Mercenaries
By Richard Glosson
MERCENARIES CREDITS Lead Designer : Richard Glosson Layout: Richard Glosson Design Consultants: Mickey Weddington, James Russell & Adam Ross Additional Contributions: Carol Graziani, Jeff Stokes.
Cover Artist: Richard Glosson Interior Artists: Richard Glosson, Charles Askew, ‘Dreamer’ Theresa Donohue,
Editing and Development: Rachel Metzger, Richard Glosson, James Russell, & Adam Ross Art Director: Richard Glosson Legion the Game v 1 Copyright © 2014, Terminus Productions, LLC August 1 ,2014 Publisher: Terminus Productions
52 Powder Springs Stree SE Marietta, GA 30064 www.legionthegame.com
Table of Contents Introduction
6
Equipment
The World of the Mecenary
8
Armor
Background
11
52
Weapons Gear
Character History Traits
11
Ships and Vehicle s
62
18
Mykon- Oritech O52S Pursuit Cruiser
63
Mecenary
18
CL 9-16 ‘Void Ghost’
64
Lawman
23
D8 Explorer
65
Technician
26
Banshee Pirate Fighter
66
Psycher
29
Glossary
68
Scoundrel
34
New Species: Karottyc
70
Doctor
37
NPCS
72
Creature Index
73
Arcoras
74
MegaCorp Enforcer
75
Psychic Whelp
76
Rending Claw of Darkness
77
Puppet-Bot
78
Unwavering Eye of Chaos
80
Vi’rickt Mite
81
Adventure Hooks
82
The Mercenary Economy
83
Occupations
Experiences Education Events
Feats Psyche Talents Alteration: Live Among the Stars Creation: Psychic Whelp Destruction: Touch of the Void Divination: Farseeing
40 40 41 47 50 50 50 51 51
Entertainment
86
Pre Generated Characters
88
Bracken Store: Adjudicator
90
Trenn: Bounty Hunter
91
“Lefty”: Wencher
92
Tyril’athanar: Starseer
93
Doctor “Squirm: Genesplicer
94
M: Scavenger
95
Mercenary Ne’er-do-well Scoundrel “There’s a lotta space out here for a man to get lost in. Making your way through it ain’t too easy a task. Sometimes you got to do whatever it takes to get by and you might just end up bouncing from planet to planet. Now I ain’t sayin’ I’ve see all there is to see and done all there is to do, but, I wouldn’t trade any of it for all the creds in the universe.” – Captain Delano Angilous This book is for the people who are not cut out for the regulations and restrictions of Military life in the GFH. Maybe they couldn’t make it and drummed out honorably or dishonorably, or perhaps they’re just rebels looking to create their own adventures. For whatever reason, these people have ed the restrictions of society and now travel the galaxy earning a living by nding adventure or seeking enlightenment. It takes many, many people to make the universe spin, and even with the huge number who make a living in some branch of the Military, there are still billions who are not so inclined. Long ago, when the different species began to intermingle and the galaxy began to feel a little bit smaller, there were many who chose to break boundaries and venture further and further toward the edges of known space. Many private MegaCorps hired people to explore and bring back rare minerals that were becoming scarce within the more populated systems. Scientists traveled far to nd new species of ora and fauna – and other life forms. Some people even escaped the incursion of the Shade by settling into more civilized quadrants, eventually making their way to the very outskirts of civilization. As more Jump gates were found, several leading to uncharted systems, a growing number of people began to spread to the farther reaches of the Galactic Federation of Humanity (GFH), and even Onigrimm from their Empire were expanding. The further they roamed from their centralized governments, the more lawless and dangerous life became. This is not to say that the GFH, nor the Onigrimm Empire, did not seek to look after their wayward citizens. Outposts were established and the long arms of bureaucracy could still reach, but it was with some difculty. As a result, interference and aid were both in limited supply. As a mercenary, you make your way by living job to job, selling your skills to the highest bidder and unloading your bounty to whoever will buy it. You do this in order to keep your ship ying or the cube you call home on a space station lled with your things and not someone else’s.
What’s in this book.
You will need a copy of the Legion the Game Core Rulebook (CRB) to use this supplement. Unless stated otherwise, rules remain the same from the Core Rules. Any new rules found within these pages are usable with the Core Rulebook with the GM’s permission. New Non-Military Occupations These are new options for characters to take in lieu of the standard Military branches found in the Legion the Game CRB. They follow the same conventions of Terms of Service and Advancement (i.e., number of feats received per term of Service, Skill Points, Ranks, etc.).
New Weapons and Equipment can be found throughout the expansive fringes of the galaxy. Most of these will differ from the Military versions that can be found in the GCR. New Feats will be found that will represent the more rough-and-tumble experience that is living the life of a Mercenary. New Psyche Talents focused on the mysterious and alien Stargods. New system replacing Ranks: Reputation and Rewards Reputation and Rewards is a new replacement ranking system that does not follow the standard Military Rank system in the Legion the Game Core Rulebook. Focusing more on deeds and prestige, this system reects the friends and enemies you make along the way, and the inuence area that you have access to. There are also loose economic guidelines that help make easier the struggle of existing outside the Utopian citizenship bubble that the rest of the GFH exist in, or even the hierarchal Onigrimm Empire where there are clear ways of earning a living. This allows the GM to extrapolate guidelines on how to help design that feel of going out and nding the work and resources to be a success.
Pre-Generated Ships for use by several of the new occupations can be found in this guide. As for how they are used, they will follow the Vehicle Construction Rules found in the Vehicle Guide Book. Advancing and creating characters follow the same advancement rules in the CRB (See Legion Core Rulebook Pg 72) unless specied differently in this book. Mercenaries are created in almost the same was as Military Characters in the Core Rulebook. The major difference is education and starting Feats. Education you pick a path that you grew up within and you gain those benets of Base Skills and Feats.
The World of the Mercenary
Being a Mercenary means that you make your living by doing things others might not like to do – or are unable to do – for pay. Mercenaries often band together into small working groups called Outts. You get hired out and receive pay depending on the job and the level of involvement. Often you can go out and do things on your own and reap all the benets for yourself, but that can be dangerous simply because you might not have a backing patron.
After you know what you want to do out here in the backwaters of space, you might want to think about where you came from. Your Background says a lot about you. It also tells important things like what kind of Education you may have had. After that you need to make sure you have the right Equipment. Then you start looking at what you can do with those Stargod-given talents and unique Feats no one else is able to do.
The underlying goal of Mercenary life is getting paid. Getting paid comes in many different ways, but whether it’s receiving goods or getting paid in eCr, getting paid is the end goal. What happens while earning those payments is what causes the character to grow.
Who knows – you might even be one of those special types that have a way about them and can use Psyche Talents.
Getting Started
Salvage Dealing - One way to make your
So what are the best ways to earn your eCr? Let’s look at the more common options:
living is as a Salvager. This can be done legally or illegally. Many people look at this profession with disdain – such as one might look at a grave robber, or a thief – even if you are a legally licensed Salvager. Going in to gut a derelict ship oating dead in space is risky nonetheless. People that ock to a nd like that are like scavengers to a carcass. Many ghts have broken out over 2000 metric tons of material that are up for grabs.
Bounty Hunting - Some people are drawn to the thrill of the hunt. Bounty Hunting is an ancient profession that dates back to the beginning of history. There are many avenues that this occupation may take: some are working for lawfully appointed agents, some for personal vendettas, and some may even be hired by the large Mega-Corps to nd perpetrators of espionage. No matter who the people are placing the bounties, there will be no shortage of bounty hunters out to collect on them.
Freelancing - The most common form of earning is simply freelancing. This encompasses a wide assortment of jobs: personal bodyguards, members of private armies, a ship’s captain hauling cargo. Freelancing really is a catch-all for those jobs that don’t fall directly in a specied area. It can be dangerous, and payment terms are often debated and not as guaranteed at the end.
Travel There are several ways to travel about the Galaxy if you aren’t riding for free from the Military. Hiring on - One way to earn your creds and get yourself across a great expanse of space is to hire on to
a merchant marine vessel. Sometimes these contracts are drawn up per trip, and sometimes you sign on for a number of months or even years. Your food and board are paid for, but in the end the Capitan holds your fate in his hands.
Purchasing a Berth - There are costs associated with getting around the known galaxy if you are not so lucky to have the Military foot the bill. You can nd anything from a small transport ship with a few staterooms to larger scale capital ships that transport thousands of people at a time. Costs can run anywhere from a few hundred eCr to thousands, depending on the luxury level you seek. Stowaways - One of the most dangerous ways to get about is as a stowaway. On large ships there are always nooks and crannies that the crew doesn’t inspect. These make for temporary lodging for people who might not have the money to pay for passage. The risk of stowing away is that if you are caught you could face being turned in to the authorities when reaching the destination. In some cases ships have gone out of their way to drop the stowaways on planets not too far off the line – habited or not. In some cases an even worse fate might befall them, such as never making it to port again. Paydays One of the unique things about the Mercenary life is how well you can live from job to job. There are two things one needs to survive in the wilds of uncivilized space: your reputation and your reward at the end of the job.
Your Reputation is the thing that you trade on. It can get you favors, loans, and out of trouble. The Reputation Rank is the measure of how well an individual is known and how far widespread his infamy. As the character does more and more exploits the word of those adventures
travels. It is possible to lose the Reputation you have gained, causing you to become less inuential.
Reputation – Your reputation is divided into 10 rankings. Rank 1 – Just you and your Outt Rank 2 – Neighborhood Hero/Scoundrel Rank 3 – The Local Area/Town Rank 4 – City/Space Station Wide Rank 5 – You are known on a Planet Rank 6 – You are known in a System Rank 7 – You are known in a Sector containing multiple systems. Rank 8 – Well known in one single controlled governmental section. The Onigrimm Empire (O.E.) the Galactic Federation of Humanity (G.F.H), or Shade Controlled Space Rank 9 – Well known in two controlled governmental sections. (O.E./G.F.H/Shade Controlled Space) Rank 10 – Well known throughout the known galaxy. Basically anyplace that has access to the news/word on the street has heard of you (Depending on the scope of your game it is possible to go beyond the rank of 10.)
Being Recognized You always have a chance to be singled out for the acts you have done – both good and bad. You have a 10% chance of being recognized per your Rank in Reputation. What your Reputation rank allows you to inuence. *Add your Rank to any Comm skill roll once per day per Term of Service if you are recognized. *You may draw a loan from a trusted source (Bank/Pirate King/MegaCorp Finance Department). This can be done if you are recognized by the person approached. The amount is equal to
your current Reputation Rank x100. Loan Payments should be negotiated in game, however, rules should remain stern but reasonable.
Reward Rewards are received at the end of specic event-based conclusions. Example: You bring in a known Bounty. The reward in part should follow the set level of payments. This is not to say that there may or may not be additional rewards, but this is a basic value to start with. You may be eligible to receive more than one reward level. For example, 5 Level 5 rewards for the apprehension of a well-known criminal mastermind. You can nd a table of random rewards later in this book. For each of the levels of Reward there is a range of items. See Pg 88 Rewards are divided into 5 levels of payments:
Level 1 reward – cash in value of 1000 eCr or Item of equal value Level 2 reward – cash in value of 2500 eCr or Item of equal value Level 3 reward – cash in value of 5000 eCr or Item of equal value Level 4 reward – cash in value of 10,000 eCr or Item of equal value Level 5 reward – cash in value of 20,000 eCr or Item of equal value Starting Credits – Your starting money is your Reputation in Reward level, equal to the Term of Service in eCr (i.e., Reputation Rank 3 receives one level 3 Reward). Add one additional level 1 reward in eCr for each Reputation Rank above 5
Background Each character has a history before they became a Mercenary. This history covers a character’s childhood and adolescence. To represent this history, each character receives two character history traits. You can either choose any two traits, or roll for any two traits from the list below. None of these traits may be taken twice. If you roll one that you already have, you can choose to take the trait that is one slot higher or lower on the list, or you may reroll. HISTORY TRAIT DESCRIPTIONS
HISTORY TRAIT DESCRIPTIONS Arctic Born: You were born to the ice and snow of a frozen world. The bitterest cold has little effect on you and you excel at traveling in areas similar to your homeland. You gain a +4 bonus to all saves against Cold effects. You treat heavy snow as normal terrain instead of difcult terrain. You gain a +2 bonus to Natural Sciences skill checks for survival and knowledge of snowy or cold areas. Artisan Folk : You were trained in a craft before becoming a soldier. Perhaps you never intended to have this life, but circumstances placed a weapon in your hand and granted you the enduring drive to serve. You gain a +4 bonus to Technical checks to create, maintain, or repair one type of equipment. You must choose the type at character creation. They can be general types such as vehicles or weapons but cannot be as vague as all military items. Bewitching: You have an uncanny ability to manipulate others, perhaps due to an alluring physical trait. Your eyes may be a strange color that captivates men and women, or you simply have a talent for twisting others around your nger. When
Table # - # Event: Roll:
2D20 PER TRAIT or Choose
Arctic Born Artisan Folk Child of Faith City Rat Desert Born Forest Born High Born Jungle Born Mountain Folk Nomad Sea Child Shadow Born Space Folk Bewitching Bloodthirsty Brave Charismatic Total Recall Faithful Friend Inspiring Presence Intelligent Master of Lore Perceptive Weapon Bond Wise Galactic Traveler Dexterous Fast Lithe Acrobat Mighty Build Nondescript Resilient Toughness Savage Appearance Short Stout Strong Tall Tough as Iron Pegasus Program
2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
dealing with NPCs whose starting attitude is neutral or better, you can temporarily improve their attitude toward you by two categories rather than one with a successful Diplomacy check.
Bloodthirsty: The sight of blood stirs you to a minor frenzy. Perhaps you were exposed to violence at a young age or you may simply like inicting pain on foes. If you deliver an attack that immediately causes an opponent to die, you gain a +1 bonus to damage and a +2 bonus on Will saves until the end of combat. These bonuses are not cumulative if you kill more than one person in the same combat. Brave: You have always stood and fought when others have turned and run away. Whether it is because of an insane sense of invulnerability, religious faith, or a relentless desire to win, you never give up. You gain a +4 Bonus to Fear effects. Charismatic: Through a combination of good looks and a powerful personality, you excel at winning the hearts and minds of others. However, your sense of intuition suffers as a result. You gain a +2 bonus to Charisma but you cannot keep the Wise trait if you roll it. While you can manipulate others, you tend toward self-absorption. Child of Faith : You were raised in strict observation of religious tenets. You might even be a priest of the faith, though you are a soldier now. As long as you have a holy symbol of the church on your person, you are lled with resolution and faith that your god watches over you. You gain a +2 bonus against all Fear and coercion effects. City Rat: You grew up on the tough streets of a city. From a young age, you learned to scavenge and survive at the shadowy edge of the cradle of civilization. You can make Natural Science skill checks in the city with a +2 bonus. You can use Dealing to track
down any specic dealers and informants with a +4 bonus to the skill check.
Desert Born: While others see the endless dunes of the desert as a daunting obstacle, to you they are home. Intense heat has little effect on you. You have a +2 bonus on all saves against Fire effects. You can survive on half the standard amount of food and water; for instance, if you carry a three-day supply of food and water, it will last you six days. You gain a +4 bonus to Natural Sciences skill checks for survival and knowledge of desert and hot areas. Dexterous: You are quick and agile, though your body might be thinner than normal or otherwise prone to injury. You gain a +2 bonus to Dexterity but you cannot keep the Tough as Iron trait if you roll it. . Faithful Friend : You are true to your friends to the bitter end. When they need your help the most, you are at your best. You may designate up to six people as close friends. These individuals do not have to be player characters. When any of your friends is rendered helpless in any way, you gain an immediate non-cumulative +1 bonus to attacks, skill checks, and saves until they are safe. A friend is safe if he no longer remains helpless or if he is somehow removed from danger. You gain this benet, however, until the end of the encounter. You can change your close friends over time. Once you remove someone from this list, you must wait 24 hours before adding a new person. You can drop one person from your list of friends per day. Fast: You have long legs or just an uncanny ability to use them to propel you forward. You gain a +4 bonus to your Speed and can perform Movement checks at normal speed with no penalties. Forest Born: You grew up among the towering trees of the forest, where you are at your best. Perhaps you feel
uncomfortable in a situation where you can see the horizon. You gain a +4 bonus to Natural Sciences skill checks. You gain a +2 bonus to Movement checks while in forested areas.
Galactic Traveler: You traveled far and wide during your childhood, exposing you to a tremendous variety of cultures. You t in even in strange social circumstances and have mastered a variety of dialects. You enjoy a +2 bonus to Communications checks and gain two bonus languages.
Inspiring Presence : You possess an innate ability to bring out the best work in others. With a few words of encouragement and your determined effort to lead the way, your allies perform much better than normal for a brief time. Three times a day, as a Swift action, you can grant an ally a morale bonus equal to your Charisma bonus. This bonus applies to their next action. The target of this trait must be able to see, hear, and understand you in order for it to take effect. Intelligent: You have a keen, well-honed mind from your bookish obsession with learning. You gain a +2 bonus to Intelligence but you cannot keep the Strong trait if you roll it.
High Born: You were born into the nobility and enjoyed a life of simple leisure. However, for some reason you have been denied the true fruits of your birthright. Perhaps you were the second or third born and thus have no claim to an inheritance, Jungle Born: Born and bred in the tropics, or maybe your realm was overrun by you wander the dense rain forests and invaders. Despite this setback, you still enjoy jungles with the same ease that civilized many of the advantages of your station. folk stroll down the street. You gain a +4 Your bearing shines through in formal bonus to Natural Science skill checks while circumstances. You gain a +2 bonus on in jungle and rain forest terrain. Heat and all Communications checks when dealing humidity have little effect on you. You gain with nobles and ofcials. You also start a +2 bonus to Fortitude saves made to resist 10,000 eCr to purchase equipment. high temperature conditions.
Lithe Acrobat: You are graceful, exible, and acrobatic. You move with excellent coordination and complete difcult acrobatic maneuvers with relative ease. You gain a +2 bonus to all Defense and Athletics checks and can move at normal speed while doing so. Master of Lore: You have spent years studying a variety of topics, granting you a broad though not necessarily deep education. You may make a Knowledge check on any skill even if you do not have any Training Ranks in that skill. You gain a +2 bonus to all Knowledge checks. Mighty Build: Your solid, broad build allows you to use tools and weapons that others would nd unwieldy. While an enormous sword might pull someone else off balance, you have the steady feet and powerful arms needed to use it properly. You can wield weapons up to one size category larger than normal for you without penalty. You still suffer the normal penalties for weapons above that size. This does not include weapons of a different Scale. Mountain Folk : You hail from the towering mountains. Traversing the steep slopes, jagged cliffs, and perilous trails of the peaks seem no more daunting to you than a simple walk through a cleared green eld. You gain a +2 bonus to Natural Science skill checks for mountainous regions. In addition, you are steady on your feet from long hours spent walking along narrow paths. You gain a +4 bonus to any check or Saving Throw you make to keep yourself from being knocked prone. Nomad: Your people have wandered the stars, going where they please whether it was city to city or world to world. You were born ‘into’ the saddle, so to speak. You gain a +4 bonus to all vehicle checks, as you have spent more time in the pilot’s seat than on your own feet since you were born.
Nondescript: You have a face that seems to blend into crowds. You lack any noteworthy features or characteristics that would make you easy to identify. If you wish, you can remain nearly anonymous. During any noncombat situations, you can make a Stealth skill check modied by your Charisma to fade into the background. Those who fail a Perception check simply do not notice you as they are too absorbed in other things. Unless you take some noteworthy action or someone seeks you out, those nearby fail to note your presence unless they physically interact with you. Should you move within 5 feet of someone, your presence immediately becomes apparent unless you remain physically hidden or out of sight. Perceptive: You possess an uncanny ability to notice tiny details that others would miss, even if you do not actively seek them out. The Game Master makes a Perception check for you in secret whenever such a check would reveal a falsehood or hidden object or person. If the check succeeds, you learn that something is amiss. You must make a normal check yourself to determine the exact nature of the deception; the rst check gives you only its general location or nature. Pegasus Program : You are ‘volunteered’ to take part in a secret military experiment and are taken away from your home at a young age. You gain +1 to your Wisdom and to two of your other statistics. You also gain the Psyche Sensitivity feat. You are being trained to lead and are automatically an Ofcer You may not go to a school but gain a +5 bonus to entrance and evaluation rolls for a military branch and a +2 bonus to enter the Commando program. You have been tted with a Master Ordnance Chip to help monitor your performance while in active duty and you are assigned to a special duty company.
Resilient Toughness: You can overcome pain and injuries that would leave others in battered, defeated heaps. You have an almost superhuman capacity to ght through the pain and recover from damage. As a Full Action, you can heal yourself a number of hit points equal to your Constitution modier multiplied by the number of Terms of Service you have. You can use this ability a number of times per day equal to your Constitution modier.
Savage Appearance : You wear war paint, have a bizarre haircut, are covered in elaborate tattoos, or carry a gruesome war banner or trophy. Consciously or not, your opponents pay more attention to you in a ght than to your allies. During combat, any opponents who can see you suffer a -2 penalty to Perception checks as they nd their gazes invariably drawn to your strange appearance. This opening may allow your allies to sneak into position. If an opponent threatens you and one or more of your allies, as a Free Action you may attempt to force the foe to attack you. The foe must make a Will save opposed by your Charisma check. If you successfully oppose the check and he chooses to attack your allies, he must attack you at least once during the attack. You may use this ability once per round. Sea Child: The sea is your home, whether you grew up on the coast of some lush world or have spent your life aboard a ship on the vast ocean of a water world. You ignore any penalties to ghting aboard any vehicle due to heavy turbulence or swaying decks. You gain a +4 bonus to all Athletics checks involving balance. Shadow Born: Your forebears were noted for their mysterious dealings, sinister reputation, and aptitude for Psyche Talents. From a young age, you displayed strange talents that are whispered to have derived from a diabolical pact between your parents and an agent of the Shade. You gain a +2 bonus on all Knowledge checks concerning the Nithian Arts and the Shade due to your odd upbringing. In addition, your blood is tainted with the Shade – one of your ancestors was a Shade somehow. This taint gives you a +4 bonus to any and all Saves against any effect with the Shade descriptor. One of your Mind Points is converted to a Shade Point. You also gain a +2 bonus to Perception checks involving the Shade, almost as if you have a supernatural precognition of it.
Short: You are much smaller than normal – so much so that you count as one size category smaller than others of your species. You are size Small if you ordinarily would be size Medium, Medium if you would be Large, and so forth. You gain all the benets and hindrances of your new size. You cannot keep the Tall trait if you roll it. You can not keep this Trait if your Species in naturally Small. Space Folk : The stars were your landscape when you looked out the window as a child. Always hanging in the silence of space, you grew up in an orbital station or other space vessel. As someone else may know the different climates and seasons of a world, you know the different vessels and stations that reside in space. You gain a +2 bonus to all Perception, and Knowledge checks concerning space and the environments of it. Also, you ignore any penalties to ghting in zero-g or within close quarters. Stout: You are stocky, compact, or even overweight. Your body might be bulkier than normal, but the added mass is muscle and thick bones, not just ab. Because of this you resist damage better than others do. You gain a +2 bonus to Toughness & Fortitude saves and gain +10 hit points. Strong: Your bulging, powerful muscles allow you to push aside material obstacles with ease. You gain a +2 bonus to Strength but you cannot keep the Intelligent trait if you roll it. Tall: Your long arms and legs let you tower over others. In battle your height grants you a key advantage in improved reach. You gain a +2 Size bonus when making grapple checks. This bonus stacks with any other Size related bonuses In combat, you threaten on additional square beyond your normal threatened area. This square must be adjacent to a square you threaten, but it cannot be adjacent to you. You do not threaten this square if you do not threaten
any other space. You must decide which extra square you threaten on your action. Until you designate a square, you do not threaten an extra space. You can change the square you threaten to a different one on your next round.
Total Recall: You have perfect recall, allowing you to remember minor details from an event that others have long forgotten. You enjoy a +1 bonus to all Knowledge checks and a +2 bonus on Perception checks to notice anything different about something you’ve seen before. Tough as Iron: You can withstand pain and terrible conditions for far longer than other people. You enjoy a +2 bonus to Constitution but may not keep the Dexterous trait if you roll it. You are as sturdy as the mountain and just as agile. Weapon Bond: You have a natural talent for wielding a single, specic type of weapon such as a longsword or assault rie. From a young age, you demonstrated an advanced mastery of its use. Select a single class of weapon and you gain a +1 bonus per Term of Service to attack with, modify, and repair that weapon. Also you gain a +2 bonus per Term of Service to damage with that weapon. You feel so comfortable with the weapon that it feels like an extension of your body, personality, and intellect. If your weapon has a Psi-stone, you may purchase qualities as if the psi-stone had two extra Mind Points. Wise: You are insightful, well attuned to your surroundings, and given to delving correctly into the motivation of others. You enjoy a +2 bonus to Wisdom but cannot keep the Charismatic trait if you roll it.
It was the rst time that he had been outside a government controlled community zone. Sure living in the structured societal norms was not a hardship but Alec had grown tired of the restrictive demands of what M.O.T.H.E.R had planned for him. He stepped on to the deck plating of the space station he had chosen to make his new home. The rst thing he notices was the smell. It was recycled air that had been passing through O2 scrubbers for who knows how long. It was stale and biting to his nose that had been accustom to the fresh and almost sanitized aromas of the state ran mega complexes of Waycross’ capital city. The second was the lighting it was cold and ickering in a number of places. People quickly hustled about with clear determination in their movements. Some carried small creates and others moved about the large corridor. At this point the people behind him went in motion and he was jostled into the ow. Looking around he caught a glimpse of the faded numbers painted on the wall showing where he was. He had gained his bearings and began to move towards the lifts that would take h im to the level that he would make his home. Heaving up his bag he set off. He took it all in noticing the people that he now called his neighbors, a number of species that were mebers of the Galactic Federation of Humanity. He saw one or two beings that he had never seen outside a HoloVid. One completely new species he had never seen before walked by... and politely waved. It seemed he would enjoy living here.
Occupations It takes a lot to survive when it seems like the whole universe is weighing down on you. When you don’t know where you next credit is coming from and you have ve different things that it should be spent on.
Mercenary
Mercenary is the generic term for a hired gun or sell sword that earns his daily wages through the general use of arms and possible violence. They know their way around weapons and armor. They are tough and resourceful.
Bounty Hunter Being a Bounty Hunter is dirty work. You can spend weeks or months away from home, tracking your target, watching his daily movements, planning the best way to capture him, and then implementing that plan. Bounty Hunters generally focus on tracking, stealth, and optimizing Hit Point Damage over Wounds. They tend to be self-sufcient and can be elusive. The main trade is to track down and return fugitives, criminals who have escaped justice, and personal vendetta retrievals. All these come with the Dead or Alive condition. Generally if the Bounty is wanted alive the reward is greater. A dangerous way to earn a living, the Bounty Hunter is feared, mistrusted, and respected among the known galaxy. When you arrive in a populated area and the word spreads that a Bounty Hunter has come there,
he can meet any number of reactions. Luckily, Bounty Hunters have an impressive variety of skills to help them deal with whatever comes their way.
KNACKS Careful Study: You have spent the time tracking people across countless worlds. While on some worlds they have received training and blessings from numerous warlord, priests, and weapon masters. Each Term of Service the Bounty Hunter selects one Species and treats their weapons as Martial Weapons. Man with No Name : It is always best if the people that you are after know as little about you as possible. As you become better at your craft you become more difcult for people to make Assessment checks against you. Each Term of Service adds +10 to the DC roll to assess the Bounty Hunter. If the check fails by 25 or more the person attempting the Assessment receives false impression. No Disintegrations! : Sometimes it’s not Wanted: Dead or Alive. In many cases the bounty needs to be brought in mostly in one piece. This Knack allows the Bounty Hunter to shift wounds that he causes into hit point damage. When using this Knack on an attack you cause no Wounds instead, causing 1d6 of Hit Point damage per Term of service.
Pursuit of Prey: Bounty Hunters have to be a step ahead of their Bounty, for instance, by knowing the shortcuts through a city that they have planned out or through just raw bursts of speed. The Bounty Hunter can, once per a day per Term of Service, designate a target as his bounty, and when in pursuit of a bounty, gain a +5’ to their Speed per Term of Service. If in a vehicle they gain a +10’ to the vehicle Speed per Term of Service. Quarry: When a Bounty Hunter is on the trail of his quarry he has studied its behavior and patterns. As a Move action to study an opponent, the Bounty Hunter can gain bonuses against the Quarry. With the knowledge he has gained he receives a + 1 bonus to Hit per Term of Service against that target. He also receives a +2 bonus per Term of Service on Bluff, Intimidate, and Tracking. Quicker Draw: The Bounty Hunter is adept at becoming an armed assailant in the blink of an eye. The Bounty Hunter gains +2 to Initiative per Term of Service. Trophy Hunter: The Bounty Hunter has collected a number of trophies from the people he has captured. Putting them to use by displaying them, the Hunter can gain a number of bonuses depending on the type of trophy. You choose one trophy per Term of Service. You can choose the same trophy more than once.
Grizzly Trophy
+2 Intimidate per time taken.
Armor Trophy
+2 Toughness per time taken.
Prestigious Trophy
+2 Bureaucracy per time taken.
Rare Trophy
+2 DEF per time taken.
Technological Trophy
+2 To Hit per time taken.
Chitinous Trophy
+2 DR per time taken.
My Very Favorite Gun: You must select one specic rearm to become your weapon of choice. When ghting with it, you gain a +1 bonus to Hit and +2 bonuses to Damage with it per Term of Service. Should that weapon be lost or destroyed it takes one day to repair or replace.
Soldier of Fortune “Yeah check her out. The .40 caliber rechambered to take plasma *AND* HEP rounds, Dyson scope, retooled military grips and a heat reduction shroud so I get maximum charges from the secondary power cell that was installed in the stock, not to mention it came in chrome… I call her Anastasia.” -Jack Morganne talking about his new rie. The Soldier of Fortune is above else a ghting man. They know that their lives and the lives of who they have been hired by may very well depend on how they and their gear can be trusted. Focused equally on Weapon Optimization and Specialization along with a knack for Armor Specialization the professional Soldier of Fortune is possibly one of the more dangerous occupations for themselves and anyone that gets in their way.
KNACKS Armor Procient: As the Soldier of Fortune gains skill and insights in the profession of being a hired gun, he or she gets increasingly familiar with a wide variety of armors. With each Term of Service, the Soldier gains a new Armor Prociency, gaining them in the following order: Heavy Armor Prociency, Light Power Armor Prociency, Medium Power Armor Prociency, Heavy Power Armor Prociency, and Exotic Armor. Efcient Power Usage: When the Soldier of Fortune is in the eld, it might be a while
before you get to resupply or even nd a recharging station – and those Power Cells have to last. Either it’s for that favored Vibro-Sword or a Vehicles Energy Cell. For each Term of Service, a Soldier of Fortune may add 5 charges to the maximum capacity of a Power Cell. He can do this to a number of Power Cells equal to his Term of Service.
Access to the Good Stuff: Being a professional Soldier has its perks, one being that he manages to have access to some of the best gear available. A Soldier of Fortune may add a +2 Weapon Ability bonus to their weapon per Term of Service at no cost. This does not allow them to go past the +10 bonus limit, and must follow all normal restrictions. Triage: A Soldier of Fortune must keep ghting on because that is what he is paid to do. The knocks and scrapes that occur during battle have to be shrugged off until they can be properly attended. By spending a Full round action and dressing his wounds, a Soldier of Fortune can regain 1d6 Hit-points per Term of Service. This can be done one time per day, per Term of Service.
Heavy Handed Weapon Master: You have to be able to use whatever is available. If that means pulling the mounted heavy machine gun of a Gnat ATV and hoisting it up, so be it. Soldiers of Fortune are able to use weapons normally usable by someone in power armor or mounted on a small vehicle. These weapons can be used, but only for a short time before rest is needed. Weapons that are Large or are designated as Vehicle scale can be used for 2 rounds per the Soldier of Fortune’s total Term of Service with no penalties. At the end of the rounds of use you are Fatigued, and you cannot use this Knack again until you are no longer Fatigued.
Always has Ammo on Hand : After extended re ghts or long term engagements, ammo can begin to run low. The Soldier of Fortune is smart enough to start conserving it, but more importantly can start to take what he needs from storehouses or downed enemy combatants. Soldiers of Fortune scrounge up ammunition like a champ. After a battle, the Soldier of Fortune can makeshift ways to siphon the energy of nearly depleted Power Cells, and nd the odd shell or round from clips or magazines. He can replenish one clip or power cell for a weapon per Term of Service of Soldier of Fortune.
Over-watch: Standing watch over your compatriots while they maneuver or withdraw is an important duty. Generally, taking up a position of cover while the
eyes of the Soldier comb the surroundings, waiting to send shots down range in a hail of re when targets present themselves. While in Over-watch, you threaten with your ranged weapon. As a full round action you may make one attack of opportunity per Term of Service in your rst range increment. This can only be used with ranged weapons.
Zeroed In: A Soldier of Fortune can reach nearly unparalleled levels of Marksmanship. Able to shoot the tail of an Arcturan Drop Bear from 400 meters, they become skilled at the long range shots. Soldiers of Fortune are able to re-roll a missed range attack once per Term of Service per rested period. They can also increase the range increment by 20’ per Term of Service.
They all stood around the table in the small ba ck room of a bar they frequented. “Alright lets see what everyone has got” The tall Tuathian said in a measured voice that always sounded as if it was echoing in a room much larger then he was in. Everyone dug into pockets and after all was said an done they had two Tricanthium Pyramids, 3 eCr sicks totaling 159 credits, and a coupon for a free coffee. Everyone stared at M for putting the coupon in. “What... I like coffee” the feline featured woman said, her ear twitched. “Well we are broke, what are we suppose to do now” said the large framed Dar sithian named Trenn. Just then one the comms chirped the Archalion pulled it out and he read the screen “Looks like we have a job”
Lawman
Sector Sentinel The Sector Sentinel is a Lawman placed in charge of a particular expanse of space, usually containing the center of the base he is more than likely placed in. A planet in need of protection from unruly bandits. An important key to a busy trans-galactic trade route. Or a lucrative asteroid eld mining operation. Through the use of aweinspiring presence or access to ofcial Channels/Connections, they are focused on moving about that assigned area, and are able to dispense fringe justice. They are also known for their impressive Piloting skills.
Knacks Vehicle Access: You have to get around your sector. You have been provided with a Mykon-Oritech O-52S Pursuit Cruiser – a small one-person craft (see Ships chapter). This ship is provided by anything from the GFH, such as a local
provincial government, or a Mega-Corps payroll for a lone space station oating through space.
Hotshot Pilot: You are some sort of big deal. You can thread a dozen asteroids like threading a needle. You gain +2 to your Flying Vehicles skill per Term of Service. You also gain +2 DEF per Term of Service in regards to your vehicle’s Defense score. In the Eyes of the Law: Lawmen as a whole have to be an observant lot. Sector Sentinels look for anything out of place. Odd Patterns and erratic behavior. If something is not what it seems, they are often the rst to notice. They gain a +2 Bonus to Perception per Term of Service. In addition, if using Perception to versus a Bluff, they also add their Will Save modier to that Perception Check. Self Sufcient: Being an inherent loner, often Sector Sentinels may spend very long stints of time away from civilization. Rather than retreating back to a space station or outpost, they have learned to fend for themselves. They gain a +2 bonus to Natural Sciences when making survival checks per Term of Service. In addition, they receive a +2 bonus to their Saves when resisting the effects of a hostile environmental (i.e., Sandstorms, Frostbite, etc.). Very Special Modications: Gain 10,000 eCr for use in ship modications per Term of Service. This can only be used to upgrade the Ship or components of the Ship. (See Ships of the Line.)
Fearsome Reputation: You don’t want a Sector Sentinel gunning for you. He can make it difcult for you to do any dealing in an entire quadrant of space. When dealing with the Sector Sentinel, if the Sentinel has announced himself and shown an authoritative device, criminals have a -1 to all die rolls when interacting with the ofcer (as if you had that number of Wounds) per Term of Service. Spacewalker: Spending so much time in the vast expanse of Space, one becomes accustomed to the weightlessness and certain dangers. The Sector Sentinel gains +5’ Movement bonus in Zero-G environments per Term of Service. Also, a +2 bonus is granted to Athletics and DEF per Term of Service. They can also attempt more Acrobatic maneuvers than normally possible moving about in Ships.
Adjudicator ”Look, I don’t care if your uncle is Prefect of this Sector, you’re still coming with me!” An Adjudicator is assigned to a planet or space station and is a representative of Federation Law. Military Law, although the most common and widely spread form of law, is not the only form of justice. Communities will often police their own when they want swifter action or nd that the watchful eye of the Judicial Branch of the Military is a bit wandering, or just absent for too long.
KNACKS
License to Kill : Adjudicators are the law when it comes to the more remote parts I Picked Up a Few Things : Choosing of the Galaxy. They are given certain a Knack from any other Mercenary liberties to dispense justice as they see t. Occupation counts as if you were rst term This is most useful to the Adjudicator if the with that Knack. Each Term of Service, the person that has been sentenced to harsh Sector Sentinel may opt to take another judgment, such as death, is someone Knack instead of one from the Sector important. Sentinel selection.
The Adjudicator gains a +2 to Bureaucracy skill checks per Term of Service, to avoid backlash from any judgment. This will help the Adjudicator avoid being ned or reprimanded from superiors or governmental liaisons.
Post All-Points Bulletin : Allows the Adjudicator to put out an all-points bulletin (APB) on a person of interest or a criminal. This grants a better chance to receive information of the whereabouts of the person in question.
This here is my town! Often, because Adjudicators are focused on a certain area, even though that area is variable in size, they have an in-depth knowledge of it. This gives them the upper hand when preforming certain duties with in it. The Adjudicator gains Favored Terrain. They receive a +2 DEF, Initiative, and Stealth skill checks per Term of Service in Lawman while in his area of inuence.
Each Term of Service extents the area of inuence and the percentage chance that the person will be spotted. There is a 10% chance per Term of Service that the being that is wanted will be spotted, and the Adjudicator will be alerted through his network.
Voice of the Law : All Adjudicators are imposing. When you have the authority to dispense justice, you speak and people listen. Adjudicators gain a +2 bonus to Intimidate, Bureaucracy, and Bluff skill checks per Term of Service. Species Proling: A Lawman has to deal with a wide variety of Species. However, Adjudicators tend to focus on select Species. The Adjudicator receives a Favored Enemy bonus against the chosen species. They gain a +1 to Hit and +2 Damage per Term of Service. You choose a new species every new Term of Service and apply the new bonus to each Species.
Criminal Justice!: You are the hand of justice in an otherwise lawless outland. You must be ruthless in the execution of your duties, ending things as quickly as they sometimes begin. Adjudicators gain a +1 Damage Die per Term of Service if it is an individual who has been successfully identied as a criminal.
Starting up a posse : When in pursuit of a suspected or known criminal the Adjudicator may deputize 1 non-Lawman per Term of Service as a Full Round action. Members of the Adjudicators posse gain the Teamwork Feat. They also gain +1 to all Saves per Term of Service while in the area of inuence of the Adjudication. The area of inuence is 50’ per Term of Service.
Look the other way: There are good lawmen and bad ones. The Adjudicator is known as someone who will make a deal. The Adjudicator gains a +2 bonus per Term of Service to Communication skill checks when dealing with a suspected or known criminal. Walking a beat : When Adjudicators are in their favored terrain, they threaten an additional +5’ per Term of Service with melee weapons. If a target provokes an Attack of Opportunity they can, as an immediate action, sacrice their movement for the round to move within melee attack range and engage their target and make the Attack of Opportunity.
Technician
People who expand the limits of what you can do with the technology that surrounds us on a daily basis are the technicians. One of the specialties deals with actually entering into a symbiotic relationship with the device. The other is being the master of building the best of the best, just as ancient shipwrights did.
Ghost in the Machine “Why should I or any of us be the rst ones in the room? We can just stand back here and let Chuck do all the work. Don’t hurt me one bit if he gets blasted.” Using a Dual-Synchronous Robotic Shell, often referred to as a puppet or puppet-bot, a Ghost can focus part of his mind to control a robotic helper/defender/inltrator in a variety of ways. The Robots are controlled either through a headset rig or through a cybernetic implant. Using this connection, a Ghost will dive his mind into the realm of the wireless world to bring it to life, augmenting the basic AI of the Puppet-Bot.
A Ghost suffers penalties to actions, both for him and the robot. However, those penalties are lessened as the Ghost’s Terms of Service increase. All actions suffer a -5 to the roll. This applies to both the Ghost and to the Puppet they are operating. Puppets can have programs that offset penalties, or the Ghost may offset them in different ways. The maximum distance that a Puppet can be operated is 500’ from the Ghost. Typically, the Ghost will remain on a nearby ship, or in the rear of an Outt, investigating a hostile area. They are able to share senses with the Puppet-Bot.
KNACKS Augment Connection: As a Ghost begins to navigate his way through the electronic synapses, he begins to nd it easier to control the puppet – not only with less lag and possible loss of skill, but also in the distance that the signal can reach. For each Term of Service, the penalty for operating the Puppet goes down by one, along with adding 100’ to the range.
Bigger and Better: Increase the capabilities of the Puppet in combat, increasing the Damage die one rank and Hit die one rank per Term of Service. Boost Sensors: Becoming more attuned to the virtual surroundings, the Ghost can begin to make use of sensors that are more precise than that of a esh-andblood being. They gain +2 to Perception and +2 Initiatives per Term of Service.
Feedback : The residual code and information that ows between the Ghost and its Puppet lingers. If the Puppet is running programs, the Ghost may use the benets of that program as if he were
running the Program himself. One program per Term of Service may be used, with no duplicate programs allowed.
ID Insinuation: Working with the same electrical pathways, some of the Ghost’s personality gets imprinted into the limited AI of the robot. Because of this, certain commands can be preemptively acted on by the robot. Along with some degree of autonomy, this grants a +2 bonus to the INT, WIS, and CHR, and one of the Personalities must be chosen from the list on page 77. Maximum Overdrive! : Ability to push the levels of the Puppet beyond what it is normally capable of. Quicker and Stronger, adding +2 to STR, DEX, and +5’ of movement per Term of Service. .
Increased Bandwidth : Allows you to access and additional Controller in regards to a Puppet, each puppet gains the normal penalties. Upgrades must be purchased separately for individual Puppets. +1 Controller per Term of Service Upgrade!: You gain a number of Upgrades from the list of appropriate gear for free, equal to your Terms of Service. These are cumulative (i.e., at 1st Term you have 1 Upgrade, 2nd Term 2 Upgrades, and 3rd Term you will have 3 free Upgrades to choose from – for a total of 6 Free Upgrades.) Upgrades are listed in the equipment section.
Wrencher “Nothin’ like getting your hands dirty, really getting in there and making that engine rumble to life!”
KNACKS Cut-Off Switch: Every system has a failsafe or a cut-off. The Wrencher has
the uncanny knack for almost surgically getting right to the heart of the matter. When ghting constructs, cyborgs or vehicles with Extras, a Wrencher may make a touch attack as a Full Round Action to disable Extras. The Wrencher forces a Toughness save. If successful, he disables one Extra per Term of service. The Extra is not able to be used for a number of rounds equal to the total number of Terms of Service in Technician. The DC for the Toughness Save is equal to 15 + 5/ Terms of Service + INT Modier. If it doesn’t t… : When working with vehicles, one of your biggest limitations when it comes to weapons, components, and other essentials is available space. A Wrencher can add ‘slots’ on vehicles, increasing its Capacity one point per Term of Service in Technician. He must spent one day per capacity slot added with the vehicle, and 1000 eCr in lighter and stronger materials to compensate.
In the Creases: The Wrencher is able to ignore the Damage Reduction of Constructs and Vehicles when making attacks against these hard targets. For each Term of Service, the Wrencher can ignore 5 points of DR.
Lift with your legs : Hard working and no strangers to having to move materials and equipment around the maintenance bays, the Wrencher has a lot on his shoulders …literally. Wrenchers increase their Carrying Capacity, calculated as if they have a +5 STR higher per Term of Service.
Miracle Worker: When it absolutely has to be done yesterday, the Wrencher can make it happen. They are able to not only promise, but deliver repairs in record times.
When making repairs, the time needed is reduced by 10% per Term of Service, provided they have at least the most basic tools needed for the job.
Operate Heavy Machinery: A Wrencher becomes accustomed to and familiar with the vehicles they work on. Maneuvering ships in tight hanger bays, taking a shuttle to a nearby client in a crowed city, or putting a Mech’ through the paces. They gain a Bonus to Piloting Vehicles and ‘Mechs. +2 per Term of Service to Ground Vehicles and Flying Vehicles.
Oversized? No Problem : Often Wrenchers are around larger-than-life weapons. Whether it’s the Auto-cannon off of an ATV turret or a ‘Mechs energy blade housing, Wrenchers can wield larger weapons with fewer penalties. Each term lessens the penalty for using oversized weapons by -1. Weapon System Check : By maintaining weapons, you can optimize some impressive results – whether riing on a barrel or overcharging capacitors. A Wrencher may maintain a number of weapons equal to the Term of Service in Technician. Every weapon maintained in this way gains +1 to Damage, +1 to Hit or Minus, and +1 to the fumble range (Minimum of 1). In addition, he may choose one weapon to maintain, that may re-roll the lowest Damage Die in an attack. Reroll can be used once per an attack, and you must take the new roll.
Psycher
The Mind can be as expansive as the Universe. Being in contact with the consciousness of the Stars and beyond is something few experience and can come to grips with. Whereas the Starseer draws power from beyond this dimension, the Conduit of the Stargods are a direct connection to the Stargods. Some say that which makes up the Stars is what the entire Universe is made of. The Conduits seem to be living proof.
Conduit of the Stargods “I have stared into the dark abyss and found the gaze of the powers of all creation and destruction staring back at me, opening their arms to welcome me into their embrace. They have taught me things that you can never imagine.”
KNACKS Librium Solar: If fully given over to the will of the Stargods, the Conduit receives the gift of Knowledge. Powerful and unique are the
talents that are learned, to which few get access.
per person. You may only use the Healing Touch on one person per round.
Each Term of Service allows access to a New Psyche Talent, with the prerequisite Conduit of the Stargod. These are listed later in this book. (See New Psyche talents, pg 53.)
Manifestation of the Stars Heart : In some cases the Stargods will grace the Conduit with a mark that shows them as a messenger of the Stargods. These mutations in some way reect the demeanor or ‘avor’ of the thing that the Stargods views as pertinent to their causes. For example: The Stargod that resides in the star that the planet Haven orbits may manifest a third eye, as the Stargod watches over the creatures that reside on that planet.
Expand Mind: The mind is expanded to untold limits. Surging with boundless mental energy, the Conduit of the Stargods start to become juggernauts of the Psyche. Conduit of the Stargods gain an additional +3 Mind points per Term of Service. Charisma of the Celestial Bueaucracy : You represent the enigmatic beings that reside within the heart of every star. The connection to the solar beings causes the Conduit of the Stargod’s eyes to glow with the burning embers of the stars. The Conduit of the Stargods gains a +2 to CHR per Term of Service. Commune with the Stargods : The Conduit of the Stargods regains Mind Points at a quicker rate than a full night’s rest. They need one less hour per Term of Service in Psycher to replenish lost Mind Points. (4 hours of rest if they are in their 4th Term of service, for example.) They may extend this benet to one other person per Term of Service.
Healing Touch: Using the energy of the stars themselves, they can channel ambient life energy into the physical body of an individual. This causes repairs to be done almost at the cellular level. The Healing Touch will not mend broken bones, lost limbs, or other wounds. However, it will ease other Damage taken. You gain 1d6 of Healing per Term of Service as a Scion of the Stargods. It takes one standard action per Healing attempt
Burning Eye of the Stargod - +2 to Perception checks per Term of Service. Appearance is of a burning third eye on the forehead. Blazing Soul of the Knowledgeable Mind - +2 on any Knowledge checks per Term of Service. Appearance is of a circle of re oating just above the chest. Blackened Eyes of the Dying GodThe eyes of the Conduit become entirely black. This doesn’t affect the normal vision of the Conduit. It does, however, grant them Darkvision 50’ plus +10’ per Term of Service. Voracious Hunger of the Stargod 1d6 Bite attack per Term of Service, while ignoring 2 points of Hardness per term of Service. Strength of the Sun - For Feats of Strength, Conduits have a +2 STR modier once per a round. Melee Attack rolls, Melee Damage rolls, lifting, opening doors, breaking bonds, etc.
Purity of the Atom: E ach atom of a Conduit begins to burn a little brighter, much like small stars of their own. This allows for certain afictions to be ‘burned away’ and have little to no effect on the
Conduit. For every Term of Service, you may pick one thing to be immune to from the following list: Poisons Rot Charm Effects Diseases Paralysis Shade infection Bleed Blindness Ability Drain Stun Fatigue
Voice of the Stargods : With the power of just a portion of the Stargods owing through them, the Scions are able to send out waves of disruptive energy that cause the Shade to halt in their tracks – or in the case of powerful Scions, reduce the carrier of the Shade to an empty and burnt-out husk. Able to Rebuke (Turn) Shade, the Scion, may spend a turn attempting to affect any Shade in the area with his inuence. When the Scion presents this power, all Shades or targets with a Shade Point that make their save suffer a -2 per Term of Service, with all actions that directly target the Scion for the duration of the Turning effect. See Turn Shade - Legion Core Rulebook, pg 266
Starseer “Being able to see the things that lurk in the other space is not all it’s cracked up to be. Think about that weird thing out of the corner of your eye that isn’t there when you look. Just imagine that when you look it’s still there.” While some people are born with the ability to learn and nurture the Psyche,
there are the rare others that are tied to what powers it. These people, known as Starseers, are able to unnaturally tap into these resources, and wield this power to unusual and efcient effect.
KNACKS Draw from the Abyss (Energy Manipulation): The Starseer, being physically attuned to other dimensions of origin of the Psyche, are able to manipulate the output of energy-based weapons. The minimum damage for an Energy weapon is increased by 1 per die per Term of Service. This may max out a Damage die’s range. For Example: A 3rd-Term Starseer using a Medium Laser which normally does 3d10 damage would count all 1’s, 2’s and 3’s as 4’s. This would give the weapon a Damage range of 12 - 30 instead of 3 - 30.
Hyper-walk : This knack allows the Starseer to force his way into the dimension of Hyperspace. This allows him to make instantaneous small jumps, displacing him in real space to appear in another. It requires 1 Move action, and the range is 25’ +5’ per Term of Service. You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. You may also bring one additional willing Medium or smaller creature or its equivalent per Term of Service. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you (so in effect, you can “daisy chain” a hyperwalk).
If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of Damage, and are shunted to a random open space on a suitable surface within 100 feet of the intended location. If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of Damage, and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet (or further), you and each creature traveling with you take an additional 4d6 points of Damage, and the attempt simply fails.
Perception of the Deeper Reality : That buzzing in the base of your skull… the whispered words in an undecipherable tongue. As you become more in control of your mind and center your being, you begin to understand. You begin to be able to make sense of the signal from the realm beyond. You are able to, as a standard action, sense any creature with the Psyche or Shade descriptor within 100’, per Term of Service. You may also be given information by the GM on matters relating to the Shade or Psyche activity in an area. This may be received as disjointed messages or odd feelings. This also gives a +2 to all Divination Skill Checks per Term of Service.
Unnatural Insight : Due to the constant exposure to other worldly forces, you have an almost superhuman ability to react and counteract beings from the other side. Starseers gain a +2 Initiative and +2 to Attack and Damage rolls per Term of Service, against the creature type Psyche. This can stack with Favored Enemy and Bane weapon quality. You may ignore 5DR per Term of Service against those creatures.
Psyche Visage: The Starseer, having a foot in each realm, has a Psychic Visage that is only visible to those with the Psyche Sensitivity Feat and a successful DC 20 Perception Skill Check. The Starseer can, however, allow that deep visage to bleed through, permitting people who are not Psyche Sensitive to see what lies beyond the veil. This can be used to attack, calm, or confuse. There are a variety of Auras, or Visages. To force your Visage into the world we live, Manifesting is a Swift Action and the effects last for that round. You must choose one Aura and may not change it. The effect can be used on one person per Term of Service. Visage Examples: Angelic Aura - In other planes of existence you appear to have an aura of shining light and large feathered wings that trail off into wisps of energy. All allies are calmed. Starseers may remove a Fear effect and make allies immune to Fear effects as long as they keep the visage up and within Line of Sight. Flaming Skull - In other planes of existence you appear to have your esh burned away, leaving only a skull hovering above where your collar ends. This visage causes Fear and the Will Save is DC 15 +2 per Term of Service. Void Form - Your physical form seems to fall away, leaving only a silhouette that is lled with the vast emptiness of the cosmos. The visage causes disorientation due to the endless vista of space before your eyes. Causes a penalty of -1 to all Actions per Term of Service. A Will Save of DC15 +2 per Term of Service negates.
Chitinous Form - You are surrounded by an ominous, otherworldly, insectlike presence – as if you were inside the chitinous armor of a bug. This visage causes a nauseating effect. Anyone affected gets a Will Save verses a DC 15 +2 per Term of Service, or will be Sickened.
Slipping the bonds of Reality (Phase Field Generation): Starseers can cause a eld to surround their bodies, partially open to Hyperspace. This causes energy to be shunted to another place in space. They gain protection against energy types, gaining an ER 2/- +2 per Term of Service. This also causes a 5% miss chance per Term of Service as a Concealment bonus. Shadow Plague Resistance : You become less susceptible to the spread of the Shadow Plague. If you have any Shade Points, you are able to ght off any spread of them to other Mind Points through your force of will. The Starseer gains +2 Saves per Term of Service verses any effect derived from an effect with the Shade descriptor. When using a Shade Point, Starseers gain a +2 on Will saves per Term of Service, to resist converting an additional Mind point to a Shade Point. The Starseer begins exhibiting more and more Shade-like symptoms. For this very reason, many Starseers who have taken this Knack tend to be more isolationist. This lends even more to their mysterious reputation. Effects of using Shade Points can be found on Page 361 in the Core Rulebook Touch of the Innite Void (Energy Manipulation): The Starseer is an antenna for the signals that originate from Hyperspace. As such they have a natural
eld of ambient energy, similar in effect but different from the Dagroshi. Unlike the Dagroshi, the eld is not constant. As a Swift Action, the Starseer can, while touching an item with Power charges, imbue a number of charges equal to twice their Term of Service into a weapon or energy-powered device (i.e., Powered Armor). The device can then be used as normal. You cannot exceed the maximum number of Charges.
Scoundrel
Misunderstood by some and hated by many, the Scoundrel is in some ways the lifeblood of commerce outside the scope of the militaristic and ordered structure of the GFH. They are even beyond the reach of the Mega-Corps that dominate the political and economic landscape.
Blackmarketeer “Hey wha’dija nd there? Hmm... Oh I think we can nd a buyer for this handsome little thing...”
Golden Tongue: You are a wheeling and dealing machine when it comes to talking to people. No matter whether it’s ferreting out the best deal, or putting the pressure on a rival – you have the gift. You gain a +2 Bonus to all Commo Skills per Term of Service as a Blackmarketeer. Warehouse Full of Junk : When dealing with the Black Market, you have things coming in and out of your possession day and night. At any one time you might have such items on hand as a Tuathan Lightblade or a Duergish Iron Mountain Power-Armor. You might be able to make use of it... at least until you have to hand it over to the buyer. This Knack allows the Blackmarketeer to ‘borrow’ an item value equal to 10,000 eCr per Term of Service, for a number of days equal to your Term of Service. If you can’t get it back in time you will lose one Reputation rank per day.
Buy Your Way Out of Trouble: Being someone with moneys and ties to important people can come in handy. If you are in a hostile situation with people who value standard currency, you may spend a variable amount to better your standing. You may attempt a Dealing check to improve your standing from Hostile to a better step up. For every 200 eCr Blackmarketeers spend, they gain a +1 to your Dealing Check per Term of Service to improve the temperament of the NPC you are dealing with. The NPCs will remain Hostile until they receive the payment.
I Know What You Did Last Solar Cycle: Not only are you a dealer in the Black Market, you also have some skill at Black Mail. You have the goods on many rivals. You can make a Bluff Skill Check instead of a Intimidate Check with a +2 bonus per Term of Service, and force the person you are talking to to submit to your line of questioning or hand over valued objects. This doesn’t shift the NPC’s demeanor – it just makes him or her complacent. It’s a good way to make an enemy a really mean enemy
Venture Capitalist: You have managed to place some of your money into some smart investments, legal and otherwise, and they have started to pay off. Your investments pay off an amount of money equal to 500 eCr per month, per Term of Service. Marketing Power: You are a bit of a known, reliable source of useable but sketchy goods. You can sell stolen, not salvaged, goods for a bit of a markup. With a successful Dealing check, you may add 5% per Term of Service in Blackmarketeer to the amount that was settled on. You also receive 5% per Term of Service reduced cost on purchased items.
Any Port in a Solar Storm : You have managed to secure a number of safe houses throughout your area of inuence. These ‘hideouts’ will have backup ammunition, food for a number of days, and power cells/chargers. The amount of equipment is equal to 1000 eCr per Term of Service. The safe house has workshops for effecting repairs. These places will be safe if you are being hunted for a number of days per equal to your Term of Service. Kneecap: Sometimes action needs to be taken. As a Swift action, you can declare a Kneecap with your next attack. If your attack causes damage, your foe must make a Fortitude save (DC 10 + per Terms of Service + WIS modier). Those who fail suffer a -2 penalty to Speed per Term of Service, and you gain a +2 bonus to Intimidate per Term of Service. This penalty lasts until the damage of this attack is healed.
Scavenger “Everything has value you just have to know where to look for it. “ The ability to go into a derelict capital ship or abandoned asteroid base and pull out everything of worth is a highly prized skill. An experienced Outt can strip a ship faster than an Arcturian Dropbear pack can reduce a man to bones.
One Man’s Trash : If there is one thing that the Scavenger is known for, it’s the ability to pull value out of a pile of scrap. To do that, you need a keen eye. The Scavenger gains a +2 bonus to Perception Checks per Term of Service. The Scavenger also has 20% plus 10% per Term of Service chance of nding something of value in refuse. I can take it apart in a jiffy : Scavengers are masters at the art of getting to the nuts and bolts of things. Scavengers gain a +2 to Engineering Skill checks per Term
of Service In relation to salvaging. The Scavenger reduces the time it takes to Hack physical locks. They gain 1 attempt per Term of Service each round.
Makeshift Weapon: It’s not always a friendly world, and some people don’t take kindly to you coming in and pulling out power converters from a seemingly abandoned relay beacon. You’d best be able to ght with what you have on hand. When using an Improvised Weapon (such as a crowbar), the Scavenger gains 1d6 Damage bonus plus an additional +1 Damage per Term of Service. This damage is Precision damage.
Sales: You are a master of unloading your goods once you get them back to a market place. When you sell salvage, you gain additional money, depending on your renown. You gain 5% per Term of Service on the money you receive, based on your Reputation. You also may reduce the cost of items bought by 5% per Term of Service.
Grounded in your work : Pulling wires and parts that might still be hooked into power because you are in a hurry is a real worry for Scavengers. The shocks and jolts one receives eventually becomes tolerable. Scavengers are able to work with dangerous levels of shocks, hardly batting an eye. Scavengers gain a resistance to Electricity. Add +2 ER vs Electricity per Term of Service. Could Have Anything on Hand : Chances are good that you’ll have a needed component, item, or really anything in your pockets or rucksacks. You have a 5% per Term of Service to have a useful item tucked away. This ability can be used once per day and must be something that can be carried.
Quick hands: Palming an eCr stick here, stufng a spare part under there… it’s all about what you can manage to hide and get away with. Most Scavengers can deftly maneuver things where they won’t be noticed. They often have falsebottomed compartments and smuggler hatches in ships they frequent and places they live. The Scavenger may make a Manual Dexterity skill check with a +2 bonus per Term of Service to hide an object. This may be used as a Move action. An opposed Perception Check against the roll as the DC may be made, to see if it’s spotted. Jury-Rig: The Scavenger can slap together spare parts and makeshift materials to manage an effective repair, even if he may lack the components or time to do the job properly. Then he makes a Technical skill check as normal. He cannot take 10 or 20 on this check. If the check is successful, then he can improvise or scavenge sufcient spare parts, and the repair takes half the time it normally would. However, the device is inherently unstable. It will completely malfunction or cease operating if the character using the device suffers a critical attack in combat, or rolls a natural 1 (fumble) on an attack or skill check with the device. Jury-rigged jobs can be redone when the Scavenger has the time and parts to do the job properly. Sometimes a Scavenger doesn’t even have time for a jury-rigged repair. When a weapon jams in combat, it needs to be xed now. As a Swift action, he can get malfunctioning devices in working order by kicking, smacking, jiggling, oiling, or even verbally coaxing them. Then he must touch the item to be repaired. No Skill check is necessary. The device will resume working properly for a number of rounds equal to the Terms of Service. After this time has passed, the device will malfunction again.
Doctor
Doctors are found throughout the known galaxy. They are able to save lives and make advances in technology in leaps and bounds. With so many species in the galaxy, doctors must stay on their toes, and almost all types are regarded with awe. Frontier Physicians are highly respected for their tireless efforts to heal, and the Genesplicers for their eerie and specialized skill sets. Both are excellent examples of how the wandering medical expert can nd a home among the outskirts of civilization.
Frontier Physician “Saving lives without getting yourself killed in the process, that’s what it is all about.”
Create Antidote: Dealing with so many strange and unknown ailments, the Frontier Physician has a 25% +10% per Term of Service to nullify a toxin, poison, or disease. Create Healing: Whenever using a device or piece of equipment, Frontier Physicians increase the effectiveness of the Healing by 10% per Term of Service, or heal 1 Wound per Term of Service. Recover Wound: Within a short amount of time, the Frontier Physician can set a bone, splint a limb, or patch a hole. As a
Standard Action, they can negate the penalty from 1 Wound per Term of Service. This will only last for 10 minutes per Term of Service. Every location takes a new use. Head Wounds can’t be recovered if all Wounds are lost in that location.
They also gain Intestinal Fortitude, gaining the ability when making a Fortitude Save from something that causes damage. If they make the save, they take no damage from the source instead of 1/2 damage.
Pressure Points: Sometimes patients need to be subdued to allow them to be treated. A Frontier Physician can make an attack against a at-footed opponent. The target must then make a Toughness Save against a DC equal to 15 +2 per Term of Service + INT modier. This causes 1 Temporary Wound per Term of Service. These temporary wounds last 1 round per Term of Service.
Identify Ailment : Taking an action, you are able to recognize what effects and conditions a being might be under without the use of entire labs of equipment.
Critical Wound: Frontier Physicians are healers, but they know where to make it hurt if necessary. As a Full Round action, you can choose a target and add +1 to the Critical range and 1 to the Critical Modier of a weapon they are using it for a single attack. This additional point is added after Critical Focus and Keen have already been calculated in. Example: a C-34A Trapper Critical Range 19-20 x2 will become a 17-20 x4 in the hands of a 2nd Term Frontier Physician.
Gene Splicer
Debrillator… CLEAR!: Being instructed on how to revive someone from the dead is one of the most important duties a Physician may have. If the target is dead, the Frontier Physician makes a Medical Sciences Check with the DC check equal to 15 + the number of rounds they have been dead. If the check is a successful, the target is resuscitated and stabilized. The target must have a torso and head for this to work.
Self-Medicate: The Frontier Physician gains a +2 to Save versus Diseases and Poisons per Term of Service.
This grants a bonus of +2 per Term of service to Medical Sciences skill checks to treat any ailment. This bonus also applies to any additional Save attempts in resisting the ailment treated.
“Oh Me? Well I’m a little from column A and a little from column B” Some medical researchers go beyond the theoretical realms of the lab, and begin to act on their knowledge. The Gene Splicers seek to improve themselves thought the manipulation of their DNA.
Instant Adaptation: The experimental adjustments made to the DNA of Gene Splicers makes their immune systems very efcient. So much so that when foreign substances are introduced to the immediate surroundings, they can shrug off many effects from gases, toxins, and poisons. This can even protect against short-time exposure to the vacuum of Space. Use a Save for no effect from gases/hostile environmental changes. Failed Save takes ½ damage. If it is a constant effect, a new Save must be made every minute of exposure. For each Term of Service, gain an additional Minute. Healing Salve : The Gene Splicers have altered their DNA so that they are able to secrete a viscous mucus that can be applied to wounds rapidly, healing the damage to the area.
They can secrete this healing slime a once every 1d6 rounds. It takes one Action to produce, it and another Action to apply it. It will heal 1d6 Hit Points per Term of Service.
Understanding Alien Tech : The universe is complex and impossibly big. The structure that makes up a Species is no less complex and possibly as innite. Some say to understand one is to understand the other. Gene-splicers have a special insight into the natural order of things. When dealing with new and alien medical technologies, they gain a +2 to Medical Sciences checks per Term of Service, to decipher the uses and workings of those devices. Malleable Form: When you have total control over your body’s behavior, you can do any number of amazing feats. There are very few restraints that can hold you, and even the smallest of openings may provide a means of escape. When making Escape rolls, Gene Splicers get a bonus due to their unstable bodies. They gain +2 to DEF and +2 per Term of Service to all rolls involving escaping from restraints, squeezing through tight spaces, or grappling attacks. Mutate Form: A Gene Splicer is a person of science at their very heart, or multiple hearts. They are their own best patient after all, able to identify what works and what doesn’t. They will often try to take the best features from other species, or their own species, and modify their genetic structures, gaining some of the advantages – but also disadvantages in some cases. They gain one Mutation per Term of Service. Some samples are listed below. Darsithian Sample – Uses some of the same techniques as the originators of the Darsithian Species. You increase your size by one Size category. Due to overly
bulging muscles, you gain a +2 STR, suffer -1 to DEX, and gain +1 Shade Point. Illithian Sample – When they genetically manipulate their DNA by mixing in Illithian material, Genesplicers gain the ability to breathe underwater, and are unable to drown. They also gain a Swim Speed of 15’. -1 to CON. Mutation X Sample – Alternate Locomotion Legs replaced by another set of Arms/ Tentacles/Spider or Insect Legs. Add +10’ to Movement, a Climb Speed of 20’, and -2 Commo skill checks. Mutation Y Sample – A genetic sample possibly taken from a Digroshi or other rare subspecies. This sample causes Wings to sprout from their backs, giving them a Flying Speed of 20’. Onigrimm Sample – RNA Strains introduced will cause over a period of day the Genesplicer to sprout a new limb. -1 to CHR SiomHain Sample – Splicing in the SiomHain strand, Gene Splicers gain a keen sense of smell. Within 5’ you may ignore Concealment and Cover for the purposes of Perception. You also gain +2 to Tracking checks, and -1 to WIS. Zillian Sample – Minor Regen: Regrowing Limbs in 1d10 days and Fast Healing 1. Gene Splicers also gain a DR 3/-, and - 2 to DEX as the skin stiffens and becomes scaly.
Self-Stasis: Through meditation and selfinduced chemical release, Gene Splicers can force themselves into a temporary stasis. This process slows the body’s metabolism and aging process, and increases the natural healing process. This is normally accompanied with a chrysalis if there is a hostile environment, such as absolute 0 in Deep Space or sun baked
planets that reach temperatures of 200 degrees and more. The benet for entering this Stasis is that you gain Fast Healing 1 for every Term of Service. Also, once a day while in Stasis you can choose to recover a number of Wounds equal to your Terms of Service. This requires at least 1 hour for recovering from any Wounds. You are able to remain in Stasis for a maximum of 1 year per term of Service. While in Stasis, Gene Splicers require no food or water. You may choose to be aware or unaware of your surroundings, or the passage of time. Recovering when coming out of Stasis requires 1 round per week spent in Stasis, with a minimum of 1 round.
Weaponized: You have re-sequenced your DNA to induce the growth of weapon-like glands and structures. You may gain one new weapon per Term of Service. You may pick a weapon with the BIO description as a biological upgraded implant. You become procient in any Bio-weapon you have implanted. You may pick a new weapon for each Term of Service. (See the Equipment Section to learn which Bio-weapons are available to you.)
Unstable Molecules: After so many modications, the body of a Gene Splicer begins to acclimate to the rapid changes. This provides a limited resistance to Damage due to the ability to quickly either repair the damage or alter the physical form to adapt quickly enough to lessen the injury. Gain a 1/- Damage Reduction and Energy Resistance per Term of Service. This Damage Reduction will stack with other DR you gain elsewhere.
Experiences Educations
If you are not a Citizen of the GFH, or have turned your back on it for whatever reason, you might not have a chance for the more ‘civilized’ or formal schooling such as the grand Universities or Colleges – and this tends to be the case with Mercenary types. You, however, are no less educated. Your education has come at the cost of innocence or sacrice. Alternative education types to the ones found in the Legion Core Rulebook are listed below. Note: Instead of requiring a test that is graded pass or fail, these alternate education methods have no option for failure. See the individual descriptions for details beyond the bonuses, if any. You may choose one of the ve developmental educations listed. They represent a developmental phase that helped mold you to the person you are. Listed are the bonuses you add to each Base Skill (Similar to Basic Training in the Legion the Game Core Rulebook) and the number of Feats that you may add to the newly created character.
Hard Knocks - You have learned from the school of the streets during your teenage years. You don’t have any formal training coming into your new occupation as a Mercenary, but you have managed to learn a trick or two, usually the hard way. Because you have fought for everything you have, the rewards are all the sweeter. That survivor’s instinct is going to take you far, and you will never be hungry or living on the street again if you have your way.
University - This represents any of the smaller universities that are scattered out among the stars. These are not as prestigious as some of the bigger
and more recognized institutions, but they will still get you placed in a job somewhere. Now it’s time to put that associate’s degree in Asteroid Algae Farm Management to use! Go, Fighting Archuran Brunifruit Slugs!
Pirate’s Life - You have signed onto a vessel that has less than savory intentions. You cleaned galleys and scrubbed corridors, and now it’s time for you to make a name for yourself. Moving up from cabin boy or some other menial job, you have now been set out on a path to nd new wealth and adventure – perhaps even to become Captain of your own vessel on the open space ways.
Corporate Sponsorship – You have shown promise in the eyes of a corporate executive. They have taken you in and provided you with a life you might not have had otherwise. This privilege comes with a price: your soul now belongs to the MegaCorp. You owe everything to them. You have been given every tool you could possibly need to succeed in business. Now it’s time to prove to them that their sponsorship is not wasted.
Crime Syndicate – Whether born into it, or by running with the right small gang, you are in good with the local boss and you’re a member of a large crime syndicate family. You are on call to run errands or collect payments. The family typically has some use for you, and you have no shortage of experiences to be had.
Education
However now it’s time for you to carve out your own little niche and get a piece of the action.
Life Events While living on the edge of the galaxy, ducking from shadow to shadow and job to job, you tend to have a few lifechanging experiences. These experiences are what shape you as a character. Sometimes they’re benecial, and sometimes they teach you harsh lessons along the way.
Roll 2D20 PER EVENT: You may roll for two Events for every Term of Service. Some events will give you aws while others will give you bonuses. No matter what, you must keep the two Events if you roll for them. The Game Master may overrule this, of course. (* = You can only roll that event once. If you get that result twice, you may choose the next higher event or reroll.) Choose: You get 10 Event Points for every Term of Service. Some Events will cost nothing, while others will give you more Event points. No matter what, you must choose no more than two Events for each Term of Service. You may save up and accumulate points from one Term to spend on a following Term of Service. (* = You can only choose that Event once. You still have to pay the cost for the Phalanx Program even if the Event
Table 1 - 3
Combat Hard Knocks +2 Minor University Pirates Life +1 Corporate Indocranation Crime Syndicate +1
Firearms +1 +1 +1 +1
Comm +2 +2 +2 +1
Move +1 +1 -
Tech Psyche +2 +1 +1 +1 +1 -
Feats 2 3 3 2 3
says you get to join. The Event Point bonus those Events give you offset the cost of the Phalanx Program.)
EVENT DESCRIPTIONS Agility Training : Obstacle courses are like a walk in the park. Add +2 to your DEX. Artifact*: During your Term of Service, you discovered a Progenitor artifact. It instantly bonded to you and has granted you amazing, yet strange, abilities. The knowledge of these abilities ooded your mind, but you didn’t understand a single thing. However, you do have a weird sense about it, and seem to be able to use these abilities by instinct. Do what feels right, and see what happens. It’s really the only way to gure this out. (For the Game Master: There are many ways to create artifacts for your game. The most common way is to combine existing abilities that do not normally go together, or to create greater versions of abilities. Any of the Psi-Stone qualities will help, but this is by no means the only way to create artifacts. Perhaps an as-yetunknown ability might exist as part of an ongoing plot line, and the artifact is the key to unlocking its secrets. Maybe the artifact does nothing impressive until you take it to the proper location at the proper time, and perform the proper ritual with it. There are countless ways for you, as the game master, to introduce artifacts into your campaign.) (See CRB Page 388)
Back Alley Grav-Ball League : You gain a +2 to your Movement skill. Body Conditioning: You are put through the physical ringer and given the best supplements and diet available. Add +2 bonuses to your STR, DEX, and CON. Bone & Blood Disease* : Your total Body points are cut in half. A severe operation
stopped it from killing you, but could not restore you to your former glory. You will never be the person you once were but you could be different. You have been invited to volunteer for the Onigrimm Super-soldier Initiative. If you do volunteer, refer to result (39).
Chance of a Lifetime* : You lucked into a great opportunity and are taking advantage of it. Roll again and add 10 to the result. Gain a +2 bonus on your next Event Roll. Character Conditioning: After your training, you seem to fascinate people. Add +2 to your CHR. Criminal*: Your name is mentioned in connection with a criminal act and has a big red circle around it in the Criminal Records Archives, probably for the rest of your life. You gain one step up in Reputation. You also gain a +2 bonus to WIS. Disabled*: You have a terrible accident which almost cripples you. Your Speed suffers a -2 penalty. You suffer a penalty of -4 to your Move Base skill. You did have an operation that involved hospitals and cybernetic replacement parts just to get you where you are now… your only choice? Seek out the only recourse you have: the Onigrimm. You become part of the Onigrimm Super-soldier Initiative. Refer to result (39). Endurance Conditioning: The healthy lunches at work really invigorate you. Add +2 to your CON. Gate Runner*: You were lost while traveling in faster-than-light speeds. You somehow resurfaced at your original destination days later, but you were changed. You seem to live in a moment or two ahead of everyone else, and travel faster than normal. Gain a +10’ bonus to
Speed and +5 Initiative, but suffer a -1 penalty to CHR.
Hagglers Guild Internship: You gain a +2 to your Communication skill. Nice Payday*: You are automatically given a Rank 1 Reward. You also gain a +1 bonus to your CHR. Heroic Reincarnation*: You happen to be an exact look-alike of a very famous but longdead folk hero. Gain a +2 bonus to WIS and CHR. Gain a +3 on your next Event roll. Intense Education: Gain 5 free Skill ranks and one Feat. Local Made It Good* : You went off and became some sort of big damn hero. You automatically gain one rank in Reputation. You may choose one place that will be a safe haven, where you will never have to make a die roll to keep from lessening you attitude with an NPC. Gain a +2 bonus on your next Event Roll. Master Tracker*: You gain a +1 bonus to all Base Skills. Gain a +2 bonus on your next Event Roll
Event:
Cost: Roll:
Disabled* Bone & Blood Disease* Severe Concussion* Murderer* Red-Handed* Onigrimm Internment Criminal* Misconduct Part of Military Research Program* Intense Education Negotiator Training Nice Payday* Powerful Contact within the Criminal Underground Private Security Detail Technical Crash Course Hagglers Guild Internship Back Alley Grav-ball League Master Tracker* Character Conditioning Strength Training Stress Training Endurance Conditioning Agility Training Psyche Conditioning Mind Training Shar-Nithian Evolution Gate Runner* Heroic Reincarnation* Local Made it Good* Body Conditioning* Chance of a Lifetime* Word has spread Star Treasure map* Powerful Fanatic Enemy* Wealthy Benefactor* The Big Haul* Artifact* Onigrimm Super-soldier Initiative* Redjack Mercenary Training*
-20 -20 -15 -15 -10 -10 -5 -5 0 0 0 0 0 0 0 0 0 5 5 5 5 5 5 5 5 5 5 5 5 5 10 10 10 10 15 15 20 30 40
2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
Mind Training: You exercise your brain by working out with puzzles and logic problems. Add +2 to your INT. Misconduct: Guilty or not, you have been ned and demoted one reputation. You gain a +1 bonus to WIS from it, though. Murderer*: You have committed murder upon a fellow citizen. Regardless of the victim, the crime was considered unjust, and you are sentenced to life imprisonment. This completely ends your Term of Service. Your only recourse is to make your peace with what you’ve done, and prepare to rot in a cell for the rest of your life… but then again, maybe there is something you can do. You have been invited to volunteer for the Onigrimm Super-Soldier Initiative. If you do volunteer, refer to result (39). Negotiator Training: You have a +2 bonus to your Diplomacy, Intimidation, and Bluff skills. Onigrimm Interment*: You are taken as a slave within the Onigrimm Empire. You spend 1d6 years as a slave. You can avoid the 1d6 years by volunteering for the Onigrimm Super-solider Initiative. Your Reputation is reset to zero. If you do volunteer, refer to result (39). Onigrimm Super-Soldier Initiative : You are captured by or turned over to Onigrimm. Their scientists have begun to develop their own alternatives to the Phalanx Program. Not as pretty a result, you gain 3 points to spread among your Physical traits (STR, DEX, or CON). Gain the Cyborg Feat and 5,000 x Reputation. Gain a +2 bonus on your next Event Roll. You have managed to gain your freedom, at least temporarily, Part of Military Research Program*: You volunteered for the Phalanx Program… or so you thought. This program, though
a Military program, is not the Phalanx Program, and therefore it is less successful. Though your experiment was not the success they were looking for, you survived – and that is a success of sorts. The program did enhance you, but it also left you kind of scarred. OK, so you’re actually hideous and this thing really messed you up. You gain a +2 bonus to your STR and CON but suffer a -4 penalty to your CHR. You have a +5 bonus to Toughness saves, but suffer a -5 penalty to Fortitude saves. The good news is that the only units that will take you now are Commando units, so you gain a bonus of +10 to your next Event roll..
Powerful and Fanatic Enemy* : Somehow you managed to make a deadly enemy, who unfortunately also happens to be quite powerful. It might be an alien warlord, an old girlfriend who happens to be the daughter of a Shar-Nithian Lord, a scorned ex-classmate who is now a high ranking Inquisitor, etc. And this powerful enemy is now testing your resolve and endurance. Add +2 to your CON and WIS. Powerful Contact within the Criminal Underground: You are somehow connected to a powerful member within one of the Criminal Organizations. You are automatically promoted 1 Reputation rank, or are invited to become a condant within the Criminal Organization. Roll 1d6 and the result is which Mercenary Branch your contact is in. The results are: 1 = Bounty Hunter, 2 = Lawman, 3 = Technician, 4 = Doctor, 5 = Scoundrel, 6 = Psycher. Gain a +2 bonus on your next Event Roll Psyche Conditioning: Your mind has been pushed to the limits and back again. Add +2 to your Psyche skill. Private Security Detail: You gain a +1 to your Combat and Firearms skills. Gain a +2 bonus on your next Event Roll
Red-Handed*: You have been caught red-handed, involved in some criminal business and are sentenced to 2 years of prison. However, you may have another option. You have been invited to volunteer for the Onigrimm Super-soldier Initiative. If you do volunteer, refer to result (39). If you do not choose the Onigrimm Super-soldier Initiative, you gain a +1 bonus to STR, suffer a -1 penalty to WIS, and receive 5 free Skill ranks and two Feats for serving a term in prison. Redjack Mercenary Training*: You have been chosen to be one of the Elite. You spend the next two years in training and special duty assignments, and you are automatically promoted 1 rank. Add +2 to all statistics. Add +2 to all Base Skills. Gain 5 free Skill ranks and 5 feats. Add +2 to Perception. You now are pretty much known as risky to be around because of your training and the danger that it imposes. You will be monitored closely by the authorities. Severe Concussion*: You’ll never be quite yourself again after that last bop on the noggin. Your Perception suffers a -5 penalty. Nothing can help you regain your senses, but maybe there’s a way to obtain new senses. You have been invited to volunteer for the Onigrimm Super-soldier Initiative. If you do volunteer, refer to result (39). Shar-Nithian Evolution* : You evolve into a natural Psyche giant. Gain the feat Psyche Sensitivity or a Psyche feat. Add +2 to your Mind points. Star Treasure Map*: You inherited a small fortune in stashed goods. After tracking this stash down, you liquidated it and set yourself up with a trove of wealth and loot. Your assets are worth D6 x 25,000 in credits.
Strength Training: You have some really tough physical tasks in the works. Add +2 to your STR. Stress Training: Unending disputes and hardships have hardened you and strengthened your ability to deal with stress. Add +2 to your WIS. Technical Crash Course : you gain a +2 to your Technical Base skill. The Big Haul* : You participated in a couple of small but heroic skirmishes and survived. You are automatically promoted 1 Reputation. Add +1 to your Communication Skill. Add +2 to your CHR and WIS. Gain extra 5D6x1000 in credits. Gain a +5 bonus to enter Redjack Mercenary Training. Wealthy Benefactor*: You have a rich uncle or mentor who wishes for you to have the best that the galaxy has to offer. If you must be a Merc’, then you should have the best equipment. For each Term of Service hereafter, you gain a suit of armor, shield, or weapon – and it will have a Psi-Stone in it to power the effects. This is a minor Psi-Stone, and you may choose the enhancements it grants. Word has Spread: Your feats are discussed far and wide. You automatically gain 1 Reputation Rate, and add +3 to CHR. Gain extra 2D6x1000 in credits.
“Looks like another slow night” one heavily armored armored man squawked over the radio. It was a quite night as the two guards walked the estate grounds of the richest man on the planet. Little did they know know that one hundred hundred feet away the hulking hulking form of Trenn crouched in a mass of short trees and bushes. He sat among the buzzing and biting insects paying little attention as they would sting his exposed skin as he watched through through the monoculars count count ing quietly to himself. “Fifteen minute intervals between their rounds” He muttered muttered in a deep rumbling voice. “Are you sure?” Brakenstore “Are Brakenstore asked with that particularly annoying way he often did. Trenn turned his head toward the Archalion “Yes I’m sure. You didn’t have to come you know.” “Well just incase there was any fun I didn’t want to miss out on it now did I?” The Archalion Archalion matter-of-factly stated. “ That and some one with a badge might not be so bad to have around if this Bounty of yours is as bad a guy as all those reports you had are true” It wasn’t wasn’t a lie, the person that Trenn Trenn had been been traking for the better better part of a week was no walk in the park. Lots of people had taken unschedualed space walks under this guys watch.
Feats Feats are abilities that give a character an edge. They are either a specialized skill picked up by the character along his way through experiences, a special ability that was developed randomly, or it could be something he was born with. Feats usually modify some Skill or Ability. They may open access to a set of abilities, or allow characters to circumvent rules or restrictions.
PREREQUISITES Some feats have prerequisites. Your character must have the indicated ability score, branch feature, feat, skill, or other quality designated in order to select or use that feat. A character can’t use a feat if he or she has lost a prerequisite. TYPES OF FEATS There are ve types of Feats: Combat, General, Skill, Item Creation, and MetaPsyche. Combat Feats govern abilities on the battleeld not covered by skills and knacks. General Feats have no special rules to govern them as a group. Skill Feats affect elements of a character’s skills and how they are used. Item Creation Feats allow psychics to create a variety of Psyche items. Meta-Psyche Feats let a psychic prepare and activate a talent with greater effect. For more on the types of Feats, see the Legion Core Rulebook Pg. 140 Tactics are a new type of Feat that allow for a variety of effects and conditions to be achieved, if the orders given are followed. The order must be given in the same round, and before another character’s action, for them to gain the benet. This is done as a Swift Action. These types of Feats only affect one person per time purchased.
Additional History Trait [General] Prerequisites: One Term of Service Benet: Benet: This Feat allows you to take any one additional History Trait. This Feat may be taken more than once. Each time it is taken, you select a new History Trait. Normal: You only have two History traits Badge of Power (General) Prerequisites: One Term of Service in Lawman Benet: Benet: By showing a symbol of authority, the Lawman gains a +3 bonus to Commo Base Skills Black Hole Maw [Combat] By creating gravity in the area just in front of the Psyche Construct’s Mouth, the Psyche Construct Maw draws a target. Prerequisites: Gaping Maw Benet: Benet: Making a Wrestling skill check against the Flat Footed DEF of a Target, if successful, will draw the Target 10’ closer, allowing for a bite attack. Black Market Connection (General) Prerequisites: Crime Syndicate Education Benet: Benet: 25% of the listed price of weapons, however they are illegally obtained and are unregistered. This will cause problems in ofcial check points, either military or private. Bonus Pay (General) Prerequisites: Corporate Indoctrination Education Benet: Benet: Doubles the cash reward if related to a Mega-Corp job. The reward must be taken as the monetary payment. City Tracker (General) Prerequisites: Hard Knocks Education Benet: Benet: You gain a +4 bonus to any Tracking in the city. You also gain a +4 bonus to Perception in city-like areas. Defensive Parry {Combat] Prerequisites: Two Terms of Service, Parry Benet: Benet: You may sacrice your accuracy
on your next round of attacks. Each time you use this in the round, you suffer a -5 to any attacks the next round. When doing this during an attack, you can hit a location of your choosing instead of the rolled location. Normal: You are not allowed to pick where you are wounded.
Gaping Maw (Meta-Psyche) Prerequisites: One Term of Service in Psycher, or 5 ranks in Alteration, Creation, Destruction, or Divination Benet: Benet: A Psyche Construct gains a Bite attack that does 1d12 damage. Hedonistic Lifestyle (General) Prerequisites: Pirates Life Education, one Term of Service Benet: Benet: Once per day, you may ignore the withdrawal effects of a drug, or add +1 to the amount needed to overdose. This may be bought once per a Term of Service. Healing Spittle [Combat] Prerequisites: Healing Salve Benet: Benet: Allows you to use your Healing Salve Knack at up to a range of 10’. You must make a ranged Touch Attack to administer the healing. Improvised Weapons [Combat] Prerequisites: Technician, or two Terms of Service Benet: Benet: You don’t take the penalty for using improvised weapons Normal: When using an improvised weapon you suffer a -4 penalty. Machine Mind (General) Prerequisites: One Term of Service in Ghost in the Machine Specialty, or 5 ranks in Weapon Systems Benet: Benet: May add One to the number of Arrays active at one time. This feat may be taken once per Term of Service. Normal: You only may have one array active at a time.
Power Armor Rated [Combat] Prerequisites: One Term of Service Benet: Benet: You are able to use Powered armor of the same variety as your normal Armor Prociency allowed. Normal: Power Armor requires special training to use frequently, and is normally only taught in the Military forces in the Galaxy. Puppet [General] Prerequisites: Construct Subtype Benet: Benet: The construct can be Puppeted and affected by Ghost in the Machine Knacks. Normal: Ghost in the Machine Specialist can not puppet a robot or construct with out the proper matrix Psyche Resistance (Meta-Psyche) Prerequisites: Psyche Sensitivity Benet: Benet: You gain a Psyche Resistance of 15. For each time purchased after the rst time, add an additional 3 to the total. May be purchased once per Term of Service. Special Familiarity (Psyche) Prerequisite: One Term of Service Benet: Benet: You can have a single location that you can always view with the Psyche Talent Farseeing, regardless of distance. You can choose new spots, but it always replaces the previous. Strong Ties (Meta-Psyche) Prerequisites: One Term of Service in Psycher, or 5 ranks in Alteration, Creation, Destruction, or Divination Benet: Benet: The Summoned Construct gains +4 STR, DEX or CON for the Duration that it has been summoned. This may feat may be taken once per Term of Service. Solar Wings (Meta-Psyche) Prerequisites: One Term of Service in Psycher or 5 ranks in Alteration, Creation, Destruction, or Divination Benet: Benet: When creating a Psyche Construct you have the option of it gaining wings
wings These wings grant the Psyche Construct a Fight Movement of 20’
Trigger Discipline {Combat] Prerequisites: Two Terms of Service Benet: Allows you to use a weapon that is Automatic to preform Semi-Automatic or Burst attacks Normal: Without this feat, you may only make full auto attacks with a weapon without the capabilities for Burst of SemiAutomatic re Take Cover (Tactic) Prerequisites: One Term of Service Benet: When targets follow this order, gain an additional +2 to DEF while taking cover. Normal: You only gain a set DEF bonus from different types of cover. Tactical Maneuvers (Tactic) Prerequisites: Two Terms of Service Benet: You grant a target an additional 5’ Speed during his next turn. Unstable Genome (General) Prerequisites: Two Terms of Service, Gene Splicer Specialist Benet: Gain an extra Mutation from the standard list of Mutations Normal: You only have access to the number of mutations allowed under the Gene Splicer specialty.
Psyche Talents The Scion of the Stargods have access to hence-unknown powers. The Psyche powers often seem to have a touch of the seemingly divine, or even more so, powers that seem to be more in touch with the universe by outward appearances. A Conduit will normally be associated with a particular Stargod (or a System wide group) that has some sort of agenda. The rst Stargod to reveal itself to the GFH was the inhabitant of the Star which the world Haven orbits.
New Psyche Powers Alteration Live Among the Stars – You can survive in the vacuum of space. You do not need air or protection from the vacuum or extreme cold in space. This does not protect from any other environmental hazards such as meteorites, falling into stars, getting hit by a planet, or events like that. This Psyche Power only works while outside an atmosphere. Spending additional Mind Points adds additional units of the actual Skill Check. (For example, spending 3 additional Mind Points and you rolled a result of 10 would get you 30 Minutes.) Components: Somatic Prerequisites: Conduit of the Stargods Time: Immediate Action Target: Personal Range: Touch Make a Creation check : The result of the check determines the effect. DC 10: Ten minutes DC 20: One hour DC 30: One day DC 40: One week DC 50: One Month Creation Psychic Whelp - Life began among the stars, many people say. The life force that is spread throughout the universe as motes of creation can be forged into form and given the spark of life, if only temporarily. This talent brings into being a protoplasmic blob of matter that can be shaped roughly into a creature, and commanded to attack the foes of the creator. See Psychic Whelp (pg ##) in the Creature section. These rolls modify its base statistics. Components: Verbal and Somatic Prerequisites: Conduit of the Stargods Time: Full Action Target: One Creature Range: Touch Make an Alteration check : The result of the check determines the effect. DC 10: +10 HP 1 Wound all locations Creature +2 Combat 20 move Size Small Does +2 points of damage with its basic attack. Lasts 1 round after creation. May be created with in 50’ of the Psycher. See the Creature Section for full stats.
DC 20: +20 HP 2 Wounds +4 Combat 30’ Move Size Small +4 Damage DC 30: +30 HP 3 Wounds +6 Combat 35’ Move Size Small +6 Damage DC 40: +40 HP 4 Wounds +8 Combat 40’ Move Size Small +8 Damage DC 50: +50 HP 5 Wounds +10 Combat 45’ Move Size Small +10 Damage
Destruction Touch the Void – By force of will, the Scion of the Stargods taps into the fabric of the cosmos and collapses an atom within the structure or being causing in effect a tiny black hole to come into being – and then instantly vanish. This causes Singularity damage to take place. Touch of the Void ignores DR and ER. Components: Verbal and Somatic Prerequisites: Conduit of the Stargods Time: Full Action Target: One creature or object Range: Close Make a Destruction check : The result of the check determines the effect. DC 10: 2d6 Damage TDC 15, DC 15 Fortitude Save or Shaken for 1 round from pain DC 20: 4d6 Damage TDC 20 DC 20 Fortitude Save or Shaken for 2 rounds from pain DC 30: 6d6 Damage TDC 25 DC 25 Fortitude Save or Shaken for 3 rounds from pain DC 40: 8d6 Damage TDC DC 30 Fortitude Save or Shaken for 4 rounds from pain DC 50: 10d6 Damage TDC 35 DC 35 Fortitude Save or Shaken for 5 rounds from pain
Divination Farseeing - You expand your mind at the speed of thought in a certain direction, looking for an object or person. It’s as if you have traveled the path physically and are able to make Perception Skill Checks to observe something you are looking for, during the split second it takes to travel that path. Components: Verbal and Somatic Prerequisites: Conduit of the Stargods Time: Full Action Target: One Creature Range: Touch Make an Alteration check : The result of the check determines the effect. DC 10: 500 ft. +2 to Perception Skill Checks for the duration of the Psyche Talents activation DC 20: 1 mile +4 to Perception Skill Checks for the duration of the Psyche Talents activation DC 30: 5 Miles +6 to Perception Skill Checks for the duration of the Psyche Talents activation DC 40: 10 Miles +8 to Perception Skill Checks for the duration of the Psyche Talents activation DC 50: 20 Miles +10 to Perception Skill Checks for the duration of the Psyche Talents activation
Equipment – Armor Descriptions Crossworlder Hazard Suit (6000 eCr) – One of the few privatized suits of power armor, most commonly just called Crossworlder or CHS (CHesS). It was developed by the Cygnus-Altom Megacorp as purely a private defense force alternative to the Military-based Legion Suits. With more and more exploration from public sector groups running into dangerous situations, they felt they needed the same sort of ghting power that the Legion had. The suits have become very popular among Mercenaries since their introduction to the masses. The suits themselves are very customizable, and you tend to see a wide variation from person to person in the way they may look. Because of the danger a suit of power armor represents, they tend to be monitored heavily. However, many end up on black markets or resold or stolen. It comes equipped with the Basic Computer Extra. This suit requires the Medium Power Armor prociency.
Enforcer Armor (100 eCr) – This armor is popular in the private security sector, boasting a small amount of protection from both physical and electrical attacks such as Stun weapons. It can be found in use by Mercenaries, Mega-Corp enforcement teams, and Lawmen alike. It comes in a variety of styles customized by the individual groups. Grav-Ball Pads (50 eCr) – Made for the dangers in the competitive sport of Grav-Ball, this armor consists of shoulder, elbow, knee, and shin armor along with
heavy boots. The sum of the parts is all connected by a sturdy but light exo-frame that can be locked into different positions and unlocked with subtle movements. A jersey normally emblazoned with a large team logo and a stitched tackle twill number on the back and or sleeve is worn over it.
Voidwalker Defense System (4500 eCr) This armor was developed by a faction of Starseers to protect against the difculties of Hyperwalking during space travel/ habitation. While its build-out is relatively limited, it does afford a platform to build on for the discerning traveler. This Power Armor comes with the Basic Computer and Life Support Extras.
Gear
Arrays Arrays are technological grids that are set up to aid a person in a variety of ways. Each one consists of one to eight microspheres that are suspended in air, orbiting the subject. Defense Array (50 eCr) - Two tiny (3-inch diameter) spheres with a number of small shield emitters. They slowly orbit the controller until a recognized incoming attack, and the nearest one will move to intercept. This adds a degree of protection to the controller. The character gains a +2 DEF bonus. Tactical Array (150 eCr) - One 6-inch diameter sphere oats stationary near the shoulder of the controller, designating targets of priority and battle eld awareness and aiding in cutting down on casualties. Gain +2 to a weapon that it has been synced with the Tactical Array.
Mini Grappling Hook Launcher and Winch (50 eCr) – This small device can be carried on a belt, and has a range of 100’, with 200’ of high-tensile micro cable capable of supporting 750 lbs of weight. It is typically kept on hand by salvage crews that may have to deal with expanses of collapsed decks within wreckage. They come in a variety of attachments, from hooks to magnetic disks.
Perception Array (50 eCr) - Scans the area for any anomalies, then relays that information to a HUD either through cybernetics or a helmet or visor. This array will grant a +2 to Perception checks while active. Combat Array (50 eCr) - This array has 3 small (4-inch diameter) spheres that each house a small short-range laser. They hover within the 5’ space a character occupies, and can be set to shoot at any target that is not set as friendly. Only one sphere will discharge at a time. They deal 1d3 points of Damage with a TDC of 15 AP10, and have a Firearms skill of +2.
Cybernetics Additional Cybernetic following the same rules set down in the Legion the Game:Core Rulebook Chapter 10. Puppeteers Neural Net Basic 1000eCr .1 MP Supports +1 Controller Adv. 1500eCr .2 MP Supports +1 Controller Full 2000eCr .4 MP Supports +1 Controller
Ghostrider Helmet Interface (750 eCr) - This enclosed helmet is the basic interface that allows the the Ghost in the Machine to access a Single Puppet-Bots Controller. Because it in not as invasive as the cybernetic options there is not a limit to the number of Puppet-Bots controlled. Puppet-Bot (1000 eCr) – (See Creature Index) Small servitor bot that can be activated by those with the right skill set. They can be programmed with very basic commands (Follow/ Wait / Hold), but to take full advantage of them they must be properly ‘piloted’ by Ghosts. Some people have replaced their simple computer nets and upgraded them to more functional bots, but this is rare as there are better models to choose from.
Puppet Bot Controller (500 eCr) - This component my be placed into the workings of a puppet bot allowing for more upgrades and congurations. Reinforced Pressure Suit (50 eCr) – This selfsealing suit is used by salvage personnel when going into wrecked or derelict ships. Whether wreckage from battles or abandoned for unknown reasons, these oating mausoleums have their share of environmental hazards. Sharp edges on a ruptured bulkhead can end your life quickly. These suits are armored at the most likely trouble areas – shoulders, elbows and knees all sport reinforced
Armor Table: 1 - 5 Armor
Power Cap
Tough Bonus
Light Armor Grav-Ball Suit
0
+2
Medium Armor Enforcer Armor
0
Def Mod
ER
Str Bonus
DR
Speed
Size
+2
0
0
3
+1
M
+3
+0
4
0
4
+0
M
Light Power Armor Voidwalker 25
+5
0
7
+2
7
+2
M
Medium Power Amor Crossworlder 65
+11
-1
8
+5
13
+1
M
1 Needs a proficancey in Power Armor
protective plating. Thick gloves and boots are par for the course.
Regeneration Serum (50 eCr) – Created to keep people up and going during harsh conditions. Once the Serum is taken, it will heal 1d6 points of Hit Point damage every round for 5 rounds. Deck of Cards (5 eCr) - Card games have been around for about as long as civilization, with evidence found among most if not all species dating far back through history. The most common deck of cards is a 60-card deck. They are typically made of paper or plastic, but in some places you can nd high-end tech cards that project the card’s face above the card when laid on the playing surface.
few inches to a few feet in length.
Bio-Electric Coil Whip – A Bio-Electric Coil whip is a six-foot long organic metal whip that can be retracted into the forearm. The whip is 1/2” think at the widest point, and tapers down to a point at the end. An electrical charge from the stores inside the body runs along its length. Bio Firegout - New organs are created that house a viscus oily substance. This can be exhaled and lit simultaneously by a secondary smaller gland inside the mouth. This ame will hit anyone caught in the line of re.
Bio-Bile Bomb - Growths of small sacks containing highly acidic bile can be forced to the surface of the skin and then plucked off creating grenade like weapons.
Bio-Proton Blaster – Harnessing the bioelectric charge found in some species populating the known galaxy, or through genetically created glands later implanted, the Bio-Proton Blaster is a erce and easily concealed weapon. Most commonly having an emitter in the arm or hand, it has also been found mounted in more uncommon areas such as shoulders or even mouths.
Bio Boneclaw - Forcing a radical bone growth to rapidly produced, a large serraded claw can be then used as a weapon. It measures anywhere from a
Bio-Quill Shards - Several dozens of dense organic spines can begin to be grown from the outer organic layers. With a concentrated exing of muscles these
Weapon Descriptions
Weapons Table: 1 - 6 Name
Cost
Dam
TDC
Fumble
Crit
Range Type Mode Ammo
650
2d6
30
1-2
19-20x2
80’
Ba
SA
15
C-19 Headhunter Rifle
750
3d6
25
1
19 -20x2
125’
Ba
Burst
40
A55 Multishot Injector
1500
1(AP5)
0
2
50’
Ba
SA
6
F-56 Dragon
5500
6d10
35
1-2
x3
175’
Ba
SA
12
One handed Firearms
C-34A Trapper Two Handed Firearms
(L)
x2
Chainfist
UP
1d8(AP10)
25+S
3
18-20/x3
—
S
—
-
Cutting Torch
UP
1d8(AP10)
25+S
3
18-20/x3
—
S
—
-
Bio-Bile Bombs
BIO
6d6
28
1
x3
25’
ac
T
-
Bio Electric Coil Whip
BIO
1d3
3+S
2
x2
10’
S
el
-
Bio-Proton Blaster
BIO
4D6
30
1
18-20/x3
100’
SA
fi/el
-
Bio-Boneclaw
BIO
1D8
5+S
1
18-20/x3
—
S
—
-
Bio-Firegout
BIO
3d4
25
1
18-20/x3
30’
A
fi
-
Bio-Quill Shards
BIO
1d10
20
1
20/x2
5’ AoE
SA
—
-
BIO - Available as a selection for the Gene splicers Knack UP - Available as a selection for the Ghost in the Machine Knack
spines can be luanched with deadly effect. C-19 Headhunter Rie – A civilian-based rie used throughout the more uncivilized realms of space. Its reliability makes it very sought after. It has a better-than-average capacity, and the burst re makes it deadly in the hands of Mercenaries.
C-34A Trapper – This pistol is the sidearm of choice out on the fringes of the GFH. The Trapper is a pistol with average damage, but it can inict nasty wounds on a being’s body. However, it is prone to jamming on occasions. Chainst – Drones and robots constructing or dismantling structures and wreckage sometimes need specialized gear. Some automatons are outtted with chainsts,
replacing the hand on one of their limbs with a two foot long chainsaw. The teeth on the chain are generally titanium, with-diamond tipped blades.
Cutting Torch – Used for breaking down larger metal structures, or creating structures or vehicles. Making basic engineer checks, they can be used for a variety of reasons, such as cutting through bulkheads (DC 15 d4 rounds), sealing a door (DC 10), or sealing a door air tight (DC 25). F-56 Dragon (L) – Generally used by power armored forces, mounted on vehicles or carried by Darsithians, the Dragon is a formidable weapon. The shells are loaded in large magazines. It counts as a Large weapon only if wielded outside of Power Armor.
F-56 Dragon
A-55 Multi-shot Injector – More of a device than a weapon, this is a medical delivery system. It shoots a small device that attaches to the target. After securing itself, it injects a loaded dose of pharmaceutical or poison. The pharmaceutical is only effective if Hit Point Damage is caused by the attack.
Puppet-Bot Upgrades When preforming upgrades on a PuppetBot, for any that are classied as an Extra for Powered Armor, you must upgrade in order and starting at the lowest level (Basic, Advanced, and Full). If it is a weapon, you may upgrade for the eCr cost and not use a Knack. If you do use a Knack for something that costs money, that cost is reduced to 0.
Equipment Mount (400 eCr / UP) – Allows any normal piece of equipment to be mounted onto the Puppet. For example, the Mini Grappling Hook Launcher and Winch or a small Generator. Magnetic Stabilizers (100 eCr / UP) – The bottom of the feet can be charaged to create a magnetized sole. As MagBoots. (See Legion Core Rule Book, pg 218) Size Upgrade – Increase one Size category. Each time the puppetbot is upgrade they gain the following bonuses. Pluses are cumulative. Medium
Large
Armor Plated (500 eCr) – By adding more heavily plated armor, the PuppetBot gains +5 Toughness and -1 DEF. Array Control Module (100 eCr) – Allows for Arrays to be added to the Puppet-Bot. The Control Module adds one active Array to the Puppet-Bot. Chainst Upgrade (400 eCr/ UP) – One of the limbs is replaced with a titanium chain, with-diamond tipped blades (See Weapons)
Cutting Torch Upgrade (300 eCr/ UP) – A small concealed plasma torch mounted inside one of the arms of one of the arms. (See Weapons)
Huge
+2 Str, -1 DEF, +10 HP +5 DR, +3 ER,+10’ SPD, 1d6 Slam Dmg, Requires +1 Controllers +4 Str, -2 DEF,+20 HP +10 DR, +6 ER,+15’ SPD, 1d8 Slam Dmg, Requires +1 Controller +6 Str, -4 DEF, +30 HP, +15 DR, +9 ER, +20’ SPD, 1d12 Slam Dmg, Requires +1 Controller
Weapon Mount – As Cybernetic Weapon Mount, but no Mind Point loss. This upgrade still uses the Weapon Systems Skill. (See Legion Core Rulebook, pg 246)
Well-Known Mercenary Outfits These are a few of the more wellknown groups that might be considered Mercenaries, or have several in their employ. Some might be friendly to your character’s goals while others might not. It all really depends on the approach, or the alliances that the players may have made in the past. In a world where everything is more gray than black and white, allegiances shift and you may nd that yesterday’s enemies are the most likely to have your back the today.
Union 478 Asteroid Miners: This is more of a loose guild of sorts – but they take care of their own. From coming to the aid of a fellow miner in a bar room brawl, to a massive work-stopping strike on a moon owned by a Mega-Corp, word spreads quickly through the network of Miners. 7 8 4
The leader, if she can be called that, is a woman named Sindi, a stocky Archalion. (See NPCs, pg ##) She gained the respect of the Asteroid Miners when she singlehandedly held up a collapsing mining shaft for three days while the workers waited to be saved. This union is mostly made up of Wrenchers and Scavengers, since they are most suited towards the work and its rugged environment. Often referred to as Uni’s when people shorten the word Union.
Star Shadows (Hypergate Jumpers): Some of the most feared and hated pirates are those that are known as Hypergate Jumpers. These Pirates
wait at the exit points of the outermost Hypergates to take advantage of partially disoriented crews. They are efcient and aggressive when they have the upper hand. This is why they chose to attack in such a way. In straight up ghts they will often seek to escape or use intimidation to carry their plans through. The Star Shadows are some of the most well-known of these pirates. Boasting a fair number of ships, they are able to operate in multiple sectors and co-ordinate relaying information that allows them to nd the richest targets. Lead by Tatz Ash’Ley, they typically are not as viscous as some of the other Jumpers. They generally leave people with their lives, but not their possessions – and because of this, Star Shadows do not draw much heat from the authorities and the U.D.F.
Corporate Shippers Union: Armed and rugged, these men and women are the futuristic version of teamsters. They are responsible for getting the goods where they need to go. As one of the most popular shipping consortiums, they have a massive amount of pull in the world of the Mega-Corps. Most Mega-Corps have some members relating to the Union, and where as it is not a threat to the power base of those Mega-Corps, it certainly is a factor when decisions are made in some cases. Because of the sway they hold, they have to make sure that they are able to control the members of their faction – and in some cases they do so violently. If you are a member of the Union, you may be called upon to do any number of things that may lie outside your job as a shipper. As an example, you may be asked to blockade line breakers, if a
particular Mega-Corp is attempting to bypass the Union that it has legally agreed to use them.
The Stazen Seven:
s
Seven K’Rikk’Ts, one hailing from each of the seven home worlds, typically taking jobs that others might not, requiring little to no payment. They are a mysterious group, known for their stealth and ruthless efciency. They can be found scattered about but then come together when a job is to be done. They are each independently resourceful, operating in their own interests. However, when they come together to perform a task, many say they become a blight to whatever area they congregate. They are sometimes recognizable by the ponchos they all wear as a mark of their allegiance. Operating as Stealth Cloaks, when the abilities are not activated the cloth in some way will bear a mark of a number seven, both in the K’Rikk’T language and Galactic Trade. See NPCs pg ## and
Capitan Ulatek the Renegade: Known as a renegade faction of Onigrimm, this small private army doesn’t quite follow what normal people know about the Onigrimm. In almost all cases, the Onigrimm either ghts in the manner of the Empire or they seek to join the Legion, being an equivalent substitute for the Empire’s constant warring. However this is not the case for Warlord Ulatek. He struck off to carve out his own destiny and fate. Not wanting to settle for a life of conquest, he has been seeking a
respect as a warrior of fortune. He gains power and wealth through mercenary work rather than rising through the ranks of the Legion, or by conquering and holding territory and slaves in the manner of the Warlord. And that he has done. One of the most successfully run security and occupation forces, he has managed to catch the eye of several of the larger Mega-Corps, a number of large private Space stations, and some say even a SharNithian Lord has had him on his payroll. He has a small otilla of freighters that accompany his small but formidable capital ship he managed to purchase, which he uses as a mobile base of operation. All his men are well armed and well equipped. With a eet of vehicles on hand, some say he has amassed nearly the equivalent of a small Legion Company, and that he keeps and leads a cadre of power armored men as a personal strike force. Perhaps the most unique thing is that he allows all manner of species to join his forces.
Known Mercenary Haunts
Freeports Across the Galaxy are known space-faring ports of numerous types. The Freeport is typically the name given to the privately funded but ofcially recognized ports of call throughout the outskirts of civilized space. The GFH will use them as way points for missions, Mega-Corps will use them as massive launch points of credit-rich endeavors, and the independent owner/ operator of transportation frigates call them home. You can nd just about any type of action here. Some are massive gambling space stations, some are huge asteroid mining colonies built into the side of the rock itself, and others still are large-scale wreckage graveyards that have been scraped together to form the most bizarre of habitable warrens of corridors and bulkheads. Listed below are a few of the more notable Freeports.
Galactic Freeport Station 4-3SC7103c Called the ‘Local’ by most travelers. Originally built by the Legion 184 years ago, this space station at one point was the furthest positioned outpost of the GFH core side of the Capital system. After more exploration and the discovery of more Hypergates, the Station fell into disuse, and eventually became a ghost town. Only after a deal in which the station was purchased by a private person from the GFH, and a renovation into a hub for travelers to trade more freely than planetary tariffs would allow, did it become a home for the free-roaming types.
You can nd most species present in its multi-leveled market place. Whereas it is mostly all above board, there is a small black market that is available to the discrete buyer.
Last Chance This Freeport is known for being run by the retired Lawman . Last Chance is a wild frontier town situated on a small moon orbiting S’Berr’N, the 6th Planet in the system. Mostly lled with arid vistas and sweeping plains, it is a sharp contrast to the planet it orbits. The only real spaceport on the moon Last Chance sees its fair share of visitors. Grains and a few mineral mines are its primary source of income since it brings ships from all over to transport those goods between all the planets in the Stezen System.
The Tombs Located close to the edge of GFH space Core side several weeks’ travel past Tuatha, the Tombs were previously a high security detention center for hardened criminals. However, that all changed one day when an asteroid belt circling a Gas Giant had its largest one converted from a mined-out husk into a prison. The GFH used it as such, but it was mostly considered a life sentence going there. Many of the personnel at The Tombs had no families, or if they did they had payments sent to them elsewhere. There was very little trafc to the Gas Giant or its orbiting prison. Until there was a particularly unwelcome one… A small asteroid collided in to The Tombs and a massive amount of Xenomorphs came spilling out. They came in and began indiscriminatingly killing every being they encountered. Attacked by these ‘bugs’, the guards became overwhelmed. That’s when the choice was made to release the Prisoners to help
ght in exchange for Amnesty. Together, they managed to push the invaders back. After some time the prisoners and guards forged a covenant. Today, everyone is expected to work and maintain the peace, somewhat. However, it remains true that you can’t take the criminal out of everyone... Situated in a sparse but fast-moving asteroid belt, The Tombs are difcult to reach but not impossible. Four Flying Vehicle checks (DC 15, DC23, DC 32, DC20).
Shadowports Shadowports are the other side of the coin of the Freeports. These are the hidden, the unsavory, and the most dangerous ports to be found in the known galaxy. They are typically set in locations so dangerous to reach that the GFH tends to ignore them, feeling that the risk to remove the infestation is too great, or that they are set in motion appearing in a set of predetermined locations only at certain times of the standard cycle. If you have stumbled across one, or have been invited into a fold close enough to be give the marker coordinates, you could nd yourself in a black marketeers paradise. Listed below are a few of the more infamous Shadowports.
Flotsam A particularity unsavory Shadowport, Flotsam boasts some of the most eclectic mixes of races, some even from outside the galaxy, and most of whom want to avoid any military scrutiny. It does contain within it a rudimentary ‘dry dock’ for repairing ships, and several markets containing just about anything you might nd. Flotsam sits at the edge of a large asteroid belt that dips slightly into a naturally occurring large-scale Lagrange point. This brings debris oating through space from across the expanse of space.
Many brave Scavengers set out huge electrostatic ‘nets’ to haul in material-rich debris. One of the most well-known bars in the GFH, or even the Onigrimm Empire, the is a place where it’s said you can nd any drink, drug, or similar vice. The Owner of the establishment a named , which is known for having fought in several of the Onigrimm incursions as part of the Bronze Star Company of the Legion. He has since left that life behind, but the man still carries himself with a Military bearing. He likes the money, and although he only partakes in the drink he doesn’t really care what the patrons do, as long as no damage comes to his bar and the tabs all get paid.
Bromhagger “No Lawmen Allowed” In the most uncharted areas of the known galaxy there are places that are so in the grip of unsavory men that not even the duly appointed law enforcement or even the military law will attempt to uproot it. One such place is Bromhagger, a desolate port that is a haven for the unclean masses of criminal intent. Located on a live moon that rests perpetually in an umberal orbit (it always appears to be dusk on the moon) of a dead world, it is a place of creatures of horror stories. Outside the walls of the domed city of Bromhagger lie untold and innumerable deaths. Inside the city it’s a different type of death that awaits you if you make the wrong deal or anger the wrong person. This is where people go to disappear and never be found. The most hated thing within this city is the Lawmen. In the past Lawmen have come here to chase down a wanted man, only to be discovered and deposited beyond the walls with only a blade and a day’s rations, to be watched as sport to see how long he will survive. A
video array is set up so that the populaces can watch, and bet on what particular demise will befall him… towering carnivore fungus, tribes of cannibalistic pygmies, or – as some say – rarer creatures that prowl its darkened paths. One might wonder why anyone would visit here. The main reason is its black market. You can nd anything here, and the only sticking point will be the price. A large eet of pirate vessels keep anyone uninvited by one of the ve major crime bosses that jointly rule Bromhagger from not only landing but even getting close to any of the landing bays located in different areas of the city. If you are uninvited, the only way to make it to the city is to get by the barricade and hike in through the dangerous fauna and ora, then manage to get past guards through bribery or subtlety.
Grey Through some sort of symbiotic peace, a port has sprung up along the no-man’s land between Shade-Controlled space and the GFH. Located on one of the small outpost worlds that was settled as an agricultural settlement, this was once a small burgeoning place that quickly began to show promise for relieving nearby Military outposts of food goods delays from the GFH. Then the Shade came. It had been almost a decade since the planet itself was deemed a hazardous travel area. Not many citizens were willing travel there, under penalty of Military and Provincial law. It remained that way, untouched, for some time. Then one day, a ship that was being pursued ran into the no-man’s land and made an emergency landing on the planet. It was a relatively survivable
landing and all hands on board survived.
The survivors prepared for the worst once they received the news of where they had landed. However to their amazement, they were not overrun by Shade. In fact, the Shade here seemingly paid them no attention whatsoever. The ship survivors set up living arrangements and lived quietly for a while. Soon, word spread that this was a place where one could become “lost”, if needed. A small community of people eeing prosecution came to this small planet and eventually built up a small city, which is now a place where – if you are willing to risk the Shade – you can refuel and restock supplies since the planet still yields more than its share of bounty. There exists what the non-Shade call the Great Machine. None know of the purpose of the Great Machine, but the Shade work on it day and night. In fact, they have been working on it for many years – far longer than this small Shadowport has been in operation. No one is sure what seems to be masking their presence from the Shade, but they do understand that if they in no way interfere with the Shade, they are free to go about their business. So far there have been no incidents of anyone breaking this guideline. As with all Shadowports, one of the most difcult things about them is the ability to nd or reach them. The Grey is no exception. The most reliable way is to arrive without using any nearby Hypergate travel, and especially not a capital ship using a Hyperdrive.
Ships and Other Vehicles Ships – Starships are the lifeblood of the Independent. Serving as home, ofce, and lifeline in space, they are another character in the grand story. They each have unique characteristics, quirks, and personalities. Ships in almost all cases are stocked with a standard complement of equipment essential to the day-to-day operation and maintenance of a vehicle that can support life in the vacuum of space. Below is a list of standard equipment. Standard Equipment/Provisions/Amenities Pressure Suits (Crew of six) Auto-doc (2 Med-kits) Basic Ship Scanners Basic Ship Repair Tools Basic Provisions for six people (Water for 1 week/Nutrient Bars for 1 Week) Docking fees cover restocking of essentials based of the number of people.
Using your ship as a base of operations for a campaign The idea that your ship can be a base of operations for your group is an intriguing challenge. With this mobility, you have at your disposal the means to create money for your team in unprecedented ways. However, this does come with a price.
Costs: Unless specied otherwise by the GM, if you own the ship, an average standard cost to upkeep it is 100 eCr per day, per crew/occupant/ member. This can always be adjusted to suit the needs of the story. Economic upheavals, Supply rationing, and Piracy can all take a toll on the costs of running your own ship.
Other Costs Hypergate fees for private travel – A fee is assessed to the owner of a ship that travels through a Hypergate. Due to the dangers that could be wrought through the use of unsafely maintained ships, rigorous codes and inspections must be done before using a Hypergate. Many owners will have these inspections done well before needing to use a ‘gate in order to avoid long delays waiting for the inspections to be done. Docking Fees – This is the fee that is paid when in dock to cover restocking of the essentials, disposing of hazardous material buildup, and fueling. Repairing your ship – If you are repairing your own ship, the cost is handled in the normal fashion. If repairs are being handled by the port the cost is 200 eCr per ship Hit Point Damage repaired. Fuel for your Ship – One of the most important things to making your ship the focus of your group’s activities is keeping it operational, and to do so you must keep it fueled. Different ships require different amounts and types of fuel, and you can assume you’ll need fuel for the day-to-day running of the ship. However, GMs should keep in mind that for longer extended trips without some sort of purchased backup fuel (Power Cells for smaller ships as example) or some sort of higher efciency reactor-type engines for larger ships, an outt could face waiting for a barge to come for a pick up or fuel delivery. For those who like the minutia of tracking fuel and supplies, or for information on creating your own ship, refer to the Galactic Vehicle Guide.
Note: Cost are not listed for these ships presented. They are examples for use in the course of play. Ships should start around the base cost of 150,000 eCr
Mykon-Oritech O-52S Pursuit Cruiser O-52S Model: Classication:
Pursuit Cruiser (Freighter )
Locomotion: Cockpit: Size:
Atmospheric/Space Flight (Ion Drive) Sealed (100%) Small (Ship Scale)
Defense: Toughness: Damage Reduction: Energy Resistance:
14 (+3 base, +1 size) +16 DR 50 ER 20
Combat Speed: Weapons: Space/Reach :
50 Medium Beam Gun 70 ft x 25 ft./ 0ft
Engine Rating Power Capacity: Power Base: Power Overdrive:
40 80 (avg) 200 6d6 (Power Capacity Regen)
Extras: Computer: Basic Flight: Full Speed Bonus: Advanced Armor Reinforcement: Basic
Sensor Package: Advanced Combat Program: Ranged Basic Life Support: Basic Self-Repair: Basic Kinetic Shield: Basic
Abilities: Str 42, Dex 16, Con -, Int -, Wis -, Cha A fast and rugged ship, the O-52S is for the minimalist. With berthing for one pilot and two detainment cells, this cruiser is the staple for the Sector Sentinal. In a few cases, disreputable people have obtained them for smuggling and piracy. It is equipped with a standard sub-light engine, and has the capability to make most inter-system trips a few weeks duration with relative ease. Its two-deck layout allows for a separation from the holding cells in case security is compromised.
CL 9-16‘Voidghost’ Model: Classication:
J940-110 Escort (Freighter)
Locomotion: Cockpit: Size:
Atmospheric/Space Flight (Ion Drive) Sealed (100%) Small (Ship Scale)
Defense: Toughness: Damage Reduction: Energy Resistance:
15 (+4 base, +1 size) +14 DR 45 ER 25
Combat Speed: Weapons: Space/Reach :
50 Heavy Auto Cannon 60 ft x 25 ft./ 0ft
Engine Rating Power Capacity: Power Base: Power Overdrive:
45 75 (avg) 190 7d6 (Power Capacity Regen)
Extras: Computer: Basic Flight: Full Speed Bonus: Advanced Armor Reinforcement: Basic
Sensor Package: Advanced Combat Program: Ranged Basic Life Support: Basic Self-Repair: Basic Kinetic Shield: Basic
Abilities: Str 40, Dex 20, Con -, Int -, Wis -, Cha -
Built by the Shipyards, the sleek and beautiful Voidghost is a ship that is fast and dangerous. Not heavily armored as some other ships, it relies on its maneuverability and speed to avoid trouble. Most pilots of this ship tend to try and outrun difcult entanglements rather than ght through them.
D8 - Explorer Model: Classication:
Unknown Freighter
Locomotion: Cockpit: Size:
Atmospheric/Space Flight (Ion Drive) Sealed (100%) Small (Ship Scale)
Defense: Toughness: Damage Reduction: Energy Resistance:
11 (+1 base, +1 size) +18 DR 50 ER 10
Combat Speed: Weapons: Space/Reach :
30 Rocket Pod x2 70 ft x 25 ft./ 0ft
Engine Rating Power Capacity: Power Base: Power Overdrive:
30 85 (avg) 225 5d6 (Power Capacity Regen)
Extras: Computer: Basic Flight: Full Speed Bonus: Advanced Armor Reinforcement: Basic
Sensor Package: Advanced Combat Program: Ranged Basic Life Support: Basic Self-Repair: Basic Kinetic Shield: Basic
Abilities: Str 50, Dex 12, Con -, Int -, Wis -, Cha -
A Deep Space mining and exploration ship developed to be self-sufcient for long periods, the Explorer is capable of transporting large amounts of cargo containers, and has the ability to manufacture them if materials are available.
Banshee Pirate Fighter Model: Classication:
O-52S Pursuit Cruiser (FIghter )
Locomotion: Cockpit: Size:
Atmospheric/Space Flight (Ion Drive) Sealed (100%) Tiny (Ship Scale)
Defense: Toughness: Damage Reduction: Energy Resistance:
17 (+3 base, +4 size) +16 DR 50 ER 20
Combat Speed: Weapons: Space/Reach :
50 Light Cannon x4 70 ft x 25 ft./ 0ft
Engine Rating Power Capacity: Power Base: Power Overdrive:
40 80 (avg) 200 6d6 (Power Capacity Regen)
Extras: Computer: Basic Flight: Full Speed Bonus: Advanced Armor Reinforcement: Basic Abilities: Str 42, Dex 16, Con -, Int -, Wis -, Cha -
Sensor Package: Advanced Combat Program: Ranged Basic Life Support: Basic Self-Repair: Basic Kinetic Shield: Basic
General Ship information Ship Sizes Fighter (Tiny) Freighter (Small) Corvette (Medium) Destroyer (Large) Cruiser (Huge) Capital (Colossal) Titan (Gargantuan)
Locomotion/ Engine Types - This shows the environments and travel type that the vehicle is capable of. Movement - Ships have two Speeds: rst the combat speed. This is generally the speed in which the vehicle is able to interact with Character scale combatants. Hyper-drive - Ships generally have to be Destroyers or larger to have a Hyper-Drive. System drives. Inter-planetary - Movement between systems can be undertaken with out the use of Hyper-Drives how ever the amount of time that it takes measures in the weeks. Range - Due to the highly efcient engines long trips can be handled in most cases how ever it is something that should be monitored because there is a chance that it fuel will run low. Stats - Why do ships have stats? Just like in the Character Scale, sometimes there are contests of statistics that are used to represent actions such as towing a ship, cargo capacity, or intimidating pilots with how your ship looks and acts, etc. Combat - Combat is standard. You have a Defense of a ship. Use Weapon Systems in most cases unless otherwise specied to re the Ship weapons.
Terms and Glossary This section denes typical items, terms, and phrases that you might hear throughout the outskirts of the known galaxy. Also included are denitions of some new things you might not have heard of before.
Bounties – Most Bounties are placed on people generally, although in rare occasions they may be assessed to items for their safe return. Depending on the scale of the bounty brought in, you can receive varying amounts of cash/rewards/ etc. Bug Hunt – Typically used when dealing with a Xenomorph that is somewhat reminiscent of an insect in some sort of tracking or containment measure. In some cases, if an Action is taken against a faction containing a number of the K’Rikk’T species, this term might be used. This usage is generally disliked by the K’Rikk’T as a whole. Coreside – To be closer to the core of the galaxy, the outer-rim. Most often used to relay your vague position with in a system in relation to its Star. Darkedge - The edge of the known galaxy that is the furthest from the core of the galaxy. When time is not an object this is the area that pirates and smugglers use to avoid any entanglements with the UDF or civilan law enforcements ofcers. It does come with its own risks the most dangerous is getting lost in the endless blackness between galaxies and running out of fuel. Often used in statements such as “Running the Darkedge with this cargo, Wish us luck..” Making the Trades – Being on a Ship that is traveling well-known shipping routes. This saying dates back to some of the Sea Child background, but is also popular
among the Space Folk and Galactic Traveler backgrounds.
Milgrade – Items are specically Legion items. This means they are good quality stuff, but are very noticeable by Legion personnel and will always raise questions. Outt – The Group or Organization you are a member of. Being a member of an Outt gets you certain perks, and also allows you some leeway when dealing with other organizations. You always want your Outt to have a good reputation. (Belonging to an Outt raises your Reputation by 1.)
Spacer – Someone who is more comfortable on a Ship or a Space station than planet side. The Gaze is on it – In reference to items or good being stolen or known to be stolen. Relates to the idea that a Stargod might
have cast its eyes upon the illicit act that brought said goods to where they are now, there for they are ‘hot’. This is typically used as a tactic to have a fence or Blackmarketeer to drive down a price.
Tricanthium Pyramids – Some people don’t like to deal in eCr, either claiming it’s too easy to trace or they’re paranoid that the GalBank could crash any day. These people therefore want something more substantial when it comes to payment, and that comes in the form of Tricanthium Pyramids. They hold their value well as they are a primary component of certain systems. Plus it’s easier to bury for that rainy day that may never come. For them, these ‘bars’ of Tricanthium are the only way to secure value. Each pyramid is about one inch high, weighs approximately 8 ox and is worth 100 eCr. Strange things about this metal: • Psyche Resistant – It can’t be effected by Psyche Talents or related powers. • Found in specic Asteroids – the only place the metal is found in specic asteroid belts near large expances of open space. • Not able to be reproduced – No scientist has been able to reproduce the effects of the metal Large amounts can be found in the Hypergates that have been found throughout the known galaxy. Scientist believe it is crucial in the opening of the entrances to hyperspace.
Unintentional Space Walk – Used to describe the death of someone that may have not been accidental. Typically referring to some sort of criminal activity that lead to someone being forced out an air lock without any kind of space suit, the phrase is also commonly used to describe any death of mysterious nature in the fringes of civilized space.
What kinda stick are you carrying? – What is the amount of money you have in eCr digitally available? Sometimes eCr are transferred to small data sticks that can be given over as payment. The data sticks are inexpensive and are generally handed over, even though you can transfer between them.
New Species: Karottyc Pronunciation: Ka-rah’-tick Hailing from outside the Onigrimm Empire and the Galactic Federation of Humanity, the Karottyc come from a core world deeper within than the known galaxy has spread. Some travelers from there have visited within our borders to trade and search for mineral wealth. This race, one of the most uncommon to many in the GFH, rst began to show up in the space stations closest to the no man’s land that rests between the GFH and Shadecontrolled areas. At rst, many people thought that the Karottyc came from within the Shadecontrolled area and in some way might be a weapon of the Shade, or yet another source of its bizarre afiction. Quite the contrary. Even though the Karottyc had contact with the Shade (which they assured did not continue, since the Shade
they had come into contact with had no desire to work with them), they did not seem to be capable of contracting the Shadow Plague. While they rst made contact with the GFH and Onigrimm Empire around fteen years ago, many citizens of both galactic powers are still unaware of their existence. The Karottyc don’t seem to want positions of authority, instead opting to remain in a state of free roaming non-commitment to any one place. None have sought to make themselves any sort of ambassador to either major power in the area. They are excellent pilots and have a much better understanding of the spaceways than most Species. They spend long times away from their home world, and only return to sell what rare nds they have gathered or to spend the rewards of their hard work among their people.
Karottyc Species Traits:
Ability Modifiers: +2 Dex, +2 Int, -2 Con Small Size: Karottyc have a +1bonus to the Combat Base Skill and to Defense due to their size. Speed: Karottyc Base speed is 20’ Hardened Soul: The Karottyc have a skeleton made up of a crystalline structure this for some reason grants them Shade Immunity. Something even they can’t explain. Bulbous Eyes: Karottyc Are very difficult to sneak up on because of the placement of their eyes. Flanking Opponents don’t gain the +2 to hit when Flanking Bonus Feat: Assessment, Skill Focus: Flying Vehicles Automatic Languages: Galactic Trade, Karosis
Personality: As a whole, the race tends to be light hearted but can quickly turn cutthroat when business is involved. They always come across as shrewd and calculating bargainers. They nd beauty in crafted items, particularity in those things made of earthen materials – things such as metal sculptures and stone carvings. They make friends quickly, but there is always the feeling that they may be working sort of angle just below the surface. One of their favorite pastimes is betting on races. Whether it’s ships, vehicles, or beasts ridden by brave beings in a ght to the death – they are engrossed by it. It is considered a high position of respect if you are a racer. The more dangerous the race the more honorable it is. Anyone bearing scars from a racing accident earns instant respect in their eyes.
Physical Description: The Karottyc are short with large heads, and usually stand between 3’ and 3’10” tall. They can breathe normal atmospheres, but are often seen with breathing apparatuses that keep a light cloud of minerals near their heads, giving them an earthy smell. Their nostrils are located just above the top line of the large bulging eyes. Their square pupils see in the standard light spectrum as Humans do. Their skin is smooth and cool to the touch, and on close examination very small beads or scales can be seen. Their coloring typically ranges from a light tan to a darker earth tone.
Home World: Very little is known about the Karottyc Home World. What has been discovered through conversation is that it lies quite a distance from the edges of GFH Space, requiring months or even years of travel to reach it. Some speculate that there are yet undiscovered
Hypergates just outside the Galactic Federation of Humanity, or even the Onigrimm Empires areas of inuence, that they use to travel home much more quickly than they let on. As for the planet itself, it’s rumored to be heavily industrialized with continentspanning cities much like Coventry. It is also believed that a number of large moons orbit a large Gas Giant that make up a small confederation that would be considered their “home world”. They most often refer to their place of origin simply as “home”, or, “getting back Coreside”.
NPCs Tatz Ash’ley SiomHain, Pirate Mercenary (Soldier of Fortune) A former bartender turned renegade pirate Capitan, the indomitable Tatz Ash’ley has made a name for herself as leader of the infamous Star Shadows. She began her life of crime after overhearing a shipping schedule at the local establishment where she worked. Based on what she learned, she and some fellow employees hijacked a ship in port, and laid in wait until the ship came through a Hypergate. It was easy pickings, and so began her life as a pirate. Tatz Ash’ley is easily recognizable as a SiomHain, with light and dark tan fur and a penchant for dressing in an antiquated yet stylish sort of clothing. She very rarely is seen without her – an odd slightly serpentine creature with small wings and a single horn jutting from its forehead – resting on her shoulder or itting about.
Dexter Simmons Human, Mega Corp Contact Scoundrel (Blackmarketeer) An unfriendly sort of man, Dexter Simmons tends to be very direct and to the point. He is unhappy with being stationed so far outside what he would describe as civilized quarters. However, he is here at the behest of the Corporation, and the Mega-Corp wanted someone competent. He can be found at any time on any number of space stations or colony worlds near the outer edges of the known galaxy. He travels with a small entourage of personal guards, all highly trained. If you don’t have an appointment, it is nearly impossible to get close to him.
Sindy Archalion , Asteroid Miner Technician (Wrencher) Working for one of the more well-known independent mining groups out in the 8th quadrant, Sindy was just trying to stay below the radar, since many people didn’t like Archalions, after all. Many of the rumors about her species weren’t too far from the truth, and there was a reason the GFH had her home planet listed as a Proscribed world. Sindy would have gone on completely unnoticed, if it hadn’t been for one unlucky day when she was on duty. One minute all the miners in Core Shaft Number 4 were heading up from their shift. Suddenly there was a horrible groaning as the shaft collapsed around the car that was delivering them up the slope to safety. She gained the respect of the every one of the Asteroid Miners when she singlehandedly held up a collapsing mining shaft for four days, while the workers waited to be saved. It was then they realized they’d had an Archalion living among them for months. Out of respect and gratitude, the miners all swore to keep her true identity a secret. Ofcer Declan Hammer Human Lawman (Sector Sentinel) Ofcer Declan Hammer is a roving lawman available to help in the most convenient of time, often rescuing stranded ships, appearing to assist in a refe, etc. His ship, the Novaburst, is easily recognizable as a Mykon-Oritech O-52S Pursuit Cruiser painted red with a large starburst in white along each side. He often is wielding two custom Stormhammers with a wide variety of ammunition.
Creature Index New Creatures Virtually an unlimited number of creatures exist in the universe. Any one you can think of is probably hunting, being hunted, or spending time as a servant/companion or pet for untold thousands or even millions of years. Among all the species, there are tales of brave heroes ghting horrifying beasts. Stories of the crafty prey escaping and living to wake to the new sun rise. Shrines have been built to honor the loyalty of the companion. In relation to the world of the Mercenary, Creatures have a specic role in the nonMilitaristic ‘badlands’. You don’t see the widespread creature culture in the more tame space. For example, very rarely will the Legion allow you to have a pet if you are actively serving in the Defense Force. You will, however, see them far more readily the further out you travel from civilization. It’s not uncommon on some worlds for creatures to be used as transportation, for example. Often you will see creatures used in gladiatorial games on more barbaric worlds, and by gangsters as guards, or even as ways of disposing of competition in the darker recesses of space. More often than not, however, creatures end up being more of a nuisance, nding them underfoot or taking up valuable food and air when conned to the tight interiors of a ship. Yet still they can endear themselves to even the crankiest of space pirates, or become a treasured mascot and member of a crew or Outt. When this happens, it’s a bad idea to hurt or threaten those creatures since it often brings the wrath of the whole group down on the threatening person’s head.
Then there are the creatures that are the antagonists. The Universe is an unsafe place, to say the least. Yes, you will have to compete with others of a different species, but there also are the untamed and vicious members of the fauna that you have to watch out for because their motives make them unable to be reasoned with. Most of the creatures listed here have found their way to all corners of the known galaxy, either through being vermin travelling on ships from planet to planet and system to system, or they have existed in space and beyond in one form or another. In addition to the creatures that exist, you can create creatures of your own. More information can be found in the Librium Xenos Galactic.
Arcoras Type: Size: Hit Points: Mind Points: Wounds: Defense: Initiative: Luck: Speed: Base Skills: Trained Skills: Attack: Actions: Space/Reach: Special Attacks: Special Qualities: Saves: Damage Reduction: Energy Resistance: Abilities: Feats: Environment: Organization: Challenge Rating:
Vermin Medium 50 4 (0 Shade) Head 0, Torso 5, Arms 0, Legs 0 20 (skill +0, +10 base, -0 size, armor +10) +1 3 80 feet Combat +7, Firearms +5, Commo +5, Move +6, Tech +6, Psyche +5 Perception +15 Bite Attack +9 melee (2D4+5, TDC 20, 20/x2) 2 5 ft./5 ft. Acidic Bite Vacuum Resistance Tough +15, Fort +10, Ref +5, Will +7 DR 10 ER 10 Str 10, Dex 7, Con 15, Int 4, Wis 12, Cha 5 Fearless Any Solo (1) Pack (5-8) 5
An oddly shaped creature clings to the side of the ship. Its skin looks smooth until closer inspection reveals thousands of pebble-like protrusions, making it resistant to glancing blows of small asteroids. Its long whip-like tail slowly moves back and forth as if swaying in a breeze. The Arcoras is a creature that makes its home in space, natively feeding on asteroids with high metallic contents. These nuisances can be more trouble than you would think. If not discovered quickly, they can damage a ship’s systems, eventually crippling the ship or even compromising the hull’s integrity. Appearing as a large manta-shaped creature (wound allocation graphic?) they have an unknown mode of locomotion in space. It’s slow and generally is used to move from asteroid to asteroid. Once an Arcoras comes in contact with a ship, for each day it is attached it has a 1% chance to damage an extra on the ship. This is cumulative per each vermin that become attached to the ship. Often it is the duty of lower-ranking enlisted men to don pressure suits and scour the smaller capital ships that might not have the charged hulls or automated systems to pick them off on long voyages.
Vacuum Resistance: These creatures have the ability to survive in the vacuum of space.
Mega-Corp Enforcer Type: Size: Hit Points: Mind Points: Wounds: Defense: Initiative: Luck: Speed: Base Skills: Trained Skills: Attack:
Humanoid Medium 35 5 (0 Shade) Head 1, Torso 2, Arms 1, Legs 1 28 (skill +5, +10 base, +0 size) +4 5 65 feet Combat +4 Firearms +6, Commo +4, Move +4, Tech +3, Psyche +5 Rifle +10, Brawling +5, Melee Weapons +7. Defense +7 Combat Knife +9 (1d3, TDC 19, 20/x2) or C-19 Headhunter Rifle +12 ( 3d6, TDC 25, Fum -1, Crit 19 -20/x2 125’ range increment, Ba, Burst, 40 Ammo} Actions: 2 Space/Reach: 5 ft./5 ft. Special Attacks: none Special Qualities: none Saves: Tough +14, Fort +7, Ref +6, Will +6 Damage Reduction DR 10 Energy Resistance: ER 5 Abilities: Str 16, Dex 16, Con 15, Int 13, Wis 15, Cha 16 Feats: Toughness Environment: Any Organization: Guard (1), Team (2 - 8) Challenge Rating: 3
Covered in black fatigues and body armor, the nameless man raises his weapon the patch showing the origination that he works for prominently displayed. Clearly you aren’t meant to go beyond this security check point. Whether it’s the giant Mega-Corp or the private army, security and privacy is often bought and paid for – and some of that cost goes to the pay of their enforcers. Trained inhouse, they are skilled in the basics of rearms and hand-tohand combat. They are typically armed with military-style weapons often bought on the black market. This makes them a well-armed and formidable force if brought to bear. With the MegaCorps providing a great deal to the Galactic Federation of Humanity feudal Shar Nithian lords, a blind eye is often turned to the massing of private armies. The money they are paid is incentive enough to face off against any number of issues that might be brought against their employer.
Psychic Whelp Type: Size: Hit Points: Mind Points: Wounds: Defense: Initiative: Luck: Speed: Base Skills: Trained Skills: Attack: Actions: Space/Reach: Special Attacks: Special Qualities: Saves: Damage Reduction: Energy Resistance: Abilities: Feats: Environment: Organization: Challenge Rating:
Psyche, Construct Medium 24 2 (0 Shade) Head 1, Torso 2, Arms 1, Legs 1 12 (skill +2, +10 base, -0 size) +2 +2 40 feet Combat +2, Firearms +2, Commo +2, Move +2, Tech +2, Psyche +2 Perception +3 Slam Attack +2 melee (1d6+1, TDC 12, 20/x2) 2 5 ft./5 ft. none none Tough +2, Fort +2, Ref +2, Will +2 DR 0 ER 0 Str 12, Dex 12, Con 12, Int 12, Wis 12, Cha 12 Endurance Any Summon (1) 1
A small ball of protoplasmic energy bobs and oats along the ground, its small eyes glimmer with the blue light of a star distant and ancient. Small limbs touch the ground randomly as it seems to be in a constant slow-moving dance. The Psyche construct is most often a manifestation of the will of a Scion of the Stargods Creation Psyche Talent. They can be found naturally occurring in rare circumstances. They will have some naturally occurring variation to them: d6 1 - Claws (Melee Attack +0 (1d6+0, TDC 20, 20/x3) 2 - Extra Limbs (+2 Attacks on Full Round Attack)) 3 - Quick (+ 20’ Speed) 4 - Resilient (+2 to all Saves) 5 - Sneaky (+3 Move) 6 - Poisonous (Star Shadow Dust Injury DC 17 1 Str* 2d6 Str)
Rending Claw of Darkness Type: Size: Hit Points: Mind Points: Wounds: Defense: Initiative: Luck: Speed: Base Skills: Trained Skills: Attack: Actions: Space/Reach: Special Attacks: Special Qualities: Saves: Damage Reduction: Energy Resistance: Abilities: Feats: Environment: Organization: Challenge Rating:
Psyche, Xenomorph, Shade Medium 75 0 (10 Shade) Head 2, Torso 4, Arms 2, Legs 2 20 (skill +10, +10 base, -0 size) +6 4 30 feet Combat +15, Firearms +8, Commo +9, Move +6, Tech +6, Psyche +7 Defense +10 Draining Attack +15 Melee (1d10+2, TDC 30, 20/x2) 4 5 ft./5 ft. Mind Rend Insubstantial, Drifter Tough +7, Fort +7, Ref +11, Will +9 DR 15 ER 15 Str 14, Dex 18, Con 14, Int 18, Wis 14, Cha 20 Feat Deep Space, Ships traveling the Hyper-Space routes. Solo (1) 15
A
Shadowy form lingers in the dark corners. If you aren’t looking, it’s looming and reaching for you. A being from the Hyper-Space, it travels through to this plane of existence when someone uses the Hyper-Gates or the more direct Hyper-Jump Drives. These creatures attack anyone that has the Psyche Sensitive Feat.
Drifter: Slow moving once they enter this reality they drift about lazily like a ghost lost in its way until it focuses on a target. It will then start pursuing the target with direct purpose. They can take a Full-round move but may not Sprint. Mind Rend: When attacking they do so by raking their shadowy claws through their opponents location tearing away at any Psychic presence that might be there. If they connect they do 2d6 Mind Point damage along with the normal damage. Insubstantial: With their “quasi based in the normal reality” form they are difcult to hit sometimes. They have a 50% miss chance when someone is attacking them. It can move through walls as if it was difcult terrain slowing its movement.
Robot, Puppet-Bot Type: Size: Hit Points: Mind Points: Wounds: Defense: Initiative: Luck: Speed: Base Skills: Trained Skills: Attack:
Construct Small 25 0 (0 Shade) Head 1, Torso 2, Arms 1, Legs 1 13 (skill +2, +10 base, +1 size) +2 0 20 feet Combat +2, Firearms +2, Commo +0, Move +2, Tech +0, Psyche +0 Engineering +10, Brawling +5 Slam +5 melee (1d3, TDC15, 20/x2) or Laser Torch +2 ranged (2D6, TDC 20, 20/x3, 10’, SA, Fire & Electricity, Unlimited) Actions: 1 or See Ghost in the Machine Space/Reach: 5 ft./5 ft. Special Attacks: none Special Qualities: Low-Light Vision, Darkvision 60’, Construct Immunities, Zero-G Mobility 15’, Fire and Cold resistance Saves: Tough +20, Fort -, Ref +0, Will -3 Damage Reduction DR 10 Energy Resistance: ER 15 (ER 25 fire and cold) Abilities: Str 14, Dex 14, Con -, Int 10, Wis 10, Cha 10 Feats: Puppet Environment: Any Organization: Lone Technician (1), Support Unit (2), Challenge Rating: 3
The small robot sits silently and shows no signs of activity. It powers up, springing to action with Human-like behavior, the small servos and hydraulics moving and activating. This Robot is very complicated, yet at the same time it’s a simple device. The complexity comes in the form of its highly customizable functions. What makes a Puppet bot unique is the Controllers that are build in. These allow for the access of Ghosts to take them over remote controlling and sensing. Puppet Bots begin with one Controller. Certain Upgrades require additional Controllers. Puppet-Bots and their AI All robots have an AI, or Articial Intelligence, and the Puppet-Bot is no exception. However, it has a unique set of programing functions. This is in part due to the nature of the relationship between the Ghost and its Puppet-Bot. The basic programming allows for the Puppet-Bot to act with a limited form of autonomy, such as the ability to follow
its owner, fetch things, etc. However, they are unable to process information to allocate functions to specic tasks, basically applying ranks to skills. It is able to attempt any Skill Check (except for Psyche Talents) at the standard -4, and if it has to make any choices it will default to the most obvious choice. For example, if you tell a Puppet-Bot to “Get a wrench off that table” it will go to the table and whatever item is the closest is what it will bring back. Articial Intelligences (AIs) AIs are an often controversial subject among the scientists and scholars of the GFH. With personality and the ability to ‘think’, these programs often come in the two mostused forms of a computer or robotic processing system. The rst form is an assisting or complementary voice to make multitasking easier, and the second is a way for a robot to preform outside the limited scope of its primary tasks. An AI on a Ship/Vehicle or Power Suit is limited by the capabilities of the machine, while AIs as part of a robot are more free to act with autonomy given their form. To make the experience of dealing with an AI more easily to adjust to, the Ai is often given a personality. When created, a personality type similar to the Programmer’s is often imprinted into the AI. Below are just a few of the Personality Types AIs may exhibit. Aggressive Cowardly Uptight Scrappy
(+1 to all attacks that are applicable/ -1 DEF) (+1 DEF if applicable/ -1 to all attacks) (+1 to Knowledge Checks if applicable) (+1 Attack during a Full Round Attack action)
An AI Processing Unit has a number of ‘blocks’ of processing power that can be directed toward tasks. New Extra 1000 eCr - AI: Basic +1 INT/WIS/CHR and10 Blocks 2000 eCr - AI: Advanced +2 INT/WIS/CHR and 15 Blocks 3000 eCr - AI: Full +3 INT/WIS/CHR and 20 Blocks Assigning Tasks: As a Standard Action the character operating a computer with an AI may reassign tasks to the system. As many tasks may be assigned/reassigned as wanted during that action. Example Tasks: DEF Boost 5 Blocks +5 DEF Language Known 1 Block 1 Language General Feat 5 Blocks 1 General Feat Skill Oriented 5 Blocks +3 Skill Points Dedicated Knowledge Checks 5 Blocks +2 to a Knowledge check on a specic group (Nature. Medical, or Physical Sciences. More options will be available in the Technologies of Legion and other source-books.
Unwavering Eye of the Void Type: Size: Hit Points: Mind Points: Wounds: Defense: Initiative: Luck: Speed: Base Skills: Trained Skills: Attack:
Psyche, Xenomorph Large Torso 1- 20 100 0 (0 Shade) Head 6, Torso 0, Arms 0, Legs 0 28 (skill +0, +10 base, -0 size) +10 +2 0 feet Combat +10, Firearms +10, Commo +0, Move +0, Tech +0, Psyche +0 Skill +0 Draining Attack +10 melee (1D6 Str Dmg, TDC 0, 20/x2) or Psyche Assault +10 ranged (5d10+15, TDC 20, 20/x4, 50’, RoF 1, Cold, Ammo: Unlimited) Actions: 2 Space/Reach: 5 ft./5 ft. Special Attacks: Psyche Assault, Draining Attack Special Qualities: Quality Saves: Tough +20, Fort +15, Ref -1, Will +15 Damage Reduction: DR 20 Energy Resistance: ER 20 Abilities: Str 20, Dex 10, Con 20, Int 20, Wis 10, Cha 10 Feats: none Environment: Any Organization: Solo (1) Challenge Rating: 15
The surface of the wall bubbles and distorts, forming the shape of a large closed eye. With a start, the eyelid ips back, revealing a strange but human-like eye. Looking around quickly to take in its surroundings, it then slowly focuses in on its target. The eye is a being out of phase with the rest of the universe, bleeding over into ours. Its purpose seems to be to observe and destroy. It creates a dazzling effect from its eye in one direction that devastates everything in its path. It will move from surface to surface reappearing to nd a new vantage point and continue its assault.
Draining Attack : If anyone physically comes into contact with the Eye, they suffer Strength damage. The Eye has a reach of 5 feet and will attempt to touch anyone who comes near. Psyche Assault: As a full round action the eye lets loose a horric blast of Cold energy that hits everything in its path. The attack follows the Auto-re rules. (Core Rule Book, pg 179)
Vi’rickt Mite Type: Size: Hit Points: Mind Points: Wounds: Defense: Initiative: Luck: Speed: Base Skills: Trained Skills: Attack:
Vermin Small 26 (4d6) 6 (0 Shade) Head 1, Torso 2, Arms 1, Legs 1 21 (+4 skill, +10 base, +1 size) +7 +2 40 feet Combat +3, Firearms +0, Commo +1, Move +4, Tech +1, Psyche +3 Melee +1, Defense +6 Bite Attack +4 melee (1d4, TDC 15, 19-20/x2) or Shocking Jolt Attack +4 ranged (1d8+3, TDC 23, 20/x3, 10’, RoF 1, Type El, 20 Ammo) Actions: 2 Space/Reach: 5 ft./5 ft. Special Attacks: Electric Burst Special Qualities: Immune to Electricity Saves: Tough +5, Fort +7, Ref +10, Will +2 Damage Reduction: DR 0 Energy Resistance: ER 0 Abilities: Str 6, Dex 17, Con 14, Int 3, Wis 10, Cha 10 Feats: Feat Environment: Space Stations/Ships, Organization: Org Solo (1), Pack (2 - 7) Challenge Rating: 1
You see a small black rodent-like creature that is hairless everywhere except its tail, where it has large bristle-like fur that appears metallic. Sparks of static electricity crackle in the wire-brushlike tail. Standing about a foot tall at the shoulder, these creatures are a bane of space faring folk. They are at least a nuisance, but if left unmonitored they can become a danger to any who nd their home in space. Typically, they nest in wiring and power conduits in mid to large spaceships, or in the bowels of space-stations. The natural electrical impulses they generate, coupled with a tendency to chew on the power lines, cause wild and unpredictable uctuations. They are typically hunted by Pest Control Units and are killed on site if found. It is illegal to own a breeding pair if you live on a space station.
Electric Burst: They attack when defending their nest or when cornered. They will attempt to drive away an attacker by sending out a burst of electrical energy in a 5’ radius from it. A Reex Save verses a DC of 15 for no damage.
Adventure Hooks These are a few of the types of adventures that you can run using this book for your players. Each has different goals and different ways to achieve them, and with a little imagination there many possible ways expand from these starting-off points. Each can be used with basic creatures and NPCs that can be created from the Core Rulebook and this book.
Quarantine at Docking Bay A1 After walking in to Docking bay A1, klaxon and warning lights begin to ash. Passengers from the other two ships look around frantically as the blast doors drop. A loud speaker squawks to life: “There has been a Level 5 contamination breach! Remain where you are. No one is allowed in or out until this issue is resolved. Thank you for your cooperation.” The object is to nd out who or what the contamination is before the entire area is ‘cleansed’.
Dude, Where’s my Spaceship? You wake up after a raucous night of drinking and celebrating a job well done. After breakfast with your Outt at the local greasy spoon, you head together to Docking Bay 94 to collect your ship for your next run. The doors slide open, and… the bay is empty! What?! You and your teammates remember visiting this very bay, number 94, late the night before to check on the ship. In fact, there are your empty bottles littering the oor over there in the corner to prove it. So, what gives?
Can you nd your ship and who took it before it’s stripped and sold for spare parts?
There’s Something in the Airlock! Your ship has been traveling for about a week. Your course takes you through a little-used area between systems which, although charted, has never been thoroughly explored. All has been quiet up to this point… until something suddenly collides with your ship! Nothing registered on any of the sensors, and there was no change in velocity or direction. At rst it was thought that it was just a small meteorite or piece of space junk. That is, until your sensors report something trying to breach one of your air locks. Can you determine what’s trying to board your ship in time to put a stop to its probably nefarious intentions?
Wilson!! You and your crew are out of fuel and out of supplies, drifting helplessly in space. The distress beacon has been launched and everyone is waiting. The only problem is a pod of scavengers are chewing through the hull, and an illegal salvage barge is waiting off the wing for your crew to perish so they can swoop in and chop your ship up for parts. Can get rid of the pests on the outside of your ship, and make sure those pirates don’t get overly anxious before help arrives? Or will your ship be your tomb oating in space?
The Mercenary Economy Upstanding citizens often have little to worry about. Many are employed by the UDF or GFH in some form or another, or are professional soldiers in the Military itself. The pay that comes along with being a member of a Legion Company gives you a chance to customize your gear and weapons, and even get a little extra on your suit of Legion Powered Armor. However, as a Mercenary, you are out on your own with just you and the group of trusted friends or accomplices. You need to be able to survive day to day, and without a steady paycheck you might not eat. You could easily nd yourself sitting in a docking bay on some unfavorable outpost world far from any help. To earn your wages as a Mercenary, there are jobs that you can take here and there that were covered earlier in this guide. In the corporate world of Mega-Corps such as and , they deal in the trade of billions of eCr. This isn’t too different from how Mercenaries deal – it’s just on a larger scale. In the end it all comes down to things – the buying and selling of things. Being able to take raw goods and turn them for a prot – that’s the name of the game. There are a few different ways to procure raw goods. These are the bread and butter of the Technicians and the Scoundrels. The idea is to sell what you have for a prot while minimizing the cost of getting those raw goods. Seems simple enough, but how do you get a hold of those goods? The two most common ways are through Salvage and through Mining.
Salvage Salvage is normally done by going into abandoned facilities (or… not so
abandoned) and capital ship wreckage to remove components or materials that have high concentrations of rare metals, gases, or other valued minerals. Sometimes there is trouble associated with salvaging. Often one group will try to drive out the group that did the work to gut those remains, in order to scoop up the goods for themselves. These scavengers are some of the most disliked groups, and they are commonly regarded as little better then pirates. There are three parts to salvage: First, the Difculty of the task at hand. Second, the Time it takes to salvage, and lastly the way you are going to Move it to a place to sell. The skill of removing salvage for a scavenger or wencher is not unlike that of a surgeon performing a delicate operation. You want to get as much value from the wreckage as possible, but you are limited on what you can take with you so you want to go for the things with the most resale value. The idea is much like the primitive tribesmen on unexploited or unsettled planets. When they kill a beast, they make use of every part of the beast – otherwise it would be wasteful. Everything from the computer components to the hull of a ship can be sold. Some salvage Outts specialize in certain areas of salvage. They will come along only after other salvagers have picked their parts clean. To Salvage, you rst legally make a claim on an area to mine or salvage by submitting the proper requests through ofcial channels (normally a DC check using a Commo skill based on the rarity of resource you are going after, or whatever else the GM wants to base it on). Then you must make your way to area by hiring a ship or otherwise arranging transport for your Outt.
Once there, the work starts. There is a set amount that a properly equipped Salvager is able to salvage per hour:
All weights and space requirements should be considered exible. Some materials weigh more, but take up less space. GMs should keep that in mind when loading up with the salvage.
1 ton of inert metal – This is typically Hull and Bulkheads found in abandoned ships/ space stations, etc. (Reward level 1)
Cargo Bays – Freighters are small cargo ships and are one of the most popular among salvage crews and miners.
10 Cubic Feet of Gases – Gases are found often in engine systems, environmental systems, and the like, and are one of the few salvageable items that require special equipment to store and transport. (Reward level 1 - 5)
Cargo Containers – Some ships are equipped with cargo containers attached to them. In many cases, multiple containers can be attached to one another or chained together.
100 lbs of technological equipment – This can be found through abandoned places and ships. It’s not the most reliable salvage because of compatibility since technology quickly becomes outdated. Also, it’s a little easier to track if it hasn’t exactly been recovered in the most legal of ways. (Reward level 1 - 5)
Mining Mining is the extraction of raw ore from its place of origin, be it Asteroids, Moons, or certain locations on Planets, Most often, freelance miners tend to nd a mineralrich asteroid belt to pick clean of what they want. In some cases, people have hauled entire small asteroids in tow behind small ships.
10 lbs of precious material – Platinum Moons and Planetary mining is a little more Plating from a reactor core. Acrh-Elan legally constricted because most places growing Crystals from a neutron cannon near population are already claimed. It’s battery. There is any number of sources just more time and effort, but you have that have that will yield a payout. (Reward the convenience of atmosphere and level 1 - 5) shorter distances to paydays. Scavengers typically perform the same work as Salvagers – except they might not have gone through the proper legal channels. Scavengers might come into a location that has already been worked over by legal means by Salvagers, to recover anything of value that was left behind. Scavengers have also been known to try to run out legal Salvagers in order to steal their hard-earned salvage. How to move it all Once you have your salvaged materials all crated up and sitting on the deck of whatever thing you are sitting on, your next step is to get it to market to sell.
To successfully Mine once you have located the Substance: Make a Successful Engineering Check against the established DC. This is to avoid any danger in the process, preventing cave-ins, gas pocket explosions, etc. Make a Successful Natural Sciences Check against the established DC. This is to extract the Substance from the surrounding materials. Once those actions are complete, you will receive an amount of raw unprocessed Substance that will then need to be rened. This is more often than not
handled by far larger operations than you are prepared to deal with. Examples of Substances to be Mined: Metals Iron, Platinum, Trancanthium, Gases/Liquids Oxygen, Carbon Dioxide, Water, Fuel Minerals Diamond, Arch-Elan Growing Crystals, PsiStones Other Jobs and Their Rates of Pay Here are some averages for other work that isn’t necessarily goods-based:
Bounties – Bounties are normally paid out on a per-job basis depending on what the severity of the situation is, and why the subject is being hunted. The more dangerous and the more people involved, the higher the pay. (See Rewards, pg 29) For example, a low-level criminal that is wanted by the local authorities for skipping bail might warrant a 1000 eCr payout (a Level 1 Reward that a single person could handle). Returning a wealthy family’s daughter who ran away to the opposite side of the moon colony with her boyfriend who controls a small gang would pay out 4000 eCr (a Level 2 reward x 2 people). A dangerous violent criminal escaped from a penal colony and you track him down and bring him in dead or alive. Once presenting the escapee you receive 9000 eCr (a Level 3 reward x 3 people). A racing ship was stolen from the Dyrotech shipyard. It was last spotted in the Sector 49-L-32 (a dangerous location) would net you 16,000 eCr (a Level 4 reward x 4
people) An Onigrimm minor warlord is wanted by a well-off Zillan Diplomat for personal revenge. This could bring a 25000 eCr payout (a Level 5 reward x 5 people). These of course are just examples, and GMs should feel free to adjust rewards according to their campaign needs.
Deliveries – Pay depends on how much and how fast. Generally this is a price to be haggled, or the Outt sets it because it’s their ship. It is always assumed that the bare minimum covers fuel costs. Damage due to pirate attack... not so much. Priority is a popular way many Outts charge for delivery cost. If it’s a special run that is out of the way, you may charge 5000 eCr in addition to fuel and incidentals. If it’s set to arrive sometime in the next few weeks, it just takes up a small amount of space in your hold, and you’re planning to go to that location anyway – perhaps only 500 eCr.
Escort – When you’re an important gure or are worth a lot for whatever reason, you might have enemies who’d like to see you dead – or at least unable to attend an important meeting or event. These people sometimes hire an Outt security detail or bodyguards. The payment for watching out for someone’s life can come with a hefty price tag, which often depends on the danger that is inherent with the job. (Reward level 1 - 5)
Entertainment
Blood Sports
Entertainment in the fringes of the Galactic Federation of Humanity comes in many different forms. However, all types of entertainment share a very base element, and that is to distract the mind from what can be a very depressing existence in some cases.
In many parts of the known galaxy, people wish to be distracted from the downtrodden lives they live from day to day. Sports of skill in which people ght each other can take the mind off of those day-to-day worries.
This is not to say that those who are doing very well cannot also enjoy the entertainment that ashes across vidscreens or can be seen live in exotic and invigorating places. Bottom line: everyone needs entertainment at some point.
People pack small back hall areas to watch people ght, sometimes to the death
GravBall
Some say such sporting events started in the Onigrimm Empire, but the truth is violent competition has existed since sentient Species rst came together.
GravBall is a very popular sporting event that pits two teams of ve players against each other. They have attackers, blockers, and goalies.
Whether it’s a one-on-one ght, one against many, or man against beast, it all comes down to one thing: the strongest survives.
The game is played in zero gravity, either naturally occurring or articially created. A vast array of maneuvers can be made by players since virtually every surface can be played upon.
People whisper that these types of sports gaining popularity signals the end of a civilization’s rise and the beginning of its decline. If so, the Onigrimm Empire has been at its peak for thousands of years. As it allows more and more Species cultures to intermingle, the GFH doesn’t seem to be suffering yet from these fringe sporting events gaining popularity, either.
The ball is similar to the GravBall wielded by the Korol, but it is not used to deadly effect. Not to say that it does not have the possibility of being a violent sport, or that people don’t get hurt. Both those things are true. There are any number of GrayBall leagues, from the most high-prole professional league, the supporting ‘minor’ leagues that feed into it, and down to local teams of a small port that travel from place to place playing within a tiny section of a sector, perhaps yielding a talented start that might one day play under the bright lights. Often, team merchandise be seen in the more populated areas with the fans sporting their team’s colors proudly.
Gambling Some say that life is a game of chance and every day you are gambling with it. Nowhere is this truer than living the life of a Mercenary. Betting you’ll nd a job, betting you will survive it, and betting that at the end of it you will get paid. However, when it comes to Gambling for sport and entertainment, that is a whole different story. There are several ways you can seek to win and walk away richer than when you walked in. Listed here are a few of those ways.
Games of Chance There are a wide variety to the games of chance that a person can nd in this corner of the galaxy. Listed here are a few of them with loose descriptions.
Cards Card games have been around for eons. Ever since the invention of paper, people have been scrawling symbols to represent any number of things, and then using them to try and match or collect. The most common deck of cards has 60 cards with 6 suits. This particular deck and arrangement was created and passed among the stars by the Tuathans. The most popular card games are centered around building a full set of one of the 6 suits. The suits are Suns, Moons, Gates, Skulls, Eyes, and Daggers.
Dice Although dice come in a number of sides, the most common dice games in the known portion of the galaxy are six sided.
Popular Dice Games Trying to make sets of numbers 1- 3 1,1,1 2, 2, 2 Etc.
Sports Betting With almost all the sports that involve scoring and winning, there are people who will bet on the outcome. Often the odds will be set in favor of the house, meaning there will be a lesser-odds favorite based on record, skills, and shifting as more people join in and according to their betting trends.
Rewards:
Random reward tables for the GM that has everything. These tables are a way to generate the rewards that Players receive from the completion of jobs. For any reward that you might want you should feel free to combine reward levels. For example if you don’t wish to give them 5000 eCr worth of Reward Table: % Roll 01-40 41-70 71-85 86-95 96-00
Reward Level 1 2 3 4 5
Reward level 1 Table: # - # 01-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-97 98-99 00
1,000 eCr Crate of Grenades (40 High Explosive Grenades) Case of 100 Tricanthium Pyramids Objet d’art (Korol Prayer Bell (1000 eCr)) Mono Sword of Quality Large Plasma Projector of Quality Crate of Armor (40 Light Duty Suits) Crate of Machine Parts (1000 eCr) Case of Gel Rounds (100) Vehicle Weapon (Light Cannon) Relic of the Church of Mann (Star Stone Talisman) Electronic One Use Skeleton Key (+10 Electronics Hacking Attempt) Basic Extra for Legion Suit
Reward level 2 Table: # - # 01-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-99 00
2,500 ECU Crate of Weapons (200 Officer Sabers) Case of 250 Tricanthium Pyramids Objet d’art (Tuathean Bloodline Mask (2500 eCr)) Black Blade of Quality Twin Neutron Blasters of Quality Crate of Armor (10 Hazard Duty Suits) Crate of Vehicle Parts (2500 eCr) Case of AP Rounds (100) Vehicle Weapon (Energy Long Sword) Relic of the Church of Mann (Sword of the Righteous) Electronic One Use Skeleton Key (+20 Electronics Hacking Attempt)
Reward level 3 Table: # - # 01-50 51-55 56-60 61-65 66-70 71-75 76-80 81-83 84-87 88-90 91-93 94-96 97-98 99 00
5,000 ECU Crate of Guns (20 M7 Avengers Pistols) Case of 500 Tricanthium Pyramids Minor Psi-Stone Objet d’art (Onigrimm Badge of Honor (5000 eCr)) Matching Pair of Star Blades of Quality M171 Diablo Rocket Launcher of Quality Crate of Armor (25 Combat Suits) Crate of Power Cells (100) Case of HE Rounds (200) Vehicle Weapon (Beam Cannon) Hover Bike Relic of the Church of Mann (Tenants of Melchior) Electronic One Use Skeleton Key (+30 Electronics Hacking Attempt) Advanced Extra for Legion Suit
Reward level 4 Table: # - # 01-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-98 99 00
10,000 eCr Crate of Guns (20 M51A2 Marauder Assault Rifles) Case of 1000 Tricanthium Pyramids Average Psi-Stone Objet d’art (Archalion Heroic Seal (10000 eCr)) Heavy Laser of Quality Crate of Armor (40 Heavy Combat Suits) Crate of Ship Parts (10000 eCr) Case of Daybreak Rounds (200) Vehicle Weapon (Heavy Auto Cannon) Travel Permit to Onigrimm Empire Relic of the Church of Mann (Zillan Totem) Electronic One Use Skeleton Key (+40 Electronics Hacking Attempt)
Reward level 5 Table: # - # 01-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-92 93-94 95-96 97-98 99
50,000 ECU Crate of Heavy Weapons (5 M44 Hellfire Heavy Machine Guns) Case of 5000 Tricanthium Pyramids Major Psi-Stone Objet d’art (Oa’F’Reet Ancient Star Charts (50000 eCr)) Twin Rail Gun Legion Suit Extra (two Rail Guns linked and may be mounted on a Legion Suit) Crate of Armor (35 Commander Duty Suits) Crate of Legion Suit Parts (50000 eCr) Case of Shade Rounds (1000) Vehicle Weapon (Mass Driver) Crate of Vehicle Fuel Rods (100) Travel Permit to Archalion Relic of the Church of Mann (Book of Mann, first printing) Electronic One Use Skeleton Key (+50 Electronics Hacking Attempt) Full for Suit
Pre-generated Characters his section describes a sample group of Mercenaries, to show how you might want to put together a group of player/ characters. This is by no means the only way to build a group. This ‘Outt’ was put together using one of each of the occupations presented in this book. However there is no reason you can’t have an entire team of Bounty Hunters, for example. Here is a brief history and background for the six characters that are featured in this book along, with their Stats. The Dim-star Gang Brought together by the a blackmarketter that needed a particular set of crates retrieved. The Dim-star Gang as they became known by, became a bit of a well known name in their particular quadrant of space. They were all hired by a Karottyc ‘businessman’ that went by the name “Frank”. They formed a small, tight nit group of Mercenaries to go after the goods. After succeeding in retrieving the crates they began to specialize in object retrieval. The members of the team are as varied in their personalities as they are in their skill sets.
Trenn, a Darsithian Bounty Hunter, trained in the ancient art of hunting. In this case those that that have had prices put on their heads. Wielding an ancient artifact sword that was found during his pursuit of a Shar-nithian Lord that had was wanted for crimes committed. the sword was found within the dark cargo hold of the nobles ship. The sword seemingly possessed with a intellect of its own, has proven to be a
valuable aid in his missions even with its more possible toll that is taken from time to time.
Sentinel Bracken Store is an Archalion that has escaped the restrictions of UDF law by making his way to the outer banks of the galaxy. Feeling his call to justice beating within his heart he could no longer stay conned to his proscribed home world of Arch-Alan. Making his way to the less inhabited portions of space he signed up to become a guardian of a far out of the way space station. His inborn talents allowing him to effectively deal out justice he is well liked even with his radical arrogance sometimes surfacing. When they needed a mechanic that was going to be able to serve their needs they turned to a dour Chironian who went by the name “Lefty” perhaps due to the fact that he had lost his right arm in an accident and had it replaced with a Cyberarm with a few extra tricks “under the hood’. Going only by the moniker M, this SiomHain is more eccentric then most of her species and even more so when compared to the others that make up the UDF. She has been known to lick control panels in bizarre rituals to insure the success in what she is doing. The mysterious , a wanderer of the stars, has become a stable member of the outt. Helping out on several jobs his remarkable talents for understanding the universal workings of a universe large then our minds could have ever conceived. Rounding out the crew is Doctor “Squirm” Prime. Gaining his nickname due to the unplesent reactions he tends to envoke from people he deals with outside the out t. He has taken to moding his own
genetics and the results have been spectacular. Their ship the ‘Blindside’ a modied Mykon-Oritech O-52S Pursuit Cruiser has had several modications to be able to house the six members of the Outt comfortably. It loaded down the Blindside match speeds witht he standard craft and has the additional armament of a pair of linked rail-guns. Their rst job was to retrieve an Artifact of unknown origin. At rst they were told to retrieve a set of creates from an abandoned research base that the OmegaOpticon MegaCorp had disavowed and shut down. Due to any
number of reasons. Over run with test subjects left to their own devices, run away robotic systems and a run in with a rival Outt they fought and explored until they found what they were looking for. Curiosity got the better of them and when they opened the create they found what appeared to be one third of a crystal skull of a species non could recognize. Radiating massive amounts of Psyche energies they now try to decide what to do with it next. This is just one example of a mercenary Outt there are numerous groups out there scratching out livings among the stars.
Bracken Sstore Archalion Balish
d e t o o F t a l
19 F
Lawman
X E D
n o C
t I n
i s W
r h C
+19
+4
Combat
Fortitude
9
16 +3
+8
Will
+5
Firearms
+8
Psyche
13
20 +5
Tech
10 Wounds
MElee
l. Arm R. Leg L. Leg
20 13 - 19 10 - 13 7-9 4-6 1-3
Hit Points
Ranged
19-20 13 - 18 10 - 12 7 -9 4-6 1-3
107
Vitals
Height Weight Hair Skin Gender Homeworld Age
Mind Points
0
Shade Points
4
Attacks
Skills
11
R. Arm
Luck
19
Move
26
Torso
10
Toughness
+2
Head
l l u F
+23
5
15
Speed
60
s i e c e p S
+16
7
21
Intiative
Energy Reduction
30
Reflex
Commo
Defense
Damage Reduction
0
18
l a m r o N
+11
31
Ajudicator r t S
30
5’11” 195 lbs Blonde Lightly Tanned Male Ar’Kel 25
Events
MAX
4 8 4 4 5 5
Psyche Powers Alteration Displacement Immunity Improve Self Proficiency Resist Energy Resiliance Speed Super Movement Super Strength Teleport True Invunerability Creation Heal Regeneration Divination Hyper Senses Penetrating Gaze Presense True Path
Combat
2
Master Tracker / Character Conditioning Start Treasure Map/ Intense Education Heroic Reincarnation / Powerful Fanatical Enemy
+5 MW Powersword 1d10+15 TDC 43 Fum 2 (Two Handed) 1d10+17 TDC 43 Fum 2 +5 MW Hazard Duty Tough Bonus 10 DEF Mod 4 2 Major Psy-Stones (Weapon & Armor - 1 Average Psy-Stone)
11 11 11 11 11 11
Commo
10
Bluff Bureacracy Dealing Diplomacy Intimidate Oratory
10 12 12 10 12 10
Firearms
6
Grenade Launcher Handguns Heavy Auto Light Auto Rifles Shoulder Launcher Athletics Defense Flying Vehicles Ground Vehicles Manual Dexterity Stealth
Psyche
Reputation
12
Brawling Melee Weapons Missle Weapons Shield Thrown Weapons Wrestling
Move
Attunement Alteration Creation Destruction Divination Perception
Technical
Engineering Medical Sciences Natural Sciences Physical Sciences Programming Weapon Systems
Crit 12-20 x3 Crit 12-20 x3 DR 6 / ER 6
Feats
6
Psyche Sensitivity Improved Critical Skill Focus: Alteration Armor Prof. Light Armor Prof. Medium Martial Weapon Prof. Mind Points Mind Points Mind Points Toughness Toughness Toughness Quick Draw Hide in Plain Sight Naturally Violent
8 6 8
Species
Bonuses
8 6 12 12 22 11 11 11
History -
Fast Weapon Bond
22 16 19 28 19
Knacks
License to Kill
16 19 20 13 13 14 13
This is My Town (+3 DEF) Species Profiling (Chironian+2, Human +4, Onigrimm +6)
14 13 14
S/P (Keen, Stun, AP10) S/P (Keen, Stun, AP10) Psy Failure 30% SPD -10’ (Heavy Invulnerability, 15/ Psy)
Trenn Darsithian Limiri Hard Knocks Mercenary Bounty Hunter r t S
X E D
n o C
t I n
i s W
r h C
d e t o o F t a l F
24
12 Combat
Fortitude
12
18 +4
11
+4
Psyche
8
18 +4
Tech
8 Wounds
MElee
20 13 - 19 10 - 13 7-9 4-6 1-3
L. Leg
9
Ranged
MAX
19-20 13 - 18 10 - 12 7 -9 4-6 1-3
2 4 2 2 3 3
9
Mind Points
1
Shade Points
4
Attacks
Psyche Powers Alteration Command Speed Telekineses Displacement Resist Energy Creation Heal Divination Psychometry Destruction Destroy Shade
Combat Brawling Melee Weapons Missle Weapons Shield Thrown Weapons Wrestling
Commo Bluff Bureacracy Dealing Diplomacy Intimidate Oratory
Firearms Grenade Launcher Handguns Heavy Auto Light Auto Rifles Shoulder Launcher
Move Hit Points
Athletics Defense Flying Vehicles Ground Vehicles Manual Dexterity Stealth
70
Vitals
Height Weight Hair Skin Gender Homeworld Age
Luck
Skills
8
R. Leg
l l u F
s i e c e p S
Move
19
l. Arm
Speed
75
Toughness
+4
R. Arm
15
30
8
Torso
Energy Reduction
Firearms
18
Head
0
Will
+5
Intiative
Damage Reduction
11
8
Defense
14
Reflex
Commo
21
l a m r o N
+14
24 +7
32
8’6” 500 lbs Black Pale Gold M Shar 11
Psyche
Reputation
1 Events Master Tracker/Privite Security Detail Body Conditioning/Misconduct Artifact/ Shar-Nithian Evolution
Attunement Alteration Creation Destruction Divination Perception
Technical
Engineering Medical Sciences Natural Sciences Physical Sciences Programming Weapon Systems
Feats
16
21 21 16 16 16 16 11
11 11 12 11 16 11 11
14 17 11 11 17 11 10
12 22 11 10 10 8
Psyche Sensitivity Power Attack Great Cleave Light, Med, Heavy Armor Proficiency Weapon Spec (Black Blade) Greater Wepon Spec (Black Blade) Weapon Spec (Dragon) Greater Weapon Spec (Dragon) Telekenetic Disarm Improved Inititive Cleave Weapon Focus (Black Blade) Greater Weapon Focus (Black Blade) Weapon Focus (Dragon) Greater Weapon Focus (Dragon) Strong Psyche Power Armor Rated Simple & Martial Weapon Prof Species
Bonuses
Rage 1/Day Shade Affinity Hulking Brute Extraordinary Recuperation History - High Born Mighty Build
9
9 9 9 9 9 14 9
14 10 11 11 12 14
Knacks
My very favorite gun (+3/+6) Dragon) Trophy Hunter (Rare Trophy +6 DEF) No Disintegrations! (may cause +3d6 damage instead of causing wounds)
F-56 Dragon 6d10+10 TDC 35 Fum2 Crit x3 RNG 175’ SA Ammo 12 (10 Magazines) Crit 19-20x2 RNG 80’ C-34A Trapper 2d6 TDC 30 Fum2 SA Ammo 15 (10 Magazines) Black Blade 3d10+18 TDC 61 Fum1(3) Crit 19-20x3 RNG (Huge, AP 15, Artifact, +2 To Hit Combat Knife 3d4+7 TDC 43 Fum1 T (Huge) Crit 19-20x2 RNG 10’ Crossworlder Hazard Suit (Extras: Computer - Basic, PSION-Basic, Sensor Pakage - Basic, Life Support-Basic, Flight - Basic, Speed Booster - Basic, Strength Booster -Basic
Tt’hag “Lefty” Co’nnar Co’nnarer er Chironian None None Technician Technician Wrencher r t S
X E D
n o C
t I n
i s W
r h C
d e t o o F t a l F
+9 Combat
Fortitude
10
+10
18 +4
30
+4
Cybernetics
Psyche
Mind Points
0
Shade Points
4
Attacks
+5
Combat
Cyber-Arm: Full Full +3 STR CyberBlade: Full
9
21
Tech
Muscle Replacement: Full 3.9 +6 STR, +3 Speed
7 Wounds
MElee
L. Leg
Luck
Skills
8
R. Leg
7
2.2
Move
18
l. Arm
l l u F
s i e c e p S
Toughness
+3
R. Arm
Speed
60
+15
7
Torso
Energy Reduction
Firearms
17
Head
-
Will
+2
Intiative
Damage Reduction
+15
8
Defense
3
Reflex
Commo
15
20
+8
21 +5
l a m r o N
11
20 13 - 19 10 - 13 7-9 4-6 1-3
Ranged
19-20 13 - 18 10 - 12 7 -9 4-6 1-3
MAX
Brawling Melee Weapons Missle Weapons Shield Thrown Weapons Wrestling
Commo Bluff Bureacracy Dealing Diplomacy Intimidate Oratory
Firearms
2 4 8 2 3 3
Grenade Launcher Handguns Heavy Auto Light Auto Rifles Shoulder Launcher
Move Hit Points
Athletics Defense Flying Vehicles Ground Vehicles Manual Dexterity Stealth
43
Vitals
Height Weight Hair Skin Gender Homeworld Age
5’ 11” 210 lbs Brown Brown, Short Fur Male Nithia 25
Events
Psyche
Attunement Alteration Creation Destruction Divination Perception
Reputation
Technical
3
Engineering Medical Sciences Natural Sciences Physical Sciences Programming Weapon Systems
Character Conditioning/Techincal Crash Course Criminal/Agility Training Word Has Spread/ Heroic Reincarnate
Maserworked Skin Suit ( Lab Coat) CyberArm (1.2 mp) 1d8+5 CyberBlade (1.7 mp) 3d4+11 F-56 Dragon (Large) 6d10
TDC 36 Fum 1 TDC 41 Fum 1 TDC 35 Fum 2
Crit x2 Crit x2 Crit x3
(+18 Melee Weapons) 175’ Range Inc (-5 to hit)
Feats
12
12 15 12 12 12 14 10
10 10 11 10 15 10 8
8 8 11 8 8 8 9
9 10 9 9 9 9 9
9 9 9 9 9 14 10
14 10 11 11 12 14
Light Armor Proficiency Simple Weapon Proficiency Martial Weapon Proficiency Cyborg Natural Gearhead Parry Defensive Parry Tracking City Tracker Critical Strike Evasion Favored Favored Enemies (Constructs) Great Fortitude Hacker Toughness
Species
Bonuses
Blindsight Clandestine No Climb penalties
History - Weapon Bond Dexterous Knacks
Cut off Switch (30+Int Mod Tough Save) Over Sized, no problem (Lessen Pen -3) In the Creases (+15 AP)
Tyril’athanar Tyril’athanar Tuathan None Corporate Sponcership Psycher Starseer r t S
X E D
n o C
t I n
i s W
r h C
d e t o o F t a l F
20
+4
Fortitude
3
+17
Will
+5
Psyche Talents Talen ts Alteration Displacement Fly Levitation Proficiency Resist Energy Speed Telekenesis Telekenesis Teleportation
10 +5
Tech
9 Wounds
MElee
20 13 - 19 10 - 13 7-9 4-6 1-3
L. Leg
Ranged
19-20 13 - 18 10 - 12 7 -9 4-6 1-3
Hit Points
Vitals
Height Weight Hair Skin Gender Homeworld Age
Mind Points
0
Shade Points
4
Attacks
Skills
Psyche
20
R. Leg
Luck
+18
9
l. Arm
6
22
Move
21
R. Arm
l l u F
Toughness
+4
Torso
Speed
60
s i e c e p S
Firearms
8
Head
30
+22
9
19
Energy Reduction 7
Reflex
Commo
+1
Intiative
8 -
Combat
12
Defense
Damage Reduction
1
+15
18
l a m r o N
+13
14 +2
29
6’ 6” 240 lbs Purple Pale White Male Tuatha 22
51
MAX
2 4 2 2 3 3
Creation Heal Regeneration Telekenetic Telekenetic Shield Destruction Disrupt Psyche Divination Penetraiting Gaze Psychometry Presence True Path
Reputation
6
6 12 6 6 6 6
Brawling Melee Weapons Missle Weapons Shield Thrown Weapons Wrestling
Commo
11
Bluff Bureacracy Dealing Diplomacy Intimidate Oratory
11 13 13 13 11 11
Firearms
9
Grenade Launcher Handguns Heavy Auto Light Auto Rifles Shoulder Launcher
Move
Athletics Defense Flying Vehicles Ground Vehicles Manual Dexterity Stealth
Psyche
1
Attunement Alteration Creation Destruction Divination Perception
Technical
9 10 9 9 11 9 9
9 19 9 9 9 9 12
12 22 13 13 14 14 10
Light Armor Proficiency Simple Weapon Proficiency Improved Critical Power Armor Rated Weapon Finesse Quick Draw Powerful Mind Powerful Mind Powerful Mind Skill Focus: Alteration Rapid Shot (+1 Dam in 1st Increment) Point Blank Mastery Natural Attunement Weapon Focus: Starblade (+1 Melee Weapons) Species
Bonuses
Heightened Awareness (+2 Perception) Superior Defense (+2 to all Saves/ToS) Saves/ToS) Low Light Vision Psyche Sense Ancient Soul (+2 MP/ToS) History - Intelligent Space Folk Knacks
Draw from the Abyss (1,2 and 3’s Count as 4s) Hyper-Walk (40’ Teleport In combat)
Engineering Medical Sciences Natural Sciences Physical Sciences Programming Weapon Systems
10 10 11 11 11 10
Touch of the Infinite Void (Swift Action gain 6 Charges)
4d6 Fi TDC 25 Fum 1(3) Crit x3 100’ Rng 4d10 Fi TDC 41 Fum 1(3) Crit x4 100’ Rng 2d8+1d6Fi TDC 53 Fum 1(3) Crit 13-20 Tough Bonus +1 DEF Mod +2 Pow Cap 25 Tough Bonus +5 DEF Mod +0
Fi SA Fi SA/B S/Fi DR 1/ER 0 DR 7/ER 7
100 Charges 200 Charges 10 Charges (+18 Melee Weapons) Psy Pow Failure 5% SPD +0’ Psy Pow Failure 15% SPD +10’
Events Character Conditioning/Star Treasure Map Stress Training/ Heroic Reincarnate Agility Training/ Artifact Light Laser Pistol Medium Laser +5 Starblade Maserworked Skin Suit Voidwalker Armor
Combat
Feats
“Doctor Squirm” Dorek (Priest Sect) Balish Minor University Doctor Genesplicer r t S
X E D
n o C
t I n
i s W
r h C
d e t o o F t a l F
21
Fortitude
6
+9
+2
Firearms
+2
Psyche Powers Powers
Psyche
4
14 +2
Tech
7 Wounds
MElee
l. Arm R. Leg L. Leg
20 13 - 19 10 - 13 7-9 4-6 1-3
Ranged
MAX
19-20 13 - 18 10 - 12 7 -9 4-6 1-3
1 2 1 1 2 2
Hit Points
Hair Skin Gender Homeworld Age
Attacks
78
3’ 0” 54 lbs Purple, Dark Blue, Light Male Doren 6 24
Full Bio Computer Full SkinWeave
Commo
14 11 14 14 11 11
Firearms
Move
Athletics Defense Flying Vehicles Ground Vehicles Manual Dexterity Stealth
Wealthy Benofactor/Stress Training Hagglers Guild Internship/Gate Runner Mind Training / Powerful Contact - Criminal Underground
TDC19 TDC 19
Fum 2 Fum 1
4
4 15 4 4 4 4 6 5 5 5 5 7
Engineering Medical Sciences Natural Sciences Physical Sciences Programming Weapon Systems
Crit x2 Range Incr 20’ Crit 19-20/x2
7
11 7 7 7 7 7
4
Attunement Alteration Creation Destruction Divination Perception
Technical
1
7 12 7 7 7 7 11
Bluff Bureacracy Dealing Diplomacy Intimidate Oratory
Psyche
Reputation
Feats 7
Brawling Melee Weapons Missle Weapons Shield Thrown Weapons Wrestling
Grenade Launcher Handguns Heavy Auto Light Auto Rifles Shoulder Launcher
Cybernetics
Events
Maserworked Skin Suit (Lab Coat) Master Work M7 Avenger 3d6+4 Combat Knife (Scary Scalpal) 1d4
Combat
Alteration Displacement Resist Energy Creation Heal Invulnerability Regenerate Telekinetic Shield Destruction Exorcism Divination Penetrating Gaze
Vitals
Height Weight
4
Skills
4
R. Arm
Shade Points
Move
14
Torso
0
Toughness
+5
Head
Mind Points
+16
7
20
Luck
5
7.6
Will
+3
Speed
40 l l u F
s i e c e p S
+10
7
16
20
Reflex
Commo
Intiative
Energy Reduction
3
Combat
Defense
Damage Reduction
21
+8
14
l a m r o N
+9
16 +3
25
11
11 28 12 12 12 11
SA or B 20 rounds
Craft Psyche Arms and Armor True Faith Faith Natural Gearhead Skill Focus: Medical Sciences Endurance Improvised Tools Healing Spittle Psyche Resistance x3 (21) Psyche Sensitivity Cyborg Fearless Evasion Powerful Mind x3 Mobility Assessment Toughness Toughness x3 Species
Bonuses
Craft Psyche Arms and Armor True Faith Faith Small (DEF/Combat +1) Cyborg and Psyche Sensitiveity
History - Perceptive Intelligent Knacks
Healing Salve (3d6 every 1d6 rnds) Unstable Molecules (+9 DR/+3 ER) Mutate Form Mutation X (20’ Climb) Zillan Samaple (DR, Fast Healing 1) Illithian Sample (15’ Swim, Breath Water) Minor Psi Stone: Psi Resistance (26 Total) Minor PsiStone: Homo-Sapiant, Smart Minor PsiStone: Returning, CryoBurst
“M” SiomHain Limiri Minor University Scoundrel Scavenger r t S
X E D
n o C
t I n
i s W
r h C
d e t o o F t a l F
18
+6
6 40
Combat
Fortitude
4
+16 +10 Will
+2
Firearms
+2 +2
4
Attacks
Commo
10
Bluff Bureacracy Dealing Diplomacy Intimidate Oratory
Wounds
MElee
20 13 - 19 10 - 13 7-9 4-6 1-3
Ranged
MAX
19-20 13 - 18 10 - 12 7 -9 4-6 1-3
1 2 1 1 2 2
Firearms Grenade Launcher Handguns Heavy Auto Light Auto Rifles Shoulder Launcher Athletics Defense Flying Vehicles Ground Vehicles Manual Dexterity Stealth
48
Vitals
Height Weight Hair Skin Gender Homeworld Age
5’ 4” 123 lbs Black Black and Grey Male Trill 17
Psyche
1
Events
Technical
Crowbar M7 Avenger Combat Knife
2d6+5 3d6+4 1d4
TDC19 TDC 19
Fum 2 Fum 1
Crit x2 Crit 19-20/x2
Range Incr 20’
12 18 12 12 12 12 12
18 12 13 13 12 19 9 9 9 9 9 17 9
Engineering Medical Sciences Natural Sciences Physical Sciences Programming Weapon Systems
Character Conditioning/ Back Alley Gravball Leauge Psyche Conditioning/ Private Security Detail Agility Training/ Intense Education
12
9
Attunement Alteration Creation Destruction Divination Perception
Reputation
7 6 9 6 8 6 13 10 13 11 11 11
Move Hit Points
Feats
6
Tech
7
L. Leg
Shade Points
Brawling Melee Weapons Missle Weapons Shield Thrown Weapons Wrestling
7
R. Leg
0
Combat
Psyche
18
l. Arm
Mind Points
Skills
9
R. Arm
7
Move
16
Torso
Luck
6
Toughness
+5
Head
l l u F
+7
10
17
Speed
75
s i e c e p S
Reflex
8
14
Intiative
Energy Reduction
0
Commo
Defense
Damage Reduction
21
+7
23
l a m r o N
+8
14 +2
26
15 9 11 12 15 9
SA or B 20 rounds
Evasion Improvised Evasion Hide in Plain Sight Light Armor Proficiency Hacking Simple Weapon Proficiency Martial Weapon Proficiency Improvised Weapon Natural Gearhead Skill Focus: Engenieering Skill Focus: Programing Skill Focus: Physical Sciences Skill Focus: Defense Weapon Finesse Lightstep Dodge Mobility Species
Bonuses
Scent Sneaky (+2 Stealth) Survivor (+2 Natural Sciences) Irresistable (+2 Comm Base Skill)
History - Jungle Born Fast Knacks
Jury Rig Makeshift Weapon (1d6+3 Damage) Grounded in your work (ER 6 vs Elec)