 CHAPTER 3: EQUIPMENT AND TECHNOLOGIES


Synth-irises: Nanotechnological irises able to change color • If you have two cybernetic legs, your base walking
and become luminescent at the owner’s will. The more fashionable speed increases by 2 meters.
versions also allow you to change the shape of the pupil, making Each cyber-limb can also integrate the following additions.
it slit, star-shaped and so on.
• Compartment: Compartment capable of holding a small
Voice modulator: Allows you to precisely control pitch,
weapon, such as a knife or pistol. Extracting or storing a weapon
timbre and inflection of your voice. It also allows you to
in the compartment requires a minor action. The compartment
perfectly reproduce voices that you heard at least once.
can only be identified by a close inspection.
CYBERNETIC IMPLANTS • Dermal coating: Coating of synthetic dermis that makes
Cybernetic implants are technological devices that complement or the cyber-limb similar to a natural one. A close inspection
replace biological parts of the body, implementing and enhancing is required to reveal the true nature of the limb.
their functions. • Enhanced strike: When used as a melee unarmed strike,
the cyber-limb deals 1d8 kinetic damage instead of 1d6.
NEURAL IMPLANT • Integrated weapon: The cyber-limb integrates a “retractable”
Micro-computer implanted onto the cerebral cortex. It serves weapon chosen from the following: arming sword, holoblade,
as a cybernetic interface and grants the following benefits. or any pistol or SMG. This weapon is an integral part of
• You get an interface plug that allows direct connection (via link the cyber-limb, so attempts to disarm are useless against it.
cables) to computers and devices equipped with a cyberlink While inactive, the weapon remains hidden inside the limb
(weapons, vehicles, etc.). and can only be identified through a close inspection.
• You get a chip-dock that allows you to insert a datachip Activating or deactivating the weapon requires minor
containing a skill program (see “Computer Technologies”, action. Apart from this, the weapon works as usual.
above). Alternatively, you can insert an empty datachip in order
CYBER-OPTICS
to record data from cyber-optics or cyber-hearing on it.
Ocular cybernetic implant that replaces the eyes, providing
Plug and chip-dock can be placed on the side of the forehead, the same functionality. It grants the following benefits.
behind the ear or on the back of the neck, at the user’s choice.
• You have advantage on PER checks based on sight.
The neural implant can also integrate the following additions.
• Thanks to the faster reactions to light changes,
• Attention enhancer: You have advantage of checks made to you are immune to the dazzled condition.
maintain concentration. • Cyber optics works exactly like a visor and you can therefore
• Fear inhibitor: You have advantage on saving throws against equip it with the same additional functions (see “Gear and
effects that make you frightened. Supplies”, above).
• Interaction coprocessor: You have advantage on saving • When connected to a device with data memory, the cyber-optic
throws against effects that make you charmed and on Will can take photos, record movies, and other visual data.
checks made to influence the attitude of an interlocutor
during social interactions. CYBER-HEARING
• Reaction amplifier: You have advantage on initiative Cybernetic implant that replaces the internal auditory system,
rolls, unless you’re surprised. providing its same functionality. It grants the following benefits.
• Stun inhibitor: You have advantage on saving throws against • You can hear infrasound and ultrasound. You have advantage
effects that make you stunned. on PER checks based on hearing.
• Thanks to a sophisticated acoustic compensator, you are
CYBER-LIMB
immune to the deafened condition (unless it derives from
Cybernetic prosthesis that replaces a natural limb providing
being in an area where the sound cannot propagate).
its same functionality. It grants the following benefits.
• When connected to a data memory device, cyber-hearing
• You can use the cyber-limb in melee as an unarmed strike can record audio data.
that deals 1d6 kinetic damage (instead of the normal 1d4).
• You gain +1 bonus on STR and DEX checks involving
significant use of one or more cyber-limbs.

CHAPTER 3: EQUIPMENT AND TECHNOLOGIES 125


CYBERWARE AND ELECTROMAGNETIC ATTACKS EXPENSES AND SERVICES
Electromagnetic (EM) effects can interfere with the functioning of
cyberware. When a character with cyberware is affected by an EM effect
When they are not engaged in an adventure, the characters
(such as a pulse grenade) they must succeed on a DC 16 STR (Stamina) have to deal with everyday life. Even in a sci-fi context, people
saving throw or be sickened until the end of their next turn. need basic needs such as shelter, nourishment, clothing,
and various types of services. These things cost credits,
and some lifestyles cost more than others.
BIOSYNTHETIC ORGANS
Biosynthetic organs replace the corresponding natural organs LIFESTYLE EXPENSES
by providing the same physiological functions and granting Lifestyles provide you with a simple way to account for the cost of
some specific benefits, as described below. living. They cover your lodging, food and drink, and all your basic
necessities, as well as the cost of maintaining your equipment.
HEART Choose a lifestyle from those described below and pay the
A biosynthetic heart grants the following benefits. related price to sustain it (indicated in brackets). The indicated
• You have advantage on death saving throws. prices are per day, so if you wish to calculate the cost of your
• You have advantage on any saving throw you chosen lifestyle over a longer period, just multiply the daily cost
make to avoid suffering levels of exhaustion. by the number of days spent maintaining the chosen lifestyle.
Your lifestyle might change from one period to another, based
LUNGS
on your financial resources or simply because you want it.
Biosynthetic lungs grant the following benefits. The lifestyle you choose can have consequences. Maintaining
• You are immune to inhaled poisons and airborne pathogens a rich lifestyle can help you enter high society but it also tends
and have advantage on saving throws against the effects to attract malicious people. On the other hand, living modestly
of gas, fumes and other harmful substances in the air. could help you stay out of trouble, but it makes it more difficult
• You can hold your breath for 5 + STR minutes. to establish contact with powerful individuals.
• You can breathe underwater. Wretched (1 ¢): Live in miserable conditions. With no place to
call home, you shelter wherever you can, in the alleys of the slums
STOMACH
or sneaking into abandoned buildings, relying on the charity of
A biosynthetic stomach grants the following benefits. those who are better off than you. Violence, disease, and hunger
• You are immune to ingested poisons and diseases follow you wherever you go. Other wretched people covet your
contracted by ingesting infected foods. armor and weapons. Most people don’t even notice you exist.
• You can survive by eating half the amount Squalid (10 ¢): You live in a hovel or tiny lodging in the worst
of food you would normally need. part of town. You have shelter from the elements, but you live in a
desperate and often violent environment, overflowing with disease,
NANOTECH ENHANCEMENTS hunger, and social hardship. Most people are unaware of your
Nanotech enhancements are composed of self-replicating existence and you have few legal rights. Most people who lead
nanomachines (called nanites) which, once injected into the this lifestyle have suffered some terrible misfortune. They might
organism of a living creature, integrate into its physiology, be disturbed, exiled, or suffering from some disease.
enhancing some of its aspects. The various types of Poor (20 ¢): Low-grade food and lodgings, threadbare clothes,
nano-enhancements and their effects are described below. and unpredictable conditions result in a sufficient, albeit
Bio-augmentation: It enhances one of your abilities. Choose unpleasant, existence. Your accommodation might be a room
one of your abilities, your score in that ability increases by 1 and so in a fourth-rate hotel or a sloppy apartment shared with other
does the maximum score you can increase it to (which is normally roommates. You have to fend for yourself against violence, crime,
6). This nano-enhancement can be applied up to three times. and disease. Others who lead this lifestyle are unskilled workers,
You can also apply it to the same ability, its effects are cumulative. orderlies, petty thugs, thieves, and other wrongdoers.
Bio-regulation: It optimizes your biological functions and boosts Modest (40 ¢): A modest lifestyle keeps you out of the slums
your immune system. You have resistance to biotic damage and and allows you to live in dignity. Your accommodation is decent
have advantage on saving throws against disease, poison, and and located in an ordinary area. You don’t go hungry or thirsty,
effects that make you sickened, paralyzed, or cause exhaustion. and your living conditions are clean, if possible. Most ordinary
In addition, your body disposes of radiation at the rate of 1 rad people lead a modest lifestyle and include soldiers, factory
every 8 hours (instead of every 24 hours) and you are immune workers, students, clerks, and the like.
to drug addiction and any harmful effects caused by drugs, Comfortable (70 ¢): Choosing a comfortable lifestyle means that
meds and similar substances. you can afford nicer clothing, sustenance and a more comfortable
Polydermis: It alters the structure of your skin, making it life. Your accommodation is cozy, usually an apartment or
resistant and chameleon-like. You get a natural AV of 2. You can house in a residential area of the city, or a room in a fine hotel.
also use a minor action to change the color and surface texture Others who lead this lifestyle are merchants, skilled craftsmen,
of your skin, as well as to slightly change the features of your face. academics, and military officers.
Getting back to your natural look requires no action. If you die Wealthy (150 ¢): You lead a life of luxury, although not
or become unconscious, your appearance reverts to the real one. yet comparable to that of those at the top of power. Your lifestyle
Regeneration: You regenerate your tissues. Each time you is comparable to that of senior officials, successful merchants,
finish a rest, you regain an additional 1d6 vitality points. You also managers and business owners. You have respectable lodgings,
spontaneously heal from the non-permanent effects of trauma usually a spacious house in a good part of the city or a large
in 2d4 hours and from permanent effects in 2d4 days (including apartment in a fancy hotel. You probably also have a small
regrowing missing body parts). staff of servants in tow.

126 CHAPTER 3: EQUIPMENT AND TECHNOLOGIES


SELF-SUFFICIENCY
The lifestyle expenses described in this section assume that you are FOOD AND LODGING
spending your downtime in the city, taking advantage of the services ________________ Cost ________________
available. Some characters, however, may prefer to live away from
civilization, subsisting in the wilderness by hunting, foraging, and Service Luxurious Elegant Ordinary Modest
repairing their own equipment on their own. Lodging (per day) 150-200 80-100 30-40 8-10
Maintaining this lifestyle does not require any monetary expenses,
Foodservice (per meal) 100-200 50-80 10-20 3-5
but it takes a lot of time and allows you to lead the equivalent of a poor
lifestyle. If you have the Survival skill, you will be able to maintain the Storage (per day) – – 3 –
equivalent of a modest lifestyle.

TRAVEL AND TRANSPORT


Opulent (300 ¢ minimum): You live a life of plenty and
Transport Cost
unbridled luxury. You move in circles frequented by the most
powerful and influential people. You own a mansion in the most Space, interstellar (per day) 2,500
upmarket area of the​​ city, or a huge penthouse in the most elegant Space, interplanetary (per day) 1,000
hotel. You dine at the best restaurants, serve yourself from the Space, orbital (per trip) 800
most renowned tailor, and have servants attending to your every Planetary, suborbital (100 km) 60
need. You receive invitations to the social gatherings of the rich
Planetary, standard (100 km) 10
and powerful, and spend evenings in the company of politicians,
tycoons, celebrities, rulers and nobles. The wealthier you are, Urban (per day) 5
the greater the chance you will be entangled in the highest levels
of political intrigue, conspiracies, machinations, and betrayals. Foodservice: From the cheapest fast-food restaurants to the
numerous pubs, taverns and clubs scattered around the cities,
ADDITIONAL EXPENSES up to the most renowned restaurants.
In addition to lifestyle costs, characters may face other types Storage: A standard storage unit (60 m3, 3x4x5 meters)
of expenses, the most common of which are described in the usually used as a depot. Equipped with automatic doors and
following paragraphs. electronic lock. It is not exactly what you can call a comfortable
It is also not uncommon for the more seasoned adventurers accommodation, but for those short of money it can be more
to obtain possession of some kind of property (residences, than enough.
strongholds, spaceships, businesses, etc.). It is up to the GM
to determine what are the costs that characters will periodically TRAVEL AND TRANSPORT
face to keep such properties in good condition, also taking into Characters may need to use transport services. The Travel and
account any necessary hired staff. Transportation table provides the rates for the most common
commercial transportation. These transports presume the
FOOD AND LODGING existence of habitual traffic between the departure and destination
The Food and Lodging table indicates the most common prices places. Reaching a particularly isolated planet or place may
of accommodation and food service for an individual, in case they therefore be impossible via normal transport services.
may be needed during the adventure. Otherwise, these prices are Space transport: Space transportation rates vary based on the
already included in the lifestyle expenses. The costs shown in quality of service. The indicated costs refer to ordinary passages,
the table are indicative and could vary greatly from place to place, double them for exclusive passages and halve them for economic
depending on the economic condition, customs and local resources. ones. For more information see Chapter 4.
Accommodation: There are accommodations for all needs Planetary transport: Transport lines that connect the various
and budgets, from the seediest and cheapest, such as the huge cities and regions of a planet. The indicated costs refer to a second
“beehive” complexes, to the most luxurious hotels. class trip, for first class the price is doubled.

CHAPTER 3: EQUIPMENT AND TECHNOLOGIES 127


Urban transport: These include all public transport MEDICAL SERVICES
that moves within an urban area. Overcrowded and poor
Medical service Cost
hygiene but the service is guaranteed at any time.
Medical care, ordinary (per day) 200
MEDICAL SERVICES Medical care, specialist (per day) 600
Characters may need treatment and other medical services. Surgery (per hour) 200
The Medical Services table summarizes the cost of the most
Biosculpture, superficial 5,000
common health care services. Medical services are not included
in lifestyle expenses, but a comfortable or better lifestyle often Biosculpture, deep 9,000
includes health insurance that covers basic medical care. Cloning 100,000
Medical care: If you need treatment and you don’t have Cryostasis (per month) 200
a doctor friend ready to help you. Ordinary medical care Regeneration tank (per hour) 1,000
is guaranteed at any hospital or infirmary, but for more
specialized care you need to go to specialized clinics.
Surgery: Routine surgery can be performed in any hospital OTHER SERVICES
or infirmary, but for more specific operations (such as the Service Cost
installation of cyberware) you need to go to specialized clinics. Hireling, generic (per day) 50
For more details see the Surgery box.
Hireling, skilled (per day) 100
Biosculpture: Evolution of plastic surgery. If you have the
necessary money, you can change your appearance however Net connection service (per day) 1
you like. There is no limit to the imagination (nor to bad taste). Postal service (for every 2 w of the weight of the package sent) 1
The superficial biosculpture simply improves the patient’s Bank account (per month) 2
appearance, without changing their physiognomy and thus
keeping them perfectly recognizable. Deep biosculpture, Cryostasis: If for any reason you do not want or cannot wait for
on the other hand, is able to radically change the patient’s time to pass, you can let yourself be hibernated inside a cryopod
features, making them practically unrecognizable (if they wish) (see “Gear and Supplies”, further back). The cryostasis period can
and even allowing them to copy someone else’s appearance. be agreed upon and paid in advance or it can be left indefinite, in
Cloning: The cloning service allows you to create a perfect which case the payment is linked to the customer’s bank account,
copy of a creature (at its age at the time of taking the tissue from which the cost of the service will be deducted month after
sample necessary for the procedure). The creation of the clone month until the money runs out. In both cases, at the end of the
takes 1 month and, once complete, it must be stored in cryostasis cryostasis period, the customer is awakened from hibernation.
until it’s activated. Generally, those who can afford a clone also Regeneration tank: Cylindrical tank large enough to hold a
buy the necessary cryopod, or pay a monthly cryostasis service. creature of Medium or smaller size, filled with a special breathable
A clone is an empty envelope. If it is “activated” (removed from liquid in which reconstructive nanites are dispersed. A creature
cryostasis) without a consciousness being “loaded” in its brain, immersed in a regeneration tank recovers all its vitality points in
it remains in a state of coma and dies after a while, in the same 1d4 minutes and dissipates 1 level of exhaustion every hour. It also
way as the body of a person after their brain death. Whoever heals from non-permanent effects of trauma in 1d4 hours and from
buys a clone does so to be able to transfer their conscience permanent effects in 2d4 + 4 hours.
into it, in order to “cheat” death and prolong their existence. Regeneration tanks are usually only available in the most
advanced hospitals or in the most advanced military, scientific,
SURGERY or government facilities.
The permanent effects of physical trauma can be healed through surgery
(e.g. reattaching or replacing severed limbs, replacing organs, healing
OTHER SERVICES
internal injuries, etc.). Cyberware installation requires similar procedures The Other Services table shows a number of services that
(see “Cyberware,” above). are commonly found and that characters may have to deal
In order to perform surgery, a character must possess the Technomedic with during their adventures or their downtime.
talent and have medical instruments and a specially equipped workplace, Hirelings: Characters can, under various circumstances, pay
such as an operating room or an infirmary. Performing surgery consists NPCs to assist them or do work for them. Unless their job requires
of an INT (Medicine) complex check with DC 17 (or higher, if the GM it, hired workers do not risk their own safety for their employers
deems it appropriate), which requires 3 successes. For more information
on complex checks see “Ability Checks,” in Chapter 2.
or leave their home planet to follow them.
If the complex check succeeds, the positive outcome of the surgery Generic hirelings are hired to perform menial jobs that
cancels the permanent effects of a physical trauma suffered by the do not require special skills. They include workmen, laborers,
operated creature. Otherwise, the surgery has no effect. porters, delivery men, messengers, maids, and the like.
Surgery takes 1 hour for each roll made as part of the complex check Skilled hirelings, on the other hand, include anyone who
(whether successful or not). At the end of the surgery, the patient suffers performs a service that requires expertise, such as mercenaries,
2 levels of exhaustion and needs to recuperate for a number of days equal
craftsmen, technicians, bureaucrats, artists, and so on.
to the number of hours the surgery lasted (see “Between Adventures”,
in Chapter 2), otherwise they risk having relapses, nullifying the beneficial The indicated cost is the minimum wage. Prices may vary
effects of the surgery. A character can not perform surgery on themself. from world to world and based on the experience and expertise
of the individual worker.

128 CHAPTER 3: EQUIPMENT AND TECHNOLOGIES


PART 1: AXIOM - PLAYERS

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.

130 CHAPTER 4: VEHICLES AND STARSHIPS


VEHICLES
Maneuvering Thrust Maximum Load
Vehicle SP DT AV penalty points speed points Crew Autonomy Cost
Land-speeder, bike 50 10 2 0 3 5 2 2 20 hours (150¢) 5,000
Land-speeder, racer 100 10 3 0 2 4 6 4 40 hours (250¢) 15,000
Land-speeder, mule 120 10 3 -1 2 4 10 10 40 hours (300¢) 30,000
Land-speeder, truck 150 15 4 -2 1 3 90 3 60 hours (500¢) 100,000
Air-speeder, sloop 120 10 3 0 4 8 4 4 40 hours (300¢) 50,000
Air-speeder, shuttle 140 10 3 -1 2 6 10 10 40 hours (300¢) 60,000
Air-speeder, craft 150 15 4 -1 3 8 50 5 40 hours (400¢) 300,000
Air-speeder, lineship 160 15 4 -2 3 9 150 150 60 hours (600¢) 200,000
Mech, biped 100 10 3 -1 2 3 20 1 40 hours (300¢) 70,000
Mech, quadruped 130 10 4 -2 2 3 50 2 60 hours (500¢) 100,000

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.

CHAPTER 4: VEHICLES AND STARSHIPS 131


WEAPONRY AND EXTRA FITTING
Vehicles can be equipped with weapons and other additional
equipment, listed in the Vehicle Weaponry and Vehicle Extra
Fitting tables, which various entries are explained below.
Hold: This entry indicates the number of hold points that Crew/cargo exchange: Exchange 1 crew seat
the weapon or fitting occupies when installed on a vehicle. for 1 cargo point, or vice versa. Applicable several times.
Cost: This entry indicates the cost of the weapon or fitting Cyberlink: The vehicle and its weaponry (if any) can
expressed in credits or as a percentage of the cost of the vehicle be connected to a visor or a cyber-optic (see Chapter 3).
it’s installed on. Deflector shield: Powerful force field that, when activated,
grants the vehicle a +1 bonus to its Defense. Applicable multiple
VEHICLE WEAPONRY times, up to a maximum bonus of +3. Activating or deactivating
Vehicle weaponry falls into the category of gunnery weapons and the deflector shield requires a minor action. For every minute
are significantly heavier and more powerful than normal weapons (10 rounds) of use of the deflector shield, the vehicle consumes
carried by characters. However, they follow the same rules 1 hour of autonomy.
regarding damage and weapon properties (see Chapter 3). Enhanced onboard computer: The vehicle’s on-board
In the game, the space surrounding a vehicle is divided into computer class increases by 1. The level of the integrated
four 45° arcs (front, rear, left and right) called firing arcs. Each VI is always equal to half the computer class (rounding
weapon mounted on a vehicle “covers” a specific firing arc, which down). Applicable several times.
means that it can only attack targets that are within that arc. Improved autonomy: The vehicle’s autonomy increases
Whether the firing arc within which a target is located is not clear, by 20%. Applicable several times, up to a maximum autonomy
the GM will determine it. increase of 100%. The recharging cost remains unchanged.
For more details see “Vehicle Combat”, further on. Vehicle Improved maneuverability: The vehicle’s maneuvering
weaponry can also be used as fixed defensive position weapons. penalty decreases by 1. Applicable several times, up to bringing
the vehicle maneuvering penalty to 0.
VEHICLE EXTRA FITTING Improved propulsion: The vehicle’s thrust points and maximum
The extra fitting that can be installed on vehicles are described speed both increase by 1. Applicable a maximum of three times.
below. Some items can be applied multiple times to the same Life support: A life support system keeps the vehicle
vehicle, as indicated in their description. interior safe and comfortable, isolating and protecting
Ablative coating: The vehicle’s Armor Value it from external environmental conditions (such as extreme
fully applies also against energy damage. temperatures and pressures, radiation, noxious atmospheres,
Cloaking: Device similar to an occultator (see Chapter 3). space vacuum, etc.). It includes air reserves and, if necessary,
You can activate or deactivate the cloaking as a minor action. also water and food supplies.
When active, it creates an optical distortion field around the The life support autonomy equals that of the vehicle it’s installed
vehicle, making it invisible. For every minute (10 rounds) of on, so that refueling operations are p
​ erformed simultaneously.
use of the cloaking, the vehicle consumes 1 hour of its autonomy. Life support doubles the refueling cost of the vehicle.

132 CHAPTER 4: VEHICLES AND STARSHIPS


VEHICLE WEAPONRY
Armament Damage Properties Load Cost
Kinetic cannon 4d10 kinetic Ammo (MFC, 5), long range 4 60,000
Energy cannon 4d10 energy Ammo (MFC, 5), long range, overheating 6 80,000
Kinetic heavy machine gun 3d8 kinetic Ammo (MFC, 10), long range, burst fire 1 20,000
Energy heavy machine gun 3d8 energy Ammo (MFC, 10), long range, burst fire, overheating 2 30,000
Phasic ray 6d10 energy Ammo (MFC, 2), extreme range, overheating 10 100,000

VEHICLE EXTRA FITTING


Extra fitting Load Cost Extra fitting Load Cost
Ablative coating 1 15% Improved maneuverability 1 10%
Cloaking 2 20% Improved propulsion 1 15%
Crew/cargo exchange – 200 Life support 3 20%
Cyberlink – 2,000 Reinforced armor 1 15%
Deflector shield 2 15% Reinforced structure 2 15%
Enhanced onboard computer – 5,000 Trim stabilizers – 7,000
Improved autonomy 1 10% Turret 4 5,000

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.

CHAPTER 4: VEHICLES AND STARSHIPS 133


VEHICLE COMBAT
Saving throws: If the vehicle is involved in an area of effect
attack that requires a DEX (Reflex) saving throw, the pilot rolls
Vehicle combat follows more or less the same rules as regular DEX (Piloting) instead, applying the vehicle’s maneuvering
combat, but the following adjustments apply to it. penalty to the roll.
Electromagnetic attacks: Vehicles are equipped with various
COMBAT SEQUENCE electronic systems, therefore, are sensitive to EM attacks. Each EM
Similar to conventional combat, vehicle combat takes place attack that hits a vehicle has a 10% chance of causing a breakdown
in a specific order, as indicated by the following steps: from the Special Results on Vehicles table (see “Vehicles and
Special Results”).
1. Determine surprise: As usual, the GM determines
Vehicle passengers: Unless otherwise indicated, a vehicle
who is surprised at the start of a combat.
accommodates its passengers inside a passenger compartment
2. Establish starting situation: The starting position, speed,
that guarantees them cover, usually of moderate or high degree,
and direction of motion of all involved vehicles are determined.
depending on the type of vehicle. If a passenger is not visible
If not immediately clear, these details are decided by the GM.
from the outside of the vehicle, they have total cover.
3. Roll initiative: The pilot of each involved vehicle makes
a DEX (Piloting) check modified by the maneuvering penalty VEHICLES AND DAMAGE
of their vehicle. The result will be the vehicle’s initiative count. Vehicles have a certain amount of structure points. When they
4. Take turns during a round: Following the initiative order, take damage, the damage is deducted from their sp, as it happens
each vehicle involved in the combat takes its turn. At the for the vitality points of creatures. However, like many large
start of its turn, a vehicle moves at its current speed along objects, vehicles have an extra resistance represented by
the current direction of motion (see “Vehicle Movement” the damage threshold (see “Attacking Objects” in Chapter 2).
below). After that, the pilot acts first and then all other A vehicle reduced to 0 sp is destroyed. It could simply
characters onboard can take their actions in the order they stop working or explode into a thousand pieces. It is up
prefer. When all vehicles have had their turn, the round to the GM to decide what happens to a destroyed vehicle.
ends and the next one begins.
5. Ending the combat: Step 4 repeats until all vehicles VEHICLES AND SPECIAL RESULTS
of a faction surrender, flee, are defeated or are otherwise During vehicle combat, the special results of ability checks can
unable to keep going. cause effects that are different than usual (see “Ability Checks”
in Chapter 2). The GM can apply an effect from the Special
VEHICLE MOVEMENT Results on Vehicles table in the following circumstances.
Vehicles move much faster than characters. For this reason, • An attack roll that hits a vehicle generates an exploit.
their speed is not expressed in meters per round but with a • A DEX (Piloting) check made by the pilot of a vehicle
scale of values that is much easier to use during vehicle combat. fails generating a setback.
Indicatively, each speed point corresponds to 100 meters
per round or about 60 kilometers per hour. The GM can randomly determine the effect to apply, or choose
Vehicles have a maximum speed beyond which they cannot the effect they deem most appropriate based on the circumstances.
push, which is indicated in their stats. The current speed
of a vehicle is instead the actual speed at which it’s moving, PILOT ACTIONS
between 0 (stationary) and its maximum speed. A character who is piloting a vehicle can use its thrust
At the start of each of its turns, a vehicle moves a distance points to perform special actions called maneuvers,
equal to its current speed along its current direction of motion. which are described below.
The pilot can change the current direction and speed of the A pilot may also attempt a maneuver not listed in this section.
vehicle (see “Pilot Actions”, below). In that case, it’s up to the GM to decide whether it is feasible as
well as to establish its cost in thrust points and the type of action
LOSING CONTROL OF THE VEHICLE it requires, using the maneuvers described here as a reference.
A pilot can lose control of the vehicle in various ways, for example,
ACCELERATE/DECELERATE
due to breakdowns or by failing a DEX (Piloting) check causing
As a minor action, the pilot can spend one or more thrust points
a setback. If a vehicle goes out of control it continues to move
to increase or decrease the vehicle’s current speed by an amount
at the same speed and on the same direction, and the pilot cannot
equal to the thrust points spent. For example, the pilot can use 3
perform any maneuvers other than trying to regain control
thrust points to increase the vehicle speed from 1 to 4. The current
(see “Pilot Actions”, below).
speed will take effect from the start of the next turn of the vehicle.
ATTACKING VEHICLES CHANGE DIRECTION
When attacking a piloted vehicle, apply the rules relating As a minor action or action, the pilot can spend 1 thrust point
to attacking objects described in the “Combat” section to change the direction of motion of the vehicle up to a maximum
of Chapter 2, with the following variations. of 45 °. The new direction of motion will take effect from
Hitting vehicles: A vehicle has a Defense value calculated the start of the next turn of the vehicle.
as follows.
DODGING / AVOIDING COLLISION
VEHICLE DEFENSE = 13 + PILOT DEX (PILOTING) - VEHICLE
MANEUVERING PENALTY
As a reaction, the pilot can spend 1 thrust point to make
a dodge, in order to avoid a collision or to impose disadvantage
As with any other type of attack, the actual difficulty of the on an attack roll made against their vehicle, without changing
roll also depends on factors such as distance, cover, and visibility, its direction of motion.
as explained in the “Making an Attack” section in Chapter 2.

134 CHAPTER 4: VEHICLES AND STARSHIPS


EVASIVE MANEUVER SPECIAL RESULTS ON VEHICLES
As an action, the pilot can spend 1 thrust point to perform a
Rank Effect
sudden evasive maneuver (which does not change the vehicle’s
2 The current speed of the vehicle is reduced by 1.
direction of motion), imposing disadvantage on all attack rolls
made against their vehicle until the start of its next turn. The vehicle swerves violently and the pilot must succeed
3
on a DC 18 DEX (Piloting) check or lose control of the vehicle.
REGAIN CONTROL OF THE VEHICLE Breakdown: The vehicle’s thrust points are reduced by 1
3
If the pilot loses control of the vehicle, they can make until the breakdown is repaired (see "Repairing Breakdowns").
a DC 18 DEX (Piloting) check as an action at the start 3 A passenger in the vehicle takes 1d8 kinetic damage.
of each of their turns, regaining control if they succeed. 4 The attack deals an additional 1d6 damage to the vehicle.
4 The attack considers the vehicle's Armor Value to be halved.
OTHER ACTIONS ON VEHICLES
Breakdown: The vehicle's Armor Value is reduced by 1
The following action options are available during vehicle 4
until the breakdown is repaired (see "Repairing Breakdowns").
combat, in addition to those described in the “Combat” section
of Chapter 2. The GM may also limit the use of certain actions Breakdown: One vehicle armament stops working until
5
the breakdown is repaired (see "Repairing Breakdowns").
during vehicle combat.
5 The pilot loses control of the vehicle.
ATTACK WITH VEHICULAR WEAPONRY Breakdown: All DEX (Piloting) checks concerning the
Any character who controls a vehicle armament can use it 5 vehicle suffer disadvantage until the breakdown is repaired
to attack, taking the Attack action during their vehicle’s turn. (see "Repairing Breakdowns").
To attack with vehicular weaponry you make attack rolls Breakdown: The pilot loses control of the vehicle
with CMB (Gunnery). 6 and cannot regain it until the breakdown is repaired
When you take the Attack action using a gunnery weapon, (see "Repairing Breakdowns").
you can only make one attack, regardless of the number of attacks Breakdown: The vehicle's current speed is reduced by 2.
you could normally make. Also, while using vehicular weaponry, 6 Furthermore, its maximum speed is reduced by 1 until the
you can only attack targets that are within the firing arc covered breakdown is repaired (see "Repairing Breakdowns").
by that weaponry (see “Vehicle Weaponry”, further back). 7 All passengers in the vehicle take 1d8 kinetic damage.
Breakdown: The vehicle has 0 thrust points until the
ATTACK WITH PERSONAL WEAPONS 7
breakdown is repaired (see "Repairing Breakdowns").
If they deem it appropriate, the GM may allow characters aboard
8 The attack ignores the vehicle's Armor Value.
a vehicle to attack using their personal weapons rather than
vehicle weaponry. Depending on the vehicle’s structure (position 8 The attack deals an additional 2d6 damage to the vehicle.
of openings, windows, etc.), the GM may limit characters’ attacks Breakdown: All vehicle armaments stop working until
9
to certain firing arcs. the breakdown is repaired (see "Repairing Breakdowns").
9 The attack ignores the vehicle's damage threshold.
RELOAD VEHICLE WEAPONRY
One of the passengers must succeed on a DC 17 DEX (Reflex)
As an action, a character aboard a vehicle can reload 10
saving throw or be knocked out of the vehicle.
one of the weaponry that vehicle is equipped with.
Breakdown: The vehicle's energy core is overloaded.
REPAIRING BREAKDOWNS If the breakdown is not repaired by the end of the vehicle's
next turn, the microfusion core will explode, dealing 10d6
As an action, a character aboard a vehicle can make a DC 17 11
energy damage to the vehicle (ignoring its AV) and to all
TEC (Mechatronics) check to attempt to repair a single breakdown its passengers. If applicable, the GM could grant a DC 18
affecting the vehicle. If the vehicle is affected by multiple DEX (Reflex) saving throw to attempt to halve the damage.
breakdowns at the same time, the check DC increases by
+1 for each breakdown beyond the first. If the check
succeed, the effect of the breakdown ends.

CHAPTER 4: VEHICLES AND STARSHIPS 135


STARSHIPS recycling systems, atmospheric, water, and food reserves,
Starships whiz through space carrying goods and people. as well as artificial gravity and inertial dampers. Escape
Any company of adventurers dreams of owning one. When this pods are also considered part of life support, always present
happens, the characters become a crew, and the ship becomes in sufficient numbers for the entire crew.
a refuge for them to rest and plan, in other words, a home and, On-board computer: Each starship is equipped with
of course, the simplest means of traveling through the cosmos. an on-board computer that manages all its systems and acts
Starships are indeed a crucial aspect of any adventure as the primary interface between it and the crew. Basically,
that involves space travel. This section describes the most it is a computer / 4 that integrates a VI/2 and the interface
common types and a wide range of weapons and additional programs/0, protection/0, maneuver/0 (which allows you to
equipment that can be installed to customize and adapt pilot the starship), astronautics/1, and a database/0 containing
them to different functions and purposes. a vast range of useful information (such as operating manuals,
Piloting starships: The Piloting skill (see Chapter 2) represents construction diagrams, astrometric data, etc.). Any other program
characters’ proficiency in piloting starships. A character without must be purchased and installed as normal (see Chapter 3).
the Piloting skill is not capable of piloting starships. Communications: All starships are equipped with a standard
short-range communicator (SCOM) and, if appropriate, with
BASIC STARSHIP SYSTEMS an internal communication network called “intercom”. For
A starship can be equipped with various mechanical and electronic more information, see “Starship Operations,” below.
systems essential to its operation, the most important of which Sensors: All starships are equipped with a sensors apparatus.
are described below. For more information on using sensors, see “Starship Operations”
Energy: Starships need a lot of energy to function. and “Starship Combat”, below.
This is why they are equipped with potent power generators Navigation deflector: The navigation deflector generates
called mass reactors, within which matter and antimatter a tenuous force field around the hull, sufficient to deflect
are annihilated, producing astonishing quantities of energy. harmful particles and small space debris, ensuring relatively
This energy is used to power all the starship’s primary safe navigation for the starship.
systems, and any possible leftover becomes its available
energy (see below). STARSHIP STRUCTURE
Propulsion: Starship’s propulsion is guaranteed by so-called Although the wide variety of starships differs in shape,
impulse thrusters conveying the high-energy plasma produced size, and construction style, they all follow general criteria
by the starship’s generator thanks to strong magnetic fields that organize their internal structure, dividing it into
and expelling it into space to generate the propulsive thrust. The the following main compartments.
starship’s thrust points represent the thrusters’ power (see below). Primary compartment: The primary compartment
Life support: Life support systems enable life onboard the is the operational heart of the starship. Its dimensions vary
starship and include pressurization, heating, radiation shielding, from a simple cockpit to an actual command deck. In any case,

136 CHAPTER 4: VEHICLES AND STARSHIPS


the primary compartment contains the main terminals ENERGETIC AUTONOMY AND LIFE SUPPORT
of the onboard computer, the piloting controls, the navigation
The use of some particularly powerful devices (such as a warp drive)
instruments, the communication systems, and the main controls quickly consumes the energy reserves of a starship, eroding its autonomy.
of all the armaments and extra equipment of the starship. However, this autonomy also includes resources related to life support
Machinery compartment: The machinery compartment (such as atmosphere, water and food), which are not technically
is the second most important section of the starship and affected by energy consumption.
contains all its internal equipment and systems, both primary On the other hand, however, the life support systems as a whole
and secondary, as well as all the devices and tools necessary function thanks to the ship’s energy (recycling and filtering of air
and water, thermo-regulation, active shielding from external radiation,
to monitor their operation, maintain them and cope with any
artificial gravity, etc.). Consequently, depleting the ship’s energy
malfunctions and breakdowns that might occur. reserves makes it impossible to maintain livable conditions on board,
Complementary compartment: The complementary regardless of the availability of air and food.
compartment includes living spaces sufficient to accommodate
the whole crew members and could also include additional
rooms according to the needs of the starship, such as laboratories, kept running. This energy can be assigned to weaponry
infirmaries, warehouses, hangars, and so on (see “Starships and extra fitting. The unused energy points remain
Extra Fitting”, below). at the crew’s disposal, who can exploit them in various
Cargo compartment: The Cargo compartment is the space ways (see “Starship Combat”, further on).
used for transporting and storing goods and useful supplies Load points: This value represents a measure of how much
such as spare parts, raw materials, and so on. cargo the starship can carry. If the starship is equipped with
weaponry or extra fitting, the respective load value is subtracted
STARSHIP STATISTICS from its load points (down to a minimum of 0). The remaining
The various starship statistics appearing in the Starships load points make up the cargo hold of the starship, which
table are explained below. can be used for the transport of goods. Each point is equivalent
Class: This entry indicates the class of the starship. to approximately 1 ton (1000 w).
It is a numerical value that classifies starships according Crew, full/min: In order to function, a starship needs
to their tonnage, from small and light class 1 ships a crew consisting of a certain number of individuals.
to colossal class 8 vessels. This entry shows two values separated by “/”. The first
Structure points (SP): This entry indicates the structure value refers to the full crew of the starship while the second
points of the starship. indicates the minimum crew needed to operate it. A starship
Damage threshold (DT): Like many large objects, can usually accommodate a total number of Medium or Small
starships have a damage threshold. See “Attacking Objects” occupants equal to the full crew (a Large creature counts
in Chapter 2 for more information. as four Medium ones). However, the maximum crew capacity
Armor Value (AV): This entry indicates the AV of the starship. can be increased by equipping the ship with additional crew
Detection threshold (DtT): The detection threshold of a starship quarters (see “Starship Extra Fitting”, further on).
determines how difficult it is to detect it through sensors. For more Autonomy: This entry estimates the autonomy of the
information see “Starship Combat”, further on. spacecraft, or how often it is necessary to replenish its energy
Thrust points: Each starship has a certain amount of thrust reserves (antimatter and hydrogen for the reactor) and life support
points that represent the power of its thrusters. The pilot can (air, water, food, etc.). Autonomy is expressed in terms of the
use thrust points to move the starship and to perform other time of activity in space. Refueling costs 500 ¢ multiplied by the
maneuvers (see “Starship Combat”, further on). starship class per day of autonomy. For example, fully refueling
Energy points: This value represents the extra energy a Class 3 starship with 200 days of autonomy costs 300,000 ¢.
generated by the starship after all its basic systems are Cost: This entry indicates starship cost in millions of credits (M).

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

CHAPTER 4: VEHICLES AND STARSHIPS 137


STARSHIP DESCRIPTION This category includes the large cargo ships that transport
The various starships that appear in the Starships table are huge quantities of goods from one part of the galaxy to the other,
described below, grouped according to their starship class. the colony ships and generational ships capable of hosting entire
Class 1 (sparrows and launches): Class 1 starships are small, communities on their way to new worlds to colonize, and the
light, and agile spacecraft commonly used as private vehicles, immense flagships, the fulcrum of the most powerful military
competition carriers, orbital or interplanetary links, or as auxiliary fleets and capable of hosting entire legions of starfighters
means following larger starships. Landing and transport shuttles, and support ships.
fighters, and space interceptors fall into this category. Although they cannot be considered starships, strictly speaking,
Class 2 (scouts and couriers): Class 2 starships are the most space stations also fall into this category, whether they are orbital
common and widespread. These small to medium-sized vessels stations or autonomous outposts located in deep space.
are robust, reliable, and pretty adaptable.
Precisely for this reason, they are employed in a wide variety WEAPONRY AND EXTRA FITTING
of roles, from the transport of goods and passengers on frequent Starships can be equipped with weapons and other additional
routes (such as the supply routes of outposts and space stations) equipment, listed in the Starship Weaponry and Starship Extra
to reconnaissance, patrol, and surveillance tasks (for example, Fitting tables, which various entries are explained below.
by military or police forces). Many space yachts and other Minimum class: The weapon or fitting can only be installed
private vessels also fall into this category. on starships of a class equal to or higher than that indicated
Class 3 and 4 (corvettes and frigates): Starships belonging in this entry.
to these classes form the main body of most space fleets, both Energy: This entry indicates the number of energy points
commercial and military. These are relatively cheap, versatile, that the weapon or fitting requires when installed on a starship.
fast vessels characterized by high maneuverability and long Certain weapons and fittings allow you to assign them more energy
operational range. They are mainly intended for escorting and points than the minimum necessary. In these cases, the more
protecting convoys and larger ships, but are also well suited energy points are attributed to them, the better their performance
for exploration, patrol, and messenger missions. will be. Sometimes the energy required by a weapon or fitting
For this reason, as well as in the military field, corvettes and depends on the class of the starship it’s installed on.
frigates are also used by private corporations, merchant guilds, Load: This entry indicates the number of load points that the
and sometimes as luxury cruise ships. weapon or fitting occupies when installed on a starship. Sometimes
Class 5 and 6 (cruisers and battleships): Designed to operate the load required by a weapon or fitting depends on the class of the
autonomously in deep space, cruisers and battleships are starships starship it’s installed on and/or on the energy points assigned to it.
used almost exclusively in the military. However, there are also Cost: This entry indicates the cost of the weapon or fitting
civilian ships large enough to fall into these starship classes. expressed in credits or as a percentage of the cost of the starship
These colossal vessels form the backbone of the largest it’s installed on. Sometimes the cost of a weapon or fitting depends
space fleets, can operate for more than a year without a refuel, on the class of the starship it’s installed on and/or on the energy
and can remain in service for decades without fear of being or load points assigned to it.
considered obsolete.
STARSHIP WEAPONRY
Although slow and far from maneuverable, these starships
Starship artillery armaments are the most powerful weapons,
are robust enough to withstand the attack of numerous smaller
except perhaps for some planetary defensive weapons only.
ships without batting an eye and, when used in military contexts,
For more information on the use of starship weaponry,
become war machines of unprecedented power, capable of
see “Starship Combat”, below.
engaging multiple targets simultaneously and equipping weapons
Cannon battery: Cannons are the most common starship
powerful enough to face planetary defenses and bomb land targets
weapons. They are installed on mobile turrets and organized
as support for surface assaults.
in batteries arranged to easily shoot in any direction. The overall
Class 7 and 8 (colonial and imperial): Class 7 and 8 starships
firepower of the guns is proportional to the energy points assigned
are the largest vessels ever, machines of titanic proportions with
to them. Large warships are equipped with multiple gun batteries.
crews of several hundred if not thousands of members, designed
There are two types of starship guns.
to tolerate an incredible amount of damage before losing
some of their structural integrity and to operate autonomously • Kinetic cannons: They fire solid projectiles of relatively
in deep space for years before having to refuel. low mass, but accelerated to relativistic speeds thanks
to powerful electromagnetic coils.
ESCAPE PODS • Energy cannons: Project powerful energy pulses that travel
An escape pod is a small rescue boat that can be ejected from a starship
at the speed of light and cause damage to what they hit
in the event of an evacuation. Each starship is always equipped with by breaking up the matter at the molecular level.
enough escape pods to evacuate its entire crew. Electro-ionic cannon: This weapon projects a focused
Each pod can accommodate up to 4 Medium or Small creatures electromagnetic pulse capable of disabling the electronic
and provides life support (air, water and food) for a total of 24 days
equipment of the affected target to reduce it to impotence
divided by the number of occupants. In other words, life support
will last 24 days with one occupant, 12 days with two occupants, rather than destroy it.
8 days with 3 occupants and 6 days with 4. The capsule also contains When you hit with this weaponry, roll 1d10 for each energy
a first aid kit. It is said that the most luxurious pods even have point assigned to it. If the result of the roll is greater than
a cellar stocked with the best wines of the known space. the target’s total energy points (including those assigned
An escape pod has 100 structure points, AV 3, and is equipped to extra weaponry and equipment), the target’s energy points
with a conventional communication system and a high-power signal and propulsion points drop to 0 until the end of its next turn
emitter that loops a standard distress call.
(see “Starship Combat”, below).

138 CHAPTER 4: VEHICLES AND STARSHIPS


STARSHIP WEAPONRY
Armament Minimum class Damage Energy Load Cost
Cannon battery, kinetic 1 2d10 kinetic x energy point 1 or more 3 x energy point 40,000 x energy point
Cannon battery, energy 1 2d10 energy x energy point 1 or more 4 x energy point 60,000 x energy point
Electro-ionic cannon (EM) 2 Special* 1 or more 2 x energy point 50,000 x energy point
Torpedo launch system 3 – 1 4 200,000
Photon torpedo – 10d6 energy – – 50,000
Pulse torpedo (EM) – Special* – – 60,000
Astro-mine release system 1 – 1 2 100,000
Photon astro-mine – 10d6 energy – – 50,000
Pulse astro-mine (EM) – Special* – – 60,000

* See the armament description for more information.

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.

CHAPTER 4: VEHICLES AND STARSHIPS 139


STARSHIP EXTRA FITTING Enhanced onboard computer: The starship’s onboard computer
Here is a description of the extra fittings that can be installed on class increases by 1. The level of the integrated VI is always equal
starships. Some fitting can be applied multiple times to the same to half the computer class (rounded down). Applicable several times.
starship, as indicated in their description. Enhanced power core: Increases the energy points generated
Additional crew lodging: Increases the full crew value by the starship by an amount equal to 10% of its original energy
of the starship by 1. Applicable multiple times. points (minimum 1). Applicable multiple times.
Anti-torpedo turret: Small automatic laser turret designed to Extended autonomy: The starship’s autonomy increases
destroy torpedoes heading towards the starship. A ship can install by 20%. Applicable multiple times, up to a maximum autonomy
multiple anti-torpedo turrets. Each turret consumes 1 energy point extension of 100%.
only while it is active. If the ship does not have energy points False Targets: A set of 4 small self-propelled capsules moving
available for any reason, the turrets cannot be activated. While away from the starship when released, each generating a “sensory
active, an anti-torpedo turret can automatically destroy a single image” indistinguishable from that of the starship that launched
torpedo aimed at the starship during each round of combat. them. For each active false target, the attacks that would hit the
For more information, see “Starship Combat”, below. starship have a 20% chance of hitting one of the false targets
Cloaking: A stealth device that masks the ship’s emissions, instead (therefore 80% with all 4 false targets active). Whenever
making it invisible to enemy sensors. A cloaking device consumes an attack hits a false target instead of the starship, it is destroyed,
energy points only while it is active. If the ship does not have and consequently the probability of missing the starship decreases
enough energy points available for any reason, the cloaking by 20%. Each set of false targets can only be used once. For more
cannot be activated. information, see “Starship Combat” below.
A cloaked ship becomes invisible, disappears from enemy Hangar: Larger starships can be equipped with special hangars
sensors, and cannot be targeted unless detected again. It gets a +10 designed to accommodate auxiliary vehicles such as planetary
bonus to its detection threshold. If detected, the ship still remains vehicles or smaller starships. The hangar class determines
invisible and cannot be scanned or locked by targeting systems. the maximum class of the starship it can house.
A cloaked ship cannot attack or take any other offensive action Double the number of vessels that can be housed for
against another starship. Furthermore, its sensors can only be each class point less than the maximum one. For example,
used in passive mode, and have disadvantage on all related checks. a class 4 hangar can accommodate a single class 4 starship,
The cloaking ends immediately if these limitations are violated. two class 3 starships, four class 2 starships, or eight class
Once a starship is uncovered, it cannot hide again until the 1 starships. A class 0 hangar is too small to hold starships
end of its next turn. See “Starship Operations” and “Starship and is designed to accommodate planetary vehicles. However,
Combat” for more information. larger vehicles (with 150 or more structure points) may
Coating, ablative: The starship’s Armor Value fully applies require a class 1 hangar, at the GM’s discretion.
also against energy damage. A starship can be equipped with Hologram room: A hologram room is an environment equipped
one type of coating only. with a complex system of holographic projectors, capable of
Coating, anti-detection: The detection threshold of the creating realistic three-dimensional simulations complete with
starship increases by +5. A starship can be equipped with acoustic and (at least partially) tactile stimuli. It only consumes
one type of coating only. energy points while it is being used. It is often used for leisure
Configuration, atmospheric: The starship’s hull is made and entertainment activities in the most luxurious passenger
aerodynamic, thus making it particularly suitable for operating ships or private yachts. However, it also finds useful applications
within an atmosphere (see “Starship Operations”, below). as a simulation and research tool in scientific and military vessels.
A starship can be equipped with one configuration only. Improved propulsion: Increases the starship’s thrust points
Configuration, distributed: The starship’s mass distribution by 1. Applicable multiple times, up to bringing the thrust points
is optimized, increasing its load points by 20% but making it totally to a maximum of 11 - the starship class.
non-aerodynamic and unable to operate within an atmosphere Improved sensors: The starship’s sensors are enhanced,
(see “Starship Operations”, below). A starship can be equipped granting a +1 bonus to ability checks related to their use.
with one configuration only. Applicable a maximum of three times. For more information
Cryostasis bay: A starship can be equipped with one or more on sensors use, see “Starship Operations” and “Starship
cryostasis bays to allow the crew to spend time in cryogenic sleep. Combat” further on.
Each cryostasis bay contains 5 cryopods. See “Gear and Supplies” Quantum communicator: A quantum communicator
in Chapter 3 for more information on how cryopods work. The allows the starship to communicate in real-time regardless
power core of a starship can power a good number of cryopods of the distance (see “Starship Operations”, below).
without consuming any energy points. However, the GM could Reinforced armor: Increases the ship’s AV by 1.
consider making the starship use 1 energy point for every Applicable multiple times, up to a maximum AV of 10.
10 cryostasis bays installed. Reinforced structure: The structure points of the starship
Cyberlink: The starship and its weapons (if any) can increase by an amount equal to 10% of its original structure
be connected to a visor or a cyber-optic (see Chapter 3). points. Applicable a maximum of three times.
Deflector shield: Powerful force field that grants the starship Sandcaster: These particular emitters spread special
a +1 Defense bonus. Applicable multiple times, up to a maximum sand that envelops the starship in a cloud capable of dispersing
bonus of +3 (see “Starship Combat”, below). The Deflector energy attacks by refraction, thus granting the starship resistance
Shield consumes energy points only while active. If the ship to energy damage until the start of its next turn.
does not have enough energy points available for any reason, After that, the cloud dissipates into the surrounding space, and
the shield cannot be activated. its effect ends. Each sandcaster can only be used once, but once

140 CHAPTER 4: VEHICLES AND STARSHIPS


STARSHIP EXTRA FITTING
Extra fitting Type Minimum class Energy Load Cost
Additional crew lodging Improvement 1 – 1 100,000
Anti-torpedo turret Countermeasure 1 1* 2 150,000
Cloaking Countermeasure 1 class* class x class 1,000,000 x load
Coating, ablative Improvement 1 – class x class 5%
Coating, anti-detection Improvement 1 – class x class 5%
Configuration, atmospheric Configuration 1 – – 10%
Configuration, distributed Configuration 1 – – 5%
Cryostasis bay (5 cryopods) Additional room 2 * 1 100,000
Cyberlink Device 1 – – 3,000 x class
Deflector shield Countermeasure 1 class* class x class 15%
Enhanced onboard computer Improvement 1 1 1 10,000
Enhanced power core Improvement 1 – class x class 15%
Extended autonomy Improvement 1 – class x class 10%
False targets (single set) Countermeasure 1 – 1 200,000
Hangar, class 0 (vehicles) Additional room 2 – 30 200,000
Hangar, class 1 Additional room 3 1 200 800,000
Hangar, class 2 Additional room 4 2 1.000 2,000,000
Hangar, class 3 Additional room 5 3 2.000 5,000,000
Hangar, class 4 Additional room 6 4 10.000 11,000,000
Hologram room Additional room 3 3* 10 1,000,000
Improved propulsion Improvement 1 – class x class 15%
Improved sensors Improvement 1 1 1 700,000
Quantum communicator Device 1 2 2 3,000,000
Reinforced armor Improvement 1 – class x class 10%
Reinforced structure Improvement 1 – class x class 15%
Sandcaster Countermeasure 2 – class x class 50,000 x load
Specialized area, level 1 Additional room 2 1 8 200,000
Specialized area, level 2 Additional room 3 1 10 400,000
Starship drones (5 drones) Device 2* – 1 150,000
Storeroom Additional room 2 – 8 200,000
Tractor beam Device * 2 or more* 3 x energy points 500,000 x load
Warp drive Device 1 2 or more* class x warp factor ** 1,000,000 x load

* See the fitting description for more information. ** Rounding down.

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).

CHAPTER 4: VEHICLES AND STARSHIPS 141


SPECIALIZED AREAS TRACTOR BEAM
The various types of specialized areas that a starship can be equipped Energy points Range DC Minimum class
with are described below, together with each provided benefit. 1 1 18 2
Level 2 Specialized Areas also provide Level 1 perks. Many of these
perks involve equipment and services (see Chapter 3) or performing 2 2 19 2
auxiliary activities that characters can do in between adventures 3 2 20 3
(see “Between Adventures”, in Chapter 2). 4 3 21 3
ARMORY: Area used to manage weapons and armor for the crew. It allows 5 3 22 4
the purchase of weapons, armor, and equipment. At the beginning of each
adventure, each character can get 1 grenade of their choice according 6 4 23 4
to the armory level: fragmentation, gas, and stun from level 1, pulses 7 4 24 5
and plasma from level 2. In addition, the armory provides the following 8 5 25 5
benefits, based on its level.
9 5 26 6
• Level 1: Allows you to install or uninstall upgrades on weapons
and armor in half the time required.
• Level 2: Allows you to install upgrades on weapons and armor
WARP DRIVE
by paying the base cost of the upgrade only, regardless of the
number of upgrades already installed on the weapon or armor. Energy points Warp factor Warp speed
GALLEY: Area used to store and prepare food for the crew. At the 2 1,5 2c
beginning of each adventure, each character can get 1 food ration 2 2,0 4c
per galley level. In addition, the galley provides the following
3 2,5 8c
benefits, based on its level.
• Level 1: When a character takes a complete rest aboard 3 3,0 16 c
the starship, they recover double the vitality points. 4 3,5 32 c
• Level 2: When a character takes a complete rest aboard 4 4,0 64 c
the starship, they dispose of 1 additional level of exhaustion.
5 4,5 128 c
INFIRMARY: Area used for the crew’s medical care. It provides medical
instruments and allows the purchase of substances and drugs. At the 6 5,0 256 c
beginning of each adventure, each character can get 1 standard medipac +1 +0,5 x2
per infirmary level. In addition, the infirmary provides the following
benefits, based on its level.
Tractor beam: Powerful device that generates a focused beam
• Level 1: Provides medical care services and allows surgery
(including cyberware installation) at half the cost.
of gravitational energy, used to capture objects and drag them
• Level 2: Features a regeneration tank, the crew can use at half the cost. towards the starship or anchor the starship itself to larger objects,
such as small asteroids, without having to set up physical hooking.
LABORATORY: Area used for research, learning, and scientific
investigation. Provides scientific tools. At the beginning of each adventure, The tractor beam consumes energy points only while it is active.
each character can get one EDGE card per laboratory level. In addition, If the ship does not have enough energy points available for any
the laboratory provides the following benefits, based on its level. reason, the tractor beam cannot be activated.
• Level 1: Allows you to search for information in half the The power of a tractor beam is determined by the number
time and without covering the normal costs of the activity. of energy points assigned to it, which also determines its range
• Level 2: Each day spent learning languages or skills in the (in hexes), DC, and minimum class required for the installation,
laboratory counts as two days in terms of achievable results. as indicated in the Tractor Beam table. For more information,
WORKSHOP: Area used to manufacture and repair items for the crew. see “Starship Combat” further on.
Provides heavy-duty and technical tools. At the beginning of each A large enough ship can be equipped with multiple tractor
adventure, each character can get 1 ENC energy cell per workshop level.
beams. In this case, each tractor beam can be used individually.
In addition, the workshop provides the following benefits, based on its level.
Warp Drive: In order to make interstellar travel, a starship
• Level 1: Each day spent manufacturing or repairing in the
must be equipped with a warp drive. A warp drive consumes
workshop counts as two days in terms of results achieved.
• Level 2: Allows you to manufacture or repair by spending half energy points only while it is active. If the ship does not have
the normal cost on raw materials, supplies and spare parts. enough energy points available for any reason, the warp drive
cannot be activated.
The power of a warp drive, which is the maximum warp factor
Storeroom: It is assumed that the storeroom contains equipment and consequently the maximum speed it can reach, determines
and general supplies for daily use, tools for the maintenance the number of energy points it consumes when active, as indicated
of the starship, and HEV suits sufficient for the minimum crew in the Warp Drive table. It is possible to activate a warp drive at a
of the ship. However, the characters should not abuse the contents warp factor lower than its maximum, in which case it will consume
of the storeroom. Its purpose is to make life easier for GMs and only the amount of energy points related to the set warp factor.
players by avoiding writing down every piece of generic equipment The use of a warp drive involves a high consumption of the
on board the ship. It is always up to the GM to ensure that the starship’s resources. For this reason, in terms of the starship’s
storeroom is exploited with common sense and plausibility: autonomy, each hour of travel at warp speed counts as 8 hours
always denying any unreasonable request regarding its content. of normal operation. For more information on FTL travel,
Large vessels may have more than one storeroom. see “Space Travel”, in Chapter 7.

142 CHAPTER 4: VEHICLES AND STARSHIPS


STARSHIP OPERATIONS SHIPYARDS AND CONSTRUCTION TIMES
Space shipyards are massive infrastructures where starships are built,
This section deals with the main activities concerning modified, and repaired. They are classified according to a scale ranging
starships and everything related to their use. from 1 to 8, indicating the highest class of starships that can be built
there. For example, only class 6 or lower ships can be built in a class 6
PURCHASE AND MAINTENANCE shipyard. Many starports include a shipyard, mainly used for maintenance
Maintaining a starship is not an easy task, especially when it and repairs. The largest shipyards are almost always orbital structures.
comes to large vessels that require numerous crews. Then there The construction times of starships vary according to their class and the
operational capabilities of the shipyard. As a general rule, building a starship
are the costs of refueling, and repairs, not to mention the payment
requires a number of months equal to the ship’s class. Still, the actual
of any installments resulting from the financing of the purchase building time can increase up to 50% if the starship project is particularly
cost, often too high to be paid in full. complex or if the shipyard operations or resources are not optimal.
Life on board: If the characters live aboard their ship, they
can maintain a modest lifestyle by considering the such expenses Combat”, further on). The GM rolls a d100 to determine if the
included in the starship’s refueling cost (see below). Alternatively, breakdown occurs or not. Consequently, after just a few years
they can maintain a comfortable or better lifestyle by spending of non-maintenance, a starship begins to be decidedly shabby.
half the normal associated cost.
REPAIRS
GET A STARSHIP Characters can spend their time between adventures repairing
Starships are very expensive, but there are various the damage suffered by a starship and restoring its damaged
ways that characters can obtain one. equipment. Repairs have a cost and may require a shipyard and
The most common is getting a large loan from a bank (or some the employment of workers. For more information see “Crafting
other less “reputable” source, which is rarely a good idea, though). and Repairing” in Chapter 2.
Every loan must then be repaid in heavy monthly payments.
Inevitably there’s some old fox that tries to stop paying
CREW
the incurred debt after getting the starship, which is legally Regardless of its degree of automation, each starship requires
equivalent to stealing it, with all the consequences of the case. a crew to carry out the various tasks on board. While a handful
Alternatively, the characters could join forces and buy a starship of individuals can operate the smaller starships, the larger ones
as a group. However, even secondhand starships are not cheap, may require a crew of several hundred. Onboard a starship, a
and there is always the risk of finding yourself with a wreck. character can perform different tasks, sometimes even more than
On the other hand, adventurers don’t always have to buy one simultaneously. For example, the pilot could also be a gunner,
a starship. Sometimes they might get one on loan from someone and the engineer can also act as a systemist. On the other hand,
they work for. For example, if they work for a faction or a some tasks must always be carried out by only one character
wealthy patron, they could be provided with a ship suitable (even the largest vessel has a single captain).
for their mission. A starship can operate at full capacity non-stop, assuming
that its crew members work in shifts.
CREW WAGES
Captain: The captain is the highest authority in the ship’s
If the owner of a starship hires crew members, they
hierarchy and has the critical responsibility of commanding
will have to pay the relative wages on a monthly basis.
the starship and the crew, coordinating onboard operations,
See the Crew Wages table.
analyzing situations, and making decisions about what
REFUELING to do, using the help and skills of other crew members.
Once its autonomy is over, a starship must be refueled: the fuel First mate: The first mate is the second position in the ship’s
supplies must be renewed, as well as the life support system hierarchy. A first mate acts as an advisor to the captain and takes
(water, food, breathable air, etc.). Refueling operations usually command if the latter cannot fulfill their function. A first mate
take a number of hours equal to double the starship class. also supervises all onboard operations, ensuring that the starship
and the crew are always at maximum efficiency.
MAINTENANCE Pilot: The pilot maneuvers the starship. A ship requires only
Even starships wear out; it is an inevitable process. Consequently, one pilot, but multiple pilots can alternate at the controls. A pilot
it is necessary to make adequate maintenance to keep them in can be joined by a co-pilot who acts as a navigator and can assist
good condition. Annual maintenance costs are around 0.1% of the or replace them if they can no longer fulfill their function.
total cost of the starship. If maintenance operations are not carried Engineer: The engineer has the task of keeping the starship
out periodically, expenses accumulate year after year. at maximum efficiency, taking care of all its equipment, and
For each year of non-maintenance, a starship has a cumulative coordinating maintenance and repair operations.
5% probability of suffering a breakdown each month (see “Starship Systemist: The systemist (or systems operator) handles
sensors, countermeasures, communication systems, and other
CREW WAGES onboard electronic devices. It can also serve as a navigator.
Gunner: The gunner controls the starship’s weaponry.
Role Indicative wage
A starship can have as many gunners as there are stations
Captain 10,000 available for controlling onboard weapons.
First mate 7,000 Other crew members: If present, additional crew members
Pilot, engineer, systemist, doctor 5,000 can help the characters in the main roles (for example, a repair
Gunner, security chief 4,000 team can assist the engineer). Other essential positions are
not directly related to starship operations, such as the security
Other crew members 2,000
chief and ship’s doctor.

CHAPTER 4: VEHICLES AND STARSHIPS 143


PASSENGERS In the case of atmospheric configuration, the starship operates
All people on board who are not part of the active crew are within an atmosphere like any conventional aircraft and does
passengers (usually paying passengers). They have no role not impose disadvantage.
in the starship operations, but can sometimes replace crew On the contrary, a starship in a distributed configuration is
members if necessary. There are four types of passage totally non-aerodynamic, and, whenever entering the atmosphere,
(as long as you don’t want to be a clandestine passenger). it runs the risk of suffering severe damage. In this case, a DC 25
Exclusive passage: Definitely the best form of space (or higher, at the GM’s discretion) DEX (Piloting) check is required
travel. Exclusive passengers can count on comfortable when the ship enters the atmosphere. The check must be repeated
accommodations, first-class cuisine, entertainment, after each minute of atmospheric flight. For each failed check,
and complete attention to their comfort. the ship relentlessly loses altitude, and the stress on the hull
Ordinary passage: Ordinary passage is offered with causes it to lose structure points equal to 1d6 for each point
a “stand-by” perspective, in the case not all the exclusive of its class (e.g. 4d6 for a class 4 ship), thus running the risk
tickets are sold. Ordinary passengers do not receive of breaking off during flight or crashing to the ground.
any of the services granted to exclusive passengers other
than food and basic assistance. They can also be left LANDING AND DOCKING
on the ground at the last minute, favoring a late-arriving Landing and docking are routine procedures, and every crew
exclusive passenger. In these cases, the ordinary ticket should be very familiar with these operations.
is refunded, but no other compensation is guaranteed.
Low passage: Great for cheap space travel, but one must LANDING
forget about ease and comfort. If the journey is short, you should Unless they are designed to operate exclusively in space,
expect accommodation in collective and always crowded spaces. starships are equipped with supports allowing landing. Landing
If not, be prepared for cryostasis. Alternatively, many merchant on a prepared surface (such as a landing pad in a spaceport)
ships offer affordable passages (depending on how much you requires a CD 14 DEX (Piloting) check. On the contrary, landing
can bargain with the captain). Tiny cabins, minimal comforts, on natural surfaces imposes more significant difficulties depending
and poor courtesy, but at least you won’t have to hibernate. on the terrain and the environment. Properly equipped ships
Working passage: When a starship is short-staffed, can also land on the surface of sufficiently large water bodies.
the captain can decide to board passengers free of charge On a DEX (Piloting) check failure during a landing maneuver,
as long as they are willing to work by filling vacant crew the ship lands improperly and can take damage from abrupt
positions. A working passage consists of a single journey ground contact (at the GM’s discretion).
whose destination coincides with that of the ship. Usually, a landing maneuver takes about 1 minute, but many
Clandestinity: Clandestinely embarking is undoubtedly pilots prefer to proceed more cautiously, taking 2 minutes and thus
an inexpensive way to get a passage, but not very advisable. gaining advantage on the check. Landing quickly (perhaps because
Each day of travel as a stowaway, a character must make of an emergency landing) imposes disadvantage on the check
a DC 17 DEX (Stealth) check. On a failure, the character is found instead. Note that the rules regarding atmospheric operations
by the crew, and their fate depends on what the ship’s captain apply every time a starship lands on a planet with an atmosphere.
decides. In the best case, the stowaway will be placed under arrest
and handed over to the port authorities once they arrive at their DOCKING
destination. In the worst-case scenario, the stowaway might A starship can dock into space structures or other starships
be dumped into outer space without formality. that consent to such a maneuver. Most docking hatches
are designed to be inter-compatible. In case of incompatibility,
SPACE NAVIGATION extendable and flexible tubes are often used, capable
The stars are in continuous motion in the cosmos, and their of adapting to the hatch to which they attach.
relative positions vary constantly. Consequently, traveling Performing a docking maneuver requires a DC 15
from one place to another is by no means a trivial task. DEX (Piloting) check, unless circumstances make the task
Moving within a star system does not involve significant more difficult than normal for some reason. The operation
difficulties since the positions of all possible destinations are takes 1 minute (if desired, the pilot can take 2 minutes
easily detectable, but when it comes to interstellar travel, things instead, thus gaining advantage on the check).
are not as simple. The easiest thing to do is to follow already traced Hostile ships that resist standard docking procedures
and well-known space routes. If this is impossible, it’s necessary can be boarded by force, but this is a very risky operation.
to plan new routes based on astrometric data as reliable as possible. For more information see “Starship Combat”, further on.
If the navigator has all the necessary data, they can plot
a route by taking 1 minute of work and succeeding on a DC 15 AIRLOCKS
TEC (Astronautics) check. Otherwise, the check becomes much Airlocks (or pressurized-chamber) are passages equipped with
more difficult, and the navigator has to spend at least 1 hour airtight doors and an atmospheric pumping system, allowing
calculating coordinates and vectors before attempting the roll. the transit of people and materials between two incompatible
environments, usually the interior of pressurized vehicles
ATMOSPHERIC OPERATIONS or structures and the external environment, whether
Generally, starships are only partially aerodynamic, making them it is space vacuum, hostile atmospheres or perhaps aquatic
less maneuverable within an atmosphere, and all checks made environments (in the case of underwater vehicles or structures).
to pilot them in such circumstances have disadvantage. However, A standard-sized airlock can accommodate up to three people
a starship can be equipped with an atmospheric or distributed and takes about ten seconds to adapt its internal conditions
configuration (see “Starship Extra Fitting”, further back). to the destination environment.

144 CHAPTER 4: VEHICLES AND STARSHIPS


USING SENSORS
Analysis Mode
time Obtained information Active Passive
Instantaneous Distance and relative position, Yes Yes
dimensions, visual and thermal data
1 minute Density, gravity, chemical composition, Yes No
An airlock can be operated using special commands radiation, energy sources
both from the inside and outside, but these commands are often 3 minutes Internal structure, presence of life forms Yes No
protected by security protocols requiring special access codes.
5 minutes Type of life forms present Yes No
Lockers containing HEV suits and other emergency equipment
are usually located near the airlocks.
SENSORS AND DISTANCE
REMOTE OPERATIONS Distance* Description Difficulty Time
Starships are equipped with various systems and equipment that
Adjacent 1 hex – –
allow the crew to interact with the external environment remotely.
The most common remote operations, namely telecommunications, Close 2–3 hexes – –
and the use of sensors and drones, are briefly described below. Short 4–6 hexes +2 x2
Medium 7–10 hexes +4 x3
TELECOMMUNICATIONS Long 11–20 hexes +6 x4
The communication systems of starships are divided into two
types: standard communicators and quantum communicators. Extreme Over 20 hexes +10 or more x5
Standard communicators (SCOMs) are conventional systems * See “Starship Combat”, further on.
based on electromagnetic transmissions and are therefore limited
to the speed of light. As such, they are ineffective over interstellar (Astronautics) check to use sensors effectively. Usually, the
distances and are used only for short-range communications, difficulty is easy or moderate, but adverse circumstances can
usually limited to a single star system. Send/receive delays can make the check more difficult or impose disadvantage on it (at the
be significant but tolerable (from a few seconds to several hours, GM’s discretion). When it comes to detecting or analyzing another
depending on the distances involved). starship, the check’s DC is equal to the detection threshold
When it comes to interstellar communications, it is necessary of the ship (see also “Starship Combat”, further on).
to use advanced quantum communicators (QCOMs) that allow The type of information acquired by the sensors depends
real-time communication regardless of the distance. on both the time spent for the analysis and the mode used, as
indicated in the Using Sensors table. Furthermore, the distance
SENSORS of the analyzed target strongly affects the scan’s effectiveness,
All starships are equipped with sensory equipment: electronic increasing difficulty and analysis times, as indicated in
systems capable of analyzing energy emissions of various types the Sensors and Distance table. The distance is expressed
to collect information on the environment surrounding the in hexes (for more information and for the rules on using
starship, including potential threats and objects of interest. sensors in combat, see “Starship Combat”, further on).
Sensors have two modes of operation:
STARSHIP DRONES
• In active mode, the sensors emit an omnidirectional energy
Many starships are equipped with robotic drones of various
signal, then capture the echoes to reconstruct the characteristics
types (mining, astromechanics, or probe drones, see “Starship
of the surrounding environment. In this mode, the effectiveness
Extra Fitting”, further back). A starship drone can operate
of the sensors is limited only by the increasing delay and
autonomously after the proper programming, or a crew
the lower resolution of the signal as the distance increases.
member can remotely control it. Operating a drone requires
• In passive mode, the sensors instead capture external radiation
a DC 15 TEC (Astronautics) check. The GM may set higher
without emitting energy. In this mode, the use of sensors is
DCs if they believe circumstances dictate it.
not detectable, but their effectiveness and acquisition capacity
Usually, a starship drone has Medium size, 30 structure points,
are very limited.
a flight speed of 20 meters, and can operate efficiently both in
During routine activities, the sensors are automatically managed the presence and in the absence of gravity, moving away from
by the onboard computer. On the contrary, the intervention of the starship up to a long distance (20 hexes) maximum. However,
an operator comes into play when it is necessary to analyze and beyond a short distance (6 hexes) all checks made to maneuver
interpret the data collected. A character must succeed on a TEC it have disadvantage due to the delay in sending/receiving signals.

CHAPTER 4: VEHICLES AND STARSHIPS 145


STARSHIP COMBAT DISTANCE IN STARSHIP COMBAT
Distance Bonus to Defense and
Clashes between starships are nothing like what is very often category Description Detection Threshold
depicted in science fiction films. Rather than daring aerial
Adjacent 1 hex –
duels, they are more similar (with the necessary differences)
to submarine battles. This section contains all the rules Close 2–3 hexes –
you need to run epic starship combat. Short 4–6 hexes +2
Medium 7–10 hexes +4
COMBAT SEQUENCE Long 11–20 hexes +6
In starship combat, a round represents approximately 1 minute in
Extreme Over 20 hexes +10 or more
the game world, a much longer time frame than in normal combat.
Similar to conventional combat though, starship combat also takes
place in a specific order, as indicated by the following steps: Each hexagonal box (hex) represents a portion of space
but does not have specific dimensions, thus favoring a more
1. Determine surprise: The GM determines which ships are abstract approach to depicting the battle.
aware of the presence of enemies and which are not, deciding This system is quite realistic for battles involving two to three
which of them are surprised. If a starship is surprised, its crew starships since, despite taking place in three dimensions, they
cannot act during the first round of combat. are always reducible to the plane on which the ships involved lie.
2. Establish starting position: The starting position of For more crowded battles, the greater the number of starships
all involved starships are determined. If not immediately and the greater the simplification introduced to maintain
clear, these details are decided by the GM. playability. Battles between large fleets are rare, however,
3. Roll initiative: The pilot of each involved starship makes a and their management is always in the hands of the GM.
DEX (Piloting) check applying a penalty equal to their starship
class. The result will be the starship’s initiative count. DISTANCE
A starship without a pilot acts on initiative count 0. In starship combat, the distance between the vessels involved
4. Take turns during a round: Following the initiative order, is measured in hexagonal boxes (hexes) and, as in ordinary
each starship involved in the combat takes its turn. During combat, is divided into six categories that increasingly
a starship’s turn, all members of its crew who hold key roles affect the difficulty of attacks and detection, as indicated
(see below) can act in the order they prefer. When all starships in the Distance in Starship Combat table.
have had their turn, the round ends and the next one begins.
5. Ending the combat: Step 4 repeats until all starships STARSHIP MOVEMENT
of a faction surrender, flee, are defeated or are otherwise The movement of starships follows special rules. During
unable to keep going. the starship turn, the pilot can spend thrust points to move
the starship and perform maneuvers (for more details,
see “Pilot Actions”, further on).
CREW KEY ROLES
During starship combat, the following crew roles are decisive STARSHIP SPACE
and are governed by very specific rules. Each starship occupies a single hex, regardless of its actual size.
• Captain: Commands the starship, directing and coordinating However, a hex represents a much larger space than starships, so
the other crew members. If present, the first mate also a starship can move freely through the space occupied by another
has the same functions, but is subordinate to the captain. starship but cannot end its movement there, apart from the
• Pilot: Maneuvers the starship. following exceptions.
• Systemist: Operates sensors, countermeasures, tractor • If one starship is boarding another ship, they both occupy
beams, and other electronic systems of the starship. the same hex (see “Boarding”, further on).
• Gunner: Operates the starship’s weapons. • Multiple allied starships can share the same hex. Indicatively
• Engineer: Menages engine room and repairs. up to two ships if the largest is class 4, up to three if the largest
During the turn of their starship, each character holding is class 3 or up to four if all ships are class 1 or 2. At the GM’s
one or more key roles can take one action. The roles held by a discretion, class 1 or 2 ships can also occupy the same hex
character determine what actions they will be able to take (see of a class 5 or higher ship.
“Crew Actions”, further on). Characters’ minor actions, reactions,
SPECIAL HEXES
and movements do not come into play during starship combat.
Some hexes on the grid may contain environmental elements
Usually, player characters form the crew of a single ship.
(such as asteroids, planetoids, space structures, etc.). These
At other times, however, they may control multiple vessels,
special boxes have some specific effects, as indicated below.
with crews consisting of NPCs. In this case, it is up to
the players to decide how to divide the tasks and manage • A starship that occupies a special hex is more difficult to detect
the actions of all the ships they command. Instead, the GM and hit, and gets a +2 bonus to Defense and detection threshold,
controls the crews of enemy vessels and any allied starships as long as it stays in that hex.
not directly handled by the players. • Leaving a special hex costs a starship 2 hex of movement.
• The GM can establish that some special hexes also have
SPATIAL REPRESENTATION specific effects. For example, entering a hex full of asteroids
To represent starship combat, you can use a hexagonal may require a pilot to make a DEX (Piloting) check to prevent
grid and markers indicating the various spaceships. the ship from taking damage.

146 CHAPTER 4: VEHICLES AND STARSHIPS


SPECIAL RESULTS ON STARSHIPS
Rank Effect
The starship’s orientation is changed: during the next turn of the
2 starship, the pilot must spend 1 thrust point to reorient the ship
ATTACKING STARSHIPS before being able to use thrust points for any other action.
When attacking a starship, use the rules relating to attacking Thrusters breakdown: The ship’s thrust points are reduced by
objects described in the “Combat” section of Chapter 2, applying 3
1 until the breakdown is repaired (see "Repairing Breakdowns").
the following variations. Defensive breakdown: The ship's Defense is reduced by 1
Detection: It is possible to attack a starship only if it is been 3
until the breakdown is repaired (see "Repairing Breakdowns").
detected by the sensors of the attacking starship (see “Crew 3 A crew member holding a key role takes 1d8 kinetic damage.
Actions”, below).
4 The attack deals an additional 1d6 damage to the ship.
Hitting starships: A starship has a Defense value calculated
as shown below. Hull breakdown: The ship's Armor Value is reduced by 1
4
until the breakdown is repaired (see "Repairing Breakdowns").
STARSHIP DEFENSE = 14 + PILOT’S DEX (PILOTING) 4 The attack considers the ship's Armor Value to be halved.
- STARSHIP CLASS
Weapon breakdown: One ship armament stops working
5
The actual difficulty of attack rolls against a starship also until the breakdown is repaired (see "Repairing Breakdowns").
depends on factors such as distance and the possible presence Power core breakdown: The ship’s energy points
of special hexes (see above). Additionally, a deflector shield 5 are reduced by 2 until the breakdown is repaired
can increase the starship Defense. (see "Repairing Breakdowns").
Control breakdown: All DEX (Piloting) checks concerning
STARSHIPS AND DAMAGE 5 the ship suffer disadvantage until the breakdown is repaired
Starships have a certain amount of structure points. When they (see "Repairing Breakdowns").
take damage, the damage is deducted from their sp, as it happens Targeting breakdown: All attack rolls made with the starship's
for the vitality points of creatures. However, like many large 6 armaments suffer disadvantage until the breakdown is repaired
objects, starships have an extra resistance represented by the (see "Repairing Breakdowns").
damage threshold (see “Attacking Objects” in Chapter 2). 6 All crew members holding key roles take 1d8 kinetic damage.
When a starship is reduced to 0 structure points, all its onboard Power core severe breakdown: The spaceship has half
devices stop working, and it is rendered totally unserviceable and its normal energy points until the breakdown is repaired (see
harmless. Based on the GM’s assessment, this could result in the 7 "Repairing Breakdowns"). If due to this decrease, the energy
complete destruction of the starship or only in its neutralization is not sufficient to power all the weapons and equipment
without totally compromising the integrity of its hull. of the spaceship, the GM decides which ones stop working.
A completely destroyed starship is reduced to a pile of debris Thrusters total breakdown: The ship has 0 thrust points
7
and cannot be repaired in any way. If it is not destroyed, a starship until the breakdown is repaired (see "Repairing Breakdowns").
reduced to 0 structure points is damaged so badly that it can only 8 The attack ignores the ship's Armor Value.
be repaired in a shipyard, as long as it is worth it. 8 The attack deals an additional 2d6 damage to the ship.
Weaponry total breakdown: All starship
STARSHIPS AND SPECIAL RESULTS 9 armaments stop working until the breakdown
During starship combat, the special results of ability checks can is repaired (see "Repairing Breakdowns").
cause effects that are different than usual (see “Ability Checks” 9 The attack ignores the ship's damage threshold.
in Chapter 2). The GM can apply an effect from the Special
Systems general breakdown: All ability checks involving piloting
Results on Starships table in the following circumstances. 10 the starship or using its weaponry or systems suffer disadvantage
• An attack roll that hits a starship generates an exploit. until the breakdown is repaired (see "Repairing Breakdowns").
• An ability check made by a crew member to use a starship Power core critical breakdown: The ship's power core is
system, armament or equipment fails generating a setback. overloaded. The ship has 0 energy points until the breakdown
is repaired (see "Repairing Breakdowns"). In addition, as long
The GM can randomly determine the effect to apply, or choose as the breakdown is in progress, roll 2d4 at the end of each turn
11
the effect they deem most appropriate based on the circumstances. of the starship. If the result is less than the number of the ship's
turns spent with the breakdown in progress, the power core
explodes, destroying or irreparably damaging the starship
(the actual consequences are at the GM's discretion).

CHAPTER 4: VEHICLES AND STARSHIPS 147


CREW ACTIONS REDIRECT ENERGY
The various actions that characters can take during a starship You temporarily subtract energy from the starship’s primary
combat, are described below, based on the key-role they hold. systems to channel it into the fight. By doing so, during the
current starship’s turn, the starship gains an extra amount
CAPTAIN ACTIONS of energy points equal to its class, but it also takes 1d6 damage
The captain can take the following actions. If the crew includes due to the stress inflicted to its systems.
a first mate, the GM can also allow them to take captain actions. If this action is used multiple times during the same combat,
that damage increases by 1d6 for each use after the first. Such
DEMAND OR ENCOURAGE
damage, being “internal”, automatically ignores the starship’s
You urge a crew member to do their best by encouraging Damage Threshold and Armor Value.
or intimidating them. Make a check of your choice choosing
from WIL (Cunning) or WIL (Intimidation) with a DC equal REINFORCE STRUCTURAL INTEGRITY
to 14 + the class of the starship you’re commanding. You spend a number of energy points equal to the starship
On a success, the chosen crew member has advantage class to activate an energy field that reinforces the ship’s integrity,
on their next skill check made before the end of the turn. increasing its damage threshold by +4. If the starship does not
You can use this action on a specific crew member only once have enough energy points available, you cannot take this action.
during the same combat, or twice if you use both skills. However, The energy points spent become available again once the
remember that the use of Intimidation can negatively affect the integrity field is deactivated. You can turn off the integrity
attitude of crew members in the long run. field at any time without taking any action. The field also turns
off if the ship’s energy points are reduced to 0 for any reason.
INSPIRING SPEECH
You deliver a passionate speech to the whole crew, trying to REPAIRING BREAKDOWNS
inspire and stir their spirits (if necessary, you can use the ship’s You can repair a single breakdown affecting your starship
intercom). Make a WIL (Charisma) check with a DC equal to 20 (see “Attacking Starships”, above) succeeding on a DC 17
+ the class of the starship you’re commanding. On a success, all TEC (Mechatronics) check. If the starship is suffering more
crew members aside from you have advantage on their next ability breakdowns, the DC of the check increases by +1 for each
check before the end of the turn. Once you have used this action, breakdown beyond the first. On a success, the effect of the
you can no longer use it during the same combat. breakdown ends. The GM could set higher DCs if they see fit.

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

148 CHAPTER 4: VEHICLES AND STARSHIPS


roll against the target’s Defense. On a success, the corresponding If the starship is not stationary and you do not take this
torpedo hits the target and inflicts the relative effects action during its turn, it automatically moves one hex along
(which depend on the type of torpedo, see above). the direction of its last movement.
If a torpedo misses its target, it will attempt to hit it again
ESCAPE FROM TRACTOR-BEAM
during the next turn of your starship, making an attack roll by
itself using a +4 bonus to the roll. This second attack is possible If a tractor beam blocks your starship (see further back), you can
thanks to the torpedo’s self-aiming system, so it does not require spend 1 or more thrust points attempting to escape the beam by
the use of any action. If the torpedo misses its target a second making a DEX (Piloting) check against the DC of the tractor beam.
time, it self-destructs without causing any damage. The check gains a +1 bonus for each thrust point spent beyond
The number of torpedoes is limited, so you can only take the first. On a success, your starship breaks free from the tractor
this action as long as your starship has them available. beam and moves one hex in the opposite direction of the vessel
that held it. Otherwise, it fails to escape the beam.
LOCKING TARGET
EVASIVE MANEUVER
You use your starship’s targeting systems to “lock” an enemy
target. Remember that a cloaked vessel cannot be locked, You spend 1 thrust point to make an evasive maneuver, trying
even if detected. Your starship’s next attack against the locked to avoid the attacks of an enemy vessel. Choose an enemy starship
target ignores distance modifiers. The attack must be made as the target and make a DEX (Piloting) check with a DC equal
by the end of your starship’s next turn, or the benefit is lost. to 14 + the class of the starship you’re piloting. On a success, until
It is not possible to lock more than one target at a time. the end of its next turn, the target has disadvantage on all attack
rolls made against your starship.
RELEASE ASTRO-MINE
HIDE
You release an astro-mine, placing it in the hex currently occupied
by your starship. If the starship has multiple astro-mine release If your starship occupies a special hex or shares its hex
systems, this action allows you to release an astro-mine for each with a higher class starship, you can spend 1 thrust point
release system available. trying to hide by exploiting the environmental elements
present (asteroids, debris, dust clouds, space structures,
PILOT ACTIONS or, as mentioned, larger starships).
The pilot can take the following actions. Make a DC 17 DEX (Piloting) check (the GM can establish
a different DC based on the circumstances and the type
BASE MOVEMENT of environmental element you are trying to exploit). On a failure,
You spend 1 or more thrust points to move your starship an the attempt fails. Conversely, if the check is successful, your
equivalent number of hexes. You can take this action and spend starship disappears from the sensors of all enemy starships
1 thrust point also to stop the starship in the destination hex. until they detect it again.
In this case, the ship remains stationary in that hex until
you take a new Movement action.

CHAPTER 4: VEHICLES AND STARSHIPS 149


OFFENSIVE MANEUVER USE COUNTERMEASURES
You spend 1 thrust point to make an offensive maneuver that You take this action to activate or deactivate countermeasures
facilitates the attack against an enemy starship. Choose an enemy such as anti-torpedo turrets, false targets, cloaking, sandcaster
starship as the target and make a DEX (Piloting) check with a DC or deflector shield (see “Starship Extra Fitting”, further back).
equal to 14 + the class of the starship you’re piloting. On a success,
USE TRACTOR BEAM
all attack rolls made by your starship against the target starship
have advantage until the end of the current turn. You activate the starship tractor beam (if present), spending the
necessary energy points (see further back). If the starship does not
SYSTEMIST ACTIONS have enough energy points available, you cannot take this action.
The systemist can take the following actions. When you activate the beam, choose an enemy starship within
its range as the target and make a TEC (Astronautics) check
DETECTION as an attack roll against the targeted ship’s Defense. On a success,
You use the starship sensors to detect the presence and position the targeted starship is captured by the tractor beam. If the target
of other ships in the vicinity. Make a TEC (Astronautics) check. starship belongs to a lower class than yours, it will no longer
The sensors will detect starships with a detection threshold be able to move voluntarily, and its movements will automatically
equal to or lower than the result you obtain. follow those of your starship. Otherwise, your ship will adapt
Sensors in passive mode can only detect vessels within to the movements of the target starship.
3 hexes of distance, in active mode they cover the entire While the beam holds a starship, you can use an action to
battlefield, but at the cost of automatically revealing the reduce the distance separating it from yours by one hex. If the held
position of your starship to enemy vessels. starship is of a lower class than yours, it will be dragged towards
Once it has been detected, a starship remains detected until you. Otherwise, it will be your ship that approaches the target.
the end of the combat or until it takes some action that allows
it to disappear from the sensors again (such as activating BOARDING
a cloaking device or taking the hide action). Boarding an enemy starship is a risky but sometimes necessary
move. In order to do this, a starship must enter the hex occupied
ELECTRONIC WARFARE
by the vessel it wants to board. The enemy starship must
You spend 1 energy point to send an interference signal against
be unaware of the presence of the boarding starship or have
an enemy vessel within 3 hexes to disturb its electronic equipment.
its thrust points reduced to 0 for some reason.
If your starship has no energy points available, you cannot take
Once in the target ship’s hex, the boarding starship must
this action. Make a TEC (Astronautics) check with a DC equal to 15
approach it and dock into one of its hatches. This operation
+ the class of the targeted starship. On a success, all ability checks
requires a DEX (Piloting) check made by the pilot and
related to the use of systems, armaments, or equipment of the
a TEC (Astronautics) check made by the systemist. Both
target starship have disadvantage until the end of its next turn.
checks have a DC equal to 13 + the class of the boarded starship,
SCANNING and both require an action. If both checks succeed, the docking
You use the sensors to scan a detected starship in order to obtain is successful and the actual boarding can begin. Otherwise,
useful information about it. Make a TEC (Astronautics) check the procedure fails and a new attempt is necessary. Naturally,
with a DC equal to the detection threshold of the targeted starship. even if the boarded ship is unaware of the boarding ship,
On a failure, you get no useful information. On the other hand, if a failed boarding attempt immediately reveals its presence.
the check is successful, you get one information, plus an additional In case of a successful boarding, until its end, the boarding ship
one for each point by which the check result exceeds the DC. and the boarded one occupy the same square and move in unison,
Information is obtained in the following order: in accordance with the movement of the higher class starship
between the two (or, if equal, the one with more thrust points).
• Basic information: Starship’s class and type, the power of its If the two starships engaged in the boarding are the only
reactor and thrusters, approximate number of crew members. ones involved in the action, a successful boarding ends the
• Defenses and armaments: Defense, AV, structure points, starship combat and reset the focus on the characters as they
power of the deflector shields and armaments equipped. prepare to enter the enemy ship or face enemies attempting
• Internal structure and cargo: Information on the internal to penetrate theirs.
structure, its equipment, and the cargo it carries. If, on the other hand, starship combat continues even
• Other info: Any other relevant information. during boarding, it is up to the GM to manage the two situations
If you use the sensors in passive mode, you can only scan ships simultaneously. Generally speaking, a good way to do this is
within 3 hexes of distance, and you will only be able to get basic to have a round of starship combat happen approximately every
information. A cloaked ship cannot be scanned, even if it has been minute (or 10 rounds) dedicated to the activities of the characters
previously detected. involved in boarding.
A boarding starship can end boarding at any time, separating
from the boarded ship and exiting the hex occupied by it, but
to do so both the ship’s pilot and systemist must take an action.

150 CHAPTER 4: VEHICLES AND STARSHIPS


PART 1: AXIOM - PLAYERS

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.

“Magic is just science that we don’t understand yet.”


Arthur C. Clarke
WHAT ARE PSIONIC POWERS MANIFESTING POWERS
Put simply, psionics represent the ability to exploit the potential When a character manifests a psionic power, the following general
of the mind to influence the fabric of reality, bending it to one’s will. rules are used. Each power description includes the power’s name,
The effects of this mental manipulation are called psionic powers. discipline, manifestation time, range, duration, psi points cost,
A psionic power is a single psychic manifestation that alters and a description of its specific effects.
reality according to the will of the mind that generates it. Psionic
powers can be versatile tools, effective protections, or deadly PSI POINTS COST
weapons; they can inflict damage or heal them, impose or remove Each psionic power has a psi points cost that you must spend
conditions (see “Conditions” in Chapter 2) and much more. in order to manifest it, as explained above.
In manifesting a power, a creature draws on its mental strength, Almost all powers include various options you can choose
channeling it outwards to create the desired effect. In most cases, from to generate different effects, each of which shows its
the whole process takes only a few moments. cost in psi points (in parentheses next to each effect’s name).
However, when you manifest a power, you can spend a maximum
PSIONIC DISCIPLINES number of psi points equal to your psionic limit. As a result,
Psionic powers are grouped into six disciplines: illusion, if the base cost of the power (or one of its effects) is greater than
metabiosis, metareality, prescience, telepathy, and telekinesis. that score, you won’t be able to manifest it (although there are
A psionicist must have access to a discipline in order to learn ways to partially circumvent this limit, see “Special Rules” below).
powers that belong to it. Sometimes, learning a power isn’t easy When you manifest a psionic power you can decide to
even with that access. In this sense, it is up to the GM to determine increment it, which means you spend a number of psi points
which powers are automatically (or easily) available and which higher than its base cost, up to a maximum equal to your psionic
ones need to be discovered (or rediscovered) in some way. limit. As the psi points spent increase, the effects of the power
Characters who undertake the psi class immediately have become more and more powerful, as noted in its description.
access to a discipline and will access other disciplines as their Some powers cannot be increased, since their effects would
level increases. Other characters may gain access to a psionic not be improved.
discipline through talents or other special features.
Additionally, some characters or creatures may have MANIFESTATION TIME
access to a specific power or a limited list of powers, thanks to Most psionic powers require a single action to manifest,
special abilities or traits. In these cases, access to these powers but some powers require instead a minor action, a reaction,
is automatic and is not linked to the disciplines. or much more time to be manifested.
Minor action: These powers are especially swift. If you
PSI POINTS manifest a power as a minor action, you cannot manifest another
Tapping into the psychic energy of the mind is physically power in the same turn using your action, unless it is a praxis.
and mentally unnerving. It is therefore possible to manifest Reaction: Some powers take a split second to bring about
only a limited number of powers before having to rest. and can be manifested in response to an event. If a power can
A character who can manifest psionic powers has a pool be manifested as a reaction, its description tells you exactly
of psi points. Each power has a psi point cost that indicates the when you can do so.
(minimum) number of psi points that must be spent in order to Longer manifestation times: Certain powers require more
manifest it. If you don’t have enough psi points left to cover the time to cast: minutes or even hours. When you manifest powers
cost of a power, you can’t manifest it. Finishing a full rest restores with a manifestation time longer than a single action or reaction,
all psi points spent (see “Rest and Healing” in Chapter 2). you must spend your action each turn for the indicated time,
Sometimes, characters or creatures might have special and you must maintain your concentration while you do so
abilities that allow them to manifest psionic powers without (see “Duration” in Chapter 2). If your concentration is interrupted,
consuming psi points. In these cases, the number of times these the power fails but you don’t expend psi powers. If you want
powers can be manifested before they need to rest is specified. to try to manifest it again, you must start over.
Also, since they do not require psi points, these powers cannot
be incremented by spending a higher number of psi points RANGE
(see “Manifesting powers,” below). The target of a psionic power must be within the power’s range.
For many powers, the target is a creature. For those powers that
PRAXIS generate areas of effect, the target is the point in space from
A praxis is a minor psionic power. Unlike actual psionic powers, which they originate (see “Areas of effect” in Chapter 2).
praxis can be performed at will, without having to spend any psi Usually, powers have ranges expressed in distance categories
points. Although each praxis is related to a discipline (or more (see “Distance” in Chapter 2). Some powers can target only a
than one), they do not actually belong to any of them, being basic creature (including you) that you touch. The powers that affect
exercises that can be learned by all psionicists. only you have a range of self. Powers that create cones or lines of
Given their simple and instinctive nature, praxis are often effect that originate from you also have a range of self, indicating
used even by individuals lacking the ability to manifest psionic that the origin point of the power’s effect must be you.
powers (some species’ traits, talents or other special features Once a power is manifested, its effects aren’t limited
grant the ability to manifest one or more praxis). by its range, unless the power’s description says otherwise.

152 CHAPTER 5: PSIONIC POWERS


DURATION PSIONIC POWERS’ DAMAGE
The duration of a power is the amount of time it persists. A power’s If a psionic power causes damage, it is noted in its description.
duration is indicated under the Duration entry of its description, Many powers that cause damage can be increased, usually by
and follow the rules about duration described earlier in Chapter 2. increasing their damage category (for damage categories refer
If a power needs to be maintained through concentration, this to the following table).
will be indicated under the same entry, along with how long you
can maintain concentration on it. Some powers specify that their DAMAGE CATEGORIES
effects last indefinitely until they are dissolved or destroyed. Category Output Average Category Output Average
1d4 1–4 2 3d8 3 – 24 13
POWERS’ EFFECTS
1d6 1–6 3 4d6 4 – 24 14
The effects generated by psionic powers vary greatly on a
case-by-case basis and are explained in detail in the description 1d8 1–8 4 3d10 3 – 30 16
of each individual power. However, some general factors apply 1d10 1 – 10 5 5d6 5 – 30 17
to most powers, such as how to choose targets, the areas of effect 2d6 2 – 12 7 4d8 4 – 32 18
they generate, the attacks or saving throws they require, and 2d8 2 – 16 9 6d6 6 – 36 21
the damage they inflict. All these aspects are covered below. 3d6 3 – 18 10 4d10 4 – 40 22
2d10 2 – 20 11 7d6 7 – 42 24
TARGETS
A typical power requires you to pick one or more targets to be
affected by the power’s effects. A power’s description tells you
whether the power targets creatures, objects, or a point of origin
SPECIAL RULES
The following paragraphs explore some special activities and
for an area of effect. Unless a power has a perceptible effect,
situations regarding psionic powers, for which some specific
a creature might not know they were targeted by a power at all.
rules are needed.
An effect such as a telekinetic push is obvious, but a more subtle
effect, such as an attempt to read a creature’s thoughts, typically OVER-MANIFESTING
goes unnoticed, unless a power description says otherwise You can tap into your own life force to be able to manifest more
or the target can somehow perceive the psionic energy used. powerful powers. At the beginning of your turn you can decide to
A clear path to the target: To target something, you must have over-manifest. If you do so, you take 1d8 psychic damage but for
a clear path to it, so it can’t be behind total cover. This also applies the rest of that turn your psionic limit increases by 1 from normal.
to the point of origin of an area of effect. If you place an area If you over-manifest again before completing a full rest, the
of effect in a point but an obstruction granting total cover, such psychic damage you take increases by +1d8 with each time
as a wall, is between you and that point, the point of origin comes after the first. This damage ignores any resistance or immunity.
into being on the nearest side of that obstruction.
Targeting yourself: If a power targets a creature of your COUNTER-MANIFESTATION
choice, you can choose yourself, unless the creature must be You can attempt to prevent a creature from manifesting
hostile or specifically a creature other than you. If you are in the a psionic power by countering your psychic energy to its.
area of effect of a power you manifest, you can target yourself. You can counter-manifest as a reaction, when you see a creature
within 20 meters of you manifesting a power. To do so, you must
AREAS OF EFFECT spend a number of psi points at least equal to those used by the
Some psionic powers generate an area of effect. In this case, the creature to manifest its power, up to your psionic limit. If the
description of the power specifies its area of effect. Powers follow psi points you spend are not enough, you consume them anyway
the rules about areas of effect described earlier in Chapter 2. but your counter-manifestation attempt fails. If instead they are
enough, you make an INT (Psionics) check with a DC equal to the
PSIONIC ATTACKS AND PSIONIC FORCE creature’s psionic force. If you succeed, the creature’s power fails
Some psionic powers require you to make an attack roll against the and has no effect. Otherwise, the power takes effect as normal.
target’s Defense to determine if their effect hits. This type of attack
is called a psionic attack and is resolved as follows. DISSIPATING PSIONIC POWERS
PSIONIC ATTACK = 2D12 + INT (PSIONICS)
Similar to counter-manifestation, you can dissipate
an already active psionic effect.
Whether it’s a melee or ranged attack, a psionic attack follows As an action, choose a creature, object or area within 20 meters
the rules for attacks described in Chapter 2. of you that is affected by an active psionic effects. To dissipate
Other powers specify that a target must make a saving throw the effect, you must spend a number of psi points at least equal
to avoid some or all of their effects. The DC of these saving throws to those used to create it, up to your psionic limit. If the psi points
is equal to your psionic force, calculated as follows. you spend are not enough, you consume them anyway but your
attempt to dissipate the effect fails. If instead they are enough,
PSIONIC FORCE= 12 + INT (PSIONICS)
you make an INT (Psionics) check with a DC equal to the psionic
When a power requires a saving throw, its description specifies force of the creature that created the psionic effect (if not specified,
the ability (and skill) that the target uses for the save and what it is up to the GM to determine the DC of the check). If the check
happens on a success or failure. is successful, the psionic effect ends.

CHAPTER 5: PSIONIC POWERS 153


COMBINING PSIONIC EFFECTS
The effects of different powers add together while the
durations of those powers overlap. However, the effect of
the same power performed multiple times on the same target
doesn’t combine. Instead, the most potent effect – for example,
the one that has the highest psi points cost – will apply
as long as the durations overlap.

MANIFESTING UNDER DIFFICULT CONDITIONS


When you try to manifest a psionic power in a particularly
stressful, difficult, or dangerous situation, the GM may ask you
to make an INT (Psionics) check to see whether or not you can
focus enough to actually manifest the power. The DC of the check
is equal to 14 + the psi points you spent on the power. In the case
of a praxis, which does not require psi points to manifest, the DC
is 14. If the check is successful, you manifest the power, otherwise,
you fail and the psi points spent in the attempt are wasted.
The armor penalty caused by wearing armor applies
to checks made to manifest psionic powers under difficult
conditions (see “Armor” in Chapter 3).

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

154 CHAPTER 5: PSIONIC POWERS


POWER DESCRIPTIONS PSIONIC POWER LIST

Below are descriptions of all psychic powers, divided by discipline PRAXIS


and listed in alphabetical order within each of them. The praxis are Aid Mental assault
grouped together as a separate category. Biopsionic lenitive Metabolic spasm
Blind spot Minor illusion
PRAXIS
Praxis are lesser psionic powers. The praxis descriptions Fluctuation Psionic expedient
are presented in alphabetical order. Friendship Psionic fascination
Glowing body Radiant bolt
AID
Guided strike Spare the dying
Praxis (prescience)
Hinder Telekinetic hand
Manifestation: 1 action
Range: Self or touch Hyperthermia/Hypothermia Telekinetic pebbles
Duration: Concentration, up to 1 minute Inertial attenuation Telekinetic shock
You target yourself or a creature you can touch. Once, before Kinetic protection Telepathic message
the power ends, the target can roll a d4 and add that number
to an ability check of their choice. They can roll the die either ILLUSION METABIOSIS
before or after making the check. After that, the power ends. Camouflage Biopsionic affliction

BIOPSIONIC LENITIVE Hallucination Biopsionic protection


Praxis (metabiosis) Illusory image Biopsionic regeneration

Manifestation: 1 minor action Light manipulation Biopsionic restoration


Range: Touch Linguistic conundrum Body alteration
Duration: Instantaneous
METAREALITY PRESCIENCE
You place one hand in contact with a creature of your choice
Dimensional anomaly Premonition
(including yourself) and infuse its body with a psionic impulse
Gravitational anomaly Psionic comprehension
that stimulates healing. The target recovers 1d4 + INT vitality
points. After that, the healed creature cannot recover any more Teleportation Psionic detection
vp thanks to this praxis until it has finished a rest. This power Temporal alteration Psionic knowledge
has no effect on non-living creatures (such as constructs). Translation Psionic perceptions

BLIND SPOT TELEKINESIS TELEPATHY


Praxis (telepathy) Boosted strike Dominate minds
Manifestation: 1 action Energy manipulation Instill compulsion
Range: Short Telekinetic barrier Instill emotion
Duration: Instantaneous
Telekinetic levitation Mental probe
You erase your image from the mind of a creature that you can
Telekinetic manipulation Telepathic contact
see within range. The creature must succeed on an INT (Lucidity)
saving throw or be unable to see you until the end of your next
turn. As long as it cannot see you this way, you are considered on all ability checks you make to interact socially with it.
invisible to it. When the power ends, the creature realizes that you used
psionics to influence it and its attitude towards you worsens
FLUCTUATION
(from friendly to indifferent, from indifferent to hostile).
Praxis (metareality)
Creatures predisposed to violence may attack you. Others
Manifestation: 1 reaction you make when you are hit may decide to retaliate in other ways (at the GM’s discretion)
by an attack that you are aware of depending on the nature of your interaction with them.
Range: Self
Duration: Instantaneous GLOWING BODY
Praxis (metabiosis)
You alter the tangibility of your body to avoid the full impact of
an attack that hits you. This fluctuation is so fast that it is difficult Manifestation: 1 minor action
to perceive with the naked eye, giving the impression that the Range: Self
hit passes through you. You gain resistance to the damage dealt Duration: 1 hour
by that attack, regardless of the type of damage it deals. Your body radiates bright light within a radius of 6 meters and
dim light for an additional 6 meters. The light can be of any color
FRIENDSHIP
you want and lasts for the duration, or until you use a minor
Praxis (telepathy)
action to end it early.
Manifestation: 1 action If most of your body is covered in thick enough clothing, the
Range: Close light is blocked and you will radiate only dim light within a 6-meter
Duration: Concentration, up to 1 minute radius. If you are entirely covered by something thick and opaque
Choose a creature that you can see within range and that (for example, if you are wearing heavy armor that covers you
is not hostile to you. For the duration, you have advantage completely), the light you emanate is completely blocked.

CHAPTER 5: PSIONIC POWERS 155


GUIDED STRIKE MENTAL ASSAULT
Praxis (prescience) Praxis (telepathy)
Manifestation: 1 minor action Manifestation: 1 action
Range: Close Range: Close
Duration: Concentration, up to 1 minute Duration: Instantaneous
You focus on a target you can see within range, gaining a Choose a creature you can see within range. The target must make
foreknowledge of its defensive tactics. By the end of your next an INT (Lucidity) saving throw. If it fails, the target takes 1d6
turn, as long as this power hasn’t ended, you gain advantage psychic damage and is sickened until the start of your next turn.
on the first attack roll you make against that target. The damage of this power increases when you reach 5th level
(1d8), 11th level (1d10), and 17th level (2d6).
HINDER
Praxis (telekinesis) METABOLIC SPASM
Manifestation: 1 action Praxis (metabiosis)
Range: Short Manifestation: 1 action
Duration: Instantaneous Range: Close
Choose a creature you can see within range. You use your Duration: Instantaneous
psychic influence to hamper their movements. The target Choose a creature you can see within range. The target must
must make a STR (Might) saving throw. If it fails, the target make a STR (Stamina) saving throw. If it fails, the target takes
is hindered until the start of your next turn. 1d6 biotic damage and can’t regain vitality points until the
start of your next turn. This power has no effect on non-living
HYPERTHERMIA/HYPOTHERMIA
creatures (such as constructs).
Praxis (metabiosis)
The damage of this power increases when you reach 5th level
Manifestation: 1 action (1d8), 11th level (1d10), and 17th level (2d6).
Range: Close
Duration: Instantaneous MINOR ILLUSION
Praxis (illusion)
Choose a creature you can see within range. You use your psychic
influence to dramatically change its body temperature. The target Manifestation: 1 action
must make a STR (Stamina) saving throw. If it fails, the target Range: Close
suffers one of the following effects of your choice: Duration: 1 minute
• Hyperthermia: The creature takes 1d6 biotic damage You create the image of an object or a sound in a point within
and is sickened until the start of your next turn. range that lasts for the duration. The illusion ends if you dismiss
• Hypothermia: The creature takes 1d6 biotic damage and their it with an action or manifest this power again.
speed is reduced by 3 meters until the start of your next turn. If you create a sound, its volume can vary from a whisper to a
scream. It can be your voice, someone else’s voice, a creature’s cry,
The damage of this power increases when you reach 5th level
a drum beat, or any other sound you choose. The sound continues
(1d8), 11th level (1d10), and 17th level (2d6).
unabated throughout the duration, or you can make discrete
INERTIAL ATTENUATION sounds at different times before the power ends.
Praxis (metareality) If you create the image of an object (such as a chair, a muddy
Manifestation: 1 minor action footprint, or a tool) it cannot be larger than a cube 1.5 meters
Range: Self on a side. The image cannot produce sounds, light, smells, or
Duration: Instantaneous any other sensory effect. Physical interaction with the object
reveals it as an illusion since things can pass through it.
You alter the inertial mass of your body to increase your mobility. A creature can use its action to examine the illusion by making
For the rest of your turn, your walking speed increases by 3 meters a PER (Inspection) check with a DC equal to your psionic force.
and you can get up from prone without expending movement, If it succeeds, the creature recognizes the illusion for what it really
as long as your remaining movement is greater than zero. is, and for it the illusion vanishes.
KINETIC PROTECTION
PSIONIC EXPEDIENT
Praxis (telekinesis) Praxis (various)
Manifestation: 1 action Manifestation: 1 action
Range: Self or touch Range: Close
Duration: 1 round Duration: Varies, see text
You target yourself or a creature you can touch. Until the end You manifest a minor psionic trick, a sign of psychic power,
of your next turn, the target is protected by a telekinetic barrier or an exercise that psionicists use to practice. You create
and has resistance to kinetic damage. one of the following effects within range:

156 CHAPTER 5: PSIONIC POWERS


• You get a brief vision that predicts what the weather TELEKINETIC HAND
will be like at your location for the next 24 hours. Praxis (telekinesis)
• Create an instantaneous, harmless sensory effect, such Manifestation: 1 action
as a flicker of sparks, a gust of wind, a noise, an animal Range: Close
sound, an eerie whisper, or a pleasant or unpleasant smell. Duration: 1 minute
• You instantaneously light or snuff a candle, torch,
or small bonfire. You create a floating, invisible hand made of telekinetic force
• You cause flames to flicker, brighten, dim, or change that appears at a point you choose within range. The hand lasts
color for 1 minute. for the duration or until you dismiss it using a minor action.
• You cause harmless tremors in the ground for 1 minute. The hand vanishes if it is ever more than 10 meters away from
• You chill, warm, or flavor up to 30 cubic decimeters you or if you manifest this power again.
(30 liters) of non-living material for 1 hour. When you manifest this praxis, and as an action on your following
• You instantaneously clean or soil an object no larger turns until it ends, you can control the hand. You can move it up
than 30 cubic decimeters (30 liters). to 10 meters and use it to manipulate an object, open an unlocked
• You instantly cause a flower, a little plant, a leaf bud door or container, stow or retrieve an object from an open container,
or seed to bloom or wilt. pour out the contents of a vial, and other similar simple actions. The
• You instantaneously cause an unlocked door or window hand cannot attack, use complex objects, or carry more than 5 w.
to fly open or slam shut. TELEKINETIC PEBBLES
• You alter the appearance of your eyes for 1 minute. Praxis (telekinesis)
• Your voice booms three times louder than normal for 1 minute.
Manifestation: 1 action
• You make a color, a small mark or a symbol appear
Range: Touch
on an object or a surface for 1 hour.
Duration: 1 minute
• You create an illusory image that can fit in your hand
and that lasts until the end of your next turn. You infuse with telekinetic energy up to three pebbles, bolts, or
other similarly sized objects that you can touch. For the duration,
If you perform this praxis multiple times, you can keep
you can use each of them to make a ranged attack against a
up to three non-instantaneous effects active at a time,
target within 20 meters of you using your psionic attack bonus.
and you can dismiss such an effect as an action.
If you hit, the target takes 1d6 + INT kinetic damage.
PSIONIC FASCINATION Whether it strikes or not, the power will end for that pebble.
Praxis (telepathy) Also, if one of the pebbles stops being in your possession, the
Manifestation: 1 action power ends immediately for it. If you perform this power again,
Range: Short it will end for any other pebbles it is already acting on.
Duration: Instantaneous The number of pebbles that can be influenced by this power
increases by 1 when you reach 5th (4), 11th (5), and 17th level (6).
Target a creature you can see within range. The creature must
succeed on a WIL (Fortitude) saving throw or be charmed by you TELEKINETIC SHOCK
until the end of your next turn. Praxis (telekinesis)
RADIANT BOLT Manifestation: 1 action
Praxis (telekinesis) Range: Close
Duration: Instantaneous
Manifestation: 1 action
Range: Short You create a shock wave of telekinetic force that originates from
Duration: Instantaneous you and spreads up to the range, covering a cone-shaped area in
a direction you choose. All creatures in the area of effect must
You fire a bolt of crackling energy at a creature within range. Make succeed on a STR (Might) saving throw or take 1d8 kinetic damage.
a ranged psionic attack roll against it. If you hit, the target takes If a Large or smaller creature fails its save, it is also knocked prone.
1d8 energy damage and is dazzled until the start of your next turn. The damage of this power increases when you reach 5th level
The damage of this power increases when you reach 5th level (1d10), 11th level (2d6), and 17th level (2d8).
(1d10), 11th level (2d6), and 17th level (2d8).
TELEPATHIC MESSAGE
SPARE THE DYING
Praxis (telepathy)
Praxis (metabiosis)
Manifestation: 1 minor action
Manifestation: 1 action Range: Short
Range: Touch Duration: Instantaneous
Duration: Instantaneous
You send a telepathic message to a willing creature within range.
You touch a creature that has 0 vitality points and it becomes The target (and only the target) hears the message in their mind
stable. If the creature is bleeding, that condition is countered. This and can reply with a response that only you can hear in your mind.
praxis has no effect on non-living creatures (such as constructs). You don’t need to share a language with the target for them to
understand the meaning of your message and you the meaning
of their response, but the target must know at least one language,
otherwise, this power has no effect.

CHAPTER 5: PSIONIC POWERS 157


ILLUSION Enduring Invisibility (6 psi): The target becomes invisible
The powers of this discipline deceive the senses and minds of and remains invisible for the duration, even if it attacks, damages,
others. With them, you can make creatures perceive things that do or otherwise affects other creatures with an attack,
not exist or prevent them from perceiving those that exist. Some psionic power, or other effects.
illusions create images that anyone can see, but the more deceitful Increment: For each psi point spent in addition to the base
ones insinuate themselves directly into the minds of creatures, cost, you can target one additional creature within range and
manifesting themselves only to their senses. the maximum duration increases by 1 hour.

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.

158 CHAPTER 5: PSIONIC POWERS


ILLUSORY IMAGE halo (of a color of your choice) that emits dim light within a 3-meter
Illusion radius. Any creature in the area when the power is manifested
Manifestation: 1 action must succeed on a DEX (Reflex) saving throw or be surrounded
Range: Short by the glow as well. Any attack roll made against a target affected
Duration: Concentration, up to 10 minutes by this power has advantage if the attacker can see it. The halo
also nullifies the benefits of any invisibility effects.
You create a visible but intangible illusion. Physical interaction Light/Darkness (1+ psi): For the duration, light or darkness
with it reveals its illusory nature, given that things pass through (you decide) radiates from the chosen point.
it. A creature can use its action to examine the illusion by making
a PER (Inspection) check with a DC equal to your psionic force. • If you choose light, the area around the point is subject
If it succeeds, the creature recognizes the illusion for what it really to bright light within a 3-meter radius from it and to dim
is, becoming able to see through it and perceiving any of its other light up to twice that radius.
sensory qualities as faint and fake. When you manifest this power, • If you choose darkness, the area around the point is obscured
choose one of the following options. within a radius of 3 meters from it and dimmed up to twice that
Minor Image (2 psi): You create an image of an object, radius. This darkness spreads around the corners and blocks
a creature or some other visible phenomenon no larger than any kind of vision (including infravision and thermovision).
a cube 3 meters on a side, which appears in a point you can see If two opposing effects (light and darkness) insist on the same
within range and lasts for the duration. The image is purely visual area, the effect that was manifested using the greater number of
and does not produce sounds, smells or other sensory effects. psi points prevails. In case of a tie, the effects cancel each other out.
As long as you stay within range of the illusion, you can use If the point you choose is on the surface of an object you are
an action to make the image move to any other point within holding or one that is not worn or carried, the effect of this power
range. As the image changes location, you can alter its appearance radiates from the object and moves with it. Completely covering
so that its movements appear natural. For example, if you create the object with something opaque blocks the propagation of light
the image of a creature and move it, you can alter the image or darkness.
so that it appears to be walking. Blinding Lights (2+ psi): A series of dazzling lights emanate
Major Image (3 psi): As for minor image, but the illusion can from the chosen point, filling a sphere with a 3 meters radius.
occupy up to a cube 6 meters on a side and seems completely real, The lights last for the duration. Any creature that starts its turn
including sounds, smells, temperature and other sensory stimuli inside the area and that can see the lights is dazzled and must
appropriate to the thing depicted. However, these sensory effects succeed on a STR (Stamina) saving throw or be blinded. Both
are not sufficient to cause any damage or harmful consequences. effects last until the end of the creature’s next turn.
When you use your action to modify the illusion as described Increment: For each psi point spent in addition to the base cost,
for the minor image, you can also make it produce discrete the maximum duration of this power doubles, and the radius of its
and articulate sounds, even making it carry on a conversation. area of effect increases by 3 meters.
Persistent Image (4 psi): As for major image, but once
LINGUISTIC CONUNDRUM
the duration is over, it becomes permanent and remains
Illusion
until it’s dissolved, no longer requiring your concentration.
The illusion records everything you make it do during Manifestation: 1 action
the duration and repeats it in a loop. Range: Short
You can also make sure that the illusion becomes latent Duration: Concentration, up to 1 hour
and imperceptible until specific conditions decided by you Choose a point you can see within range. All creatures within
are met. Whenever this happens, the illusion manifests itself 10 meters of that point must succeed on an INT (Lucidity) saving
by reproducing whatever you recorded on it. throw or suffer the effects of the power for the duration. If the
The activating conditions can be as general or as detailed creatures are willing, they can choose to voluntarily fail their
as you want, but they must be based on visible or audible saving throw. When you manifest this power, choose one
events that occur within a 10 meters radius from the illusion. of the following options.
For example, you could create an illusion that appears and warns Babel (3+ psi): Creatures affected by the power can no longer
anyone who tries to open a trapped door, or that is activated only understand the other’s speech, regardless of the language they
when a creature pronounces the right word or sentence. heard. This effect cannot be countered even by the psionic
comprehension power or other comparable effects, but it does
LIGHT MANIPULATION
not affect non-verbal means of communication, such as telepathy,
Illusion
writing, sign languages, or animal sounds.
Manifestation: 1 action Indecipherable Idiom (3+ psi): All creatures affected
Range: Short by the power gain the ability to communicate with each other
Duration: Concentration, up to 1 minute using a language that is totally incomprehensible to any other
You use your psychic power to manipulate the light. When you creature. This language is indecipherable even if you use
manifest this power, choose a point you can see within range psionic means such as the psionic comprehension power
as its point of origin and choose one of the following options. or other comparable effects.
Glowing Halo (1+ psi): For the duration, all objects within Increment: For each psi point spent in addition to the
a 3 meters radius of the chosen point are surrounded by a glowing base cost, the maximum duration increases by 1 hour.

CHAPTER 5: PSIONIC POWERS 159


METABIOSIS BIOPSIONIC PROTECTION
The powers of this discipline affect the metabolism and life Metabiosis
force of living creatures, including yourself. With them you can Manifestation: 1 action
change the shape, size, and physiology of creatures, you can heal, Range: Self
reinvigorate, regenerate, and even bring dead creatures back to Duration: Varies, see text
life, but at the same time, you can weaken, exhaust, and plague the You use your psionic faculties to protect yourself and your allies.
metabolism of your enemies. This power has no effect on constructs or other non-living creatures.
BIOPSIONIC AFFLICTION When you manifest this power, choose one of the following options.
Metabiosis Purification (1 psi): An emanation of biotic energy bursts from
you for a brief moment. All surfaces and inanimate substances
Manifestation: 1 action (including food and drink) within 2 meters of you are purified of any
Range: Close poisons, diseases, or other harmful chemical and biological agents.
Duration: Concentration, up to 1 minute Fortification (2+ psi): You increase the vitality and tenacity
Choose a creature of Medium size or smaller than you can of your allies. Choose any number of creatures within 10 meters
see within range. The target must succeed on a STR (Stamina) of you (including you). For the duration (8 hours), all targets gain
saving throw or suffer the effects of the power for the duration. 5 temporary vitality points, plus 3 additional temporary vitality
The target can repeat the saving throw at the end of each points for each psi point spent in addition to the base cost.
of its turns, ending the effect of the power on itself if it succeeds. Life Bond (2+ psi): You manifest this power upon contact with
If the target drops to 0 vitality points before the power ends, a creature. For the duration (1 hour), as long as the target is within
you can use a minor action on your next turn to choose another 20 meters of you, it gains a +1 bonus to its Defense and saving
target within range. This power has no effect on constructs throws, and has resistance to all damage. However, each time the
or other non-living creatures. When you manifest this power, target takes damage, you take the same amount. The power ends
choose one of the following options. if you drop to 0 vitality points, if you and the target move away
Fatigue (1+ psi): The target has disadvantage more than 20 meters, if you manifest it again or if you use an
on Combativity, Strength, and Dexterity ability checks. action to voluntarily end it. For each psi point spent in addition
Migraine (1+ psi): The target has disadvantage to the base cost, the duration of the power increases by 1 hour.
on Perception, Intelligence, and Tech ability checks. Bioprotective Aura (3+ psi): You radiate cleansing energy up
Bleeding (2+ psi): The target is bleeding. to a radius of 6 meters from you. For the duration (concentration,
Blindness (2+ psi): The target is blinded. up to 10 minutes), the aura moves with you, centered on you.
Deafness (2+ psi): The target is deafened. Any non-hostile creature in the aura (including you) has resistance
Afflict Ability (3+ psi): Choose one of the target’s to biotic damage, its maximum vitality points cannot be reduced
ability scores. That score is reduced by 2 points. and has advantage on its saving throws against poisons, diseases,
Sickness (3+ psi): The target is sickened. and effects that make it sickened, paralyzed, and stunned. For
Paralysis (4+ psi): The target is paralyzed. each psi point spent in addition to the base cost, the aura radius
Increment: For each psi point spent in addition to the base cost, increases by 3 meters.
you can target one additional creature within range, or increase the Protection from Death (4 psi): You manifest this power
maximum size of affected creatures by one category. For example, upon contact with a creature (including yourself). For the duration
if you spend 2 extra psi points, you can choose to affect 3 Medium (8 hours), you grant the target protection from death. Before the
or smaller creatures, 2 Large creatures, or a single Huge creature. power ends, the first time the target drops to 0 vitality points
Note: If the effect of the power remains on a target for its entire as a result of the damage suffered, it instead drops to 1 vitality
duration (1 minute), you can make it persistent. In this case, point and then the power ends. If the target is instead affected
the effect will continue to afflict the creature until it is dissolved by an effect that would kill it instantly without inflicting damage,
or until the creature ends a full rest. that effect is negated on the target and then the power ends.

160 CHAPTER 5: PSIONIC POWERS


Anti-Life Barrier (5+ psi): A biotic energy barrier extends up hindered, paralyzed, sickened, and stunned. Alternatively,
to a 3 meters radius around you. For the duration (concentration, you can cure a disease or poison afflicting the target.
up to 1 hour), the barrier moves with you, centered on you, and Restore Debilitation (4 psi): You remove one level of exhaustion
cannot be crossed in any way by living creatures. However, from the target. Alternatively, you can remove an effect that reduces
a creature can still make ranged attacks or attacks with sufficient the target’s maximum vitality points or one of the target’s ability
reach, or manifest psionic powers across the barrier. If you scores, unless they are permanent effects.
move so that an affected creature is forced to cross the barrier, Revivify (5+ psi): You touch a creature that has died within
the power ends. For each psi point spent in addition to the base 1 minute, plus an additional minute for each psi point spent
cost, the barrier radius increases by 3 meters. in addition to the base cost. The target returns to life with
1 vitality point. This power can’t return creatures that have died
BIOPSIONIC REGENERATION of old age, nor can it heal trauma or restore missing body parts
Metabiosis (thus it cannot revive targets deprived of vital parts of their body).
Manifestation: 1 minute
BODY ALTERATION
Range: Touch
Duration: Concentration, up to 8 hours Metabiosis

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.

CHAPTER 5: PSIONIC POWERS 161


METAREALITY the first time during a turn takes 2d8 kinetic damage. If a creature
The powers of this discipline act on the very fabric of reality, within the area tries to move away from its center, each meter
manipulating space and time. With them you can open passages of movement costs two meters.
that lead to other places, teleport creatures and objects, manipulate For each psi point spent in addition to the base cost, you can
gravity, and alter time to speed up you and your allies or to slow increase the radius of the area of effect by 3 meters or increase
down your enemies. the damage category of the power by one.
Reverse Gravity (5+ psi): For the duration, you reverse gravity
DIMENSIONAL ANOMALY in a 10-meter radius cylinder, 30 meters high, centered in a spot
Metareality you can see within range. All creatures and objects that are not
Manifestation: 1 action somehow secured to the ground fall upwards and reach the top
Range: Medium of the cylinder. A creature can make a DEX (Reflex) saving throw
Duration: Concentration, up to 1 minute to cling to a fixed object within its reach, avoiding falling upwards
if it succeeds. Any creature entering the area of effect while the
You deform the fabric of reality by creating contact points with power is active must succeed that saving throw or fall straight up.
other dimensions. When you manifest this power, you choose If along this “reverse” fall a creature hits a solid surface (such
a point you can see within range and create a dimensional anomaly as a ceiling), it takes damage as it would during a normal fall.
that appears as a sphere with a 3 meters radius centered on that If an object or creature reaches the top of the area without hitting
point. The area occupied by the sphere is considered difficult anything, it remains there swinging slightly until the end of the
terrain due to the space-time distortion it causes. In addition, power, after which it falls back down.
the anomaly generates one of the following effects of your choice. For each psi point spent in addition to the basic cost, the
Oblivion (2+ psi): The sphere is composed of impenetrable radius and height of the cylinder both increase by 3 meters.
darkness and is filled with a cacophony of incomprehensible
noises. Infravision and thermovision cannot penetrate this TELEPORTATION
darkness nor can any light illuminate it. Creatures inside the Metareality
sphere are blinded and deafened and are invisible to anyone Manifestation: 1 action
outside of it. Any creature that starts its turn inside the sphere’s Range: Close
area or enters it for the first time during a turn must make Duration: Concentration, up to 1 minute
an INT (Lucidity) saving throw, taking 1d8 psychic damage Psi points: 6+
if it fails, or half as much damage if it succeeds.
Divergence (2+ psi): The sphere is transparent but within You create a space-time portal that connects your current location
it the fabric of reality is frayed and the laws of physics fluctuate with another location of your choice. The portal appears as a
dangerously. Any creature that starts its turn inside the sphere’s translucent and iridescent sphere with a diameter of your choice
between 1 and 3 meters. It appears in an unoccupied space of your
area or enters it for the first time during a turn must make a
choice within range and simultaneously in an unoccupied space at
STR (Stamina) saving throw, taking 1d8 biotic damage if it fails,
the destination location. Anything that enters the area occupied by
or half as much damage if it succeeds. A creature that fails the
the portal is instantly teleported to the other place connected to it,
save also remains sickened until the end of its next turn.
appearing in the unoccupied space closest to the destination portal.
Increment: For each psi point spent in addition to the base
The destination you choose must be known to you and your
cost, you can increase the sphere’s radius by 3 meters or increase
familiarity with it determines whether the portal opens in the right
the damage category of the power by one.
place or not. To determine this, the GM rolls a d100 and consults
GRAVITATIONAL ANOMALY the Teleportation table.
Metareality Familiarity: “Associated Item” means that you own an item
taken from your intended destination within the last six months.
Manifestation: 1 action
“Very familiar” is a place you have been to very often, a place that
Range: Medium
you have carefully studied or a place that you can see when you
Duration: Concentration, up to 1 minute
manifest power. “Seen Casually” is a place you’ve seen more than
You use your psionic faculties to manipulate the force of gravity. once but with which you are not very familiar. “Seen or described”
When you manifest this power, choose one of the following options. is a place that you have only seen once, even not in person, or
Gravitational Burden (2+ psi): Choose a creature you can see whose position and appearance you know only through a verbal
within range. You increase the gravity affecting it, crushing it or written description. “False destination” is a place that does
under its own weight. The target must succeed on a STR (Might) not exist (perhaps you try to open the portal in a familiar place
saving throw or take 1d10 kinetic damage, have its walking speed that no longer exists).
halved, and its flight speed (if any) reduced to 0 for the duration. On Target: The portal opens in an unoccupied space
At the end of each of its turns, the target can repeat the saving as close as possible to the intended destination.
throw, ending the effect on itself if it succeeds. Off Target: The portal opens in an unoccupied space
For each psi point spent in addition to the base cost, (determined by the GM) at a random distance from the desired
you can target one additional creature within range. destination. The GM rolls a d20. The distance off target will
Attractor (3+ psi): You create a small gravitational singularity be a percentage of the distance traveled equal to the result.
at a point you can see within range, which attracts towards it For example, if the target is 200 km away, but you go off target
anything within 3 meters of it. For the duration, any creature that and the GM rolls 15 on the d20, you will be 15% off target,
starts its turn within the area of effect or enters it for the first time meaning the portal opens 30 km away from the place you wanted.
during a turn must succeed on a STR (Might) saving throw or be Similar area: The portal opens in a different area but visually
dragged 3 meters towards the center of the area. A creature that or thematically similar to the target area. For example, if you are
starts its turn in the center of the area of effect or reaches it for headed to your ally’s medical lab, you could end up in someone

162 CHAPTER 5: PSIONIC POWERS


TELEPORTATION
Familiarity Error Similar Area Off Target On Target
Associated item – – – 01–100
Very familiar 01–05 06–13 14–24 25–100
Seen casually 01–30 31–40 41–50 51–100
A creature affected by this power can
Seen or described 01–40 41–50 51–70 71–100 repeat its saving throw against it at the end of each
False destination 01–50 51–100 – – of its turns, ending the effect on itself if it succeeds.
Increment: For each psi point spent in addition to the
base cost, you can target one additional creature within range.
else’s lab. You usually appear in the closest similar location, but
since the power has no range limit, you could end up anywhere. TRANSLATION
Error: The portal is unstable. Anything that passes through it Metareality
takes 1d8 biotic damage and the GM rerolls on the table to see Manifestation: Varies, see text
where it leads (multiple consecutive errors can occur, each dealing Range: Self
damage as indicated). Duration: Instantaneous
Increment: For each psi point spent in addition to the base cost, You warp space-time, nullifying distances to instantly move from
you can roll the d100 twice and use whichever result you prefer. one place to another. When you manifest this power, choose one
Alternatively, you can increase the maximum duration by 1 minute of the following options.
or increase the maximum diameter of the portal by 3 meters. Personal Translation (1+ psi): As a minor action,
TEMPORAL ALTERATION
you teleport from your current location to an unoccupied
Metareality space you can see within 12 meters of you, plus an additional
4 meters for each psi point spent in addition to the base cost.
Manifestation: 1 action Returning translation (2+ psi): As a minor action,
Range: Close you teleport from your current location to an unoccupied
Duration: Concentration, up to 1 minute space you can see within 8 meters of you, plus an additional
You alter the flow of time for up to three creatures of your choice 4 meters for each psi point spent in addition to the base cost.
within range (including yourself). An unwilling creature can make At the end of that turn, you can teleport back to the starting
a WIL (Fortitude) saving throw, negating the power’s effects on position, unless it is now occupied.
itself if it succeeds. When you manifest this power, choose one of Swapping Translation (3+ psi): As an action, choose a
the following options. Small or Medium creature you can see within 12 meters of you,
Haste (3+ psi): For the duration, the targets double their plus an additional 4 meters for each psi point spent in addition
speed, gain a +2 bonus to their Defense, have advantage on to the base cost. You and the target are teleported into each other’s
their Dexterity saving throws, and can take an additional action position. If the target is unwilling, it can make a WIL (Fortitude)
during each of their turns. When the power ends, each target is saving throw, negating the power’s effects if it succeeds.
incapacitated and unable to move until the end of its next turn, Collective Translation (5+ psi): Choose up to five Large or
while it’s pervaded by a sudden exhaustion. smaller creatures you can see within 6 meters of you and that are
Slow (3+ psi): For the duration, the targets are hindered, cannot consenting. As an action, you teleport yourself and the targets to
take reactions, suffer a -2 penalty to their Defense, and have a location within 1km, plus an additional 0.5 km for each psi point
disadvantage on their Dexterity saving throws. spent in addition to the base cost. Each creature (including you)
Whatever the capabilities or equipment of the targets, during can carry items up to three times your carrying capacity.
their turn they cannot make more than a single attack. If a target The destination can be a place that you can see or have already
attempts to manifest a power with a manifestation time of 1 action, been to, or a place that you can describe by indicating distance
roll a d10. On a 6 or more, the power won’t take effect until the and direction, such as “700 m northwest at an inclination
target’s next turn and the target will have to use its action on that of 30 degrees upwards”. The power fails if the destination does
turn to complete the power. If it can’t, the power is wasted. not have enough free space to accommodate all the creatures.

CHAPTER 5: PSIONIC POWERS 163


PRESCIENCE PSIONIC COMPREHENSION
The powers of this discipline concern the knowledge of the past, Prescience
present, and future. With them, you can reveal long-forgotten Manifestation: 1 action
secrets, have visions of the future, locate the position of objects Range: Self
or creatures, see images of distant people and places, as well Duration: Concentration, up to 10 minutes
as discover the truth behind illusions. You use your psionic abilities to expand your communication skills.
When you manifest this power, choose one of the following options.
PREMONITION
Comprehend Languages (1+ psi): For the duration, you
Prescience
gain the ability to understand the literal meaning of any spoken
Manifestation: 1 minute language you hear or any written language you see. In addition,
Range: Self the words you speak will be understandable to anyone regardless
Duration: Instantaneous of the language you are using. In other words, any creature that
You expand your mind to try to catch glimpses of the future. When knows at least one language and can hear you understands what
you manifest this power, choose one of the following options. you say. For each psi point spent in addition to the base cost,
Forewarning (1+ psi): You manifest this power in contact with the maximum duration doubles and you can extend the effect
a willing creature (including yourself). During the next 10 minutes, to an additional creature you can touch.
the first time the target makes any ability check, it has advantage Animal Communication (2 psi): For the duration, you gain
on that roll. After that, the power ends. In addition, until the power the ability to understand and communicate verbally with animals.
ends, the target cannot be surprised. For each psi point spent The consciousness and awareness of animals are limited but
in addition to the base cost, you can target one additional creature. they can at least provide you with information about nearby
Omen (2 psi): You receive an omen regarding the result places, creatures, and dangers, including those they have recently
of a specific course of action that you intend to take in the perceived. At the GM’s discretion, you may be able to persuade
next 30 minutes. The GM chooses from the following omens: an animal to do you a small favor.
Plant Communication (3 psi): For the duration, you gain the
• Prosperity, for positive outcomes. ability to learn information from plants within 10 meters of you.
• Calamity, for negative outcomes. The poor perceptive abilities of plants limit the information they
• Prosperity and calamity, for both positive and negative outcomes. can provide to creatures passed through their surroundings,
• Nothing, for neither positive nor negative outcomes. climatic and atmospheric conditions, and little else. If a phytoid
The omen is truthful and the GM formulates it according to their type creature (see Chapter 10) is in the area, you can communicate
best predictions. However, the power cannot take into account every with it as if you both spoke the same language.
possible circumstance that could change the course of events. Discern Lies (4 psi): When you manifest this power, and as
If you manifest this power more than once before finishing a full an action on each of your turns until it ends, you can focus your
rest, there is a cumulative 25% chance for each manifestation after attention on a creature you can see and hear within 10 meters
the first that you get random answers. of you. As long as you keep your attention on the target, when it
Superior Omen (4+ psi): You can ask the GM a question about speaks you will know exactly if it is lying. It is not necessary for
a specific goal, event, or activity that must occur within 6 days, you to understand the language used by the target but it must know
plus an additional day for each psi point spent in addition to at least one language for the power to take effect. This power only
the base cost. The GM will give you a truthful answer, according lets you know if a target is deliberately lying, but it doesn’t reveal
to their best predictions. The answer could be a short sentence, the truth or detect omissions, inaccuracies, or unknowing lies.
a cryptic rhyme, a sensation, or a brief insight. Whenever you target a creature with this power, it can make
As for the rest, the power works as described for omen, including an INT (Lucidity) saving throw. If it succeeds, the creature realizes
limitations on circumstances that can change the course of events you are using psionics on it to find out if it is lying.
and the increasing likelihood of false omens if you use the power Talking Stones (6 psi): When you manifest this power, and as
multiple times before finishing a full rest. an action on each of your turns until it ends, you can touch a stone
Prophecy (6+ psi): You open your mind to probe the flow of (both natural and worked) and instantly learn who or what touched
time and snatch fragments of it. However, doing so risks upsetting it within the past 10 days, as well as revealing what is hidden
your mind. Make an INT (Lucidity) saving throw with a DC of behind, under or inside it. If the stone is very large, the effect
13 + psi points spent. If you fail, until you finish a full rest you affects a maximum volume of rock equal to a cube 3 meters
fall into a confusional state during which you can’t understand on a side, centered at the point where you touch the stone.
any language and only speak gibberish. The biopsionic restoration Obviously, the perspective of a stone is very limited and this
power can put an end to this confusional state. can prevent obtaining precise details from it.
If you succeed on the saving throw, you can ask the GM
PSIONIC DETECTION
up to four questions about the past, present, or future, plus one
Prescience
additional question for each psi point spent in addition to the base
cost. The GM will answer each question truthfully using a single Manifestation: 1 action
word: for example “yes”, “no”, “maybe”, “never”, “irrelevant” Range: Self
or “unknown” (if there is no way of knowing the answer to the Duration: Concentration, up to 10 minutes
request). In case such an answer could be misleading, the GM You focus your mind on a specific subject to try to perceive its
could instead give a short sentence as an answer. presence or locate its position. When you manifest this power,
If you manifest this power more than once before finishing a choose one of the following options.
full rest, there is a cumulative 25% chance for each manifestation Detect Animals or Plants (1+ psi): When you manifest this
after the first that you get random answers. power you think of a specific species of animal or plant. For the

164 CHAPTER 5: PSIONIC POWERS


duration, you perceive the presence or absence of specimens
of that species within a radius of 1 km from you. If there are
any, you learn the direction and distance of the specimen closest
to you. On each of your turns until the power ends, you can target
a new animal or plant species.
Detect Minerals (1+ psi): You hold a small sample of a mineral
in your hand (for example a gold ring, a quartz crystal, a gem, an
iron shard, and so on). For the duration, you perceive the presence
of concentrations of this mineral within a radius of 10 meters from
you. This power does not reveal the exact quantity or location
of the mineral, but it allows you to estimate the size and richness
of the deposit (for example whether it is a small but rich deposit
or a very large but poorly concentrated one). Within the examined
area, you also perceive the presence of any hidden cavities.
Detect Traps (2+ psi): For the duration, you sense the presence
of any traps in your line of sight, up to a maximum distance of
10 meters. For the purposes of this power, the term trap includes
anything that is capable of inflicting a sudden or unexpected effect,
which you may consider harmful or undesirable, and which was
expressly intended as such by its creator. As a result, the power
reveals for example a hidden trap door but does not show a natural
weakness of the floor, an unstable ceiling, or a simple hole.
The power merely reveals the presence of traps and the generic
nature of the danger they pose but does not reveal their location.
Locate (3+ psi): You designate a familiar creature, object, or
place as the target of this power. It may be something that you
know, that you have seen or that has been described to you in
detail, or the closest specimen of a type of target (e.g. the closest
creature of a certain species or the closest object of a certain type),
as long as you’ve seen a specimen of it in person at least once.
For the duration, you sense which direction the target is in, as
long as it is within a radius of 1 km from you. If the target moves,
you also sense the direction of its movement. If the target you are
trying to locate is not within range, you can perceive whether it
has been in that area recently, up to a number of days before equal
to the psi points spent. However, you cannot know exactly where
it was located within the area nor in which direction it moved away.
Increment: For each psi point spent in addition to the base cost,
the radius of the power’s effects doubles.

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.

CHAPTER 5: PSIONIC POWERS 165


• Psionic effects that are active within the territory or other TELEKINESIS
anomalies of unnatural or unknown origin. The powers of this discipline use telekinetic force to manipulate
For each psi point spent in addition to the base cost, matter and energy. With them you can produce disruptive and
the radius of this effect doubles. destructive effects, manipulate solids, liquids, gases, and even
Legend Lore (5 psi): You name or describe an important person, energy itself; you can create barriers or weapons of telekinetic
creature, object, or place. The power brings to your mind a brief energy or infuse that energy into material weapons.
summary of the legends and folk tales inherent in the target (if
any). The information could consist of current rumors, historical BOOSTED STRIKE
or traditional tales, long-forgotten stories, and legends, or Telekinesis
knowledge that is secret or has never been widely known. Manifestation: 1 minor action
The more information you already have about the target, the Range: Self
more accurate and detailed information you will receive from this Duration: Concentration, up to 1 minute
power. The information provided by this power is accurate, but if You accumulate psionic energy in a weapon you wield (or a natural
the target isn’t important enough to be the subject of legends, tales, weapon you have), releasing it when you strike with it. When you
or rumors, you don’t learn any relevant information about it. manifest this power, choose one of the following options.
PSIONIC PERCEPTIONS
Dashing Strike (1+ psi): The first time you hit with a weapon
Prescience attack before the power ends, the attack deals an additional
1d10 kinetic damage, producing a strong shock wave. The target
Manifestation: 1 action must succeed on a STR (Might) saving throw or be knocked prone
Range: Touch and also be deafened until the power ends. At the end of each
Duration: Concentration, up to 10 minutes of its turns, the creature can repeat the saving throw, ending
You target a creature you can touch (including yourself) and the power if it succeeds.
psionically alter its sensory perceptions. An unwilling creature Dizzying Strike (1+ psi): The first time you hit with a weapon
can make an INT (Lucidity) saving throw, negating the power’s attack before the power ends, the attack deals an additional 1d6
effects on itself if it succeeds. If it fails, the creature is unaware psychic damage and the target must succeed on an INT (Lucidity)
that it has been the target of this power. When you manifest saving throw or be sickened until the power ends. At the end
this power, choose one of the following options. of each of its turns, the creature can repeat the saving throw,
Perceive Psionic Power (1+ psi): For the duration, the target ending the power if it succeeds.
senses the presence of psionic activity within 10 meters of itself. Hindering Strike (1+ psi): The first time you hit with a weapon
If a source of psionic energy is not visible, the target perceives its attack before the power ends, the attack deals an additional 1d6
presence but not its exact position. If, on the other hand, the source biotic damage and the target must succeed on a STR (Stamina)
is visible, the target sees a faint aura surrounding it. Creatures save or be hindered until the power ends. At the end of each
capable of using psionic powers are considered sources of psionic of its turns, the creature can repeat the saving throw, ending
energy, even if they are not manifesting them at the time. the power if it succeeds.
Sensory Sharpness (1+ psi): For the duration, the target Radiant Strike (1+ psi): The first time you hit with a weapon
develops surprising attention to detail and gains advantage attack before the power ends, the attack deals an additional 1d8
on all its Perception checks. energy damage and emanates a strong flash of light. The target
See Invisibility (2+ psi): For the duration, the target must succeed on a DEX (Reflex) saving throw or be blinded
can see invisible creatures and objects as if they were visible. until the power ends. At the end of each of its turns, the creature
Other’s Senses (3+ psi): For the duration, you can use your can repeat the saving throw, ending the power if it succeeds.
action to see through the target’s eyes and hear what it hears, Increment: For each psi point spent in addition to the base
continuing to do so until you decide to return to your normal cost, the damage of the power increases by one category.
senses. While you perceive through the target’s senses, you
gain the benefits of any special senses it possesses, but you ENERGY MANIPULATION
are blinded and deafened about your surroundings. Remember Telekinesis
that perceiving through the senses of particularly alien Manifestation: 1 action
creatures could be a rather disturbing experience. Range: Short
Ultravision (5+ psi): For the duration, the target Duration: Instantaneous
can see things as they really are, gaining ultravision. You use telekinesis to manipulate electromagnetic energy. When
Increment: For each psi point spent in addition to the base you manifest this power, choose one of the following options.
cost, you can target one additional creature within range. Lightning Bolt (1+ psi): A crackling bolt of energy bursts
from your hand, projecting towards a visible creature of your
choice within range. The target must make a DEX (Reflex) saving
throw, taking 1d10 energy damage if it fails, or half as much
damage if it succeeds.
Energy Rays (2+ psi): You create three rays of radiant energy
and project them towards visible targets of your choice within
range. You can aim them at the same target or different targets.
Make a ranged attack roll for each of the beams. On a hit, each
ray deals 1d6 energy damage to its target.
Beam of Energy (3+ psi): You create a beam of radiant energy
that extends from you in a line 1 meter wide and 20 meters long.

166 CHAPTER 5: PSIONIC POWERS


Each creature whose space is intersected by the beam must make Force Barrier (​ 5+ psi): You create an invisible barrier
a DEX (Reflex) saving throw, taking 2d10 energy damage if it fails, of telekinetic force, which materializes from a point of your choice
or half as much damage if it succeeds. A creature that fails its save within range and lasts for the duration. The barrier has a thickness
is also blinded until the start of your next turn. of 10 cm and a total area of up to 80 square meters. You can
Energy Blast (5+ psi): A radiant energy blast fills an area give it any shape you want as long as its surface is continuous
with a 10 meters radius centered on a point of your choice within (for example, a hemispherical dome 7 meters in diameter, a
range, dissolving any darkness, both psionic and natural. Each sphere 5 meters in diameter, a cube 3.5 meters on a side, or a flat
creature within the area must make a DEX (Reflex) saving throw, surface of 10 x 8 meters). The barrier appears in any orientation
taking 3d8 energy damage if it fails, or half as much damage you choose and is immovable, immune to all damage, and nothing
if it succeeds. A creature that fails its save is also blinded until can pass through it (although it can be dissolved by a successful
the start of your next turn. attempt to dissipate psionic powers aimed at it). When it appears,
Increment: For each psi point spent in addition to the base if the barrier cuts through a creature’s space, the creature
cost, the damage of the power increases by one category. is pushed to one side of the barrier (you choose which side).
For each psi point spent in addition to the base cost, the
TELEKINETIC BARRIER
maximum area of the barrier increases by 10 square meters.
Telekinesis
Manifestation: 1 action TELEKINETIC LEVITATION
Range: Short Telekinesis
Duration: Concentration, up to 10 minutes Manifestation: 1 action, or 1 reaction you perform while falling
You create tangible barriers made of telekinetic force. When or while seeing another creature fall
you manifest this power, choose one of the following options. Range: Short
Deflective Barrier (1+ psi): Choose a creature you can see Duration: Concentration, up to 10 minutes
within range (including yourself). A barrier of telekinetic force You use telekinesis to counter gravity by controlling the speed
envelops the target until the power ends, granting it a +1 bonus of a fall or lifting yourself and other creatures into the air. When
to its Defense for each psi point spent. you manifest this power, choose one of the following options.
Interposition (2 psi): You place a barrier of telekinetic force Slow Fall (1+ psi): Choose up to five Medium or smaller
between you and a creature of your choice within range. The creatures that you can see within range and that are falling
barrier moves to stay between you and the target, granting you (including yourself). The falling speed of the targets becomes
moderate cover against it. The target can’t get close to you unless 10 meters per round until the power ends. If a target lands before
it succeeds on a STR (Might) check with a DC equal to your psionic the power ends, they take no damage from the fall and land on
force. If it succeeds, the target can get close to you, but every meter their feet. At that moment, the power ends for that creature.
it moves in your direction costs it two meters of movement. Levitate (2+ psi): Choose a Medium or smaller creature
Barrier of Blades (3+ psi): You create a vertical barrier or object that you can see within range (including yourself).
composed of blades of telekinetic force, which materializes from The target rises vertically up to 6 meters and remains suspended
a point of your choice within range and lasts for the duration. for the duration. An unwilling creature can make a STR (Might)
The barrier is 1 meter thick and up to 6 meters high. You can give saving throw, negating the power’s effects on itself if it succeeds.
it the shape of a straight wall up to 20 meters long, or round with The target can only move by pushing or pulling using fixed
a radius up to 3 meters. The barrier provides high cover to the objects or surfaces within its reach (such as a wall or ceiling).
creatures behind it, and its space is difficult terrain. Any creature If you are the target, on your turn you can move up to 6 meters
that starts its turn inside the area occupied by the barrier or enters up or down as part of your movement. Otherwise, you can
it for the first time during a turn must make a DEX (Reflex) saving use your action to move the target up to 6 meters up or down,
throw, taking 2d8 points of kinetic damage if it fails, or half as but it must remain within the power’s range. When the power
much damage if it succeeds. The damage increases by one category ends, if it’s still in the air, the target floats smoothly downwards
for each psi point spent in addition to the base cost.

CHAPTER 5: PSIONIC POWERS 167


for 6 meters, after which, if it has not yet reached the ground, While a target is grappled by your telekinetic grip, you can
it falls (unless they have other ways to avoid it). use your action on your turn to generate one of the following
Fly (3+ psi): Choose a Medium or smaller creature that effects of your choice.
you can see within range (including yourself). For the duration, • Manipulate (object only): You can exercise precise control over
the target gains a flying speed of 20 m. The effect ends if the target the object you are telekinetically grasping as if you were using
moves away from you beyond the power’s range. When the power it with both hands. You are thus able to manipulate a tool, open
ends, if it’s still in the air, the target floats smoothly downwards a door or a container, insert or remove an object from an open
for 20 meters, after which, if it has not yet reached the ground, container, operate buttons and switches, and so on.
it falls (unless they have other ways to avoid it). • Move: You move the target up to 10 meters in a direction of
Increment: For each psi point spent in addition to the base cost, your choice (including upwards). You cannot move the target
you can affect one additional creature within range, or increase the beyond the power’s range. If you do, the grapple ends instantly.
maximum size of affected creatures by one category. If you lift the target off the ground, you can keep it suspended
TELEKINETIC MANIPULATION in midair. In that case, the target falls to the ground it frees
Telekinesis itself from the grasp or you let it go.
• Crush: The target takes 2d8 kinetic damage.
Manifestation: 1 action
Range: Short For each psi point spent in addition to the base cost, you can
Duration: Concentration, up to 1 minute affect one additional target within range, or increase the maximum
size of affected targets by one category. For example, if you spend
You use telekinesis to move or manipulate objects or creatures.
2 extra psi points, you can choose to affect 3 Medium or smaller
When you manifest this power, choose one of the following options.
targets, 2 Large targets, or a single Huge target.
Throwing Objects (1+ psi): Choose one or more Small or
smaller objects that you can see within range and that are not
worn or carried by someone, up to a maximum number objects
TELEPATHY
The powers of this discipline act on the mind of creatures for
equal to the psi points spent.
the purpose of communicating, probing thoughts, or influencing
When you manifest this power, and as an action on each of your
emotions and behaviors. With these powers you can communicate
turns until it ends, you can throw one or more of these objects,
with thought, probe the minds of creatures and influence their
each in a direction of your choice. Once thrown, each object moves
dreams, thoughts, memories, emotions, and even actions.
in a straight line in the direction you indicate, until it collides
with something or exits the range of power. In both cases, the DOMINATE MINDS
object then falls to the ground, no longer affected by this power. Telepathy
Once you have thrown all the affected objects, the power ends. Manifestation: 1 action
If a creature is in the path of one of the thrown objects, it can Range: Close
avoid being hit by making a DEX (Reflex) saving throw. If it fails, Duration: Concentration, see text
the creature is hit and takes kinetic damage. The total amount
of damage this power can inflict is equal to 1d6 per psi point You target a creature you can see within range and bend its will to
spent, divided as you like among the various objects you throw. yours. Creatures that cannot be charmed are immune to this power.
For example, you can throw a single object concentrating all the When you manifest this power, choose one of the following options.
damage into it, or throw one object per psi point, each of which Command (1+ psi): When you manifest this power, and as an
causes 1d6 kinetic damage, or whatever combination you prefer. action on your turns until it ends (up to 1 minute), you can utter a
Telekinetic Thrust (2+ psi): When you manifest this single word command to the target and it must succeed on a saving
power, and as an action during each of your turns until it ends, throw of WIL (Fortitude) or execute that command on its next turn.
you can make a ranged psionic attack against a creature or object The target will not execute the command if it cannot understand
you can see within range, unleashing a burst of telekinetic force. or hear you, or if the command is impossible or clearly harmful.
If you hit, the target takes 1d8 kinetic damage and must succeed Some typical commands and their effects are described below.
on a STR (Might) saving throw or be pushed 2 meters away You can issue commands other than those listed here, in which
from you and knocked prone. case the GM will determine the target’s behavior.
For each psi point spent in addition to the base cost, the • Approach: The target moves towards you along the shortest
damage increases by one category and the push by 2 meters. path, ending its turn if it comes adjacent to you.
Telekinetic Grapple (3+ psi): When you manifest this power, • Flee: The target spends its turn moving away from
and as an action on each of your turns until it ends, you can target you as fast as it can.
a Medium or smaller creature or object you can see within range, • Halt: The target does not move and then ends its turn.
grabbing it with your telekinetic force. If forced to move for any reason, it moves the minimum
If you target an object, you automatically grab it if it isn’t worn necessary distance.
or carried. Otherwise, the creature wearing or carrying it must • Drop: The target drops whatever it is holding
make a STR (Might) saving throw. If it fails, you grab the object to the ground and then ends its turn.
and tear it away from the creature, otherwise, you can’t. • Grovel: The target falls prone and ends his turn.
If the target is a creature, it must succeed on a STR (Might) Suggestion (2+ psi): You suggest a course of activity to the
saving throw or be grappled by your telekinetic grip. During each target (limited to a sentence or two). The target must be able
of its turns, the grappled creature can use its action to repeat the to hear and understand you, and the suggestion must be worded
saving throw, breaking free from the grasp if it succeeds. However, in a way that sounds reasonable. Asking a creature to do something
when the creature tries to escape in this way, you can use your blatantly harmful automatically causes the power to fail. The target
reaction to impose disadvantage on its saving throw. must make a WIL (Fortitude) saving throw. If it fails, it pursues

168 CHAPTER 5: PSIONIC POWERS


the course of action you described to the best of its ability for If moving beyond 10 meters from the creature that repels
the entire duration (up to 8 hours). If the suggested activity can it clearly endangers the target, it can repeat the saving throw
be completed in a shorter time, the power ends when the subject against the power, ending the effect on itself if it succeeds.
finishes doing what it was asked to do. If you or any of your Murderous Fury (3+ psi): You instill a mad murderous
allies damage the target, that power ends for that creature. rampage in the target. During its turn, the target must use its
Dominate Creature (4+ psi): The target must succeed on a action to attack the closest creature (be it ally or enemy) or to
WIL (Fortitude) saving throw or be charmed by you for the duration get as close to it as possible if it isn’t close enough to be attacked.
(up to 1 minute). If the creature is hostile to you, it has advantage If the target does not see any creatures, it will act normally
on its saving throw. The target can repeat the saving throw each for that turn. At the end of each of its turns, the target can
time it takes damage, ending the effect on itself if it succeeds. repeat the saving throw against the power, ending the effect
While the target is charmed by you, you maintain telepathic on itself if it succeeds.
contact with it through which you can issue a command (no action Irresistible Dance (5+ psi): The target starts a comical ballet
required), which it does its best to obey. You can specify a generic on the spot. For the duration, it must waste all its movement to
course of action, such as “attack that creature”, “go over there” dance without leaving its space and is considered to be restrained
or “take that object”. If the target doesn’t receive orders from even if nothing is physically restraining it. Anyone adjacent to the
you, it defends itself to the best of its ability. target can use their reaction to make an opportunity attack against
You can also use your action to take total and precise it. At the end of each of its turns, the target can repeat the saving
control of the target. In this case, until the end of your next turn, throw against the power, ending the effect on itself if it succeeds.
the target takes only the actions you decide. During this time, Increment: For each psi point spent in addition to the base
you can also have the target use a reaction, but this requires cost, you can target one additional creature within range.
you to use your reaction as well.
Increment: For each psi point spent in addition to the base INSTILL EMOTION
cost, you can target one additional creature within range. Telepathy
Manifestation: 1 action
INSTILL COMPULSION Range: Close
Telepathy Duration: Concentration, see text
Manifestation: 1 action Choose a creature you can see within range and it must succeed
Range: Close on a WIL (Fortitude) saving throw or suffer the effects of the power.
Duration: Concentration, up to 1 minute A creature can voluntarily fail this saving throw, if it chooses to.
Choose a creature you can see within range and it must succeed Creatures that cannot be charmed are immune to this power. When
on a WIL (Fortitude) saving throw or suffer the effects of the power. you manifest this power, choose one of the following options.
Creatures that cannot be charmed are immune to this power. When Fascinate (1+ psi): The target is charmed by you for
you manifest this power, choose one of the following options. the duration (up to 1 hour) or until you or any of your allies
Babbling (1+ psi): The target can’t speak intelligibly. do something harmful to it. The charmed creature considers
Any effort it makes to speak results in a jumble of gibberish you a friendly acquaintance. When the power ends, the creature
and incomprehensible sounds. This power does not affect is aware that it has been charmed by you.
non-verbal means of communication, such as telepathy, Heroism (1+ psi): The target is infused with courage.
writing, sign languages, or animal sounds. For the duration (up to 1 minute), it is immune to being
Irrepressible Laughter (1+ psi): The target feels the urge frightened and has advantage on attack rolls.
to laugh out loud. It falls prone and it is incapacitated and unable Grudge (1+ psi): The target feels a strong grudge against you
to get up for the duration. However, at the end of each of its turns, that prompts it to confront you. For the duration (up to 1 minute),
and each time it takes damage, the target can repeat the saving the creature has disadvantage on attack rolls against creatures
throw, ending the effect on itself if it succeeds. The target has other than you and must make a WIL (Fortitude) saving throw
advantage on this saving throw if it’s caused by taking damage. whenever it attempts to move more than 10 meters away from you.
Sleep (1+ psi): The target falls asleep, becoming unconscious On a success, the power does not restrict the target’s movement for
for the duration. A sleeping creature awakens if it takes damage that turn. The power ends if you attack any creature other than the
or if someone uses an action to shake it. target, if any of your allies damage the target in any way, or if you
Attraction (2+ psi): You indicate a creature within end your turn more than 10 meters away from the target.
range that the target can perceive and it becomes strongly Calm (2+ psi): For the duration (up to 10 minutes), you
attracted to it. For the duration, the target must use the Dash suppress any effects that make the target charmed or frightened,
action, employing all of its movement in an attempt to reach as well as any emotional states that may upset it. When the power
the creature it’s attracted to. It the target reaches that creature, ends, the suppressed effects resume, as long as their duration
it spends its turn to worship and caress it, without taking any has not already expired.
other action. However, at the end of each of its turns, and each Depression (2+ psi): The target falls into depression.
time it takes damage, the target can repeat the saving throw, For the duration (up to 10 minutes) the target is incapacitated
ending the effect on itself if it succeeds. (it wastes its turn without doing anything). However, at
Repulsion (2+ psi): You indicate a creature within range the end of each of its turns, and each time it takes damage,
that the target can perceive and it becomes strongly repulsed the target can repeat the saving throw against this power,
by it. For the duration, the target does whatever it takes to stay ending the effect on itself if it succeeds.
at least 10 meters away from the creature it’s repulsed by. If the Fear (3+ psi): The target is frightened by you for the duration
target ends its turn within that range of the creature, it becomes (up to 1 minute). While frightened in this way, a creature must
frightened until it’s more than 10 meters away from it again. take the Dash action and move away from you following the

CHAPTER 5: PSIONIC POWERS 169


safest available route on each of its turns, unless there’s nowhere Increment: For each psi point spent in addition to the base cost,
to move. If the creature ends its turn in a location where it has the maximum duration of the power doubles. When applicable, the
no line of sight to you, it can repeat the saving throw against age of the target’s memories that you can examine also doubles.
this power, ending the effect on itself if it succeeds. For example, if you spend an additional 2 psi points, you will get
Increment: For each psi point spent in addition to the base access to the target’s memories about its previous 48 hours of life.
cost, you can target one additional creature within range.
TELEPATHIC CONTACT
MENTAL PROBE Telepathy
Telepathy
Manifestation: 1 action
Manifestation: 1 action Range: Self
Range: Close Duration: Concentration, up to 10 minutes
Duration: Concentration, up to 1 minute
You expand your thoughts to telepathically communicate with
You expand your mind, gaining the ability to perceive other the minds of other creatures. Telepathic communication is
people’s thoughts. If desired, a creature can voluntarily fail independent of language and distance. When you manifest this
this saving throw against this power. When you manifest power, choose one of the following options.
this power, choose one of the following options. Telepathic Bond (1+ psi): You form a telepathic bond with
Perceive Lies (1+ psi): When you manifest this power, and a willing creature within 10 meters of you. For the duration, you
as an action on each of your turns until it ends, you can target and the target can communicate telepathically and share emotions
a creature of your choice that you can see within range. It must and sensory stimuli, such as images and sounds.
make an INT (Lucidity) saving throw. If it fails, until the start For each psi point spent in addition to the base cost, you
of your next turn you automatically know if the target is can include one additional creature in the telepathic bond
knowingly telling a lie. However, the power does not reveal or double its maximum duration.
the truth, nor does it reveal inaccuracies or omissions. Sympathy (2+ psi): Choose a creature you can see within 10
Perceive Thoughts (2+ psi): When you manifest this power, meters of you that can see you. You telepathically transmit your
and as an action on each of your turns until it ends, you can friendly intentions to it. The target must succeed on a saving throw
expand your mind for the purpose of perceiving other thinking of WIL (Fortitude) or be charmed by you for the duration. If the
minds within the power’s range. If you do, you sense the minds target is hostile to you, it has advantage on its saving throw. If you
of all creatures in the area having an INT score of 0 or higher. or one of your allies damage the target, the effect ends. If the effect
If you can see a creature within range, you automatically sense lasts until the maximum duration, the target may remain friendly
its mind. Until the power ends, you can target a creature whose towards you even after the end of the power, as long as there
mind you have perceived and use your action to probe its thoughts. are good reasons for this to happen.
The target must make an INT (Lucidity) saving throw. If it fails, For each psi point spent in addition to the base cost,
you get a sense of its emotional state and whatever prevails you can target one additional creature.
in its thoughts (such as reasoning, worries, love, or hate). Dream Contact (3+ psi): You enter a sleep-like trance state
If the saving throw succeeds, the power ends for that target during which you remain aware of your surroundings, although
and it notices that you were probing its mind. you cannot move or perform any actions. The trance lasts for
Obviously, the questions posed verbally to the target shape the the duration, but you can stop it at any time, ending the effect
course of its thoughts, making this power highly effective of the power early. While in this trance, you can think of a creature
in interrogations. known to you. You will know immediately if it is awake or asleep.
Dead’s Mind Probe (3+ psi): You target the body of a creature If it’s sleeping, you can enter its dreams and converse with it as
that has been dead for no more than 3 days, probing what remains long as it stays asleep. You can also shape the dream environment,
of its mind. For the duration, you can examine what remains of creating terrains, objects, and other images. If the thought creature
the target’s knowledge and of its memories about the last 12 hours is awake, you can wait for it to fall asleep or leave a message
of its life. The more time has passed since the creature’s death, that will appear in its dream the first time it falls asleep.
the more fragmented and incomplete the information you get. Upon awakening, the creature will remember the dream perfectly,
Memory Probe (4+ psi): You target a creature of your choice including everything you said to it. Creatures that do not sleep
that you can see within range. It must make an INT (Lucidity) cannot be reached with this power.
saving throw. If it fails, you can examine the target’s memories For each psi point spent in addition to the base cost, you
about its previous 12 hours of life. can contact one additional creature and double the maximum
During that turn, and as an action on your subsequent turns duration of the trance.
until the power ends, you can examine up to 1 hour of memory. Instill Nightmare (4+ psi): This works as described for
The target does not have to consciously remember the information dream contact, but you appear in the creature’s dreams taking
you seek, it is sufficient that it is actually present. on a monstrous and terrifying form. The target must make a
At the end of each of its turns, the target can repeat the saving WIL (Fortitude) saving throw. If it fails, the echoes of the fearful
throw, ending the power if it succeeds. If the target moves away presence generate a nightmare that prevents the creature from
from you beyond the power’s range, or if you are no longer gaining any benefit from that rest. It also takes 2d8 psychic
able to see it, the power ends. damage upon awakening.
The creature will know it has been affected by this power For each psi point spent in addition to the base cost, you can
only if it succeeds on a saving throw against it. increase the damage caused by the nightmare by one category.

170 CHAPTER 5: PSIONIC POWERS

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