Dedication: To My Parents, Stephen and Karen Dakan, without whom this book would not exist, and to Tracy for letting me join the fun.

Credits Written and Designed by Richard Dakan Additional Material: Jack Emmert, Alex Jurkat, Bernard Trombley Opening Story by Wes Roberts / Layout, Cover Art, Interior Art and Graphics by Tracy Hickman

Editor: Alex Jurkat and Karen Nugent

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. This file and its contents, both text and graphics, are copyrighted and owned by Omniverse Interactive, Inc. Permission is granted to the purchaser of this product to print limited copies of this work for their personal use only. The transmis- sion, reproduction, and/or copying of this file and its contents either in whole or in part without the express written consent of Omniverse Interactive, Inc. is strictly prohibited. Direct any questions concerning this copyright to: Omniverse Interactive, Inc. / 720 S. River Road, Suite A210 / St. George, Ut. / 84790 / email [email protected]. Contents

ObjectLesson ...... 6 ChapterOne:AnIntroductiontoStarshield .... 12 Introduction ...... 12 What is a Role-playing Game?...... 13 The Starshield Universe ...... 16 Life in the Greater Galaxy ...... 18 The Omnet ...... 22 The Major Empires...... 30 Interstellar Travel and Trade ...... 37 Interstellar War ...... 38 In Conclusion ...... 39 ChapterTwo:CharacterCreation ...... 40 The Vestis ...... 40 A Quick Overview ...... 41 Step One: Character Concept ...... 42 Step Two: Attributes ...... 43 Step Three: Flaws and Disadvantages ...... 44 Step Four: Talents and Abilities ...... 49 Step Five: Backgrounds ...... 54 Step Six: Skills ...... 58 Step Seven: Development Points ...... 69 Non-Vestis Characters ...... 69 Character Creation Checklist ...... 72 Improving Your Character ...... 76 ChapterThree:Drama ...... 77 Dice Conventions ...... 77 Attribute and Skill Checks ...... 77 Skill and Attribute Modifier Description Table ...... 78 Results Description Table ...... 80 Combat ...... 81 Doing More than One Thing at a Time ...... 82 Initiative ...... 83 Resolution...... 83 Special Attack Actions ...... 88 Getting Hurt...... 91 Wound Locations...... 93 Dying ...... 94 ChapterFour:QuantumZones ...... 97 Reality ...... 97 A Brief History of Existence ...... 98 The Q-dex ...... 100 Technology Science Referent Descriptions...... 102 Mystic Science Referent Descriptions ...... 108 Using the Q-dex ...... 111 Leveling ...... 111 ChapterFive:MysticEffects ...... 115 Mystic Effects...... 115 Creating Effects ...... 117 The Effects Lists...... 119 Programmed Mana Linear (Extraction) Mystic Effects (Intelligence) ...... 120

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 3 Mana Bipolar (Ritual) Mystic Effects (Intelligence) ...... 122 Enchanted Mana (Golem) Linear (Willpower) ...... 124 Mana/Essence (Thaumaturgy) Mystic Effects (Intelligence) ...... 126 Ordered Essence Linear (Weave) Mystic Effects (Willpower) ...... 128 Essence Bipolar (Ley Line) Mystic Effects (Willpower) ...... 131 Programmed Essence Linear (Vibrant) Mystic Effects (Intelligence) ...... 133 Life/Essence (Spirit) Mystic Effects (Willpower) ...... 136 Enchanted Life Linear (Necromancy) Mystic Effects (Willpower) ...... 139 Life Bipolar (Personal Power) Mystic Effects (Willpower)...... 141 Ordered Life Linear (Life Force) Mystic Effects (Willpower) ...... 143 Life/Mana (Theurgy) Mystic Effects (Intelligence) ...... 146 Aberrant zones...... 148 Creating New Effects ...... 148 ChapterSix:Equipment ...... 149 Unizone Equipment ...... 149 Low Tech Weapons ...... 155 The Problem of Logistics ...... 157 Common Equipment ...... 158 Quantum Specific Equipment ...... 171 Biomass Equipment (Programmed Matter Linear) ...... 172 Particle Equipment (Matter Bipolar) ...... 174 Atomic Devices (Charged Matter Linear) ...... 176 Elemental Equipment (Matter/Energy) ...... 178 Primal Clay Equipment (Set Energy Linear) ...... 180 Etheric Equipment (Energy Bipolar) ...... 182 Astrological Equpment (Programmed Energy Linear) ...... 184 Vessel Equipment (Energy/Life) ...... 186 Flow Equipment (Charged Life Linear) ...... 188 Psychic Equipment (Life Bipolar)...... 190 Acid Equipment (Set Life Linear) ...... 192 Biological Equipment (Life/Matter)...... 195 Mystic Weapons ...... 197 Extraction Equipment (Programmed Mana Linear) ...... 198 Ritual Weapons (Mana Bipolar) ...... 199 Golem Equipment (Enchanted Mana Linear) ...... 200 Thaumaturgical Equipment (Mana/Essence) ...... 201 Weave Equipment (Ordered Essence Linear) ...... 201 Ley Line Equipment (Essence Bipolar) ...... 202 Vibrant Equipment (Programmed Essence Linear ...... 203 Spirit Equipment (Life/Essence) ...... 204 Necromancy Equipment (Enchanted Life Linear) ...... 205 Personal Force Equipment (Life Bypolar) ...... 206 Life Force Equipment (Order Life Linear) ...... 207 Theurgy Equipment (Life/Mana) ...... 208 Armor ...... 209 ChapterSeven:Starships ...... 213 Starship Design ...... 216 Step One: The Hull ...... 216 Step Two: Drive Systems ...... 218 Step Three: Power Sources...... 225 Step 4: Sensors and Navigation ...... 230 Step 5: Weapons Systems ...... 234 Step 6: Defensive Systems ...... 248 Step 7: Damage Control ...... 251 Step 8: Support Systems ...... 253 Step 9: Putting it all Together ...... 255

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 4 Step 10: Finishing Up ...... 257 Optional Ship Design Rules ...... 258 Starship Combat ...... 258 ChapterEight:AdventuresintheGalaxy ...... 267 Vestis Training ...... 267 Settings ...... 275 Pan-Galactic Organizations ...... 283 Forms,Tables&Charts ...... 293 Weapons Tables ...... 302

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 5 ObjectLesson

Kkk’kbk stroked the top of his Trkk”k cane with both thumbs of his left hand.

Such a simple proof, he mused. um,… the conduit of the righteous rage of Kk:asd our move- If the humanoid sentients were to be set aside from ments proceed, and,…” the animals by their two thumbs, then surely the Kk:asd “Just say it! We’re trying to win this war before next were set apart, and above, the rest of the humanoids by Kkrar rotation,” Kkk’kbk snapped. their four thumbs. It could only be further proof of inherent “The remaining Teera An warriors have retreated to inferiority that the rest of the galaxy had not realized this a centralized location at the heart of their great forest. This obvious truth. could be the opportunity we have been awaiting for the “Commander!”, came the crackling voice over the great Concert,” the response came. com. Kkk’kbk thought he recognized the voice as that of “How this day has sung through my bones!” Kkk’kbk Kkk’kgk, one of his most promising Conquest Orchestra- shouted into the com, “Finally the Teera An shall see our tors, but the limited technology of the communication sys- great art, and shall hear our great masterpiece of death! tem made identification difficult. The shackles of slavery have come to these poor inferiors Kkk’kbk cursed the primitive state of his assault tech- as their reward for bravery! Kendis Dai fill us all with !” nology, the primitive state of this planets’ Quantum Zone, Kkk’kbk could hear the writing stick of his History and the local primitives themselves with a curt phrase long Scribe hissing as its point burned his words into a record reserved for exactly this meaning. tablet. He smiled. If history were kind it would record these When he had accepted the position of Great Offen- great words as the moment he finally turned his war ma- sive Artist, it had been with much humility and excitement. chine out of the mire, and toward victory. But now, 85 cycles later, things were not nearly so bright. “Kkk’kgk, gather the Conquest Orchestrators. We “Speak Kkk’kgk! I am aware!,” he said into the box, must transport our ground forces to the central continent using the full speech patterns of tradition only because he for a full assault on this final fortification. I wish the First knew his subordinate would be forced to respond in kind, Strings to all advance on my one command. Kendis Dai something Kkk’kgk had never been fully fluent with. willing this day in battle will be brief in time, but the stac- “I,… uh, no,… Your servant, loyal to the skin, loyal cato bursts of our contained explosive projectile weapons to the vein, reports on,… glory of deed in time of battle,… will play forever in history!” Kkk’kbk paused, making sure

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 6 the Scribe had not missed his words. He briefly considered The Kk:asd could bring war technologies from other repeating himself, but repetion didn’t play well on the lo- Physics systems, something they had stockpiled, just as the cal Omnet Broadcasts. Although he would only admit it to home planet had gathered weapons based in Elemental Sci- himself, it was perhaps not his skill in war, but his care as ence, Astrological Science, and other such gibberish, use- to what the Omnet recorded that had resulted in his rapid less in their system, but ready to be used in compatible advancement. systems as necessary. They could put the Physics weapons “Yes, Great Offensive Artist Kkk’kbk! Your will is into use on this planet without the fear of defenses greater made fact!”, the younger Kk:asd replied, and then the irri- than a sharp stick or a thrown rock, a perfect situation and tating box turned itself quiet. especially fortuitous for Kkk’kbk. Perhaps he would again Kkk’kbk put his weight onto the heavy cane, easing move up the ranks and his period of planet-side involve- himself to his full height. He found that in this damp cli- ment would be at an end. mate it was necessary to walk about on his Krit leg inter- So off they went, riding the uncomfortable passage mittently. The hobbled foot was very painful to put his across the Quantum Front that separated the two realities. weight on, but the swelling that this planet’s climate brought The commander remembered how his spirits had dropped on was far worse if he didn’t stave it off with occasional when the singing EtherRudder had been withdrawn for the exercise. Although he wore the painful wound as a badge rough ride through the separating Front. The gentle voice of honor as any of his people might, there were times when had provided them enough momentum to cross the field he wondered if his early advancement hadn’t been slightly and then they had started up the huge sputtering Physics more expensive than he had thought. engines. Noisy contained explosions propelling them along. He had received his father’s Trkk’k cane after the He had known then that this would not be a pleasant trip. Grand Kritan of his House had pounded the Spring Shales Kkk’kbk shook angrily as he lowered himself into into his foot. A remarkably young recipient of this honor, his seat. The probe had not detected that the Physics Quo- Kkk’kbk had not realized that the damage would be so com- tient appeared to have a measure of variability built into it. pletely immobilizing. Of course, traditionally that was its Again and again, vehicles had failed and weapons would purpose, an immobile commander couldn’t flee if his armies quit working, only to fire up again while someone was look- were broken and so, as common sense ordained, he would ing down the barrel to see what the problem was. He just be less likely to accept defeat if it carried the guarantee of thanked the beneficence of the Ether that his expensive capture and torture. Perhaps the application was outdated hover command vehicle had never failed. Many of his per- as the wound had no effect on the speed of an EtherFlyer, sonal slaves had been traded for this luxury. but the principle was sound. He watched out the window of the hovercar. He would Kkk’kbk had used his careful Omnet-conscious per- arrive before the majority of the troops, ready to begin the formances to hurry through the early appointments a young Concert in person. Kkk’kbk saw the war torn land fly by. lesser-noble Krat family member might expect, but in do- The local people had fought bravely and cautiously. The ing so he had achieved Krit status while his body was still Kk:asd had only advanced slowly, waiting for their equip- young and anxious for battle. This, and the inhospitable ment to be at least partially functional, attacking, and then planet, had made his unexpectedly long stay here quite un- digging in as the most deadly weapons ground to a halt. pleasant. Kkk’kbk was very tired of blue trees, and blue grass, 85 cycles. 85 cycles was basically a failure. An inva- and blue skies, and blue everything. He was tired of this sion hadn’t taken 85 cycles in distant memory. Of course planet and it’s frustrating suicidal people. He was tired of the slow progress was not his fault, but that of the faulty reading the numbers of future slaves killed in each day’s reconnaissance mission. combat. And most importantly he was tired of sending the The Teera An system functioned on a system that other estimated loss of revenue statements to the circling Vesser races had termed Physics. It was all very complicated, cer- Flyer that lay in planetary orbit. tain substances gave other substances motion, and certain A of something. A glint. Something was flying substances exploded, and fire seemed to feature very promi- through the clouds, far above the hover vehicle. The hover nently in everything. It was all so grotesque compared to ship was able to achieve even outer atmosphere heights, the gentle Ether Flows that Kkk’kbk’s own people drew but Kkk’kbk was loath to leave the ground too far behind. their power from, back on the other side of the Quantum In the early days of the invasion he had seen too many in- Front. ternal combustion flying vehicles fall out of the sky when a It made even war seem almost unattractive with all bad Physics dip had hit them. Could it be the Vesser Flyer? the loud noises and thunderous machines. But despite the No, it was only visible at night, and then only rarely so. obvious negatives, initial reports had painted this a system It was definitely a ship. Kkk’kbk called to his crew of typical Physics Principles, and most amazingly, the lo- for information, but the ship was not perceptible to the cals had no evidence of any Physics technology, this de- primitive detection equipment they had grinding and beep- spite their obviously advanced culture. The conclusion; a ing along. He watched closely out the window. Could it be perfect slave breeding colony. that the Fartrade Coalition had decided to renege on their promise for nonintervention in the colonization of the sec-

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 7 tor? The Coalition had never reneged on a deal with the “But when it comes time, they will fight?,” Kkk’kbk Kk:asd when their reward had been trade advantages, es- asked, worried. pecially in the slave market. But there was always a first. “They have always fought back against our forces. Perhaps they had finally realized that the Kk:asd were Perhaps this is a planet-wide display of despair at our might. not going to be forever satisfied with their position as a The old men may shake their twigs, but when we attack, Minor Empire, and, as the nearest Major Empire, they had the young will take up their spears. They will put on a show decided to do something to protect that privileged status. for our Omnet coverage.” Finally the ship was clearly visible. It bore the insig- “Hsssss! Kkk’kgk!” Kkk’kbk warned angrily. nia of the Omnet! “Great Artist, this is an coded signal.” “Hold all weapons! Weapons down, gunner!,” Kkk’kbk considered carefully how to respond. Kkk’kbk shouted, avoiding an intergalactic catastrophe. The “The Omnet hears very clearly. Very clearly.” Omnet provided the galaxy with its information, as well as The box rattled one last time, trade roots and general gossip. As the only voice that every “Yes Commander, I await your judgement,” and fell sentient listened to, their power was vast, which Kkk’kbk silent. understood, although perhaps it seemed a little too subtle If Kkk’kgk’s foolish words interfered with the Omnet for the Kk:asd commander. coverage of my war, I’ll see he spends time in the slave Kkk’kbk wondered what could have brought Omnet camps, the tall man thought to himself. representatives on a docking course with his command ship. “Great Artist.” “Nothing good,” he mumbled to himself. The commander turned, to his Inferior Communica- Or maybe something very good. What if these visi- tions Expert. tors were here to cover his victory for the universe at large? “Great Artist, the Omnet envoy has docked, the rep- Although Kkk’kbk had occasionally made the local Omnet resentatives are requesting your audience.” broadcasts, an intergalactic broadcast was a completely dif- “Hold them.” ferent animal. Perhaps Kkk’kbk had been chosen to repre- Kkk’kbk turned toward the reflective surface on the sent his people for the eyes of the entire universe. hovercar’s unused EtherRudder. He quickly tightened his The tall man twitched his thumbs. All of them. long center braid and checked to see if his blood paint was He signaled for his pilot to slow and allow the small acceptable. He had applied it from the corpse of a Teera An craft to dock. It would have been a great help to have had the day before and it had already begun to flake. This planet something as sleek and dangerous as the Omnet craft ap- seemed to encourage weak blood, Kkk’kbk thought bitterly. peared to be in the conquering of this planet. Traditionally, if the blood of an Inferior was not avail- It probably works too, Kkk’kbk thought to himself. able, he was supposed to gain the ornamentation from his “Commander Kkk’kbk, this is Kkk’kgk speaking on own chest, directly before his heart. Kkk’kbk looked to see behalf of Kkk’ktk and Kkk’kpk, we are in position. The if his crew was watching him and moderately secure in his rest of the planetary forces should be here shortly, with the privacy he feigned a pain in his Krit leg. As the Spring exception of those lead by Kkk’krk. His transports have Shales were never completely settled, there was usually failed completely, leaving him and his troops stranded at some fresh blood available for other uses. his station in the polar region for an unknown interval.” The commander finished his preparations, and in a “That is good, Kkk’kgk,” Kkk’kbk exclaimed into sign of greatest respect lifted himself back onto his Krit the machine. leg. Kkk’kbk hobbled around to the back of his Command Will the embarrassment never end? I am about to be Chair, prepared for anything. A rush of interviewers, a full recorded for the greater glory of all Kk:asd yelling at a size Multi-Sensory/Imaging Recorder, whatever. He had squeaky metal box, he mused. I’d give my Spring Shales once seen, at a distance, the True Descendent of Kk:asd for a proper EtherScreen. mobbed by an Omnet crew when the leader had threatened “Hold back until all the forces are in place, and I can to revoke all of the Fartrade Coalition’s accrued benefits. A give the initial command. Keep me appraised of the polar publicity stunt of course, but if this conflict was important forces. We don’t need them and I’d rather not have them enough to merit an envoy, perhaps it merited an MS/I Re- come straggling in at the last minute to make us appear corder. disorganized,” said Kkk’kbk. Kkk’kbk’s foot was already throbbing. “Understood Great Offensive Artist.” This was it. This was the opportunity. If this victory “This victory will be so crushing, it will live in our was covered intergalacticly, Kkk’kbk was certain that the museums as an idol for others. Have there been any move- slow beginnings would be forgotten and he would be re- ments by the Teera An?” warded. He could receive his second Krit leg ritual and “My Slave Culture Advisor believes that they are be- would never again go planet-side. He could oversee some coming mentally ill under the pressure of their impending other Great Offensive Artist, probably many years his se- slaughter. They have been seen approaching fully armed nior, while pretending to read revenue statements in his own battalions waving twigs and singing in their Etherless Vesser Flyer high above the planet. Bliss. voices,” came the voice from the box. And it all begins here, he thought.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 8 “Admit them.” Kkk’kbk said and braced himself. to raise the insult to unconscionable proportions, they have The heavy doordisk rolled out of the way and three the gall to expect me to speak with this beast. Raging, flam- unlikely characters entered. They did not appear to be uni- ing pain was eating up his leg. formed. In most of his dealings with Inferiors, they had The young woman opened her mouth to speak. either been already dead, or shackled and dressed in the “Mr. Kkk’kbk, I don’t normally do this, and I am a clothing of a slave. To see Inferiors who dressed as they language specialist, but not your language, and actually I chose, made him very uncomfortable, almost as if there don’t know if I was the right choice for this job, but the was not so great a difference between them after all. Omnet is here to ask that you please leave this planet. Im- The largest of the representatives was covered in the mediately. If it’s not too much of a problem.” widest array of weaponry that Kkk’kbk had every seen in For a long moment the four sentient stood silently, one place. The man was probably lethal in half the known and then Kkk’kbk spoke. Q-Zones. He was examining the interior and inhabitants of “I should kill you right now, only you don’t deserve the Kk:asd ship in a manner that made Kkk’kbk very un- it. What you do deserve is to be sent to the torture pits of easy. Kk:asd, there to have your living body slowly dismantled To his side stood a smaller and equally alert man hold- as you watch conscious and aware. Screaming, until we ing a universal translator in one hand. What appeared to be take your tongue, and then whistling empty soundless a living writhing green vine was wrapped around his other screams through your windpipe, until we take that, and then hand like an angry snake. At least it isn’t blue, Kkk’kbk you will watch for days, for weeks, as your living organs thought to himself. decay in the stench and rot of the pits.” By the skin! The third person was a female! Kkk’kbk The smaller man banged on the side of his translator. had heard tales that the Omnet allowed the existence of “Is this thing working,” he said. females in its service, but Kkk’kbk had always assumed “I think he meant that,” said the female. that they were kept in the breeding quarters for reproduc- The enormous male was becoming agitated, stocky tive services. Here, however, was a female, dressed as a fingers grabbing the grip of something long and metal with male, and clearly not only armed, but exhibiting none of a surprisingly large hole at the one end.. His voice filtered the requisite subservience. through the smaller man’s translator was barely audible to Something was very wrong here. And perhaps it was Kkk’kbk. the little bolts of pain that his foot was giving off that fi- “I didn’t like the sound of what he said, what did he nally helped him to make the connection, these were not say? What did he say?,” said Taren. Omnet reporters. These were Vestis Inquisitas! Sometimes “You are not in a position to offer threats, Kkk’kbk,” known as the Inquisition out of spite and fear, they were Brimtone said, “We are protected members of Omnet. And the Omnet’s agents in the field, troubleshooters of the most we have come to ask for your compliance in the interests unpredictable nature. of everyone involved.” Kkk’kbk’s grip on his Trkk”k cane suddenly went Kkk’kbk was surprised. This Inferior actually expects weak. The short stick clattered to the floor. the Kk:asd forces to leave the planet at his word.Controlling The female moved rapidly forward and before his anger, Kkk’kbk spoke, “What interest has the Omnet in Kkk’kbk could utter a sound, she had touched the sacred this system? Perhaps once the local population has been wood. The cane had last been handled by a female two hun- conquered the Empire could offer your employer access to dred years before when it had been cut by Kkk’kbk’s the moon, or even one of the outer planets?” FirstMother ancestor. In two hundred years, only the males “The Omnet is uniquely interested in the population of the Krat family had handled its polished surface. Kkk’kbk of this planet and will not accept your slaughter and en- trembled even more, his rage adding to his fear. slavement of its people.” He would have shattered the stick into pieces at this Kkk’kbk responded slowly, “The Omnet has a long blasphemy if it weren’t for his Krit leg. He required the history of nonintervention. Is it possible that you three are cane if he was to remain standing, he had already been on acting towards your own purposes, using your employer’s the foot too long. name to advantage?” The smaller male spoke first. “No, commander, we have come to offer you a trade. “Commander Kkk’kbk. We are the Vestis Maniple One that you will take or suffer absolute consequences be- Brahj 4-13sarn. I am Brimtone, this is Taren, and Chiuolie. yond our control.” We have come to you, representing the Omnet.” “Ha! I will hear the offer of trade, but do not be so Kkk’kbk rubbed his ruined staff with his thumbs. Two certain that I will take this offer, I am not afraid to die for centuries of heritage ruined in a moment by this idiot fe- the glory of all Kk:asd! So you can hold your petty threats male. of violence.” Kkk’kbk glanced over to make sure that the Brimtone spoke again. History Scribe was scribbling away at his tablets. “As our maniple is not usually called upon to act in The female spoke, “Kkk’kbk. We do not offer vio- situations of protocol, I have turned the actual dialogue over lence, the Omnet does not deal in threats, but information. to Chiuolie, our language and culture specialist.” And now, Our offer is thus, you will remove all your forces from the

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 9 planet, and then from the system, and in great appreciation The clouds, one at a time, were turning instantly black, the Omnet will provide you with information concerning and the resulting shadows gobbled huge bites out of the this planet’s inhabitants.” land. The shells cracked down onto the structure, but they “A foolish offer,” replied the commander, “This did not explode, their gunpowder no more dangerous than planet’s inhabitants will soon all be dead or enslaved, that a load of sand. Two huge swallows, and the tanks and cars is all I care to know about them. I refuse your offer and were encased in blackness, their engines useless, their lights order you to leave my ship.” going out. Kkk’kbk could still see the old man dancing as “The Omnet considers this offer a mission of mercy, pillars of lightning blackened the earth about him. an attempt to save many lives. I entreat you to accept our He had been hit. He must have been hit. The old man’s offer.” figure was glowing with a radiant powerful light. “The Kk:asd do not deal in mercy, now leave! You And then the shadow swallowed his ship, and he knew are unwelcome on this planet, Kk:asd Colony 4Kkk3k.” fear. He recognized the tell-tale tightening of the air and Reluctantly the trio turned and headed back through the difficulty breathing. They were passing through a Quan- the portal. tum Front. Or rather the planet itself must be passing through Kkk’kbk waited for the door to roll shut, and then such a front. Like intergalactic weather, the zones were allowed himself to fall sideways into his chair. The pain known to move, but never so rapidly. was past unbearable. He writhed, uncaring of the curious The hoovercar’s engines stopped. eyes upon him. The Krit had not hurt like this since the As the vehicle fell, Kkk’kbk had only one thought, I ritual. Kkk’kbk was careful, even in the depths of his tor- hope I don’t fall on my foot, and then he hit. ment, not to make a sound. He would not give the History Scribe anything to record. When the Ether was allowed to Kkk’kbk pulled himself out of the rubble. Some other blow across the special metal of the tablets, the engravings members of his crew were moving slowly. The fall had not would sing his words, but the Commander was going to been so great, and the ship was well designed. The black keep his cries to himself. clouds had already passed, and the commander could see “Commander, all forces are in position. We await your them retreating. The light had returned. He tried to hop his presence.” Ah, the box. What a wonderful tool it suddenly way to the top of the ship, trying to see the battlefield over seemed. Kkk’kgk couldn’t see him doubled up in pain. In the tops of the tall local crops. fact he couldn’t see him at all. Much like history, it was Something was wrong, very wrong. The crops were nothing but sound. all green. The trees were green. In an instant all the planet’s “Hold. My craft was delayed, but I am nearly arrived. vegetation had changed color. As he got to the top of the Hold for further orders. Report on the status of the polar wreckage, the first thing he could see was the still shapes forces.” of his forces vehicles. Their power had not yet returned. “Commander, they are still stranded. Reports indi- There was something in the distance, he adjusted his cate that a terrible storm has arisen, the like of which previ- ocular lenses. It was the poor old man still raging with the ously unrecorded on Teera An. And now their communica- power of the fatal bolt. But he was moving! No, he was tions are lost. They shall not be joining us in glory.” still dancing! All at once forked lances of lightning spread “That is acceptable, I am almost upon you, prepare out from his twig, unerringly finding the vehicles and troops the assault.” of the Kk:asd. The old man had control of the lightning! He would show those foolish Omnet representatives How could Physics explain this? Kkk’kbk suddenly wished just how misplaced their requests for mercy were. The he’d paid more attention in his Quantum Technologies hovercar hurtled towards the earthen embankments of the Class, but old Srk. Kkk”kwk had been so boring. Teera An’s final defensive post. Standing at the gates, The front line was dying, electrocuted in their metal Kkk’kbk could see a very old man in bright robes armed vehicles and where they stood. The commander swung with a twig. He was vigorously waving the twig in the air around, looking for that stupid squawking box, but of course and performing some complex ritualistic dance. Kkk’kbk it wouldn’t have been functional anyway. hesitated. Whatever could the meaning of this be? Prob- There was more activity at the fortress. Teera An na- ably rude gestures, he surmised. tives came flying over the walls, aglow like the old man, “By all Four Thumbs of Kendis Dai, begin the con- although more dimly. As they cleared the first line of sol- cert!” diers they began to gesture with their wands, and the trees At his command the huge cannons of the Kk:asd sprang to life crushing troop transports effortlessly, and balls forces all fired. Kkk’kbk watched as the large shells sailed of fire sprang into being and burnt Kkk’kbk’s men, and slowly into the air. The resulting explosion would tear the fissures open in the earth swallowing entire units. This castle open, quick as a Yatikil on a Rtuh egg. The shells wasn’t Physics! This was the science of Magic! almost touched the clouds, and then began their descent. The planet of Terra An itself must pass across a Quan- And the clouds turned black. tum Front, and regularly, if the level of the Magic technol- And lightening spilled out of them. ogy was so advanced. This was what those Vestis had meant about the planet being uniquely interesting. To Kkk’kbk’s

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 10 knowledge no other planet existed in the Greater Galaxy the instant the Krit foot touched the ground it expanded the with such a relationship to the Quantum Fronts. Spring Shale and through his agony Kkk’kbk heard the flesh This must explain why the local level of Physics had tear. been so low, why invest in a technology that was only Sheer force of will kept him going however and he weakly supported, when for part of the year, the locals had managed another step. A flash of unnatural fire appeared access to powerful Magic? The entire Kk:asd force had been on every surface of the ship behind him, and the foot touched rapidly and systematically demolished. Kkk’kbk looked to the ground a third time. He could not continue, the pain the sky, hoping that the Vesser Flyer would soon arrive to was greater than imagination, and as Kkk’kbk took his whisk him away from this death trap, but his answer came fourth step the bright green tree before him put out its heavy immediately. A bright, daytime comet marked where the limbs to hold him. Vesser was incinerating as it reentered the atmosphere. Its At least it isn’t blue, he thought and the limbs began stability engines must have shut off at the same time the to constrict. rest of the Kk:asd forces failed. “Mercy,” pleaded the Great Offensive Artist. As the Kkk’kbk heard a sound as one of the Teera An war- first of his ribs cracked, he realized that maybe he should riors flew towards his downed craft. He turned to run, but have accepted it earlier when the Omnet had offered it.

This News Item an Instructional Tale Provided by Omnet Customer Psychology/Relations Ministries. OM23TR5rf6#97.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 11 ChapterOne:AnIntroduction toStarshield

Introduction

Greetings Sentient, Welcome to the Greater Galaxy. More specifically, welcome to the Starshield role-playing game (RPG). As the cover of this book suggests, Starshield is based upon a series of novels by Marga- ret Weis and Tracy Hickman. First of all, let us assure you that it is not necessary to read the novels to play this game. We present here all the information you will need to play out exciting science fiction adventures in the Starshield galaxy. Nevertheless, you will probably want to read the novels, if only for your own personal enjoy- ment, for the books are the inspiration and driving force behind the creation of this game.

Over the years, quite a few also resulted in a game fully integrated munication with Margaret and Tracy, games have been published based on into the Greater Galaxy of the books, as well as the RPG and on-line game novels or movies. At a glance, meant to complement them, not ride designers. Finally, the website provides Starshield might seem to be just like on their coattails. the means to accomplish our goal of those other products — based upon the All this brings us to the third pil- shared creation. Starshield is not about original work, but far removed from lar of the Starshield project: the Margaret and Tracy and other “insid- the authors’ original vision. On the Starshield website and on-line game ers” running the universe. The Greater contrary, Starshield is not so much a (www.starshield.com). As you read Galaxy is a very big place with count- game derived from Margaret and these words, and as further novels and less stories to be told. We want you to Tracy’s work as it is one co-created game supplements are being created, help us build the universe and tell its with them. Throughout the entire pro- the Starshield World Wide Web site is stories. Visit the website, register and cess of formulating this game and the up and running. The website serves you will be assigned a handful of stars. background materials, the game de- many purposes. At present, an exten- You may then create your own civili- signers have been in constant commu- sive Galactipaedia of background in- zation. You may devise a history, gov- nication with the authors of the nov- formation may be accessed. News re- ernment, social structure, magic and els. It might even be said that the give ports, weather reports and a wealth of technology. You may interact with your and take between Margaret, Tracy and other Starshield information is also virtual neighbors in the Starshield uni- the game designers has produced a uni- available. This information is con- verse and begin building the future of verse of unprecedented breadth and stantly updated and expanded. The your civilization. At the same time, you depth. The process of co-creation has website also allows for personal com- will be helping to create the story of

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 12 Starshield. The Greater Galaxy, as cre- genres and media. Of course, this is tinue to get bigger and bigger as more ated by you and recorded on the World just the beginning — the not to dis- of you join us. Starshield will be what Wide Web, is the official galaxy of the tant future will bring live action role- all of us make it, and part of that great Starshield project. Margaret and Tracy playing events, games for your home whole will be a direct result of your will integrate developments on the computer, family board games and creativity. Keep this in mind as you website into their novels. The role- even more. read through this book and the novels playing game will publish adventures So again, we welcome you to or as you visit our website. Think and sourcebooks based upon the em- the Greater Galaxy. We trust that now “How can I add to this, and make it pires created by our players. The world that you have some notion of just how better?” Not only are we open to your of the on-line game will change with exciting and inclusive that galaxy is. ideas, we expect them. We cannot what happens in the novels and game Starshield began in the minds of two make Starshield truly live without you. supplements. The result is a fully inte- well-known authors. Now it has be- grated game environment that spans come much bigger, and it will con- WhatisaRole-playingGame?

Chances are, most of you already known in role-playing game parlance acter is doing in response to the GM’s know the answer to this question. If as player characters (PCs). Those play- narration. If a player character says you’re one of those, please feel free to ing the game are entirely responsible something, the player speaks as if they skip this short section. For those of you for everything about their player char- were their character. If a player char- new to the genre: Welcome! You’re in acters, from their past history, to their acter does something more physical, for a treat. appearance, to how they act and what like running or hitting someone, the What is a role-playing game? they say. They will, in effect, become player need only describe their There are a few different ways to look those characters for the duration of the character’s actions (all that running at it, but we prefer to think of role-play- game. The GM will be responsible for around and hitting the GM is likely to ing as communal story telling, or everything else, from the bit players end a game real quickly). Sometimes maybe as improvisational theater with- who sell food or information on the the GM will have the players roll dice out an audience. To play Starshield, street corner to the villainous master- to see whether or not their character you need a group of people number- mind who is behind all the trouble in can actually do what the player wants ing at least two. Any number can play, the character’s lives. These GM-cre- them to, but we’ll get into all that later. but once the number reaches eight or ated characters are usually referred to The important thing here is to grasp more, things can get somewhat as non-player characters or NPCs. the concept of how role-playing games crowded and confusing. Once you’ve Once the players have created work. In order to help the novice gamer got your group together, someone has their characters and the GM has a story along, we present the following ex- to volunteer to be the Game Master. in mind, it is time to start playing. The ample. Please note thatt his example The Game Master or GM is the person GM will set the scene, describing the does not include any of the various who will lead the game. This should location and playing the part of any rules and systems that we will present be someone who is creative, and is fa- NPCs who might be there. Once the later in the book. The example is miliar enough with the rules to be com- GM has set the scene, it is up to the merely intended to show how the in- fortable adjudicating game situations. player characters to advance the action. teraction between the players and GM The Game Master is terribly important Each player will state what their char- might proceed. to gameplay since nine times out of ten the rest of the players will take their cues from the GM. Once you have a GM, the play- ers will want to create characters for themselves. Let’s return to the commu- nal storytelling metaphor for a mo- ment. The GM is like the narrator for this story, setting the scene and pro- viding all the description you normally find in a good book. The rest of the players have a more focused task. They each create a single character who will be one of the main protagonists in the story. These fictional individuals are

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 13 Example of Play

Ricko and his friends Brian, Joe, and Carol have gathered together one balmy evening to play Starshield. Ricko, being the most familiar with the game, volunteers to be the GM. Brian, Joe, and Carol settle down and create their characters. The three of them will be playing members of the Vestis, agents of the powerful Omnet, an interstellar news and information gathering organization. Each character has a detailed background and descriptions of what they are capable of doing, all of which we leave to the side for the moment. Once the players have finished their characters, Ricko begins the game. Ricko: The three of you are on a simple information-gathering mission for the Vestis. You have traveled into the Ruqua Dynasties, a major interstellar empire, in search of a freelance scientist who has purportedly found the remains of an ancient settlement from the long lost Empire of Kendis-dai. The Omnet has a rranged for you to meet with the scientist, one Bril Kalish, on the planet Chulquis. You arrive on the planet without any trouble and make your way to the meeting place, an upscale restaurant that serves delicious food. You are all three seated at a table, waiting. Joe: Do we have our weapons with us? Ricko: Yes, but only side arms. Nothing too obvious. Brian: I order a glass of their finest wine, charging it to the Omnet. Carol: Do they drink wine here? Ricko: As a matter of fact no. They drink a fermented beverage made from a local mushroom. Brian: I’m drinking that then. Ricko: All right, you’ve been waiting quite a while, and still no sign of Bril Kalish. Joe: How late is he? Ricko: About an hour or so. Carol: Is there any way we can contact him? Ricko: No. Apparently he was a little hesitant to give the Omnet his exact location, or the location of the remains he claims to have found. Brian: I guess we wait. Ricko: OK. After another fifteen minutes of waiting something happens to get your attention. You notice that your waiter has changed. This new waiter stops at you table and bends down has he collects the dishes from the table. In a rasping voice he whispers to you. “Are you looking for Bril Kalish?” Brian: (whispering) Yes. Are you him? Ricko: (whispering) “No, but I can take you to him. Follow me into the kitchen.” The new waiter turns and leaves, returning to the kitchen. Joe: It could be some sort of trap. Brian: We’ll never know if we don’t follow him. Carol: I don’t like it, there’s something strange about this. There must be a back door to the kitchen right? I’ll go out the front and circle around behind just in case he’s trying to pull something. Joe: Good idea. We’ll give you a minute to move into position before we go in. Brian: OK, I’ll sit here and watch the door to the kitchen for a minute. Joe: As will I. Carol: I get up and head out the front door. Ricko: OK. Carol, you find your way around the building without any problem. As you round the corner you notice several large figures standing around the back door. Carol: I duck behind some cover and scope them out. Ricko: No problem. They don’t seem to have noticed you. There are four of them. They appear to be humans but it is hard to tell. They are wearing long dark red coats that go down to their ankles. They also sport strange fur hats that they’ve pulled down to obscure their faces. Carol: Is this normal dress for this planet? Ricko: It’s not too strange, but it is a little warm for the heavy coats and fur hats. You notice a flash of light from under one of the coats and hear the sound of some sort of device being powered up. Carol: I draw my powergun and get it ready. Ricko: OK, (turning to Joe and Brian) back to you guys. What are you doing? Remember, you have no idea what Carol is doing or seeing out back. Brian: Right. Well, after a minute, I get up and go into the kitchen.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 14 Joe: I follow him, looking around the restaurant to make sure none of the other customers seem too interested in what we’re doing. Ricko: No one seems to pay any attention to you. Which one of you is going into the kitchen first? Brian: I am. Ricko: OK, you walk into the kitchen and the first thing you notice is how empty it is. Even though you are on a high tech world and much of the cooking equipment is automated, there should be someone here, but there isn’t. As both of you enter the room you are assailed by a wave of heat, sound, and delicious smells from the cooking food. Across the kitchen from you is the back door. To your right are a pair of doors which appear to be for food storage. Joe: Where’s the waiter guy? Ricko: Nowhere to be seen. Brian: I go to the back door and open it. Joe: I open one of the doors that lead to food storage. Ricko: Which one? Joe: The one closest to me. Ricko: OK. Brian, as you open the rear door, you see four large figures in long, dark red coats and fur hats, all of whom look up at you. Carol, you see Brian open the door. Joe, you open the storage room door and see the entire kitchen staff lying on the floor, immobilized by grappler cords. What do you all do? Brian: I say “Hi guys! Did you see a waiter walk through here?” Meanwhile I’m reaching for my smartwhip. Carol: I line up one of the guys in coats in the sights of my powergun. Joe: I draw my nano-knife and move to cut the grappler cords. Ricko: OK. Brian and Carol, you see the figures in coats start to draw what look to be long golden tubes from under their coats, pointing them at Brian. Joe, as you walk towards the disabled kitchen crew a weight drops on you from above! Someone is trying to tackle you. Carol: I wait to see what the tubes are, but set my powergun to full auto. Brian: I get my smartwhip ready as I jump back into the kitchen. Joe: I turn and try to stab the clown who just jumped me! We’ll leave our heroes here. With our characters in some serious danger, the game would now start using the combat rules that you can find later in this book. Needless to say, there will probably be lots of dice rolled and blood spilled before the combat is over. Hopefully this gives you some idea of how a role-playing game works. Throughout the book there will be more examples of play to help explain the various rules.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 15 TheStarshieldUniverse

Now that we have the preliminaries out of the way, it is time to get down to what Starshield is all about. As mentioned above, the Starshield RPG takes place in the universe first presented to the public in a collection of science fiction novels by Margaret Weis and Tracy Hickman. Not surprisingly then, Starshield is a science fiction role-playing game, complete with aliens, starships, hostile planets, and everything you might expect in a high- tech, deep space setting. However, the Starshield universe is a great deal more than you might expect. As anyone who has read the books knows, the Starshield galaxy is very different from most of the science fiction environ- ments. For those who have not perused the novels, we present the following overview. Even those who have read the books will find this section helpful, for we have brought together all the background material from the novels and added plenty of new material to help flesh things out.

Greater Galaxy. This is an accepted stars and other common astronomical The Reality of Things fact to most interstellar races, but it features. These commonalties lend a comes as something of a shock to those kind of unity to much of the galaxy, The Starshield setting takes taking their first timid steps into the allowing sentients to have at least a few place within our own galaxy, and no rest of the galaxy. basic facts of existence to cling to. But known sentient has traveled beyond the What is meant by the phrase even this general common ground is confines of the Milky Way and re- “different realities”? This is an admit- not absolute. Exceptional zones exist turned to tell the tale. This does not tedly ambiguous statement, and most where reality is so markedly different mean that such travel is impossible, but sentients prefer to use the label quan- that most sentients find travel to these rather that history does not record such tum zones. A quantum zone is an area places impossible or at least undesir- event. In general, the sentient beings of space where a given set of techno- able. Zones full of nothing but fire or who inhabit this galaxy refer to it as logical and mystical laws function. The plasma, or never-ending desert plains the Greater Galaxy, meaning the area size of a quantum zone can range from and anything else you might imagine. of space known to be inhabited by only a few light years, to several thou- Luckily, such places are rare, and they intelligent, sentient beings. The sands of light years across. The laws are usually avoided by civilized sen- Greater Galaxy is divided into thou- of reality that function in one quantum tient species with any common sense. sands if not millions of different po- zone can be quite different from the After all, with so many more hospi- litical entities — from small kingdoms laws govern a neighboring zone. This table zones to visit, colonize, or con- that hold sway over part of a single means that technology from one quan- quer, why risk life, tentacle, and san- planet (like the United States) to the tum zone may not work in other zones, ity in such bizarre places? Of course, seven Major Empires that each span or if it does work, it will work at a re- there will always be those brave or thousands of worlds and quantum duced level. For example, a stardrive foolhardy souls who seem to have no zones. Many of these societies have that works in Zone A might be totally common sense, and thousands have developed interstellar travel and carry ineffective in Zone B, making travel entered these zones just to see what on trade, warfare, and diplomacy with between the two zones somewhat dif- they are like. other empires throughout the galaxy. ficult. Most sentient races in the galaxy There seem to be as many dif- Quantum Fronts recognize a common paradigm known ferent realities as you can imagine, as Dramanth’s Third Law, which states each existing within its own quantum You could picture the galaxy as that “Emerging stellar societies will in- zone. A large portion of the galaxy re- a kind of patchwork quilt. Of course, variably believe the universe to be ev- mains unexplored, and since no one is instead of pieces of fabric, the galaxy erywhere the same as home.” That is known to have traveled beyond the is made up of various quantum zones. to say, when a society first reaches be- galactic disc, who knows what strange Like patches of different colors, quan- yond the confines of their home planet and wondrous things exist out there? tum zones are regions of different re- and solar system, they naturally as- Within the known galaxy, thousands alities. And just as the overall texture sume that the laws of physics and re- upon thousands of distinct realities of the patches tends to be fairly simi- ality to which they are accustomed will exist, each with its own laws of phys- lar, even if they are made of different hold true no matter where they go. ics, versions of magic, pantheon of materials, so to the quantum zones usu- Nothing could be further from the deities, and species of life-forms. ally have many features in common: truth. The truth is that the universe, as Of course, among these many light, gravity, stars, planets, traveling a whole, has no universal laws of real- different realities or quantum zones in straight lines is fastest, and so on. ity, or at least none that anyone has there are also many similarities. For ex- Of course, occasional patches of been able to discern yet. There are ample, many zones support oxygen- rougher material do exist. These myriads of realities out there in the breathing life and most have planets, patches do not quite blend in with the © Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 16 rest. The most extreme of these are la- visible. It is not until you are almost the planet rotated, it would move from beled Aberrant zones, places where re- upon them that the breakdown in real- one reality into another twice a year. ality is a little too rough for the aver- ity becomes obvious. Because most re- Such occurrences, while rare, are not age sentient. Finally, there are the alities do not willingly accept the ex- unprecedented. seams. The seams are the borders be- istence of other realities, the laws of While the disruptive force of a tween one patch of reality and another; vision, light, or whatever else works shift in quantum fronts can be devas- they hold the whole quilt together. The in a given zone will tend to distort or tating, shifts can be predicted if you seams of the Greater Galaxy are called hide the quantum front and it’s path- have the proper means of monitoring quantum fronts. way to a differing reality. This natural the fronts. Much less predictable, and phenomenon means that as far as those almost as disruptive, are quantum A quantum front is the border without interstellar capacity know, storms. Quantum storms are isolated that separates a quantum zone from the space expands on infinitely as an un- breakdowns in reality within a zone. surrounding zones. Within the quan- interrupted field of stars. This only The underlying chaos or Void from tum fronts, reality itself is in a constant serves to perpetuate Dramanth’s Third which all reality is thought to have state of flux. This flux, however, is Law. emerged momentarily intrudes on the usually too insignificant to be noticed relatively stable zone and reality or to effect day to day living. When “blinks”. Quantum storms can have a two realities collide, a certain amount Quantum Weather variety of effects. Sometimes they sim- of friction is created. This friction ply sweep across a zone in a swirl of grinds up reality into its component Another funny thing about quan- chaos. Being caught in such a storm is parts. Later in the book we will go into tum fronts is that, just like terrestrial like being caught in a quantum front: the nature of reality in more detail. For weather patterns, they move. Here our scary, potentially deadly, undoubtedly this overview, suffice to say that within analogy of the patchwork quilt breaks inconvenient, but no long-term dam- the chaotic realm of the quantum front down, for on the galactic “quilt” the age is done to the overall reality of the all bets are off when it comes to deter- patches are constantly moving and zone itself. This holds true if it is one mining what laws of reality hold sway. changing shape. As the galaxy spins of the milder storms. Major storms can Naturally, in order to travel from one on its central axis and moves through actually cause shifts in reality within quantum zone to another one has to the universe, the quantum fronts gradu- the quantum zone, and sometimes cross through these fronts. The expe- ally shift as well. The fronts themselves these are permanent. For example, an rience is much like taking an ocean do not move synchronically with the area hit by a storm might suddenly sailing ship through a traditional storm stars. Thus, a particular star system develop a magical capacity where pre- front. It results in a very rocky ride with may move in one direction and its viously there was no magic, or a dif- a great deal of tumult and noise raging quantum zone may move in another. ferent form of magic. More drastically, all about the ship. Spend enough time The result is that over the course of all of the local humans in an area might in a quantum front and you will most thousands of years a star system might find themselves suddenly transformed likely tear almost any ship to pieces. move through a quantum front into into some sort of six-legged alien life- another zone. One can imagine the form. Storms are for the most part un- Fortunately, crossing through chaos that would ensue from such a predictable except through the most these barriers does not take long. While shift in reality. One day, society re- advanced technology or magic. Even it is impossible to accurately measure volves around a high tech industrial when a storm is predicted, there is sel- time and space in an area where all base, which has little or no magical dom much anyone can do about it. such reality constructs are under siege, potential. In just a few days, the front most quantum fronts can be crossed in actually passes over the planet, and all The Q-dex what seems like only a few minutes. of a sudden the new reality does not The ship simply needs to work up allow the high tech machines to func- enough momentum to carry it through tion any more! Civilization grinds to a After dealing with the difficul- to the other side, since it is unlikely halt and soon the startled populace is ties of shifting laws of reality for mil- that any of the ship’s drives will work amazed to find that “mythical” magic lennia on end, the dominant sentient as expected within the front itself. For- powers are the new reality. The prob- races of the Greater Galaxy now em- tunately, few fronts completely elimi- lems are even more serious should the ploy a simple but generally effective nate the momentum of an invasive front move slowly and the planet method of categorizing the different body. Those that do are clearly marked spends any great amount of time within quantum zones. Known officially as on interstellar charts. the front. In general, any species, sen- the Flynch-Halpert Quantum Index, tient or otherwise, does not survive the most people refer to it by the shorter There remains one final caveat journey. Less deadly, but possibly more appellation the Q-dex. The Q-dex re- when dealing with quantum fronts. disruptive would be a front that moves duces the complicated process of de- From a distance they are usually in- in and bisects a solar system. Then, as scribing alternate realities down to a © Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 17 few simple numbers that correspond ever, researchers have found that there tire chapter devoted to explaining the to the different kinds of realities gen- are a number of basic types of reality intricacies of the Q-dex. For now, it is erally found throughout the known that seem to predominate in the gal- enough to know that every zone is as- galaxy. The Q-dex is admittedly not as axy. Most quantum zones fall into one sumed to have a Q-dex Rating that de- precise as would be desired, for no two of the categories defined in the Q-dex. scribes its reality. quantum zones are exactly alike. How- Later in this book you will find an en- LifeintheGreaterGalaxy

With so many different systems of magic and science operating in different parts of the galaxy, life takes on a wide variety of forms. It has been said that almost every imaginable life-form can be found out there somewhere — and many that would be difficult to imagine! While this assertion would be very hard to prove, it seems intu- itively true. One would expect nothing less. What is surprising is the relative frequency of one particular type of sentient life-form. In fact, that single sentient life-form dominates the majority of the Greater Galaxy. These are bipedal sentients that we would recognize as humans. The predominance of humans in the galaxy is one of the great mysteries of the universe. It has puzzled many humans and worried many non-humans for centuries.

Everyone has a theory as to why dai’s power is in doubt. Certainly it has axy out there, and any species can find humans predominate, but no one has been shown that humans developed in- some life-form they will hate on sight. any real answers. Scientists, research- dependently on worlds that were not ers and philosophers have spent bil- interstellar powers until recently, and lions of hours arguing over the cause were probably never part of the Lost Crossing Fronts of this strange phenomenon. Some ar- Imperium. gue that it is the result of some funda- With thousands of sentient soci- mental mathematical truth about the The predominance of humans eties capable of interstellar travel, the evolution of life: namely that the hu- does not mean that so-called galaxy can be a very busy place. Inter- man species is the most adaptable and xenomorphic life-forms are without stellar trade, communication, and war- robust form of life in the universe. power and influence in the Greater fare are all commonplace. You might Non-human sentients take issue with Galaxy. Quite the contrary, several think that the shifting nature of quan- such a proposal. So do those humans non-human races wield significant tum weather and the inherent difficul- who come from societies in zones power within the Major Empires, and ties of crossing from zone to zone where evolution is not a guiding force some of the more powerful Minor would make such interstellar traffic in the development of life (zones with Empires are made up almost exclu- almost impossible. However, a fever- high level divinity and mystic poten- sively of non-human life-forms. Not ish desire for exploration, expansion tials for example). In some of these surprisingly, deep seated prejudices of markets, and conquest has led some zones, theorists attribute the predomi- and jealousies exist among both hu- sentients to overcome these difficul- nance of humans to the power of one mans and non-humans alike. There are ties, although not without some inter- or more supreme deities that created more than a few religions and societ- esting innovations and compromises. humans in their own image. ies out there that believe humanity is the chosen life-form in the galaxy. There are several characteristics The debate rages on, and the that interstellar craft have in common quest for the truth about human origins On the other hand, there is no throughout the galaxy. First and fore- remains one of the hot scientific ques- shortage of religions that grant humans most, almost every ship employs at tions in the modern Greater Galaxy. the status of their version of the anti- least two or three kinds of technology Archeologists, historians, and other in- Christ. Plenty of non-human organiza- or mystic science. There is nothing terested parties search for signs of past tions also exist which are devoted to more inconvenient than crossing a life as they try to determine whether ensuring that non-humans in the gal- quantum front and suddenly finding humans have always predominated or axy are afforded equal rights. These that your ship’s drive system no longer if there is some other, more recent sentients bristle under the smug human functions, and the energy source you cause. Some point to the long dead majority. Finally, it should be noted were using to provide life support is Kendis-dai Imperium (see below) as a that just because two species are non- now inert. In order to avoid this dan- time when the human presence in the human, they are not united in interest. ger, interstellar craft have multiple sys- galaxy seemed to increase dramati- Indeed, many non-human sentients de- tems designed to function in whichever cally. Whether or not there was any spise other non-humans as much or quantum zones are to be crossed. Of- connection between the spreading of more than humans. It’s a great big gal- ten this means that ships will be ar- humanity and the spread of Kendis- rayed with a jumble of seemingly in-

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 18 compatible equipment. Remember that Galaxy. Most of the Major Empires yond their own quantum zone begs an in many zones magic is much more and many of the Minor ones also have obvious question. How did it all start? important than technology. Many, programs designed to provide transi- Who managed to break out on their many zones use magical drive systems tional aid for emerging societies. A own and pave the way for others to to move their ships through space. patron empire will usually provide the follow? While it is possible that a so- Thus it is not uncommon to see a mer- neophyte with the information and ciety would be lucky enough to chant ship with an Ether Pump protrud- technology it needs to join the Greater stumble on the secret of interstellar ing from the rear, a team of phase drag- Galaxy. In return, the patron usually travel on their own, such unlikely de- ons harnessed to the front, and a mys- gets preferential trading rights, military velopments could not explain the many tic sail billowing above, each special- bases and support, or some other form empires that have been interstellar ized to a different quantum zone. Like- of reimbursement. powers for as long as anyone can re- wise, the ship’s life support, weapons, member. The answer to this puzzle lies and defensive systems will also display The fact that new interstellar so- in the ancient history of the Greater a highly eclectic look. cieties need outside help to reach be- Galaxy, back in the time of Kendis-dai.

Most interstellar travel is accom- Kendis-dai plished over known trade routes that have been mapped in detail. This Who was Kendis-dai? Some doubt that any such being ever existed, while means that, barring shifts in quantum others worship him as a god. The opinion of most is that he was a powerful weather, the crew can plan ahead for sentient who managed to create a galaxy-spanning empire the likes of which no what kinds of drive systems they will one has seen since its fall thousands of years ago. The true facts of the rise and need. Likewise, a great deal of time and fall of this great empire are now lost in the shadows of myth and history. Through energy is committed to espionage so the hyperbole of the Lay of Kendis-dai and tedium of the Kendis-dai Cycle, the that advancing warships know what two most accepted chronicles of the Kendis-dai Imperium, Kendis-dai has be- kinds of weapons will prove most ef- come the stuff of legend and all sense of truth and proportion has been lost. fective in their invasion of another The myth of Kendis-dai is this: Several millennia ago there existed a man quantum zone. named Kendis-dai who for all intents and purposes appears to have been of human stock. There is no record of what the galaxy was like before his coming, Outfitting becomes very danger- although by all accounts it was a very chaotic place. Kendis-dai was a man of ous and difficult when exploring pre- such brilliance and character that he was able to visualize a way in which the viously uncharted regions. It is nearly entirety of the known galaxy could be brought together under a single, peaceful impossible to carry every type of drive rule. Some say that Kendis-dai came from a zone with a high mystical potential that might possibly be needed on a and that he was the chosen servant of that zone’s god or gods. Others maintain voyage of exploration. Nevertheless, that Kendis-dai’s home was a world of tremendous technology of a sort un- brave souls exist, willing to risk it all dreamed of by anyone today. The truth has thus far proved unknowable, since on the cast of a die to search out new most of what we know of Kendis-dai comes from myths and legends. corners of the galaxy. Even though What is certain is that Kendis-dai learned how to travel between quantum much of the galaxy has become part zones with relative impunity, much like the Major Empires of today’s galaxy. of the Greater Galaxy, most of the stars Some historians surmise that Kendis-dai may in fact have been the first person still remained unexplored and un- to discover a way to travel outside of his own quantum zone and still have a ship charted. As we have said before, the that functioned when he got to the other side. The Lay and Cycle, and countless galaxy is a really big place. legends tell us that Kendis-dai raised a mighty force and was able to sweep across the galaxy, bringing everyone under his power. Thus, the Kendis-dai For emerging interstellar races, Imperium was born over three thousand years ago. making that first step beyond their The time of the Imperium is said to have been a golden age for the galaxy. home quantum zone is a monumental Sentient species learned to travel across the stars from zone to zone. It was a task. How can they possibly be pre- time of great intellectual discourse between societies, of plentiful trade and little pared for what lies on the other side of or no internal strife. Under the watchful eye of Kendis-dai, the many peoples of the quantum front? They cannot. the Greater Galaxy prospered. Obviously we have no way of knowing at this Nearly every society that has success- point what life was truly like under Kendis-dai, but a number of modern inter- fully emerged onto the stellar scene in stellar trade routes can trace their origins back to the time of Kendis-dai. Like- the last several centuries has needed wise, all of the oldest interstellar societies trace back to the time of Kendis-dai the help of an existing interstellar their first tentative steps outside their own quantum zones. power. The galaxy-spanning informa- Kendis-dai is said to have reigned over his empire for its entire duration, tion organization, the Omnet (see be- some three thousand Earth years by most accounts. Obviously this fact is open low), has played an enormous role in to debate, since few if any humans in any quantum zone are known to possess bringing new societies into the Greater

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 19 such long lives. Certainly a normal human who traveled across quantum fronts as often as Kendis-dai would not have been able to support his life for more After the Fall than a couple of centuries. This fact alone suggests to many non-humans that Kendis-dai was in fact a xenomorphic life-form of some sort and that the myth In the wake of Kendis-dai’s fall, of his humanity is pure invention on the part of the current human majority. his carefully constructed unizone be- Some say that Kendis-dai was only able to hold his empire together with gan to unravel. Unchecked by the the aid of three powerful artifacts that gave him extraordinary power. These power of Kendis-dai’s artifacts, the items were the Mantle of Kendis-dai, the Nightsword, and the Starshield. The natural entropy of quantum weather true nature and function of these items, if indeed they existed, is lost to us. The reasserted itself. In some areas, the Mantle was said to give Kendis-dai knowledge of everything in the galaxy. The backlash was immediate and devastat- Nightsword was a weapon of some sort, allowing the Ruler of the Galaxy to ing. Elsewhere, the reversion pro- vanquish all of his foes. The Starshield, in turn, seems to have protected Kendis- ceeded gradually, and society was able dai from those who would do him harm. to keep pace. No matter what the tim- All was well in the Imperium for thirty centuries. Kendis-dai ruled with ing, however, the return of quantum his consort Shauna-kir at his side. Toward the end of this time, Kendis-dai be- weather could not be stopped or gan his greatest conquest, and the one that would bring ruin upon him. avoided. This time has come to be Emboldened by his power, Kendis-dai decided to vanquish the only remain foe called the Shattering of the Suns. – quantum weather. Using his artifacts, he began systematically bringing all the Now, a few enormous regions of galaxy under one unified quantum zone. He believed a single zone would facili- quantum stability remained. These tate a single society like nothing before. Such was Kendis-dai’s power that he quantum mega-zones became the heart spread his unizone across almost a third of the galaxy before he fell. of the oldest of the current Major Em- The accepted account of the fall maintains that Shauna-kir vigorously pires. In all areas, differing laws of re- opposed Kendis-dai’s dream of a single quantum zone. She had always been ality arose and galactic travel and com- enthralled by the diversity and magnificence of the galaxy. For centuries, Shauna- munication suffered immensely. kir also had grown more and more weary of her god-like status at the side of Layered over the resurgent Kendis-dai. She longed to see the galaxy from within, and not from above as a quantum weather was the breakdown deity. Entranced by the wonders and beauty of a normal, mortal life, and sick- of galactic authority. The Overlord was ened by the monumental changes that Kendis-dai was imposing, Shauna-kir dead, and each local king, potentate stepped down from her position, disappearing into the galactic night. Distraught, and grace saw themselves as the logi- Kendis-dai sought her out, and in his sorrow left the door open for his great cal replacement. A prolonged period rival Obem-ulek to make a play for the throne. In the ensuing power struggle, of interstellar warfare resulted as the both figures were consumed, and the Kendis-dai Imperium fell, bringing chaos galaxy tried to sort itself out politically. and discord to the galaxy. Some parts of the galaxy settled down What really caused the fall of the Empire is anyone’s guess. Those who more quickly than others, particularly don’t believe that Kendis-dai was a god look for other explanations, the hidden the mega-zones. On the other hand, truth within the myth. It seems likely that some sort of power struggle occurred some might argue that parts of the gal- within the upper echelons of the Empire’s hierarchy. After all, the galaxy con- axy still suffer from the strife and war- tained no external force that could possibly oppose an empire the size and power fare that characterized the fall of the of the Kendis-dai Imperium. Perhaps the Empire fell to those inevitable forces Imperium. According to legend and of decay and deterioration that naturally afflict any large organization. What- some “official histories”, a few por- ever the reason, there can be no doubt that the Empire did fall, as sure as it tions of the former empire managed existed. to hold things together. Where these islands of stability occurred in the cen- ter of a mega-zone, they became the seeds which grew into several of the Major Empires that exist in the gal- axy today. One of the most important tasks the Kendis-dai government had taken upon itself (before Kendis-dai’s ill- fated unizone campaign) was the dis- semination of quantum information. Quantum weather can be a wildly un- predictable force if one does not have the proper perspective from which to view it. Only the Kendis-dai govern-

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 20 ment had the resources and know-how apart due to the and jealousies of tion or answer a question, the synthetic to keep track of the changing quantum the various governments involved. mind (synth for short) uses its TFP to fronts and the variety of quantum Then came an event that changed send the query back in time. This al- zones. Keeping track of these fronts the face of the galaxy. Many sentients lows the synth to give immediate an- and zones was absolutely vital for had long held an abiding interest in the swers because it has already been maintaining the vast interstellar trad- lost technology and knowledge of the working on the problem long enough ing and governance network that Kendis-dai era. Much had been lost in to solve it. The only limit on this tech- Kendis-dai had fostered within his the Shattering of the Suns era. Thus, nology is that a synth cannot send a empire. According to the Kendis-dai archeologists and treasure-seekers question back in time longer than it has Cycle, the expense of maintaining the scoured the galaxy looking for artifacts been operational. Thus if a question enormous infrastructure necessary to and records that might bring the former required three years of processing time monitor quantum weather was a ma- glory of the Imperium to the present and the synth had only been active for jor factor leading Kendis-dai to begin day. On one particular expedition, a two years, it would give the traditional construction of the unizone. Other group of independent archeologists response “I have not been awake long commentators discount this, citing (some might even say grave robbers) enough to answer that question.” The Kendis-dai’s overwhelming pride as made one of the greatest discoveries natural consequence of this is that the primary. since the fall of Kendis-dai. longer the synth has been in operation, In any event, by the time of the These explorers found nine dor- the more powerful it will be when pro- fall, the Kendis-dai quantum weather mant computers deep beneath the cessing information and answering monitors had all but been disbanded. planet Mnemen IV in the galactic back- questions put to it. The unizone made them all obsolete. water of the Herwach Transendency. However, even a young synth Thus, when the quantum flux returned, Computers were, of course, common- will not have a problem performing no central authority existed to cata- place in many parts of the galaxy, most of the tasks set for it. The pro- logue, predict and disseminate quan- quantum laws permitting. These com- cessor aspect of the TFP is incredible tum information. The break-up of the puters, however, were special. When powerful, as fast or faster than most unizone destroyed trade routes and the archeologists activated this set of computers and like constructs that can splintered large sections of the galaxy. nine computers, they found to their be found in the galaxy. Furthermore, Widespread interstellar communica- amazement that the machines actually since every synth has a mind of its own tion broke down completely, and much possessed artificial intelligences. Many they are very much like sentient be- of the galaxy began to slip back to- different zones had machines that ap- ings. They can think like a sentient, wards parochialism and barbarism. proximated artificial intelligence, but using both logic and even a degree of no construct had really came close to intuition. They have personalities (to The Nine Oracles thinking like a true sentient. These nine an extent), which makes interfacing computers, which claimed to date back with a synth much easier and more to the Lost Imperium, were infinitely pleasant for sentients. There remains Almost three thousand local more powerful than anything anyone one final advantage to synths that puts years after the fall of the Kendis-dai had ever seen. It did not take long for them light years ahead of any com- Imperium, the Galaxy was in a the Nine to express their feelings on puter. The basic components of a TFP shambles. The oldest of the Major the matter, informing their discoverers and thus a synth operate in all but the Empires and thousands of lesser em- that they preferred the appellation most aberrant quantum zones. Why pires had split the galaxy up between “synthetic mind” over the more pedes- this might be remains somewhat of a them. Petty feuds and old jealousies trian “computer” or “artificial intelli- mystery. Some postulate that it is due kept the myriad governments from gence” terminology. in part to the fact that synths operate forming any lasting communication These nine synthetic minds, along the same lines as most sentient networks. Of course, some interstellar which would soon become known as minds. Furthermore, their power trade still existed, and sentients did the Nine Oracles, possessed in their an- source and technology come from a sometimes travel from one quantum cient memory banks a wealth of infor- time when Kendis-dai was said to be zone to a nearby zone. Seldom how- mation. Furthermore, they possessed the master of all reality around him, ever did anyone travel the vast dis- a technology thought lost with the able to bend it to his will. Naturally, tances that were characteristic of the Kendis-dai Imperium, the Temporal ever since their discovery, scientists all but forgotten era of Kendis-dai. Fold Processor (TFP). TFP technology have been striving to extrapolate the Over the centuries, some had tried to allowed the Nine Oracles both their TFP technology into other areas and set up various systems for keeping sentience and their amazing computa- develop other devices that will func- track of changes in quantum weather tional powers. Although the ins and tion across quantum zones. As yet, they and spreading useful information outs of TFP technology are quite com- have met with little or no success. across the galaxy. Invariably these had plicated, the basic premise is as fol- come to nothing; the plans always fell lows. When asked to perform a func-

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 21 TheOmnet

Upon their discovery and ac- Major Empires or anyone else who tion (and advertising time) to anyone tivation, the Nine Oracles began to could afford them. Eventually, as sci- who cared to buy it. At first, the qual- ask their discoverers about the cur- entists across the galaxy started to re- ity of the information was spotty and rent state of the galaxy. They saw im- verse engineer the synths, the technol- incomplete, but was still better than mediately that galactic civilization ogy started to spread. Seeing that they nothing at all. As IGNM correspon- could proceed only so far without would soon loose their monopoly (as dents and operations spread across the their help. The most pressing need they had predicted would happen), the Greater Galaxy, so did their client base. was for the governments and peoples Oracles began to license the technol- Every interstellar power that had hopes of the galaxy to have accurate infor- ogy outright, spreading the ability to of projecting either force or trade in mation about quantum zones, quan- make synthetic minds across the en- the galaxy needed the information that tum weather, and other information tire star-faring galaxy. It was not long IGNM had. The netcasts soon bur- pertaining to trade and travel routes. before synthetic minds were operating geoned from simple reports on quan- Since the Nine longed to see the gal- everywhere. In the process, not only tum fronts and zones to news about axy return to the state of glory it had had the Oracles and their sentient al- every aspect of sentient life within the known under Kendis-dai, they be- lies become enormously rich, they had Greater Galaxy. From wars and poli- gan to work on a solution to this laid the infrastructure for the rest of tics to sports and entertainment, IGNM problem. They knew immediately their plan. had information useful and desirable that they would need funds and the As the first and oldest synthetic to everyone. More importantly, it had help of naturally sentient beings, and minds in existence, the Oracles were information that much of the galaxy so, starting with the explorers who widely revered throughout the galaxy came to depend upon. had discovered them, the Oracles for their wisdom and processing abili- began to offer their services for hire. ties. Already they had a reputation for Today the Omnet really is every- discerning and disseminating the truth where in the Greater Galaxy. Viewers It was at this time that the Nine with unparalleled accuracy. Now it was can find IGNM netcasts on any civi- first took on the title Oracles. Sentients time to implement their planned solu- lized planet, complete with local news, would come to consult the Oracles be- tion to the problem of galactic misin- galactic information, and of course the cause of their incredible information formation and ignorance. The Nine most complete and up to date informa- processing abilities. In return, the created an organization to gather and tion about shifts in quantum fronts, the Oracles would receive money, other disseminate quantum information. nature of nearby quantum zones, and information or even certain services They called this agency the Omnet. any other information impacting inter- that they needed. At first, the exchange Omnet operatives would spread across stellar travel and trade. IGNM person- was limited in scope to the local area, the galaxy, collecting and broadcast- alities have become celebrities and few from outside the Herwach ing the truth to all whom cared to lis- throughout a galaxy that tends to re- Transendency even knew that the syn- ten. Through the use of synthetic gard Omnet reports as a kind of truth thetic minds existed. As the years minds, now prevalent everywhere, passed down from on high. Every in- passed, the TFP processors became they could create an information net- habited planet in every known system more powerful and the Nine Oracles work in spite of the difficulty posed has Omnet operatives on the scene, grew in fame. Although the Oracles by variances in quantum zones. At the collecting information and passing it were advancing, they found their rate forefront of this information revolution on to their superiors. The information of progress too slow. They realized that would be the Omnet’s IntraGalactic flows upwards through the chain of the in order to bring about the united gal- News Matrix or IGNM. Using some Omnet hierarchy until it reaches the axy they envisioned, they needed a of the same information gathering Omnet’s central headquarters on great deal of capital and sentient sup- techniques employed by the long dead Mnemen IV in the Herwach port. They decided that the best way Kendis-dai Imperium, the Omnet set Transendency. The information is to do this would be to sell synthetic about becoming the eyes and ears of broadcast on a local, provincial, sec- minds and TFP technology to the the galaxy. tor or galactic level depending on its Greater Galaxy. importance. IGNM began gathering all the The Nine knew how to create information it could get its hands on Their seeming omnipresence other synthetic minds, but at first kept about what was happening in the gal- and omniscience has earned the Omnet this a closely guarded secret. They axy as a whole. They started out re- and IGNM incredible respect through- would make just a few at a time, sell- porting mainly on quantum weather out most of the galaxy, a respect that ing them at exorbitant prices to the and trade routes, selling the informa- the Omnet is determined to retain. To

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 22 that end, the Omnet spends a great deal prefer to keep the truth of their actions eral divisions, each responsible for of its resources on making sure that from IGNM netcasts, replacing it with dealing with a different aspect of the nothing happens to besmirch its repu- their own carefully scripted version of Omnet’s day to day operations. The tation. Obviously, most sentients judge events. The need for falsification can largest and most important division is the Omnet on the timeliness and accu- become so great that some govern- the IGNM, which is subdivided into racy of the information it provides. ments and individuals have been the Atis Librae and Vestis Inquisitas Thus the Omnet maintains the highest known to actually take action against branches. Other major divisions in- possible standards in its information the Omnet and its representatives. clude the Oran Planitis, the Sentix gathering and reporting techniques. Obviously this is an intolerable situa- Imperitas, the Centurion and the tion, and one that the Omnet is pre- Minitus. Although each of these divi- Sometimes, however, it is not pared to deal with, as we shall see. sions has its own responsibilities, re- enough for the Omnet to simply report sources, and hierarchy, the Nine will the truth. Some in the Galaxy who find Faced with these challenges, and not stand for interagency rivalries. the Omnet oppressive and who would following the blueprint laid down by Cooperation in the accomplish- like to see IGNM destroyed. Likewise, the Oracles in the Laws of the Nine, ment of a higher goal is mandated from a number of empires who would much the Omnet has divided itself into sev- above. Atis Librae

The Atis Librae branch of the IGNM is the backbone of the Omnet’s extensive information gathering net- work. The Atis Librae are responsible for monitoring all local news and information and sifting out the important from the trivial, the truth from the lies. Librae personnel, also known as sifters, maintain important and extensive contacts from which a wealth of information is gathered. Finally, a large group of sifters are responsible for the analysis and synthesis of the vast noise of information generated by the galaxy each day. the galaxy-wide netcasts. Of course, data, and only seldom actually inves- IGNM also delivers local broadcasts tigate stories themselves. Sifters are specific to individual planets or regions adept at discerning truth from lie in of space. These do not necessarily go documents or verbal reports of any sort all the way to Mnemen for approval, and most possess a great deal of skill but instead are the purview of the lo- in seeing patterns and trends in the cal IGNM officials. news. Each level of the Atis Librae is responsible for checking the veracity The Atis Librae spend most of of reports that come up from the lev- their lives in front of terminals read- els below them. This redundancy helps ing and sifting through the information to ensure that the information pre- that comes to them. The Atis depend sented on the IGNM netcasts is up to largely upon local sources for their the Omnet’s high standards. The Librae itself is organized like a pyramid. At the bottom of this pyramid are the Dex Librae, who gather information from individual planets or even nations. They send their collated and processed information on up to the next level sifters who gather together information from a variety of Dex facilities. These second level, or Bradis Librae orders, repeat the pro- cess and pass their information onto the next level. This continual process of information gather and distillation continues through several levels until the information finally comes to the Librae Primula central authority on Mnemen IV, which then decides what is important enough to be broadcast on

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 23 Vestis Inquisitas

The Vestis Inquisitas, or more simply the Inquisition, are the trouble-shooters, the field agents and the celebrities of the IGNM. While the Atis Librae collects about ninety percent of the information that makes up any given netcast, it is the Vestis who are charged with uncovering the truth in that other ten percent of the stories. Vestis are a combination of diplomats, investigative reporters, quality control regulators, and spies all rolled into one. The duties of the Vestis are many and varied, but they all have one goal in common: ensuring that the Omnet knows the truth. That is to say, the truth about anything and everything, even if it never gets broadcast on IGNM.

The course, the Vestis will regulate their ties who display the largely human face Vestis enjoy actions depending on the relative im- of the Omnet. While all Vestis need to special es- portance the Omnet places upon the in- be presentable on camera at some point teem and formation it desires. Vestis operatives in their careers, a few Vestis become rank within will not kill or intimidate just to find larger than life celebrities. These the Omnet. out some trivial fact about the elections sentients must be beyond reproach in They have on a minor world. The goal is simply all aspects of their lives for the cred- the authority not important enough. Unless some- ibility and the stature of the Omnet to go any- thing more is at stake . . . depends on their reputation. where and In times of political crisis, the Not every member of the Vestis ask anyone Vestis also serve as the ambassadors can be skilled in all of the different anything, as and official representatives of the roles he or she will be called upon to long as it per- Omnet. Vestis do not concern them- assume, but biolink technology goes a tains to their selves with day to day diplomatic af- long way towards solving this prob- current assignment. They demand and fairs. That is the province of the lem. Biolinks are direct downloads of are accorded respect by all the other Minitus. Rather, the Vestis take on the information into a sentient’s mind. It divisions of the Omnet. A subdivision roles of diplomats only when neces- is standard practice for the Omnet to of the Vestis, the Inquis Interion, serves sary to ensure the Omnet’s security and give its operatives whatever informa- as regulators of the standards of truth the continued flow of information. For tion will be required for the current within the Omnet. It is the Interion example, if a local government has assignment. This can be anything from which investigates any signs of corrup- decided to block Atis Librae access to languages, to technical information, to tion within the vast Omnet network, local information sources, a Vestis will etiquette and cultural practices in the whether it be an Atis Librae who is come to sort out the situation. As a dip- mission area. secretly on the payroll of some other lomat, the Vestis is equipped with all Of course the human mind can government, a faulty synthetic mind, the appropriate legal, cultural, and his- only hold so much information, so or a source of information that is will- torical information for negotiating with there is a limit to the amount of data a fully misleading the Omnet. This re- the recalcitrant government. sentient can absorb via biolink. Fur- quires the Interion Vestis to be skilled Of course if diplomacy should thermore, a biolink can only serve as investigators and good judges of char- fail, the Vestis can fall back on their an accessory to the Vestis’ own abili- acter, skills that are often enhanced by other abilities and act to force compli- ties and training. Therefore all Vestis biolinks and the finest technology and ance. Most of the time however, a gov- are required to go through extensive or magic available. ernment will give in to Omnet diplo- training regimens. In the course of The Vestis are also charged with matic overtures. No one wants to cross these training programs, each Vestis finding out the truth where normal in- the Omnet and risk being cut off from will typically specialize in several ar- formation gathering techniques have its valuable information. Likewise, eas of operations that arise regularly. failed. While the Atis Librae may be many fear the bad press that would re- Even rigorous training and the best at gathering information from sult in offending the Omnet. Bad press biolink downloads may not be enough conventional sources, sometimes the that could (as the past has shown) lead to prepare a single Vestis for every Omnet needs to use less conventional to bellicose neighbors deciding that, eventuality. In many cases, Vestis will means to obtain the information it de- based on Omnet reports, now would work in teams. These teams, known as sires. In this capacity, the Vestis will be a good time to launch an invasion. Maniples, can be assembled for a par- do whatever they deem necessary to ticular mission or formed on a more complete their investigations, from Finally, Vestis operatives are long-term basis. Long-term Maniples going undercover and infiltrating sov- seen on every local, sector or galactic who have learned to work together are ereign governments to capturing and netcasts. Vestis are the beat reporters, often the most effective operatives the interviewing potential sources. Of correspondents and anchor personali- Omnet has, and are thus relatively common. © Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 24 Oran Planitis

The Oran Planitis is responsible for maintaining the extensive communications network that makes the IGNM possible. As you might imagine, there is no single system or technology that is capable of transmitting information across every quantum zone or front. In fact, transmitting any information across a quantum front is usually impos- sible. Therefore, the Omnet has established a vast network of relay stations on each side of regularly traversed quantum fronts. The operation of these stations falls under the authority of the Oran Planitis. The Oran Planitis is also respon- side. That relay station in turn passes periods of boredom sprinkled with sible for expanding the Omnet’s infor- the information to a Citadel in that short periods of extreme demands and mation network. Thus the Oran Planitis zone, or to anther relay station near terror. The Omnet keeps its relay sta- undertakes all expeditions into areas another front. In this way, information tion personnel satisfied and highly of space previously unknown to the crosses the galaxy. motivated by offering high wages, Omnet. This dangerous task is assigned good job security, superior working to a special subdivision of the Oran In more stable regions of space conditions and great benefits. Nev- Planitis known as the Wavefront Run- where the Omnet has a long history of ertheless, the kind of sentient who ners. works one an Oran Planitis relay sta- tion is usually a rather staid, conser- vative person with little appetite for adventure. Quite the opposite of the Oran Planitis’ other employees, the Wavefront Runners and Rangers. Wavefront Runners

Like any aggressive corpora- tion, the Omnet is always trying to expand its customer base. Also, in order to ensure that its current custom- ers remain satisfied with the IGNM product, the Omnet seeks to provide reliable cooperation with the local as much accurate and useful informa- The Relay Network governments and where quantum tion as possible. The Wavefront run- weather is not too unstable, the ma- ners serve an important role in achiev- The idea behind the Omnet In- jority of the relay stations functions ing both of these goals. formation Relay Network is relatively can be handled by synthetic minds. Of simple. It would have to be in order to course, a minimal sentient comple- The Wavefront Runners, or sim- operate effectively in every quantum ment is necessary to handle emer- ply Runners, explore new regions of zone. Millions of relay stations make gency and other unexpected situa- space about which the Omnet knows up the bulk of the network. Placed tions. Also, at least one sentient pilot little or nothing. Exploration always along every quantum front in the is assigned to each relay station in involves risks, but in the chaotic uni- known galaxy, these stations are as in- case a problem arises with the normal verse of shifting quantum zones, the dividual as the quantum zones in which synth pilots. The organic pilots, called dangers can be multiplied ten-fold in they exist. Each station is equipped Transitors, are trained to respond to a matter of seconds. Runners have to with the most advanced communica- any emergencies that arise during the be prepared for any eventuality in tions technology that will operate in trip across the front. Such events are their travels, even eventualities they its assigned zone. Likewise, the latest very rare, however, and a Transitors could hardly have imagined in their technology from the zone that lies on career is notable for its mind-numb- widest dreams. They have no way of the other side of the front is enstalled. ing routine. knowing for sure what will happen When the relay station receives infor- when they cross a previously un- mation that it needs to pass across the In less stable regions, a large charted quantum front. All too fre- front, it sends out a ship that is capable sentient crew complements the quently they discover that none of of traveling in both zones. The ship Transitors and performs regular main- their equipment will function, leaving crosses the front and relays its infor- tenance and defense work. This em- them stranded in strange and unfamil- mation to the relay station on the other ployment is also characterized by long iar space. To guard against this haz-

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 25 ard, the Omnet equips Runner ships strict rules and regulations. The Nine with the most flexible and reliable Zone exploration must be done understand this and are willing to give technological and magical drive sys- with the utmost care and attention to the Runners a little latitude in return tems available. detail. Once the zone has been crossed for the great dangers they face and the and mapped, the Rangers move on to great services they render the Omnet Upon entering a previously un- a more interesting and dangerous task as a whole. Whether the explorers ap- explored region of space, Wavefront — looking for signs of life. While preciate this latitude depends on who Runners must carry out a number of keeping a low profile, the Rangers in- is doing the talking. Many of these ex- tests and observations to find out all vestigate any local sentient populations plorers still chafe under the Omnet’s they can about the physical and magi- and ascertain the basics of their cul- dictats, but most are smart enough to cal laws of the Zone. After that, assum- ture and civilization. The Omnet will realize that a little cooperation keeps ing their ship works, they return back use this information when deciding the higher-ups out of their hair. through the quantum front and turn all whether or not to send a formal diplo- their data over to the Rangers. Surviv- matic delegation to the area and estab- The mortality rate among Run- ing Runners get a well-deserved vaca- lish relations. Surveying a new zone ners and Rangers is higher than in any tion, and move on to the next can take months if the region has no other branch of the Omnet, even the untraversed front. sentient life, and years if it does. Natu- Centirion. In return for this risk, the rally this means that there are few Omnet offers substantial rewards. Ten Rangers who have strong ties to fam- years service in the Runners or Rang- The Rangers ily and friends back home. ers will often earn a sentients enough money to retire comfortably for the rest Armed with the preliminary data of their existence. Of course few ex- supplied by the Runner, the Rangers The Returns plorers are the type of people who re- reenter the new zone and being map- tire after just ten years. Most continue ping the entire region of space down The Runners and Rangers are the work until they die, addicted to the to the smallest asteroid. This can be probably the least hierarchical and or- adrenaline rush of exploring new dreary, mind numbing work, and it at- ganized aspect of the Omnet. The kind places. tracts a much less high-flying, but no of sentient attracted to such dangerous less dedicated explorer than the Run- work does not usually take kindly to ner corps. Sentix Imperitas

The Omnet is an almost impossibly large organization, with representatives and operatives working in every inhabited system in the Greater Galaxy. You might assume that any operation that large would have to have a truly impressive bureaucracy and administration arm. You would be absolutely right.

and logistics needs. The Sentix vices. Since no galactic standard cur- Imperitas works quietly in the back- rency has been accepted by all sentient ground for the most part, keeping it- civilizations, the Omnet often receives self hidden from the public eye. While payment in the form of raw materials IGNM or the Centirion might be per- or finished goods. It uses this barter to ceived as more powerful, and the Run- maintain its operations or sells it at a ners clearly get more glory and netcast profit in other regions of space. The time, the Sentix Imperitas controls the Sentix Imperitas keeps careful track of lifeblood that keeps the Omnet run- the vast resources that flow through the ning. That is to say, they control the Omnet’’ coffers, directing them to flow of money and resources. wherever they are needed, or selling them where they will earn the most The Omnet does not, for the profit. Naturally this requires the ser- most part, have any industrial, manu- vice of a gargantuan number of em- facturing, or resource exploitation fa- ployees skilled in economic and logis- The Sentix Imperitas is the force cilities. In other words, the Omnet does tics analysis, as well as the aid of nu- that keeps the Omnet running not produce anything except informa- merous synthetic minds programmed smoothly, and is responsible for all as- tion, which it trades to sentients across to bring all their processing ability to pects of the Omnet’s administrative the galaxy in return for goods and ser-

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 26 bear upon the intricacies of the inter- In a mission assignment deriv- This is where the Sentix steps in. stellar marketplace. ing more from historical accident than The Sentix allocates part of its budget logic, the Sentix Imperitas plays an to buying up rival news services across Within the Omnet, the Sentix important role in the assimilation of the galaxy. This is one of the lesser- Imperitas distributes resources and new societies into galactic civilization. known aspects of Sentix activity, and money according to the dictats of the is certainly not something that the Vestis Prime and the requests of the One additional duty of the Sentix Omnet reports on its netcasts. By pur- branch administrators. The latter can Imperitas centers on expanding the chasing the competition outright, the lead to intense competition for the at- Omnet’s information network in a dis- Omnet is able to incorporate local news tention of the powerful Sentix admin- crete and sometimes illegal way. Natu- services into its own network and en- istrators. Although the Omnet’s re- rally enough, the Omnet is not the only sure that there are no ill effects from sources are great, so are its needs, and news service in the galaxy. Quite the the competition. As often as not the there is never enough available to sat- contrary, there are millions of informa- Omnet continues to operate the rival isfy all requests or desire. Someone is tion collection and dissemination agen- service as if there was no change, but always disappointed, and over the cies in the galaxy. The important dis- gains the option of preventing the news years some in the Omnet who have de- tinction is that the Omnet is the only service from doing the Omnet any veloped an abiding hatred for the pan-galactic news service, covering the harm. Of course not every publisher Sentix administrators, accusing them entirety of the civilized universe. The or broadcaster is for sale, particularly of being petty tyrants who care only rest of the news services focus on in- where the local government controls for their facts and figures and not at dividual communities, planets and em- the news service. In these cases there all for the greater goals and good of pires, but even so they offer a kind of may be nothing the Sentix can do to the Omnet. The Sentix, accustomed to competition to the Omnet. Public state- remedy the situation. However, such ill feelings, simply shrugs off such ments to the contrary, the Vestis Prime charges repeatedly surface that the criticism, reminding one and all that if and the Oracles view conflict in a nega- Sentix routinely bribes or buys outright the Nine Oracles found their perfor- tive light, seeing any kind of competi- the employees of rival news services, mance lacking in some manner the tion as a threat to the Omnet’s own in- thus allowing the Sentix to expand the powerful synths would no doubt rec- formation network. Omnet’s influence even where it can- tify the situation. not legally go. Naturally the Omnet denies the validity of such charges. The Minitus

The Omnet has a second public side to it, although this side is relatively unknown to the average sentient liv- ing in the galaxy. The Omnet maintains a rather large dip- lomatic corps, the Minitus. This diplomatic corps is en- tirely separate from the functions performed by the Vestis Inquisitas. In fact, most Vestis would never dream of low- ering themselves to the level of the Minitus ambassadors. Where the Vestis act in times of crisis and great diplo- macy, the Minitus takes care of the mundane matters of day-to-day liason. They make sure that each system has access to IGNM netcasts whenever they want and assure that the local netcast servers are paying their bills. Like- wise, the Minitus are responsible for selling advertising on the local netcasts. The Minitus take care of any prob- lems that the local government has with IGNM service. In a very real sense, the Minitus has been termed the Omnet’s “customer service.” These may seem dull tasks when com- pared with the adventurous undertakings of the Vestis, but without them the Omnet itself would come screeching to a halt as its cash flow suddenly became non-existent.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 27 The Centirion

Many sentients who are only casually interested in IGNM netcasts are surprised to learn that the Omnet has an active military branch. When most people think of the Omnet, they think of news. Sure, the Vestis might occasionally get in a deadly scrape or two, but this is thought to be all in the interest of accurate and complete journalism.

The fact is these casual observ- ity in training or equipment to the enough for them to worry about such ers have misunderstood an important Centirion. The Centirion prides itself problems. fundamental fact about the Omnet. The on never having lost an important Omnet is committed to gathering in- battle (note the conditional “impor- Much of the Centirion’s success formation — information about the tant”). Whether or not this is true is is due to the fact that the Omnet al- present, about the past, and about any- open to speculation. Certainly the most never sends its troops into a mili- thing and everything in existence. One Galactipaedia lists no significant losses tary engagement that cannot be won of the things the Omnet does with that in the Centirion’s illustrious history, quickly with overwhelming force. The knowledge is create netcasts that go out but one should remember that the Atis Omnet has a luxury that most govern- on IGNM, but that is only one of the Librae is solely responsible for the ments do not: they have very little ter- byproducts of the overall mission of Galactipaedia’s contents. All doubts ritory that they need to defend. Aside gathering information. That same in- aside, anyone who has ever seen the from the Central Life-Ring headquar- formation allows the Sentix Imperitas Centirion in action must admit that ters around Mnemen IV, the Omnet to make wise decisions about the they are extremely competent, brave, controls only small installations across galaxy’s many marketplaces. That in- and disciplined soldiers, equipped with the galaxy. As a result, the Omnet has formation allows the Omnet to main- the best weapons available for the never had to engage in a conflict that tain and improve its position in the gal- quantum zone in which they are fight- centers on territory. Instead, the Omnet axy, whether that means discovering ing. There is no great mystery as to fights over the one thing that it truly new threats to its existence or uncov- why this should be. The Centirion rank cares about: maintaining the free flow ering long lost mysteries of the Kendis- with the best trained and highest paid of information into, and the selective dai Empire. The Omnet depends on soldiers in the Greater Galaxy, with dissemination of news out of, Omnet the fact that it has access to more the most generous benefits available. Citadels. information than any other person, Some of the more warlike empires group, religion, government, or in the Galaxy spurn the Centirion The Omnet goes to great lengths society in the galaxy. The as a bunch of spoiled rich kids, too to protect its information network, a Centirion exists to protect that indulged by the amenities of life network that includes the Atis Librae, position with force of arms. to ever last in a prolonged fight. the Vestis, the Transitors and a whole Centirion soldiers love to point host of informants, spies, freelance in- As a fighting force, out that the Centirion has never vestigators, and researchers. When any few military groups in the faced an enemy that lasted long of these assets comes under threat, the galaxy can claim superior- Omnet sends in the Vestis or Minitus to discuss the situation. If this fails, the Centirion is dispatched to give force to the Omnet’s position. The amount of force the Centirion brings to bear is directly proportional to the threat level: the Centirion tries to respond with at least five times the force shown by the threat. Thus if a group of sentients are threatening or abusing an Atis Librae facility, and no redress can be gained from the local authorities, the sifters can count on the Centirion to respond with a platoon or company of marines to “reduce the threat level.” On the other hand, if a large government of some sort should choose to take over an important IGNM installation and hold all of its employees hostage, the

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 28 Centirion will respond with as much deadly force to the offending govern- quently the subject of negative portray- force as it can bring to bear: armies, ment as well as whatever trade and po- als on the IGNM netcasts, causing fur- fleets, scores of special operatives, and litical sanctions the Omnet can arrange. ther political and economic difficulties. anything else they can muster. If nec- essary, the whole planet will be forced The Omnet also has no qualms Obviously, with all of these into submission in order to restore the about using the Centirion to expand its negative consequences, very few IGNM facility to normal working or- information network or even to obtain sentients, organizations or govern- der. important pieces of information. This ments are willing to cross the Omnet. does not mean that the Omnet will Those that try to resist often think bet- The Centirion specializes in openly engage in warfare with a ga- ter of it after only a short while. While rapid deployment of massive amounts lactic government solely to gain infor- the Omnet is careful never to engage of force. Because the Omnet has very mation. In fact, the Omnet does not as in a protracted conflict, the multitude few fixed positions that need defend- a rule ever go to war. They may take of successful “security interventions” ing, almost the entire Centirion is free putative action or instigate defensive by the Centirion proves that the Omnet to respond to whatever crisis situation operations, but they have never openly is no toothless tiger. arises. The Omnet is always sure to declared war. Likewise, they never equip the Centirion fleets with the fast- openly choose sides in a war. There On a final note, the Omnet does est deployment ships for any quantum may well be implicit support for one not limit the Centirion to exclusively zone, allowing them to undertake mis- side or another in a conflict, but the military operations. In fact, the major- sions with a minimum amount of de- Omnet never publicly admits to such ity of Centirion operations are small lay. Futher, the Omnet supplies their behavior. scale peace-keeping and aid missions. forces with the latest and best intelli- The Omnet often heeds requests by lo- gence. More than one Centirion vic- As potent a force as the Centirion cal governments who need help main- tory has been all but assured before the is, it is not the be all and end all of taining order in the wake of a shift in first shot was fired by detailed and con- Omnet force projection. Through the quantum fronts. The Omnet is only too stantly updated information on enemy IGNM, the Sentix and the Minitus the happy to step in and help keep the positions and weaknesses. As dis- Omnet maintains an intricate web of peace in such situations. Further, the cussed, not all the data the Omnet gath- diplomatic and trade relations with Omnet often acts as an intermediary ers makes its way to public netcasts. most of the significant governments in when warring empires settle down to the Greater Galaxy. Thus when the negotiate. In these situations, the Prior to engaging in a conflict, Omnet comes across an obstacle the Omnet will gladly use Centirion forces the Centirion will often make their po- Centirion cannot or should not handle, to maintain cease-fire conditions while tential foe aware of exactly why the it can call upon its diplomatic and trad- peace talks proceed. Some have char- Omnet has launched the attack and ing partners to bring pressure to bear acterized the Omnet’s behavior as what they hope to gain. This gives the upon the offending force. This can take “sticking their nose in wherever they foe a chance to back off before the the form of trade sanctions or even can.” No doubt the Omnet would take bloodshed begins. The Centirion does military intervention by one of the issue with the negative overtures of this not make a practice of negotiating, and Omnet’s allies. Meanwhile, the offend- statement, but it would be hard pressed will not accept any result but achiev- ing government will find it is fre- to deny its fundamental truth. ing their set goal. Once the battle has begun, the only option available to the enemy is to give the Omnet what it wants.

Of course, sometimes the Omnet finds that it is too late to rectify a situ- ation. For example, some government might take it upon itself as its holy mis- sion to eradicate all Omnet represen- tatives in their space. This is obviously unacceptable to the Omnet. Should such an attack occur, the Centirion will likely be unable to respond before a certain amount of bloodshed has oc- curred. When the troops do arrive, some sort of reprisal is initiated. This usually involves the application of

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 29 TheMajorEmpires

Every moment brings fluctuations in the political stability of one region of the galaxy or another. In a place as large as the Greater Galaxy, one can safely assume that somewhere in the known universe a government is falling, a coup being executed, or a coronation taking place. Only the Omnet can keep track of all the changes, and even it misses more than it will ever admit. In the midst of all this chaos, some stability exists. Some constants may be looked to day in and day out. The Omnet is one of these institutions. The others are the Major Empires.

The Major Empires are each phrase simply refers to any political or Stars. As with all empires, the Major truly massive political bodies, encom- governmental body of sufficiently im- Empires exert influence in two ways. passing billions of sentients, millions pressive stature and power. The Omnet In a smaller (but still enormous) area of stars and thousands of quantum (and galaxy as a whole) currently rec- called the “dominion,” the empire di- zones. The title “Major Empire” origi- ognizes seven Major Empires: the rectly controls all aspects of govern- nated in the Omnet’s Galactipaedia, Pluzhiak Imperium, the Ruqua Dynas- ment. In the surrounding “sway”, the and implies nothing about political ties, the Federated Stellar States, the empire’s presence looms over each so- structure. One does not have to have Fartrade Coalition, the K’tan Empire, ciety, but the civilization is not neces- an Emperor to be a Major Empire. The the Lights of Ja’lel and the Unions of sary an integral part of the empire. Pluzhiak Imperium (The Imperium)

The Pluzhiak Imperium is the oldest and largest of the Major Empires. Over 35,000 inhabited star systems make up the Pluzhiak dominion, and a further 45,000 are under it’s influence. The roots of the Pluzhiak civiliza- tion are claimed to descend directly from the Kendis-dai Imperium, with a birthdate 3376 years ago. Shortly over 1000 years ago, the Pluzhiak Imperium as it is presently understood formed when the first Munificent Imperator united two interstellar empires and two massive mega-zones. Founded originally on conquest, the Imperium now sees itself as a benevolent bringer of civilization to backward worlds. The Pluzhiaks are ruled by the are little more than slaves. Society as cally and politically. The Pluzhiaks Imperator (who is considered divine) a whole is highly stratified, rigidly be- take a very long-term view on conquest and the royal family. Day to day ad- holden to a strict code of behavior and rather resort to military force. ministration is performed by the im- called the Path, and highly discrimi- Against invaders, the Imperium trades mense Obcheki bureaucracy. Although natory against non-humans. territory for time. The empire is so professing a high degree of law, the massive that aggressors soon extend Pluzhiak government moves slowly if The Pluzhiaks specialize in ge- their supply lines as they are harassed at all through favors, gifts and contacts. netic control and have “perfected” the by small, suicidal Pluzhiak sorties. In this regard, personal contacts and human form. The upper classes use Once the invaders are spread thin, the friendships are usually more help than clones extensively and, through mind overwhelming military forces of the relying on the letter of the law. The transference, extend their lives signifi- Imperium attack in waves. The wall of Plutarki laborers and workers form the cantly. Even so, lifespans are limited, ships and troops is inexhaustible and bulk of the population but exert little and a massive research effort seeks soon the invader is pushed back to the influence on politics. The lower classes new life-prolonging techniques. The border and beyond. economy has a massive and inefficient food production sector. This is the only A special dispensation called truly “acceptable” profession other Traversai (meaning one who passes than the bureaucracy. Manufactured through) has been sanctioned by the goods are produced, but of average Obcheki for outsiders who wish to visit quality. The Pluzhiak’s real passion is the Imperium. The insignia that mark architecture, and Pluzhiak construction one as Traversai are the Baton and Me- is renowned throughout the galaxy. dallion. These symbols must be guarded by visitors at all costs. Those The Pluzhiak military mirrors its without such signs will not be able to culture, massive and inefficient. The prove themselves to be authorized trav- general Pluzhiak policy concerning elers. By default they will be consid- neighboring civilizations is to slowly ered slaves-at-large and subjected to dominate and absorb them economi- the slave law.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 30 Ruqua Dynasties (Ruquanai)

The Ruqua Dynasties are the wealthiest of the Major Empires. The Dynasties claim over 30,000 inhabited star systems in their dominion and a further 35,000 in their sway. The Ruquanai people are also alleged to descend from the Lost Imperium, and like the Pluzhiaks were originally located in a mega-zone. The present government started as the Ruquanai Coalition, which was formed 836 years ago. The Coalition was an association of eight major and seventeen minor merchant houses that dominated the mega-zone. Over five hundred years ago, the Precis, Barchaf and Zarona houses completed the Golden Charter and convinced the others houses to join in a more centralized government. Thus, the Ruqua Dynasties were born. The Ruquanai are ruled by the economically isolated and bankrupted which strata of society the sentient is Circle of Grace, a deliberative body any enemy. The Ruquanai take their absorbed, this can have mixed bless- composed of the Beekons, or spiritual combats very seriously and no better ings. heads, of the twenty-five families. The military tacticians or strategists can be Circle is chaired by three Princips who found. The Ruqua have a very strict set are elected by the representatives to of laws, which they vigorously en- serve six-year terms. The Circle sets Each Ruqua Dynasty has its own force. Over the centuries, the Dynas- general policy for the Dynasties, ad- laws regarding visitors but, in general, ties have evolved an extremely com- ministers the Dynastic Shield (a re- there are no naturalized citizens. Natu- plex social system. Many of the laws volving series of combat forces) and ralization is a process foreign to the are not obvious to the casual visitor. resolves inter-dynastic disputes. The Dynasty. All persons not born on a All sentients within Ruqua space are individual houses hold absolute author- Ruqua world will forever remain out- armed at all times, and duels for honor ity in their provinces. Thus, the bulk siders. However, those born there, even are common. Visitors are advised to of Ruqua territories are ruled by one if born to outsiders, are adopted fully undergo considerable study of Ruqua of the Dynastic Lords or their vassals. into the Dynasty that lords over that customs before entering their space. Ruquanai society is feudal, stratified, territory. Of course, depending on ritualistic and consumed by matters of honor. The social code is complex and interfamily relations are convoluted.

The Dynasties are the most repu- table and solid of the galaxy’s bankers and insurers. The Lords control incom- prehensible amounts of currency, credit and intangible property. The Ruquanai appreciation for the finer things in life leads them to create manufactured and agricultural prod- ucts of unsurpassed quality. If you are in the market for the best money can buy, buy Ruqua. Finally, the Ruqua honor code requires any respectable sentient to breed and train mounts, and to become a master rider. Thus, the Dynasties are renowned for the qual- ity of their dragons, pegasi and other winged mounts.

The Ruqua standing military is relatively small, but highly skilled. Further, the entire Ruqua nobility is well versed in martial arts and in time, the Dynasties can muster a formidable military force. In the meantime, the Ruquanai money-managers will have

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 31 The Federated Stellar States (FSS)

The Federated Stellar States are the freest of the Major Empires. The small central government of the FSS dominates some 13,000 inhabited star systems and the member nations comprise another 70,000 systems. The FSS was officially formed by the Accords of Iras, which ended the Blackvoid Wars 393 years ago. The Blackvoid Wars were a series of devastating interstellar conflicts over access and control of the valuable Blackvoid mineral deposits. The wars lasted over two hundred years and nearly annihilated the many civilizations that arose in the Iras mega-zone. are treated better than anywhere but the In general, the FSS economy is The Accords of Iras established Lights of Ja’lel. On the other hand, unremarkable. FSS goods are charac- the basic governance structure of the Federal authorities are few and far be- terized by solid workmanship and re- FSS. Federal policy and law is created tween, FSS space is sparsely populated liability. The FSS shines in the areas by the Forum of States, and adminis- and locals have developed a staunch of entertainment, particularly in the tered by the First Citizen and his or her and rugged individualism. Most often, production of telepresence projections cabinet. Each member State is sover- a generally armed populace often dis- or haunts, three-dimensional, multi- eign in their territory as long as their penses justice on its own. sensual experiences. The biggest stars rule does not violate basic FSS policy. and greatest spectacles are produced Each State determines its own means One of the primary duties of the by the FSS. of selecting representatives to the Fo- central FSS government is regulation rum. The First Citizen is chosen by the and dispensation of the rich supplies The Federated Stellar States gen- Forum every fifteen years. of Blackvoid mineral found in FSS erally have agreed to a liberal policy space. Blackvoid is used in a number of immigration and tourist visitation. The FSS has a highly complex of military applications and is a cru- However, because the rights and obli- Federal legal system that governs star cial component of TFP processors. The gations of the individual stellar states system entry, interplanetary travel, great wealth generated by fees on the and the sanctity of local customs are commerce and social standards. The sale and distribution of Blackvoid has paramount, immigration and visitation basis of FSS law is the doctrine of in- enabled the FSS to build a substantial laws differ from system to system. In dividual rights known as “all personae” military force despite low tax rates on addition, you will find that the cultural which roughly translated is “my space member States. The FSS also main- variations between the states are quite trespasses on no other.” Essentially, it tains a roving police force of nearly striking. Transit, entrance and touring means that each sentient has absolute unlimited jurisdiction called the Stel- visas are obtainable upon system pen- right over its own body or property but lar Marshalls. The Marshalls have been etration to all non-FSS beings whose these rights extend only so far as they known to administer their own brand origin is not on the restricted lists. do not infringe upon the rights of other of justice far from the confines of FSS Check with your transport company or sentients in the FSS. FSS society is territory. nearest Interstellar Flight Service Of- highly merit-based and non-humans fice for the most up-to-date lists.

Fartrade Coalition

The Fartrade Coalition is the most diverse and widespread of the Major Empires. It claims 17,000 inhabited star systems in its dominion and 30,000 in its sway. The eldest of the Fartrade merchant houses was incorporated almost 800 years ago, but the Coalition itself is only slightly older than the Omnet. The Coalition was formed when the competing merchant houses of the Haagstorm mega-zone decided to divide up their industry and distri- bution base and establish separate monopolies. Although the negotiations, mergers and acquisitions took over 30 years, the Fartrade was well posi- networks, and purchased innumerable of the Bar essentially acts as an arena tioned for the explosion in quantum assets at bargain prices. The Fartrade for trade and contract negotiation be- zone travel occasioned by the cre- Coalition is administered by a Council tween the businesses that make up the ation of the Omnet. of the Bar. The Bar consists of repre- Coalition. General trade policies are While the other Major Empires sentatives whose credentials for admis- debated but finally adopted language engaged in expansion through con- sion are based solely on the size and is usually so vague as to be ineffec- quest, the Fartrade traded with all sides. strength of the merchant house or cor- tive. The primary role for the Council Using wealth generated by massive poration which they own or represent. of the Bar is a high court for commer- arms sales, the Fartrade significantly With even less authority than the Coun- cial matters. The Bar deems its juris- expanded its industrial and distribution cil of Grace or the Forum, the Council diction to extend to any world where a

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 32 Fartrade contract has been signed. of production facilities and a host of of the galaxy and been likened to an Given the reach of the Fartrade busi- other factors too numerous to cata- inexhaustible swarm of pestbugs. nesses, few worlds are excluded from logue. The workers are little more than While the Coalition members are the Bar’s purview. Censure by the Bar serfs and commodities and tension be- the greatest arms dealers in the galaxy, for failing to abide by its deci- tween the classes is always just short and the empire’s military industrial ca- sions is tantamount to a death sentence of the breaking-point. Signs of class pacity is enormous, the merchants are for any multi-zone economic concern, unrest are obvious to even the most not considered a military power. The regardless of whether they are Coali- casual observer, and the possibility of Fartrade Coalition would always rather tion members. Of course, any eco- overt rebellion cannot be discounted. trade than fight and never wants to an- nomic endeavor of any size or impor- Despite this, most Chairs continue to tagonize a potential customer through tance is soon seeks and is granted deny any significant rights to the work- warfare. Each company maintains its membership status. ers. own small, elite and well-equipped forces to protect its assets, but little of- The individual members of the Obviously, the Coalition special- fensive capacity exists. A contract for Coalition own their facilities, territo- izes in any and all trade, manufactur- military support is always the preferred ries and personnel. Thus, the individual ing and services. The Fartrade distri- solution to any current hostilities in- corporate cultures define the society bution network and retail facilities are volving Fartrade property. and laws within any given Fartrade second to none. No matter where you world. The largest of the member travel or shop in the Greater Galaxy, Immigration is allowed under houses all pattern themselves after the one of the merchants you deal with work permits, but newcomers are not founder companies and establish a each day will be overtly or covertly considered citizens of the Coalition managerial elite who lord over the owned by a Fartrade merchant house until they can impress others by their vastly larger labor force. The manag- member. Fartrade goods and services skills in trade or production. Given the ers, lead by the Chairs of each com- are average to good quality and most simmering class tensions in Fartrade pany, have evolved a highly complex likely the lowest priced available. The society, travelers are advised that travel set of interrelations dependent on an- Coalitions merchant fleet flies all parts through the Fartrade Coalition may not nual revenues, economic growth, type be wise at this time. K’tan Empire

The K’tan Empire is the most aggressive and fanatic of the Major Empires. Accurate figures on population are difficult to establish, and the Empire is constantly expanding. According to the Omnet’s most recent esti- mates, K’tan dominated space covers over 50,000 inhabited star systems. Little more than 10,000 systems have been willing to risk becoming a K’tan protectorate. Many such sway systems are “voluntarily” absorbed by the Empire each year.

Almost three centuries ago, the axy at large, the Empire professed only conversion of empires to K’tan has in- K’tan Popular Movement overthrew peace and stability. During this time, creased markedly and few, if any are the corrupt and decadent Kingdom of the Empire was encorporated into ga- peaceful or voluntary. D’jan and slaughtered the entire D’jan lactic society. For the next hundred As a police state, K’tan has one nobility. The Empire is now ruled by years, the K’tan gradually expanded. of the most restrictive and summary the Supreme Revolutionary Director- The expansion was not overly aggres- sets of laws in the known universe. The ate, which is made up of the holiest of sive and many empires were peacefully ruling Ozra T’nat and their religious Ozra T’nat, or priests of K’tan. converted to K’tan. The empires ad- warriors, the Jezzari B’let, are empow- Through religious fervor, lifelong in- mired the K’tan devotion and singu- ered to execute even suspected crimi- doctrination and terror, the Director- larity of purpose. The K’tan became nals without trial or appeal. Of course, ate controls every aspect of K’tan so- warlike only when provoked beyond the definition of criminal activity is ciety. Sublimating individuality to the honor’s limit. In those situation, the broad and substantially based on reli- glory of K’tan and her Ozra T’nat ser- Empire struck quickly and decisively. gious doctrine. Non-human, non-K’tan vitors is the central tenet of the K’tan By the second century of its existence, sentients have no rights in K’tan soci- religion. Fanatism is normalcy; ratio- the K’tan had reached Major Empire ety and, when allowed to life, are en- nality is condemned. status, and sponsored by the Pluzhiak slaved. Imperium was accepted as an Ephor For its first hundred years, the in the Galactic Union. Since that time, The K’tan religion is shrouded K’tan Empire carefully limited its de- however, the dark side of the K’tan has in mystery and ritual. Outside the ranks signs on outside societies. To the gal- become more and more apparent. The of the Ozra T’nat little is known about

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 33 religious doctrine other than blind obe- inferior equipment and poor battlefield do so only under strict work permits dience to the priests. Rumors of blood tactics have kept the K’tan expansion (always for services required by the Di- sacrifice and ritual torture cannot be somewhat limited. Unfortunately for rectorate). There have been reports that discounted. The priests are not reticent the surrounding civilizations, the K’tan some immigrant workers have not been about explaining their goddess’ desires, technological and mystical develop- allowed to leave the state after their however. K’tan seeks a cleansing of the ment appears to be accelerating with work is completed. Most empire travel galaxy through fire and war. each new conquests, and the battle fer- documents contain wording similar to Nearly ten years ago, IGNM was vor of their troops compensates for that found in the pamphlet, FSS Inter- forced to close its field offices if K’tan. their rigid military doctrines. The K’tan stellar Guidelines for Travelers. “FSS IGNM broadcasts may still be viewed history of conquest has isolated them WARNS AGAINST TRAVEL inside the K’tan Empire despite con- politically and militarily. Through the WITHIN THE BOUNDARIES OF tinued attempts at signal eradication by inexplicable support of the Pluzhiak THE K’TAN EMPIRE. THOSE the Directorate. Occasionally Vestis Imperium and the Fartrade Coalition, CROSSING INTO K’TAN TERRI- Inquisitas do submit reports from in- however, the K’tan still retain their seat TORIES VOLUNTARILY ABRO- side K’tan. These reports are valuable on the Ephorate of the Galactic Union. GATE THEIR RIGHT TO AIDE AND and agents are paid well for their ef- Immigration into the K’tan em- REPATRIATION TO THEIR forts. pire is discouraged due to the racial MOTHER STATES.” In other words, The K’tan military mirrors soci- purity which the empire espouses. if you go in, you’re on your own. ety, fanatical and inflexible. Thus far, Those who are allowed to immigrate Lights of Ja’lel

The Lights or Ja’lel is the most democratic of the Major Empires. It claims over 26,000 inhabited star systems in its dominion and another 20,000 in its sway. Over 200 years ago, the blessed Pretor Ja’lel experienced a fevered vision of one mighty people bound together by ties of love and honor, blind to the surface differences that separated them. The Prator proved a powerful orator and politician and just over 200 years ago, the Lights of Ja’lel was formed. Since that time, individual civilizations have rushed to join the great democracy. Indeed, the rate of expansion of the Lights of Ja’lel in the last century has been at least as great as that of the K’tan, and far less coercive.

One sentient, one vote is the formed. The bulk of the infrastructure on the writings of Pretor Ja’lel, the faith overriding principle of the government which enables this great democratic is committed to equality in all matters of Ja’lel. Several layers of decision- experience to occur is made up of syn- and all peoples, to excellence in all en- making ensure that local citizens de- thetic minds. Each citizen’s biolink is deavors and to shared sacrifice and re- cide local matters, and all citizens de- supplemented by Pendant of State. ward. The church also strictly respects cide larger matters. At each level, a This heavy emblem contains the nec- the natural beauties and systems of the system of impartial synths ensure that essary devices to allow a citizen to galaxy, and the citizens of Ja’lel enjoy each citizen has access to the forum, enter, via virtual reality, any level of the most pristine of environments. is able to propose legislation, has all forum they desire to debate whatever the information they desire on any initiative is currently under consider- Other than equal participation in policy initiative, and is granted full ation. It is not unusual to see an num- all aspects of government, citizens of voting status. Initiatives that prove suc- ber of Ja’lel citizens standing beside a Ja’lel continually strive for excellence cessful at a lower level may be pro- major thoroughfare, or sitting in a park in all they do regardless of cost, time posed to a higher level with a broader or shop with a vacant expression on or effort. As such, the Ja’lel economy area of jurisdiction. No national pro- their faces. These citizens have stopped produces little, but what it does pro- gram is instituted that has not been to join a governmental debate, and may duce is the best humanly, or non-hu- thoroughly vetted at the lower levels. be seen talking softly to thin air. These manly possible. This spirit extends to The forum levels are local, planetary, “debaters” are always looked after by the Ja’lel defense forces, who form the ward, sector, province and national. those around them, for all citizens ex- elite of the galaxy’s fighters. The Ja’lel pect the same treatment when they are warrior-knights are few, proud and the The fora synths are administered so engaged. match for ten times their number of by the Illuminated, as the Ja’lel monks regular troops. The Ja’lel military’s are called. Also, Omnet advisors and While in theory each citizen is main battle group, the Fentrith technicians work closely with the Il- free to discover their own truths, soci- treefleets are known and respected luminated and proudly proclaim their ety as a whole is heavily influenced by across the galaxy. role in keeping the Ja’lel citizens in- the doctrine of the Ja’lel church. Based

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 34 Immigration is open to all who are welcome, and customs procedures nient toward visitors who are not ex- are willing to accept participation in are simple for all sentient races. Due pected to know each law intimately, or the government and adherence to the to the highly democratic nature of be aware of the most recent changes. laws of Ja’lel. Acceptance as a mem- Ja’lel culture, most laws tend to be lo- ber state or citizen of Ja’lel is a simple cal, highly diverse and subject to swift process for those who wish it. Visitors change. Fortunately, Ja’lel law is le- Union of Stars

The Union of Stars is the youngest and most decentralized of the Ma- jor Empires. Just over 11,000 inhabited star systems make up the empire’s dominion, but over 50,000 are contained in the boundaries of the united nations. The founder civilizations of the Union of Stars trace their roots back almost as far as the Lost Imperium. These empires, or Republics as they came to be called, filled a group of three adjacent mega-zones. The mega-zones were similar enough to allow relatively routine passage between them centuries before the Omnet began broadcasting quantum informa- tion. Over time, the nations developed a complex code of warfare that con- tinually tested each, but overwhelmed only the most inefficient, staid and inflexible. The controlled conflict essentially created a hotbed of scientific, mystical and military development, application and experimentation. Of course, soldiers and citizens fought and died on a regular basis but this only sharpened the nations’ zest for risk-taking and innovation.

This delicate balance of war Two subsequent K’tan invasions citizens serve some time in the mili- without large-scale conquest continued over the next ninety years convinced tary. This has created a citizenry con- until the first K’tan invasion over 150 the Republics to permanently join to- sumed by innovation, style, fads and years ago. The Grand Republic of gether under a government of very lim- materialism. “Life is short, live it now,” Thesiar had developed a minor trade ited powers. The Union of Stars cen- is a common advertising slogan. Out- relationship with the peaceful and un- tral government is primarily concerned siders find Union sentients load, over- assuming Juniper Collective through with the common defense of the Re- bearing, opinionated and shallow. Yet a stable wormhole. The connection was publics. The general rules of engage- in almost every empire in the galaxy, deemed unimportant because the ment that characterized the Republics’ a fad begun in the Union of Stars will wormhole lead nearly to the other side behavior for centuries were codified be emulated at one time or another. of the galaxy, and the Collective had and slightly changed to further reduce Also, the newest, state-of-the-art sci- little to offer the Thesiarians. All this the more destructive military engage- entific, military and consumer products changed when the K’tan “converted” ments. Otherwise, the individual Re- are created in the Union’s Republics the Collective and positioned a forward publics contribute troops and com- and distributed through an exclusive battlestation at the mouth of the worm- manders on a rotating basis to train and arrangement with the Fartrade Coali- hole. Assuming the constantly bicker- plan together for joint operations tion. ing Republics were ripe for conquest, against a common foe. All other gov- the K’tan launched a sizable fleet into ernance is handled at the local level by Naturally suspicious of outsid- Thesiarian space to establish a local the individual Republics. Further, war- ers, the various members of the Union K’tan temple. The Republics jumped fare between Republics remains a way make immigration a long and difficult at this chance for true unfettered mili- of life. For this reason, most commen- process. It is possible, however, to im- tary action and joined in an unprec- tators assume the K’tan are awaiting migrate if one is willing to endure the edented battle fleet. The innovative and the inevitable break-up of the Union paper work involved. Tourists are wel- advanced Republican troops annihi- to launch their next offensive. On the come, but will be quickly deported at lated the K’tan expeditionary force. other hand, vigorous Union debate has the first sign of trouble. The detail and The Republics decided to form a ten- occurred over bringing the fight across level of the law varies widely from Re- tative alliance and established a repre- the wormhole to the K’tan. public to Republic. It is wise to con- sentative body called the Union of sult local law materials before travel- Stars. The warlike nature of the Union ing in any Union republic. Republics has required that almost all

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 35 The Galactic Union

As discussed previously, the most immediate result of the Omnet’s widespread dissemination of quantum information was an enormous expansion of the Major Empires and the more aggressive lesser empires. During the subsequent period of consolidation, the Omnet convinced many of the larger empires to join in a new-found galactic body dubbed the Galactic Union. First viewed as a stop-gap measure to be discarded when it proved inconvenient, the Union quickly gained a permanence that surprised many members. The more peaceful of the lesser empires joined with the trade-oriented Ruqua and Fartrade, and the law and order FSS and (at that time) K’tan to create a workable forum for negotiation and political debate. The Union is composed of an The Galactic Union has devel- Galaxy, are deemed Unrecognized upper house, the Ephorate, and a lower oped a broad classification of empires. Empires, or more commonly “no- house, the Agora. All empires recog- The largest are the Major Empires. A names.” These civilizations, regardless nized by the Omnet and of sufficient civilization may achieve the status of of their size or advancements, have no stature to be awarded the title Minor Major Empire only by adoption by the standing in the Union. Empires may participate in the Agora. Ephors, and then it is granted a seat on All policy initiative and Union actions the Ephorate. Such expansion has oc- The Omnet means no offense originate as proposals in the Agora. curred just three times since the com- when it uses the terms Minor or Lesser. Debate in the Agora is rough-and- mencement of the Union, for the K’tan, All would agree that the Major Em- ready, and more than once Centurion the Lights of Ja’lel and the Union of pires are huge giants among the stars. guards have been required to quell the Stars. The remaining members of the However, the Minor and Lessor Em- “vigorous” exchange of opinions. Cur- Ephorate were chosen by the Omnet pires make up close to eighty-five per- rently, ten nations sit on the Ephorate: upon formation of the Union. cent of the Greater Galaxy, and thus the seven Major Empires and three ro- eighty-five percent of the Omnet’s tating Minor Empires. The Ephors sup- Minor Empires are designated as market. IGNM pays close attention to ply the pool of troops which the Union such by the Omnet, with approval by what goes on in the Minor Empires, may draw upon to enforce its determi- the Agora, when a civilization reaches reporting “local” news as diligently as nations. In exchange, any three Ephors a certain level of advancement, impor- it reports the movements of K’tan may veto any policy initiative adopted tance and stability. The designation fleets or Fartrade trade initiatives. The by the Agora. “Minor Empire” affords the society full Minor and Lesser Empires themselves voting rights in the Agora. Nations rec- are so diverse that the Omnet is actu- As founder and major provider ognized by the Omnet through comple- ally harder pressed to cover them than of the Galactic Union’s funding, the tion of the First Contact Protocols, but it is the Major Empires. After all, Omnet administers the body through not yet of sufficient stature to be IGNM operatives within the Lights of the office of Prelate Maximus. As in awarded Minor Empire status are Ja’lel can expect pretty much the same all matters, the Omnet maintains a called Lesser Empires. Lesser Empires government, customs, and resources strict neutrality and never enters the have observer status as the Galactic across a thousand systems. In the ma- debate between members. Galactic Union. Finally, empires antagonistic to jority of galactic space, everything can Status the Omnet, or simply unwilling to and does change from one star system share information with the Greater to the next.

The scope of this introduction does not allow for even a cursory sampling of the Minor, Lesser or Unrecog- nized Empires, although the Galactipaedia (accessible on the World Wide Web at www.starshield.com) con- tains details on many of the empires active in the galaxy today.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 36 InterstellarTravelandTrade

In the modern era, interstellar travel has become commonplace in most of the Greater Galaxy. Established trade routes from zone to zone are now frequently traveled, carrying exotic and mundane products from one end of the galaxy to the other. The galactic economy is, like everything in the Greater Galaxy, extremely complicated. Every empire from the majors on down has its own trade laws, restrictions, and tariffs, as well as its own cur- rency. In the past century or so, more and more governments have begun to accept the Omnet’s standard unit of currency, the Omnium, for intergalactic exchange. Today the Omnium is accepted almost everywhere in the civilized galaxy. However, the value of Omnium can fluctuate wildly from one empire to the next, since each government has its own exchange rate. A skillful and motivated sentient can make a fortune by playing the ever volatile intergalactic currency market.

With so much fluctuation and tells the truth in court, something that uncertainty in the currency exchange, has caused a tremendous drop in crime many companies and governments pre- and superfluous litigation. Meanwhile, fer to trade in kind rather than cash. the Kiljrik government gets access to Since one of the only ways to acquire Breesian wine that it can then turn devices from other zones is by trad- around and dole out to its citizens to ing, it often proves more beneficial to keep them from rioting. In the end, ev- trade technological or magical re- eryone wins (although taxes in the sources for comparable resources from Breese Hegemony increased by forty same information is available to the an empire in another zone. The goods percent in order to pay for the cost of competition, and to those with goals traded can be anything from simple the wine and transporting plaintiffs and less pleasant than trade, such as war. foodstuffs to entire starships. Likewise, defendants to Kiljrik for court appear- there is a growing intergalactic ances). The rebirth of interstellar travel economy centered on service indus- has also been a boon to the individual tries. Entertainment, psychic services, This is just one of many coop- entrepreneur. In most regions of space, high tech data processing, mercenary erative trade arrangements that have anyone and everyone has access to companies, and so on, are all popular grown up across the galaxy. Of course, Omnet netcasts. This means that even businesses, since what is impossible to not all of these arrangements are sim- a single sentient with a tiny freighter do in one quantum zone, might well ply between neighbors. Empires sepa- can make it across vast distances if they be commonplace in the zone next door. rated by hundreds or thousands of light plan carefully. Independent traders years and scores of quantum zones have flourished in the past two centu- For example, the Breese Hege- manage to carry on lucrative trade re- ries. They deal in everything from raw mony lies within a low magic zone, and lationships. In some instances, two materials to luxury goods, and often has not been able to develop any psy- trading partners might be lucky enough service regions of space the large trad- chic or telepathic magics or technolo- to have easy access to a wormhole or ing houses don’t have the time or in- gies. They are, however, producers of other galactic anomaly that enables clination to get to. an excellent intoxicating beverage them to make “shortcuts” through the which is in great demand in the neigh- galaxy. More often however, they sim- Smuggling and blockade run- boring Kiljrik Empire. The Kiljrik Em- ply travel the great distances the old ning have been booming of late. The pire occupies the greater portion of a fashioned way, with powerful starships number of Micro-Wars in the galaxy quantum zone with very high magic equipped with a host of drive systems (see below) means that there are al- and psychic potential. The Kiljrik can and the latest information from IGNM. ways besieged systems willing to pay read minds as easily as the Breese read exorbitant prices for life’s essentials. books. The Breese, a very strict, law More than any other force in the For similar reasons, piracy has also abiding people, have set up an inter- galaxy, IGNM and the Omnet have been on the rise, although many argue esting trade arrangement with the made interstellar travel and trade pos- it never really went away. The Major Kiljrik. In return for regular shipments sible. The Omnet’s information net- Empires, the more powerful Minor of Breesian wine, the Kiljrik have al- work keeps track of any and all Empires and even the Omnet do what lowed the Breese to set up a system of changes in quantum weather, spacial they can to keep the major trade routes law courts within Kiljrik space, using conditions, political events, and eco- free of piracy. Thus, pirates have found Kiljrik mind-readers in place of juries. nomic trends. Everything an interstel- themselves relegated to backwaters for This allows the law and order minded lar trader needs to know is available the most part, as well as the chaotic Breese to assure that everyone always on their local netcast. Of course, that galactic core.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 37 InterstellarWar

As complicated as trade across quantum zones can get, warfare is even more difficult. In fact, the troubles of going to war in another quantum zone are so large that it is a wonder that anyone bothers. The fact is, however, sentient beings always seem able to summon up the determination to make war no matter the cost or effort. Invading another quantum zone requires a great deal of preparation, especially if that zone’s Q%dex rating is radically different from your own. It means obtaining the right drives, weapons, sensors, defensive systems, as- sault craft, small arms, and who knows what else before the invasion begins. Obviously, building such equipment at home is nearly impossible, since the laws of magic and physics in one’s home zone work to exclude functioning apparatus designed to work in another zone. This means that a potential invader has to import most of the equip- ment they plan to use in the invasion. As likely as not, the potential target of a planned invasion will be less than willing to sell their enemy the technology to harm them. This means going elsewhere in the galaxy in search of the equipment you need.

After the fall of the Kendis-dai Micro-War is a term first coined ships he would then use to immediately Empire, interstellar trade routes largely by a Vestis Inquisitas reporting on the invade the TAC. Every year the TAC shriveled up and died, and interzone eleventh in a series of border conflicts repulsed the attack, but was never conflict died as well. Under Kendis- between the Telphric Autonomous strong enough to mount any kind of dai, the galaxy was at peace. As the Collective (TAC) and the Kingdom of counter offensive. The result was year Imperium broke apart during the Shat- Balvatric. King Tilfis IX, Master of the after year of futile battle, fueled by the tering of Suns era, a series of great in- Balvatric, Lord of the Golden Suns, interstellar arms market which was terstellar battles occurred. A few cen- had long coveted certain systems making a tidy sum off this and count- turies passed, these conflicts died within the TAC. The King maintained less other similar wars. The Vestis as- down, and the galaxy sharply separated that centuries ago the systems in ques- signed to the region was growing both economically and politically. The tion had been granted to Balvatric by weary of reporting on the same situa- Omnet brought back interstellar com- Kendis-dai himself, who appeared in tion year after year, and in a fit of spite munications and trade with a bang, re- a dream to Queen Glevem III. The referred to the whole process as a Mi- establishing the ancient routes in a Balvatri took the then uninhabited sys- cro-War. The correspondent defined matter of decades. Coincidentally, in- tem and colonized it. For years it re- the term as “a petty war between two terstellar war and conquest returned as mained within the Kingdom of petty rivals, supported wholeheartedly well. The principal initial beneficiaries Balvatric, a loyal fiefdom. Unfortu- by the galactic arms industry which were the Major Empires, which had the nately for Balvatric, a quantum front likes nothing better than to take advan- means and desire to assimilate sur- moved through the region, cutting the tage of developing empires and trick rounding quantum zones. Previously system off from the rest of the king- them into killing each other with im- stymied by a lack of full knowledge dom. Times being what they were, the ported weaponry.” Due to a technical about quantum weather, the Major Balvatri had no access to technology glitch, this comment was actually Empires enjoyed several decades of or magic that would allow them to broadcast, causing a great uproar from unhindered expansion after the rise of cross into the other zone. Thus the sys- everyone involved, particular the arms the Omnet. tem was lost centuries ago. When the industry. Despite the Vestis’ immedi- Omnet came to Balvatri and offered to ate dismissal, the term Micro-War en- Exhausted by unfettered expan- help integrate them back into galactic tered the common lexicon and has been sion and desperately in need of a pe- society, the kingdom readily assented. used to describe conflicts throughout riod of consolidation, the Major Em- Soon they had access to all the tech- the Greater Galaxy. pires acceded to the Omnet’s call for nology they would need in order to re- an intra-galactic forum for communi- cover their lost colony. Much to their Some see the growing preva- cation and negotiation. Thus, the Ga- horror they discovered that in the in- lence of Micro-Wars as disturbing, al- lactic Union was born, and large scale tervening centuries the colony had be- though no one has gone so far as to (at least in terms of the galaxy) con- come part of the relatively new TAC. actually blame the Omnet for the grow- flicts were reduced significantly. On Thus began the first in a series of wars ing violence. Most simply accept that the other hand, every minor empire in of reclamation. such minor skirmishes, where the loss existence today can gather quantum of life seldom exceeds a million information about its neighbor, and King Tilfis IX began trading for sentients, is simply the price of trade for the technology or magic it ships and weapons needed to assault progress. No one is willing to give up needs to invade. A new era of galactic the hated TAC. Each year Tilfis would the newfound freedom and market ac- conflict has developed the age of the take whatever resources the Kingdom cessibility that has come with ex- Micro-War. could spare and spend it on ships. — panded interstellar travel. Besides,

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 38 there seems to be no way of avoiding curred over trading rights, religious be- the problem. We close this section on warfare liefs, diplomatic misunderstandings, or with one final note. Micro-Wars are as ageless hatreds. The result of such con- Perhaps out a sense of remorse, common as stars, but they are not the flicts invariably change the face of the or perhaps in the name of preserving only kinds of conflicts waged in the galaxy, with boundaries being redrawn their markets, the Omnet often does Greater Galaxy. Much more rare and and many small empires erased from what it can to lessen the harsh effects much more deadly are the regional or existence. As with Micro-Wars, the of these wars on the local population. even pan-galactic wars that have oc- Omnet never takes sides in such con- Of course, the Omnet does not take casionally torn across the galactic disk. flicts, although it does report on them sides, but it will provide food and These conflicts sweep together scores in graphic and compelling detail. Fur- medical aid to non-combatants and of smaller empires into competing al- ther, the Omnet works feverishly to help war-torn areas rebuild. While liances and often involve one or more curtail and end such conflicts through there is some truth to the charge that of the Major Empires. They can last the auspices of the Galactic Union. this simply perpetuates the cycle of for years on end, and the destruction Galactic war serves few interests, least war, most sentients praise the Omnet far exceeds anything ever seen in a of all the Omnet’s. for its charitable efforts in this area. Micro-War. Such conflicts have oc- InConclusion

Obviously, the Greater Galaxy of Starshield is a pretty big place. More importantly, it is an amazingly diverse place. Fluctuations in quantum zones mean that almost anything may be found out there in space. The thousands of different galactic cultures and political entities mean that there is a place for everyone, as well as where everyone hates you. We have painted a picture in very broad strokes, giving you enough information to dive into the Greater Galaxy without feeling too lost. Naturally, future supplements will contain more detailed infor- mation on some of the topics mentioned here. In our view, however, a large part of the fun and excitement of Starshield is the freedom it gives players and Game Masters to create whatever they want. Already people are logging onto the Starshield website and offering up their own additions to this shared creative experience. The only limits in this project are our collective imaginations.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 39 ChapterTwo:CharacterCreation

Creating your character is a relatively straightforward process, designed to give you as much control over the creation process as possible. This character will become your alter ego in the Starshield universe and it is important that you create someone you are comfortable living with for a while. Like an author sitting down to write a story, you should create someone who holds your interest, someone with depth of personality, and someone who will grow as the story progresses. Some players like to create characters very much like themselves, letting them live out fantasies they themselves will never fulfill in real life. Others prefer to take on the role of someone completely different, providing an opportunity to walk in another’s shoes for a time. Whatever kind of character you choose to play, the important thing is to bring that character to life and have a good time doing it.

Once again, it’s a big galaxy out With so many options available, how character concepts. The Vestis is the there, and there are a lot of different does one manage to get players to agree strong right arm of the Omnet, requir- people in it. Such a multitude of cul- on creating a group of characters that ing personnel that are a combination tures, sentient species, and other will work together and have at least of reporters, investigators, ambassa- strangeness populate the Starshield compatible goals? We offer one solu- dors, spies, scientists and covert mili- universe that it would be impossible tion in this book, although players tary operatives. The Omnet draws upon to list all the possibilities in this book should feel free to ignore it and come sentients from across the galaxy to (or any book of manageable size). Ask- up with their own ideas. serve in the Vestis, training them and ing players to choose from such a laun- sending them out to do the Nine’s bid- dry list of possibilities is a daunting ding as detailed by the Vestis Prime. request. Most people like a little more TheVestis Some Vestis come from the IGNM’s focus in their lives. Furthermore, role- own ranks: the sifters of the Atis Librae playing games often suffer from a lack The ranks of the IGNM’s Vestis are often promoted to Vestis rank. The of direction when it comes to making Inquisitas (also referred to as the Vestis Omnet recruits still other Inquisitors characters, a fault that is particularly or the Inquisition) provide a perfect from their own military force, the common with science fiction games. field of candidates from which to pull Centirion, as well as from the armed

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 40 forces and intelligence networks from AQuickOverview hundreds of different empires across the galaxy. Still other Vestis once worked as scientists, researchers, and Character creation progresses from one step to another until historians. They are perfect candidates the player finishes the character. Then, of course, it’s time to start for helping the Omnet uncover the lost playing. In brief, the steps are as follows: mysteries of the Kendis-dai Imperium.

The Vestis Inquisitas brings Step One: Character Concept. The player decides on these sentients together and trains them the fundamental nature of the character. to serve the Omnet to the best of their ability. Although many Vestis work alone, serving as lone agents of the Step Two: Attributes. The player determines the Oracles, it is just as common to find character’s mental and physical attributes. the Inquisitors working in teams, re- ferred to as Maniples. With the rising tide of violence and chaos in the gal- Step Three: Flaws and Disadvantages. This step is op- axy, Maniples are becoming more and more common as the Vestis seek safety tional but fun. Players can earn extra Creation Points in numbers. by buying problems for their characters.

Maniples can be formed for a specific mission or may be permanent Step Four: Talents and Abilities. The player chooses groupings. Some Maniples specialize those special things that make the character a better in a particular kind of duty such as covert ops or information recovery, than average sentient. while other Maniples evince a variety of skills, making them suitable for any Step Five: Backgrounds. The player determines those kind of mission. things from the character’s past that help in the here The character creation system and now, like wealth, status, and contacts. contained in this book assumes that the players are making characters who are members of the Vestis Inquisitas, and Step Six: Skills. In this rather involved step, the player that together the players will form a determines what the character knows and what they Maniple of their own. Of course, there is no reason the players and Game can do. Master have to run a Starshield game based around the Vestis. While the Vestis does offer a wide variety of op- Step Seven: Spend Development Points. This step al- tions and plenty of opportunities for lows the player to play with the system a little, spend- exciting game play, some players may ing extra points wherever they feel they are needed. not wish to be confined within such boundaries. That’s fine too, these rules are easily adaptable to creating all Each step represents a different aspect of the character’s life kinds of characters, literally anything and development. Through the course of character creation, the the players can conceive. In fact, other player will define everything that the character has learned, de- Starshield publications will feature veloped, and accomplished in their life up to the point where game suggestions for creating other kinds of characters totally separate from the play begins. In addition to defining the character’s abilities with Vestis. attribute and skill levels, the player also purchases backgrounds, resources, special abilities, and other interesting tidbits that fur- ther detail the character and make her unique.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 41 StepOne:CharacterConcept

The more you think about your character, the more interesting he will become. The more detail you put into your character’s personality and background, the more fun she will be to role-play. Before you can do any of this however, you have to come up with a character concept. Character concepts are fairly straightforward, at least when they start. Simply put, a character concept is a description of what your character is like: his personality, her motives, his livelihood, how she feels about herself and other people, and so on.

The use of the phrase “what your character’s skin, hair, and eyes as well dling with something nervously while character is like” is intentional. One of as the length of the hair and how it is they talk. Creating a few of these idio- the easiest and most common ways to worn. Think of any other physical de- syncrasies for your character adds im- come up with a character concept is to tails that might help to personalize the measurably to your role-playing and think of other characters you have en- character. to your understanding of the charac- countered and make your character like ter. one of them. We encounter characters Demeanor: When it comes to all the time: in books, the movies, on making first impressions, how we carry History: Later in the character television, at work, at play, and out on ourselves is at least as important as creation process we will talk a lot about the street. Think about some of the how we look. Does your character the character’s background. This in- more interesting characters you know walk with confidence or skulk about? cludes what kind of training he has and try to incorporate them into the What about the character’s posture? completed, what kind of property she character you are creating. Your char- Do they look down at the ground as owns, and what awards he has been acter can be anything from a simple they walk, or do they look you in the given. For now let us concentrate on imitation of someone in your favorite eye? Do they grip firmly when shak- less tangible aspects of the character’s book, to an amalgam of characters that ing hands, or act uncomfortable at the background. Think about what kind of includes your brother’s physique, your idea of being touched by a stranger? a life the character has had up to this boss’ personality, the style of your fa- Do they speak in muted tones, or point. What events have impacted their vorite action hero, and maybe some of loudly, or with an accent? Anything personality and demeanor? Did an un- you thrown in for good measure. The that you can come up with about the happy childhood lead to a morose per- key to success is to take those ideas character’s body language and the way son? Or perhaps someone with the that interest you and make them your they present themselves will help you same unhappy childhood is trying to own by personalizing them to your and your fellow players picture your make up for years of sadness by pre- character. character. tending to be always happy. Does the character still harbor ill will towards When creating a concept we ask an ex-lover? Is the character jealous or ourselves a series of questions to help Getting to Know You angry about always being passed over make sure we develop an interesting, for promotion? What is the character’s three-dimensional character. These Personality: This is probably one current family life like? Are they mar- questions aim at getting to the core of of the most important aspects of a char- ried? As always, the more details you the character’s personality and moti- acter concept, especially when it comes can give here, the more fun your char- vation, aspects that will be important to figuring out how to role-play him. acter will be. when it comes time to play him or her. The character’s personality includes how she interacts with others: is she shy, outgoing, friendly, terse, morose, Getting on With It First Impressions cheerful, off-putting, accommodating, demanding, and so on and so on. The Once you have a character con- Physical Appearance: What does possibilities are too great to list here. cept, it’s time to get on with the busi- the character look like? Start with Players should develop a strong sense ness of assigning numbers, skill lev- height and weight. Remember, height of what kind of a person their charac- els, and all the other technical aspects and weight do not end with the num- ter is and how they react to the world of character creation. As you go bers. A 250-pound man can be an out around them. through the rest of the character gen- of shape couch potato or a big guy car- eration process, try to keep your con- rying around 250 pounds of muscle. Idiosyncrasies: Everyone has cept always in mind. Don’t buy a high Six feet tall can mean tall and wiry or their little habits that help set them level of Coordination if you envision broad and hulking. These added details apart from everyone else. For example, a clumsy character. If your know-it-all help flesh out the character immedi- the character might use a certain phrase scientist has a low Intelligence your ately. Move on to the color of the over and over again, or a habit of fid- concept may not come together. Of

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 42 course, you may decide to change your character concept during the course of creation. That’s perfectly fine too. In CharacterPointAllocationTable fact, many players improve upon their character concepts during creation, Attributes...... 45 making them even more interesting. Flaws and Disadvantages...... (12) The only important thing is that you Talents and Abilities...... 8 create a character that you will enjoy Backgrounds...... 5 playing. Pre-Vestis Skills...... 20 Specialization Training...... 40 Creation Points Supplemental Training...... 20

Starshield is not meant to be a game of number crunching and com- plex mathematical computations. Nev- StepTwo:Attributes ertheless, a certain amount of addition and subtraction is involved, especially Attributes are numerical representations of the characteristics that in the character creation section of the go into making up every human being. These are abstractions of reality, game. Rest assured, once you get past meant to give the Starshield players an easy way to define their character’s this point, the math recedes further into abilities. The normal human range of attributes goes from 1 to 10. The the background. The first numbers you average score for any attribute is a 5. Starshield has eight different at- will have to deal with when creating a tributes, each of which defines a different physical or mental aspect of the character are Creation Points. Players character. They are: use Creation Points (CPs) to purchase all of their abilities in a number of cat- egories: attributes, skills, backgrounds, Strength talents, abilities, advantages, and dis- Strength defines how well developed the character’s muscles are. It de- advantages. Characters get a set termines how much the character can lift, throw, push, pull, and generally muscle amount of Creation Points to spend in around. Strength adds distance to throws, damage to melee attacks, and deter- each of these categories. Players may mines how much the character can carry around without getting too tired. only spend those points in the category for which they are given. For example, a player cannot spend their attribute Endurance CPs to buy more skills. The only ex- Endurance encompasses several aspects of the character’s physical con- ception to this rule is the Development dition. It reflects the character’s cardiovascular fitness, determining how long Points (DPs), which can be spent any- the character can keep going without getting worn out. Endurance is also a where, but we’ll come to them towards measure of the character’s overall health and constitution, including suscepti- the end of character creation. The Cre- bility to illness. Finally, Endurance reflects the character’s resilience in the face ation Point Allocation Table shows of pain or injury, and helps determine the outcome of combat. how many Creation Points each player gets starting out. These suggestions Agility were developed for making Vestis Characters with some degree of expe- Agility measures the character’s gross motor skills and physical ability, rience, but still early on in their careers. including flexibility and speed. Agility is used to perform very physical actions GMs should feel free to change these like jumping chasms, running, doing flips, gymnastic routines, and dodging numbers according to their needs and blaster fire. wants. Coordination Coordination combines several physical aspects into one attribute. First of all, Coordination includes hand-eye coordination, which is important in fir- ing weapons, fixing electronics, and piloting vehicles. Coordination also mea- sures the character’s reflexes, and thus affects initiative in combat, reaction to surprises, or even just catching something thrown to (or at) you.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 43 like when you strip everything else away. What are the raw forces that Intelligence make up the character? What is the Intelligence represents the refined ability to think, and is a combination relationship between mind and body? of natural ability and education (formal and informal). High Intelligence is nec- What do you want your character to essary for a great many scientific, technical, and knowledge based skills. Intel- be good at? Does the character eschew ligence includes logical thinking, the ability to remember things, and critical physical exertion in favor of a life well analysis skills. contemplated? Perhaps the character feels that in a technologically advanced Wits society, the machines can do the think- ing and all I need to worry about is my Wits is, in many ways, a measure of the character’s personality as much body. More likely than not your char- as their ability to think on their feet. It includes reacting to strange situations acter will fall between these extremes. with alacrity, and being able to talk your way past a security station. Characters might make Wits checks when trying to tell jokes, seduce someone, win an The player now spends their 45 argument, or bluff their way through a situation. Attribute Creation Points on their attributes, with one CP buying one Perception level. Realize that a score of 1 is very, very low. A character with a 1 rating would be crippled in that particular at- Perception is an innate ability, but one that a character can hone over tribute, almost unable to function. A time. This attribute gauges how quickly the character will notice events in the score of 5 is considered average and world around them. Perception determines if the character has noticed some- 10 the normal human maximum. Play- thing they otherwise might have missed, like an odd phrase in someone’s con- ers can spend their points as they wish versation or a scrap of paper under the desk. subject to the following two restric- tions: Willpower 1. The character must spend at Willpower represents the character’s raw force of personality as well as least one point on every attribute. their mental resilience. It represents that intangible inner strength that we all have to one degree or another. Willpower is used to keep on trying when all 2. Only one attribute can have a seems lost. Likewise Willpower becomes a very important attribute when re- score higher than 8. sisting attempts to affect a character’s mind through magic or technology. Some kinds of magic draw on the character’s Willpower to power their magical ef- These restrictions ensure that ev- fects. ery character is rated in every attribute, and that there is some small modicum Buying Attributes son your character is going to be. This of balance in the distribution of points. does not mean that you have to figure Remember that you may use Develop- out right now what skills, talents, and ment Points (see Step Seven) to supple- Before you actually start to buy backgrounds you are going to buy later. ment the number of CPs you may your attributes, it sometimes helps to Rather, one might take this opportu- spend on attributes. have a clear idea of what kind of per- nity to consider what your character is

StepThree:FlawsandDisadvantages

Now you have an opportunity to get even more points for the rest of the character creation process. This step is entirely optional, but some players (all right, most players) will want even more points to spend on their charac- ters. Furthermore, no one likes to play a character who’s perfect. A few flaws make the character more interest- ing, more real, and more fun. With all this in mind, consider accepting a few Flaws and Disadvantages for your character. By taking Flaws and or Disadvantages for their character, players gain extra Creation Point. Every Disadvantage has a point rating. This is the number of points you get for taking that flaw. These points can be spent in any of the steps of character creation that follow on a one for one basis. Thus, the player can purchase more skills, more talents and abilities, or more backgrounds.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 44 You can also go back and pur- beforehand what the exact effects of character has the option of buying the chase more attribute levels with your these substances are. skill Blind Maneuvers which will al- flaw points, but the conversion rate is low her to do some things as well as a not as good. When using flaw points When the character does not sighted person. to purchase attributes, you must spend have access to the source of his addic- a number of points equal to the level tion he becomes agitated, and uncom- Clumsy (4): of the attribute you want. Furthermore, fortable. For level one substances, the The character’s mind is often you must buy every level of attribute character suffers a -1 penalty on all elsewhere, and he often does not pay with your flaw points — no skipping actions as long as he does not have attention to what his body is doing. The straight from 2 to 9. For example, let’s access to the substance. Level two sub- result is that he is always knocking say you have taken 8 points of flaws. stances impose a cumulative -1 pen- things over, tripping over his own feet, Your character has a Strength of 4. It alty for each day the character goes and generally blundering through life. would cost you 5 points to move that without the substance up to a maxi- The character suffers a -3 penalty on up to a Strength of 5. If you wanted to mum of -5. Level three substances all Coordination and Agility based skill move it up to 6 you would have to impose a -2 cumulative penalty each checks. If the character concentrates, spend an additional 6 points, for a to- day up to a maximum of -8. After a he can overcome this problem. by mak- tal of 11 points. You will either have prolonged period of withdrawal, the ing a successful Willpower attribute to take more flaws or forget about in- character will begin to overcome their check prior to attempting an action. creasing your Strength to 6. addiction and get clean and sober. The This Willpower check does not take GM should decide how long this takes. any game time, and can be done at no There is one final important rule After that point, the character no longer penalty to other actions. that applies here. No character can suffers withdrawal penalties. However, have more than 12 points of flaws. You the character will remain an addict for Chronic Illness (3-10): can take more flaws if you want, but their entire life, and should he ever start The character suffers from some you do not get more than 12 points for to use the substance again he will fall long-standing illness. There are, of them. back into the addictive pattern. course, millions if not billions of dif- ferent diseases in the Greater Galaxy Aimless (3): with all kinds of detrimental effects. Flaws and Disadvantages The character has a hard time In order to take this disadvantage, the concentrating on anything for very player and the GM must determine Addiction (1, 3, 5): long. She is easily bored and will, what the exact effects of the disease The character is addicted to given half a chance, stop doing any- are, and whether or not the character some sort of drug, intoxicating sub- thing that does not interest her. When- can spread the disease to others. Obvi- stance or other material. The charac- ever the character has to do something ously, the disease must be incurable by ter must get a “regular fix” of this sub- dull and repetitious, she starts to suf- any known method, otherwise the stance or he will suffer withdrawal fer penalties. Typical tasks include Omnet would surely have provided symptoms. There are so many differ- guard duty, data sifting, detailed tech- relief for its stricken employee. We of- ent addictive substances in the galaxy nical work, prolonged magical rituals, fer the following examples of diseases: that players should feel free to use their etc. When performing such tasks the imaginations to think up something in- character suffers a -1 penalty for each Wasting Disease (5): teresting. hour after the first she has to do the The character has a hard time mind-numbing tasks. The maximum keeping down food and has a constant There are three different levels level of the penalty is -4. The charac- struggle to keep their weight at healthy of addictive substances, each of which ter can try and overcome the penalty levels. Accompanying this problem is gives the character a different amount for an hour by making a Willpower at- a chronic depression and tiredness. The of CPs. The first level substances tribute check, applying the boredom character needs to eat constantly to (1CP) are addictive but have no im- penalty she is trying to overcome. keep up her energy but only a few se- mediate or short-term ill effects. At the lect foods are considered agreeable. second level (3CP) are substances that Blind (6): After only a couple of hours without are addictive and alter the user’s state The character cannot see at all. food, the character begins to grow of mind or physical condition in some The blindness may be a birth defect, weak and tired. They suffer a -3 modi- minor way. The third level (5CP) is disease related, or the result of some fier on all physical skill and attribute composed of substances that are very sort of injury. The result is that the char- checks and a -1 penalty on all mental addictive and cause significant changes acter is unable to perform any actions checks. If the character goes for more in the user’s mental and or physical involving seeing, including making than a day without food, she will slip state. The GM and player should agree ranged attacks, or even brawling. The into a coma unless she makes an En- durance check every hour. This disease

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 45 is a genetic flaw of some sort and is noses in where they do not belong, check will be. Getting out of bed might not contagious. even at the risk of endangering the mis- be a relatively easy Willpower check sion. If there is a door that has not been with a +5 modifier. Going in to work Immune Deficiency (6): opened yet, rest assured the curious would be a normal Willpower check. The character’s immune system agent will want to open it, even if there Getting up the energy and drive to in- functions well below par for a mem- is likely to be a hoard of enemy agents vestigate and report on something ber of his race. This makes the charac- on the other side. Curious characters would be more difficult, with a -3 ter especially susceptible to other dis- must make Willpower checks to avoid modifier. The character should not eases. When exposed to any sort of looking into something that arouses have to make checks for everything he disease spreading vector, the charac- their curiosity, with the GM assigning does, this would slow the came down. ter has four times the chance of con- modifiers depending on exactly how Instead the GM should call for checks tracting the disease. Furthermore, once interesting something seems. whenever the character tries to do the character has a disease he is almost something that requires significant ef- unable to fight off its effects on his Deaf (4): fort or changes his current state is some own. Whatever the ill effects of the The character is totally incapable major way. disease might be, the character suffers of hearing. They automatically fail any four times as badly as the average skill or attribute checks that require the Disfigurement (2): member of the race. This disease is a character to hear something. Some Through unfortunate genetics or viral infection and can be transferred quantum zones may have technology previous accident the character suffers by any exchange of body fluids. or magic that will temporarily allow from some sort of physical deformity. the character to hear, but these will stop This can be anything from disfiguring Skin Disease (4): working once the character moves into scars, to strange skin conditions, to The character suffers from a hor- a non-compatible zone. twisted features. The deformity can rible skin condition that causes their be of any part of the character’s body, skin to flake and shed constantly. The Depression (3): and should be large enough to be no- character’s entire body is covered with It comes in all shapes and sizes, ticed if that area of the body is exposed. dry, scaly, dead skin. Not only is this from mild “blue periods” to deep, sui- The deformity carries two penalties unattractive, it is profoundly annoying. cidal pathologies. Depression can with it. First of all, the character stands The character is constantly itching all come from a combination of environ- out in a crowd and anyone who sees over, and her skin is super-sensitive to mental, psychological, and physiologi- them is likely to remember them. Sec- any form of contact. Every so often the cal stimuli. Typical causes of depres- ond, when the deformity is in view the itching gets so bad that the character sion include: loss of a loved one, low character suffers a -3 penalty on all has to go into a fit of scratching or ap- self esteem, dissatisfaction with one’s social interactions with strangers. Af- ply some kind of ointment. The current job, and chemical imbalances ter all, first impressions are terribly character’s skin condition puts off in the brain. Symptoms of depression important. Non-humanoid sentients strangers and even some associates. As include lack of energy, no motivation, will not generally respond to Disfig- a result the character suffers a -3 pen- irritability, a sense of nihilism, unso- urements in humanoids and vice-versa. alty on all social interaction checks ciability, and a general malaise. All of with anyone other than her friends and us suffer such feelings from time to Disgraced (4): family (unless of course the character time, but the clinically depressed can The character has done some- is trying to intimidate or otherwise suffer from chronic, intense bouts of thing really heinous at some point in scare someone away). depression. Sometimes these bouts her past. The result of this is that her come in cycles of weeks or months. friends, associates, and peers all look Curious (3): down on the character. The player A healthy amount of curiosity In game terms the depressed in- should come up with a detailed account about the world around you is an im- dividual suffers greatly while in a de- of what it is she did wrong and submit portant part of any Vestis operative’s pressed state. The character will not it to the GM for approval. The GM and psychological make-up. Curiosity want to do anything, preferring to lie the player will then decide what the means you ask questions when others at home and stay apart from people. exact ill effects of the disgraceful act don’t, and you are more aware of your Characters will follow orders if they might be. In general, anyone who surroundings. The benefits to both re- have to, especially if they feel that their knows about the act will look down on searchers and field officers are obvi- lives or their livelihood is at risk. How- the character and treat them in a nega- ous. Unfortunately for some, curiosity ever, for the player to undertake any tive manner. For example, a Vestis gets the better of them. Some men and spontaneous action requires a Will- character might have been responsible women do not know when to stop be- power check. The more he is being for IGNM broadcasting a totally false ing curious and just get the job done. asked to do, the more difficult the story based on the character’s informa- These individuals constantly stick their tion. The result was a regional embar-

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 46 rassment for the Omnet and especially ably by violating their laws. On the without any problem. However, when- for the character. As a result, the Vestis’ other hand, the character may have ever confronted with a new magical superiors are always very suspicious been responsible for uncovering a large effect or device the character becomes of anything the character reports and amount of embarrassing information flustered and uncomfortable. The char- try never to give her important assign- about the government and putting it out acter always suffers a -3 penalty to their ments. on the Omnet. Whatever the reason, the skill checks when trying to create character has made an enemy for life. magical effects of any kind. Further- Egotist (3): The character is Depending on the extent and power of more, the character suffers a -3 pen- absolutely full of himself. He is overly the enemy, the GM and player should alty when using any type of magical confident in his own abilities, his own assign a number of CPs gained. powered device that is new to them. greatness. This is a general feeling, but players should feel free to pick an area Infamous/Infamous Limp (3): or two that their character is especially Family: The character suffers from some egotistical about. Maybe he is the best The character or the character’s physical injury or deformity that makes computer programmer in the group, or family is renowned in a certain region walking and running difficult. The the most able leader, or the fastest for having done something absolutely character’s movement rate is reduced draw, or the most attractive. He will dreadful. Perhaps a family member by one quarter. Additionally, all skill constantly try to show others just how was responsible for the slaughter of and attribute checks the character good he are at what they do. Hand in thousands of innocents. Maybe the makes using their legs receive a -3 hand with this is the fact that egotists family is renowned for their debauch- modifier. are often very jealous of anyone who ery and low moral standards. Whatever threatens their position. They will be the cause, it means that somewhere in Multiple Personalities (6): very hostile towards anyone whom the Galaxy people hate the character The character has at least one they perceive as trying to usurp their just because of the family she comes completely different personality to authority or lessen their stature in the from. This can be taken in conjunction which he reverts in times of stress or eyes of others. They may even come with the background Famous Family sometimes without any obvious reason to the point where they will actively as long as the character’s family is fa- at all. These personalities are typically work to disrupt a rival’s reputation. mous in a different area than it is infa- entirely separate, and may or may not When someone does something to of- mous. For example, the character’s have access to the memories, skills, fend the character’s ego it is an act of family might be famous for utterly and abilities of the core personality. will for the character to forgive that destroying and embarrassing the army Most who suffer from this mental ill- person. If the character fails a Will- of a neighboring empire. Back at home, ness have many more than two person- power check, they will bear a grudge, the character’s family is famous and alities, although we leave it to the and feel a need to harm the offender in well regarded, while in the neighbor- player and the GM to work out how some way: emotionally, socially, or ing empire the character’s name is re- many personalities the character has. even physically. viled for all time. Just how infamous The player should also note under what the character’s family is depends on conditions the other personalities typi- Enemy (1-10): how many CPs the character wants. cally come out. When the GM judges The character has made a real the time appropriate (based on the cir- enemy somewhere in the galaxy. This Infamous citywide ...... (1) cumstances and the stimuli that typi- can be anything from a single person Infamous planet wide ...... (2) cally provoke each personality), he or to a large government. There are three Infamous throughout a Lesser Empire . (3) she may call for the character to make a Willpower check. If the check fails, levels of enemies. The first level (1-3) Infamous throughout a Minor Empire .. (4) corresponds to either a powerful indi- a dormant personality takes control vidual outside of the character’s im- Infamous throughout a Major Empire . (5) over the character. The GM and player mediate job and life, or a dire enemy Infamous across the Greater Galaxy .... (6) should decide beforehand what kinds within the character’s own organiza- of memories and skills are available to tion (a rival Vestis for example). The Insensitive to Magic (5): the new personality. second level (4-7) corresponds to a For whatever reason, the char- large group whose hatred the charac- acter just does not have any affinity for Mute (4): ter has somehow earned. Large corpo- magic. This includes creating magical The character cannot speak. This rations, whole divisions of the Omnet, effects and using magical equipment can be the result of some physical de- and mercenary groups fit into this cat- of any kind. If the character lives in a ficiency or it can be the result of some egory. The third level (8-10) means that zone that is constantly exposed to sort of emotional or psychological the character has made an enemy of magic or where magic use is high, they trauma. The disadvantages of such a an entire government or empire, prob- are probably able to use simple magic condition are obvious, although some

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 47 zones might have technological or make a Willpower check in order to and even those who hold some sort of magical solutions to the problem. take any action as long as he is in pain. prejudice. Prejudiced characters will have to make Willpower checks in or- Reckless (4): Poor Memory (3): der to even try to deal with someone The character tends to act with- The character just does not seem he hates in an unprejudiced manner. out thinking. This can manifest itself to be able to keep things in her head. in any number of ways, depending on Her poor memory means that she is Probationary Status (3): the player’s preferences. The charac- constantly forgetting things like en- The character has done some- ter may have a less than normal sense trance codes, ID numbers, the names thing wrong or is new on her job. As of fear, charging in where angels fear of people she just met, and so on. such she is subject to constant review to tread. Likewise, the character might Whenever the character needs to re- by her superiors. For characters in the have a tendency to undertake new and member something, particularly if it is Vestis, this means that their superiors interesting activities without really something she just learned, she needs expect constant reports and justifica- thinking them through. “You’ll tell me to make an Intelligence check. This tion for everything the character does. everything I need to know about the check is necessary when other charac- While on assignment, they will be Sentinels if I walk through that door ters would go along fine without a forced to provide evidence that all the without my gun? Sure thing!” It does check. For example: following direc- actions they have taken were appropri- not necessarily mean the character is tions, remembering a password, or ate to the situation. This can be a real stupid, it just means that she seldom plotting navigation from memory. In pain for anyone. It also means that the takes the time to think things through. those cases where a normal character character cannot requisition any The player is primarily responsible for would have to make an Intelligence Omnet resources without showing role-playing the character in a reckless check to remember something, the proper justification, and that she is con- fashion, but the GM can impose pen- character with Poor Memory makes stantly being watched, even her com- alties or require Willpower checks if their check at -5. rades. the player consistently acts in a non- reckless manner. For example, if the Poor Senses (3): Secret Past (4): player might decide time after time to One or more of the character’s There is something in the run detailed scans of any room in senses is deficient in some manner. character’s past of which even the all- which she plans to sleep, looking for This deficiency is quite serious, not just pervasive Omnet is unaware. Should listening devices. The GM decides that near sightedness or a little hard of hear- anyone ever discover this secret, it this is decidedly unreckless behavior ing. The character’s sensory impedi- would be disastrous to the character’s and requires the character to make a ment is such that all skill and attribute life and career. His friends and associ- Willpower check each evening in or- checks related to the deficient sense are ates might start to hate him. His em- der to summon up the drive to make made at a -3 modifier. ployer would certainly fire him, and the scan. the character may well face criminal Prejudice (2): charges on some planet. Examples in- Pain Sensitive (7): The character has developed clude having committed murder, com- The character has a very low tol- very strong, irrational feelings towards ing from some society that is hated by erance for pain. Whenever the charac- a particular kind of person or belief. the society in which the character now ter suffers any kind of wound or pain- The hatred is so strong that it colors lives, or some depraved belief or so- ful stimulation they will immediately all of the characters thoughts and ac- cial habit. stop whatever he is doing because of tions when dealing with the object of the pain. In combat, this mean that the his prejudice. Depending on the per- Speech Impediment (1): character loses his next action and can sonality of the character, he will ver- The character has some sort of do nothing, including dodging. This bally abuse, physically attack, or qui- mental or physical problem that keeps can be a very unfortunate thing to have etly despise anyone who fits into the her from speaking clearly. This can be happen in the middle of combat. The prejudice. The prejudice even extends the result of some sort of physical character can overcome the pain and to people who are friendly towards, or trauma, some deficiency in the brain, take action by making a Willpower supportive of, the object of the or the side effects of some mental or check. However, the Willpower check character’s hatred. The character will emotional problem. It can be anything is modified by twice the wound pen- do all he can to ensure that the object from stammering and stuttering to alty from the wound he just suffered. of his prejudice does not receive posi- slurred words. The result is that most For example, if a character suffers a tive attention, promotions, help, civil people find talking to the character wound that carries with it a -3 penalty treatment, or even service in a restau- annoying and there is no way IGNM on all actions, the Willpower check to rant. Typical subjects of prejudice in- will ever let them make a netcast live. overcome the pain is made at -6. Even clude: race, gender, sexual preference, In social situations, the character suf- after the initial pain, the character must political affiliation, religious beliefs,

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 48 fers a - 3 penalty to her Skill Rating combat, the character is liable to lose Wanted citywide: ...... 2 whenever a speech related skill check all sense of control and lash out with Wanted planet wide: ...... 3 is necessary. violence, even when it is not called for. Wanted throughout a Lesser Empire: ...... 4 Technically Impaired (4): Timid (3): The character is a Wanted throughout a Minor Empire: ...... 5 Some people just do not get along well very shy, fearful person, someone who Wanted throughout a Major Empire: ...... 6 with machines. This character is one scares easily and would rather run of them. Something in their mind, a away from tense situations. Of course, Modify the cost according to the prejudice against machines or a fail- when cornered or when something he following factors as they apply: ure to understand, makes it hard for the cares about is on the line (like his life), character to efficiently and effectively he can often rise to the occasion and Minor Crime (no one hurt, faces operate technology. He has grown ac- show a fierceness seldom seen. In small jail time or a fine): . -1 customed to the machines he must use game terms, the character will have to Major Crime (faces a large fine and in daily life, but are intimidated and constantly make Willpower checks in or jail time): ...... 0 inept when faced with any new kind order to face fearful situations. In com- Capitol Crime (faces life in prison, of technology. Whenever the charac- bat, the character will seek safety over maybe death): ...... +1 ter is faced with a skill check involv- attacking an enemies. In social situa- Wanted Dead or Alive (sucks to be ing the use or repair of a complicated tions, the character will tend to just be you): ...... +2 machine with which they are unfamil- quiet and listen. In order to act in a iar, they suffer a -4 penalty to their Skill forceful manner, the character makes Weak Constitution (5): Rating. Willpower checks modified according Perhaps the character was simply born to the gravity of the situation as deter- with a weak cardiovascular system or Temper (2): The character mined by the GM. perhaps he lacks endurance as the re- has a short fuse, and looses her temper sult of some illness that nearly took his at the smallest things. This can be a Wanted (1-10): The charac- life. Maybe the character is just in problem when dealing with others in ter has done something somewhere that lousy shape. Whatever the reason, the social situations and is generally a has made her the target of a manhunt. character tires very easily. When do- strain on the character’s coworkers. This can be anything from a relatively ing anything that involves physical Little things will cause the character minor crime to murder or terrorism. stress or exertion, the character will to yell, heap scorn, and otherwise The player must specify what the char- begin to loose steam almost immedi- abuse the person who angered her. If acter has done and where she did it. ately. After three minutes of such ac- that person isn’t around, the character Should the character ever return to the tivity the character will begin to break will take out her feelings on someone scene of the crime or the area where down. Every minute of activity will else nearby. In order to avoid losing she is wanted she runs the risk of be- add a -1 modifier to all skill and at- her temper, or at least showing that she ing captured or even shot on sight. tribute checks the character makes. has lost it, the character must make a Note, the Omnet probably won’t hire When the negative modifier exceeds Willpower check, modified as the GM someone who is wanted across the en- the character’s Endurance he collapse sees fit. In really tense situations like tire galaxy. in a panting heap.

StepFour:TalentsandAbilities

Talents and abilities are those aspects of a character that do not fit into the skill categories above. These may be something the character was born with, or some sort of proficiency she picked up along the way. They are different from skills because they are not used in skill checks. Instead they give the character special bonuses when performing actions of one kind or another. There are a lot of different abilities to choose from, and not very many points to spend on them. After all, most people are special in just a few ways.

You have 8 points to spend on talents and abilities. Remember that you may use Development Points (see Step Seven) to supplement the number of CPs you may spend on talents and abilities.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 49 Acute Senses (3): ways valuable. GMs should keep in more comfortable with them. The re- One or more of the character’s mind whether or not a character has a sult is that the character’s skill and at- senses is abnormally acute. The char- Baby Face when determining the ac- tribute checks are increased by 2 when acter picks one of the following: sight, tion of NPCs. Players may not take dealing with the problems of getting hearing, touch, smell, or taste. All Per- Baby Face and Intimidating Presence. accustomed to a new culture. Typical ception checks based on that sense problems include getting to know lo- have their difficulty decreased by 2. Big (6): cal customs and etiquette, learning the This talent can be taken more than once The character is just a really big language, socializing, and avoiding as long as the player chooses a differ- example of their species. This size can showing discomfort that results from ent sense each time. take the form of any number of physi- strange and sometimes disturbing new cal characteristics including muscles, sights. Ambidextrous (5): fat, bone structure, and height. The Through natural ability or prac- player should decide what combination Direction Sense (1): tice, the character is able to use both of these features makes the character Getting lost is — well they just hands with equal proficiency. The char- big. Being big has its advantages. The don’t. Characters with Direction Sense acter suffers no penalty for using a character is able to absorb more dam- can easily keep their bearings in the weapon or other item with their non- age than those smaller than himself. As most confusing situations. They al- dominant hand. This does not mean a result the penalty for all wounds is ways know the direction they are that the character can use both hands reduced by 1. Thus, a -3 wound pen- headed, as well as roughly how far they at the same time without penalty. It is alty becomes a -2. Likewise, the char- have traveled. That is, unless they have still hard to shoot two guns at once, acter is somewhat intimidating to be been unconscious at some time. In even if you suffer no penalties when around. In appropriate situations, the some situations, the GM may ask the using your other hand. GM may lower the difficulty for a big player to make a Perception check in character who is trying to intimidate, order to decide it they have, indeed, Animal Affinity (3): threaten, or impress someone. The maintained their sense of place and Animals love the character, and down side of it is that big characters direction. most likely the character loves animals will not fit into most people’s clothes, as well. Animals hardly ever feel have trouble getting into small places, Disease Resistance (4): threatened by the character, making it and are entirely miserable when fly- The character’s natural immune easier for the character to relate to ing coach. system is markedly more efficient than them. This allows for ease in training most people’s. The result is that the and commanding animals. The char- Combat Reflexes (7): player almost never gets sick. Less acter lowers the difficulty of all Skill The character has trained and dangerous diseases like colds and mi- and Attribute checks by 3 when deal- honed their fighting skills to such a nor infections will not affect the char- ing with animals. Examples include point that combat has become second acter unless they are introduced di- training, riding, and calming down ex- nature to them. They fight as much on rectly into the character’s system in cited animals. This ability comes in es- instinct as on skill, and can almost set massive doses. Even then, the charac- pecially handy in Biological quantum their bodies on autopilot for the dura- ter will recover at twice the rate of oth- zones where everything is a plant or tion of the combat. The character is ers who come down with the illness. animal or living creature of some sort. able to perceive how the combat situ- The character is only half as likely to ation flows around them and anticipate contract a serious disease. More dan- Baby Face (2): their opponent’s next move. In com- gerous diseases such as plagues or The character looks unusually bat, the character receives a +3 bonus powerful viruses may make the char- young and innocent for their age. to all initiative checks. acter somewhat sick, but the character Strangers routinely think that the char- will recover in about half the time it acter is years younger than they actu- Culturally Adaptive (2): takes others to recover. The difficulty ally are. Hand in hand with this youth- The character adapts easily to of all disease-related attribute and skill ful appearance goes the fact that people new surroundings and new cultures. checks is reduced by 4. also tend to underestimate the charac- They seldom if ever suffer from the ter. They think he or she is young, in- effects of culture shock, and often Empathy (4): experienced, and mostly harmless. prove equally comfortable in any of the The character has an innate abil- While this might prove annoying at galaxy’s many cultures. This talent al- ity to understand the emotions and feel- times, it is in fact a great advantage if lows the character to interact with na- ings of others, even when they try to used correctly. Enemies will underes- tives of new and strange cultures much hide or disguise their feelings. This timate and even ignore the character, more easily than most people. The very ability need not involve any psychic and the ability to appear harmless when fact that the character is comfortable power. Rather, the talent reflects the you are in fact quite dangerous is al- with strangers makes the strangers character’s sensitivity to the subtle

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 50 clues and signs that everyone gives off does not realize when a situation is ence the thinking of their audience. The in the course of a conversation. Empa- dangerous or even life threatening. The GM may call upon the character to thy can function both actively and pas- character can make a logical decision make skill checks using the appropri- sively. The character is always about what they should and should not ate artistic skill, but the Gifted Artist empathetic in a passive way, picking do to avoid getting hurt. Nevertheless, receives a +3 bonus to their Skill Rat- up on the general emotional state of feelings of panic and dread do not ever ing on all such checks, and the results those around them. The GM may call seize the player. Thus the character is will be beyond anything a normal art- for the player to make a Perception immune to scare tactics and all forms ist could hope to achieve. check any time someone in the of intimidation. They do not need to character’s presence exhibits an emo- make any sort of attribute or skill check Good Luck (6): tional state that players might not nor- to resist such tactics. Furthermore, the The Fates seem to have granted mally notice. The character picks up character is abnormally calm and col- the character endless Good Luck. only very general impressions from the lected during times of danger and Things tend to go the character’s way, individual in question. For example, stress. During stressful situations the although not always. Good Luck mani- they might realize that a diplomat is in character adds one to their attribute fests itself in the game mainly through fact very angry or depressed, even rating for all Intelligence, Perception, the intervention of the GM. Therefore, though he appears to be congenial. To and Willpower based skill and attribute lucky players should make sure to re- use empathy in an active way, the char- checks. mind their GM that they have the Good acter must have an opportunity to ob- Luck advantage, so that the GM will serve or talk to the subject for some Flexibility (4): take it into account. GM’s should take time. This allows the character to make Natural body structure and years Good Luck into consideration when another Perception check to determine of stretching have made the character determining the effects of otherwise more detail about the subject’s feel- quite flexible. This flexibility allows random events. For example, the char- ings, such as what particular person the the character to maneuver themselves acter will tend to win more often when diplomat is mad at or what kind of sub- into tight positions, and unusual and gambling. Guards searching for the ject makes him even more depressed. otherwise painful contortions. This character will happen to look the other great flexibility also means that the way just as he or she passes by. The Eye For Detail (3): character is somewhat quicker than character’s guess at the secret code is The character has trained their they might otherwise be. Flexible char- more likely be right. Good Luck should perceptive skills to such a degree that acters have the difficulty of all speed almost always be interpreted through they are able to notice the little details related Agility checks reduced by 1. the role-playing and story telling pro- that most of us overlook. The charac- cess rather than through dice conven- ter notices things like smudges on Gifted Artist (3): tions. Sometimes however, the GM clothes, whether or not something has The character possesses that cer- may wish to call upon the player to been moved slightly in a room since tain inner gift that makes them a truly make a luck test. A character’s Good the last time they were there, and how amazing artist. The character must pick Luck Score (like an Attribute or Skill closely someone shaved this morning. one field of artistic endeavor, such as Rating) is assumed to be 13 for all such This truly amazing sense of perception painting, music, writing, or something tests. The GM may assign whatever allows the character to pick up clues else. The character has such profound difficulty modifiers they deem appro- and signals that no one else could hope natural talent in this area that they can priate. to pick up on. The player may wish to reach almost anyone with their art. All call for a Perception check to notice those who view the art or watch the Intimidating Presence small details about a person or place artist at work will appreciate the artist’s (4): that might otherwise escape notice. gift, even if the subject matter or me- There is just something about the The GM then determines a difficulty dium is not one particularly to the character that others find intimidating. and what if anything the character no- viewer’s liking. Those who do have an It is a combination of the character’s tices. Alternatively, the GM might call affinity for the artist’s medium will be appearance, dress, demeanor, and per- for a Perception check from a charac- almost entranced with the artist’s work. sonality. People cannot help but be un- ter with an Eye For Detail to see They will think of the artist in a posi- comfortable, perhaps even a little fear- whether or not they notice some par- tive manner, and may wish to pay the ful, when near the character. This is, ticular bit of minutiae that might prove artist for their work. The GM will have of course, a mixed blessing. It makes important. to determine the exact effects of the it hard for the character to make friends character’s art depending on the me- with strangers, but it also means that Fearless (3): dium and the message. Characters can strangers will tend to avoid them. They may be a fool for it, but use their art to subtly transmit ideas and When the character intentionally tries some characters seem to feel no fear. concepts, evoke emotions, and influ- to intimidate others, they receive a +3 This does not mean that the character bonus to their Skill Rating.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 51 Iron Will (4): culty level by 2 on all mystic effects. This understanding of technical things The character is a surprisingly, Also, the development point cost of from across the quantum zones goes even abnormally determined person. buying magical skills after character hand in hand with the ability to fix This usually manifests itself as an al- creation is reduced by 1 point per level. them. This talent reflects an innate abil- most maniacal single mindedness, ity within the character’s mind that which other find annoying. Once they Magic Sensitive (6): transcends quantum fronts, although it have set their mind on something, it The character has a natural abil- may take longer for a character to learn will be almost impossible to shake ity to sense the use of magic in their the ins and outs of a technology that is them from their course of action. An general vicinity. This applies to almost totally beyond their experience. When external force will find it almost im- every kind of magic in the Greater repairing or building technological possible to make a character do or say Galaxy, unless the GM makes a spe- items from a quantum zone they are something they do not want to do. Any cial exception. The character knows familiar with the character +3 bonus attempt to control the character’s mind that some sort of magic is being on all skill and attribute checks. When with magic, psychic, technological, worked somewhere near them and has dealing with technology from an un- physical, or social means suffers a -3 a general idea as to how much energy familiar zone, they receive a +1 bonus. modifier. This includes trying to get in- is involved in the use of that magic. If formation out of the character through the character has the skill to work the Mimic (4): torture or trying to use any kind of kind of magic they are sensing, then The character can reproduce mind control. However, the character’s they are able to recognize it. The GM sounds, noises and voices almost like Iron Will does not apply to situations may require a Perception check to see they were playing back a recording. Of where they do not realize that some- if the character can determine the course this ability is substantially lim- thing is being done to them, such as source of the magic. In general the ited by the character’s vocal cords. someone telepathically reading their character can only sense magic that is Characters will have trouble mimick- mind. either affecting them or affecting ing technical noises and sounds gen- something within their line of sight. erated by machinery or even musical Light Sleeper (3): instruments. Voices, animal sounds, It takes very little to wake the Magnetic Personality and simple sounds are much easier. character up, even from the deepest of (5): The character can also only mimic one sleeps. This can be both a blessing and The character is just one of those sound at a time, so they obviously can- a curse. The bad part is that it is hard people whom others find attractive. not recreate the sound of a crowd of for the character to sleep in noisy or The character makes friends easily, people talking. When trying to mimic distracting places. The good part is that seldom looses arguments, and is gen- a specific voice the character must it is hard to sneak up on the character, erally regarded as a wonderful person. make an Intelligence check in order to even while they sleep. Additionally, the People will tend to share confidences, properly remember the voice they in- character becomes almost instantly even if they have only just met the tend to imitate. The actual mimicry alert upon waking up, and does not character. Of course the character has requires a separate Intelligence check suffer from any sort of early morning to behave in such a way as to make to accomplish, with the difficulty de- drowsiness or dulled thinking. The GM people like them. Rude, mean, and termined by how often the character may require the character to make a spiteful characters will still put others has heard the voice they are mimick- Perception check in order to wake up, off, even if they do have a magnetic ing and how familiar the audience is especially if the noise is minimal such personality. In fact, they will probably with the person being mimicked as a door opening or soft footfalls. prove as successful at making enemies (people very familiar with the real as at making friends. Characters with voice will be harder to fool). Magical Talent (5): a magnetic personality have a +2 bo- The character has a natural af- nus on all attribute and skill checks Natural Born Talent (4): finity for magic. No matter what quan- involving friendly social interaction. Through a combination of genet- tum zone the character manages to Examples include diplomacy, eti- ics, upbringing, and fate, the character wander into, they will have little prob- quette, seduction, winning over has a natural talent for some particular lem learning the zone’s magical sys- friends, and fast-talking. skill. The character chooses one skill tem. Obviously they will still have to from the skill list. All skill checks re- find someone to teach them how to Mechanical Genius (4): ceive a +3 bonus for the natural talent. work magic in a zone that involves a The character’s mind has a star- The GM may decide that a particular great deal of ritual or training, but in tling affinity for all things technical and situation is so unusual or difficult that zones where magic is easily accessible, mechanical. They can easily under- it negates the effects of the natural tal- the character may need no training at stand the workings of the most com- ent, but they should only do so when all. The magical talent reduces diffi- plicated and alien technology, given absolutely necessary. Players may only enough time to study how it works.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 52 take one Natural Born Talent per char- character to make an Intelligence Sleep Non-Dependent (2): The acter. check, with the difficulty based on how character’s mind and body work just complex the memory is and how long fine on less sleep than most people Pain Resistance (7): ago the actual event took place. need. In fact, the character can get by The character has an amazingly on about half as much sleep as the av- high tolerance for pain. It’s not that the Sexually Irresistible (3): erage member of their race needs. The character can take more damage than The character has a natural aura side effect of this natural ability is that other people, it’s just that they are less of sexuality that others find irresistible. the character tends to be somewhat fre- susceptible to the detrimental effects Any person that might normally be at- netic. They have so much energy that of the pain that goes along with most tracted to the character’s sex will feel they tend to always be fiddling with damage. Pain resistant characters suf- naturally drawn to the character. They things, pacing around, and generally fer less from the negative modifiers will approach the character and try to trying to keep themselves occupied. associated with damage. Likewise, get close to them. This can be an amaz- This can prove particularly annoying should anyone ever try to torture the ingly effective tool for manipulating for any family, friends, or comrades character using pain as a means of per- others, getting them to do what you who may be trying to sleep. suasion, the character gets +4 bonus want just because they hope to win to their skill or attribute rating when your favor. The character receives a +3 Tactical Genius (4): trying to resist. bonus on any social skill checks that Like the great generals and war- the character makes when dealing with riors of history, the character has a Perfect Liar (5): those who are attracted to them, de- mind for strategy and tactics. From a The character is so good at tell- pending on the situation and the combination of training and natural ing lies, that sometimes they even for- character’s behavior. There is a down ability, the character’s keen military get where the truth ends and the lie side to this talent, however. The char- mind can come up with particularly begins. Perfect Liars will almost al- acter is a focus for attention, possibly effective battle tactics that are sure to ways be believed no matter what they unwanted attention. Those particularly confuse and confound the enemy. Of say, so long as the listener has no par- smitten with the character may soon course, no matter how great the tac- ticular reason to think that the charac- become pests or even begin to stalk the tics, the character still has to be able to ter is telling a lie. Even when the lis- character should their affection be get some soldiers to follow their or- tener does think the character is lying, scorned. Likewise, everyone tends to ders, but that is another issue entirely. if the listener isn’t sure, they are likely remember a character who is sexually In game terms, this talent comes into to believe the character anyway. Of irresistible, even if they are not at- play whenever the character is plan- course, a character cannot convince tracted to the person. This makes it ning for a group combat of any kind. someone of something they know to hard to sneak around without being As long as the character has some time be absolutely false. Convincing a skep- noticed or remembered. to think about the tactical situation and tical or inquisitive audience of the truth is able to communicate the plans to of a lie requires the character to make Sixth Sense (5): their troops, they can use this ability a Persuade skill check. A Perfect Liar The character’s subconscious is in anything from a small firefight to a receives a +4 bonus on all such checks. aware of what’s going on, and the sub- large fleet engagement. The character conscious sometimes warns the con- must make a Tactics skill check to use Photographic Memory scious mind of things the character the ability. If successful, the character (3): would otherwise have missed. This has managed to come up with a plan The character possesses a phe- sixth sense is an entirely passive tal- so inventive that it assures an added nomenal memory. Just looking at ent, meaning that the character has no advantage to their side. All combatants something once imprints the sight into way of controlling it. It is up to the GM under the character’s command receive the character’s memory like a photo- to remember that the character has a a +2 bonus to initiative checks. graph. Characters with this ability can sixth sense and to bring it into play almost repeat verbatim any conversa- when appropriate. Typically the GM Time Sense (1): tions, songs, or recordings they have will call upon the player to make a Per- The character’s internal clock heard. As amazing as this talent is, it ception check to determine if the Sixth runs better than most people’s. The is still subject to the vagaries of Sense picks up on some hidden stimu- character can always tell to within a memory in general. The longer it has lus. Examples include noticing an im- few minutes how much time has been, the harder it will be to remem- pending ambush, finding a secret door, passed between one event and another, ber something exactly as the character or noticing that someone is lying. The as long as the character was conscious saw or heard it. When a character tries Sixth Sense does not always work, and for the entire time. This normally does to use this ability to recall some GMs should feel free to ignore it when not require any kind of skill or attribute memory, the GM may call upon the appropriate. check, although in unusual circum-

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 53 stances the GM might require a Per- tage of being able to move almost un- trying to watch for unusual behavior ception check. seen in plain sight. In any crowd of (such as a guard) or someone trying to similarly dressed sentients, the char- remember if they saw the character Unassuming Presence (4): The acter will be overlooked without a sec- (such as a shop keeper) will have a +5 character is so average and their de- ond thought. This skill is a great asset difficulty on all memory or Perception- meanor so meek, that people tend to for those investigating stories, shadow- based checks. Of course if the guard overlook them. This means that the ing others, or generally sneaking knows who exactly they are looking character might have trouble getting around in crowded places. As long as for and has a picture of the character, attention from waiters or catching the the character does nothing out of the the penalty does not apply. ear of an important official, but this is ordinary to draw attention to them they more than outweighed by the advan- will probably go unnoticed. Someone StepFive:Backgrounds

Backgrounds are aspects of the player’s past and present life that might come in handy during game play. Some backgrounds represent the accumulation of a lifetime of service, while others might be inheritances or other favors people owe you for deeds done along the way. Players have a wide variety of backgrounds available to their characters, ranging from physical possessions like houses, spaceships, and family heirlooms, to money, to contacts within the Omnet and beyond, to meritorious service awards, to the character’s rank within the Vestis itself. Back- grounds play a very important part in determining the character’s standing in the galaxy. While all Vestis charac- ters are on the Omnet payroll, some have funds and possessions outside of their salaries. Additionally, backgrounds determine what important or interesting sentients the character already knows. This network of old contacts might play an important role in the character’s adventures.

You have 5 points to spend on also use this bonus when trying to con- most everyone who follows IGNM backgrounds. Remember that you may vince their superiors of something, closely. However, fellow Vestis who use Development Points (see Step such as allowing them some extra have not won the award may be more Seven) to supplement the number of equipment or giving them a choice as- jealous than impressed. CPs you may spend on backgrounds. signment. Below are some examples of awards commonly given by the Centiriate Exemplis (2): Awards and Medals Vestis and the Omnet as a whole. Play- Vestis who rise above and be- ers and GM should feel free to come yond the call of duty in a combat or up with their own awards for other cul- life-threatening situation receive this The character has earned recog- tures and armed services. award. Military and political types are nition for outstanding achievements. most impressed with recipients of this There are a variety of possibilities here, Ordo Exemplis (2): medal. most of which are associated with serv- This award is given to those ing in the military or working for the Vestis who have proven themselves Son/Daughter of Kendis Omnet in some capacity. Awards carry capable of uncovering the truth in par- Dai (6): with them a certain amount of social ticularly difficult situations. They were This is the highest honor the prestige that the character can use to able to get a story that no one would Omnet bestows upon its employees improve their own social standing. normally be expected to get. This and recognizes the individual’s out- Each award impresses a different kind award impresses fellow Vestis and any- standing contribution to the Omnet’s of person, as noted in the description. one else associated with gathering cause. This order impresses everyone The GM may also decide that other in- news or information. It may cause within the Omnet, and most sentients dividuals are impressed by the award those hiding secrets to be wary around who know anything about it. In order and that the player’s social bonuses the character. to receive it the character must have apply to them as well. When interact- done something really extraordinary. ing socially with someone who is im- The Durg Jil’Ren Award Having earned this award gives a char- pressed with the character’s achieve- (2): acter a +3 bonus on all social interac- ments, the character receives a +1 bo- This award is named after tions with Omnet characters. nus per award to their Skill Rating for IGNM’s first star reporter Durg Jil’Ren any social skill checks such as per- and is given to those Vestis who give suade, etiquette, seduction, and so on. particularly well-presented and mov- Characters with Vestis awards may ing Netcasts. This award appeals to

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 54 Contacts: These are just examples and tion with other family related back- The character has a network of characters should feel free to come up grounds (Infamous Family, Powerful contacts within some society or orga- with their own ideas for possible con- Family, Wealthy Family). The cost of nization. The size of the network de- tacts. the Famous Family background de- pends upon how many points the char- pends on how famous the family is: acter is willing to spend. Contacts can Depending on how many points provide the character with information, the character spends, their network of Famous in one city (1) equipment, places to hide, troops, or contacts can extend across a single city Famous on one planet (2) any number of other services depend- or the entire galaxy. Of course, most Famous in a Lesser Empire (3) ing on the resources available to them. networks are not galaxy wide, and thus Famous in a Minor Empire (4) Getting help from a contact always re- characters must be realistic in assert- Famous in a Major Empire (5) quires a Persuade skill check or a Wits ing that they can use their contacts in Famous throughout the Greater attribute check. The GM will impose a given situation. The GM must moni- Galaxy (6) difficulty penalties on the roll depend- tor players who exaggerate the num- ing on how much the character is ask- ber of influential people in high places Income: ing for. A simple piece of unclassified who are just hoping to do them a fa- The Omnet pays its employees information might have a +4 modifier vor. The following modifiers should be handsomely for their service, so play- because it is so easy. Having your applied to the base cost listed above. ers making Omnet characters buy their friends in the Centirion execute the basic income when the buy their rank. governor of a planet would probably Citywide Contacts (0) However, characters not employed by have a -8 or greater modifier. Obvi- Planet Wide Contacts (+1) the Omnet need to have some source ously, a whole range of possibilities Lesser Empire Wide Contacts (+2) of revenue. This background repre- lies in between these two extremes. Minor Empire Wide Contacts (+4) sents income from a variety of sources First the player must pick what kind Major Empire Wide Contacts (+6) including jobs, investments, trusts, of contacts the character has. Contacts Galaxy wide Contacts (+8) governmental aid, and so on. Charac- are usually within a government, or- ters that already have an income from ganization, corporation, or cultural Famous Family: some other source may purchase this group. The examples below include a The character comes from a fam- Background as well, thus creating a base CP cost, which should be modi- ily that is well known within the supplemental income for their charac- fied by the extent of these contacts (see character’s home culture. The family ter. The player must come up with below). might be renowned for having famous some reason as to why the character entertainers or news personalities in it. has this extra source of income. Divisions of the Omnet (choose Perhaps the family business is known one) (2): Friends and allies in the Atis throughout the region for producing a 20,000 Omnium per year (1) Librae, Vestis Inquisitas, Centirion, particularly fine product. Maybe the 40,000 Omnium per year (2) Sentix Imperitas, Minitus or Oran family has a long line of war heroes. 80,000 Omnium per year (3) Planitis The player should determine what the 150,000 Omnium per year (4) family has done to deserve such fame 300,000 Omnium per year (5) Underworld (2): The criminal el- and praise. Most people hold a gener- 750,000 Omnium per year (6) ement in a specific planet, empire or ally favorable view of the family, al- 1,000,000 Omnium per year (7) the galaxy at large. though not necessarily everyone. Char- acters who belong to such a family can Mentor (4): Government (2): Government cash in on this fame whenever they are This person has had a profound officials in a given city, planet, or em- in the area where the family is famous. affect on the character’s upbringing pire People will instantly recognize the and or career to this point. This per- character’s family name and accord son, for whatever reason, looks fondly Military (2): Officers and com- them respect even though they know upon the character and does what they manders within a given military orga- nothing about the character. Anyone can to help the character’s career. Usu- nization (pick one). familiar with the character’s family ally this mentor is someone of higher will have a generally favorable attitude rank in the Omnet. The character can Press (2): Contacts within non- towards the character until the charac- ask the mentor to intercede on their Omnet information gathering agencies. ter does something to change this atti- behalf and most of the time they will. tude. The character’s family also gives Of course, even a kindly mentor will Entertainment (2): Friends who them access to social circles and even only go so far to help their protégé. The are performers, producers, or entertain- political circles that they might other- character should decide where in the ment financiers in a specific area. wise never be able to approach. This Omnet the mentor works and what background can be bought in conjunc-

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 55 kind of aid he or she can offer, all sub- weapon is that the Omnet will not take Starship: ject to approval by the GM. it away from you when the mission is The character owns their own over. starship. This can be anything from a Outcast (0): refurbished scout to a merchant ship This background actually costs Magical Relic (2): to a luxury yacht. For purposes of this no points. The character can only take The character owns an item that background, we have rated ships by this background if they have one of the has some magical powers in certain how many Creation Points went into family related backgrounds (Famous quantum zones. See the chapter on building them. The player should feel Family, Powerful Family, or Wealthy Magic for more details about such de- free to design their own ship using the Family). The character has done some- vices. Starship Design Rules later in the book. thing to earn the enmity of their fam- ily. As a result they cannot partake of Personal Synth (3): Very Small (less than 100 tons) 3 any advantages associated with their The character has a synthetic Small (100-500 tons) 5 Family related backgrounds. Wealthy mind all to themselves. It might be in Medium (500-1000 tons) 8 families will not give them money, they a robot body so it can walk around with Large (1000-2000 tons) 10 do not share in the family’s fame, and the character or it might be part of some there is no help to be had from a pow- other piece of equipment. Powerful Family: erful family. The upside is that the cost The character’s family wields of all Family backgrounds is halved. Planetary Vehicle (3): significant political power within a There is after all a chance that the char- The character owns their own single government or even the Greater acter will be able to win their way back vehicle. Examples are a ground car, a Galaxy. The family itself is probably into their family’s good graces. small sailing ship, a sled and team of involved in actually governing the sled dogs, or whatever else is appro- character’s home empire. They might Possessions: priate to the world where the charac- be ministers, senators, nobility, or This category covers a wide va- ter keeps the vehicle. some other high ranking official. It is riety of items that a character might entirely possible that the family holds own, from a small trinket left to the Homes: no actual title or office but that they character by their paternal grandfather The character has a permanent exert a great deal of influence over a to a starship. Obviously the player will residence that they own. Most Vestis variety of political officials. The player want to buy something interesting for live in Omnet assigned housing but no will determine their family’s exact sta- their character, something that will rule prevents Omnet employees from tus based on the government of their come in handy in the course of game owning property of their own some- home and how many points they are play. Possessions can be very impor- where. The player must decide where willing to spend (see chart below). The tant if the player is generating a char- the home is and who takes care of it character may even have held politi- acter who is not a member of the Vestis when the character is away. Homes cal office at one time, although they or working for the Omnet. The Omnet come in several sizes: no longer hold such an office if they will supply their operatives with any are working for the Vestis. In any equipment needed for a mission. Apartment (2) event, the character can call upon their Freelancers and other private individu- Small House (five or fewer rooms) (3) family’s political clout to get favors out als do not have that luxury, and so own- Large House (up to ten rooms) (5) of the government. For instance, they ing one’s own spaceship can be very Estate (many rooms, expansive might gain access to restricted records useful. We list below some sample grounds) (7) or be able to fix a routine fine. The fam- items and their CP costs. Think of what you want to have, and ask the GM to assign points costs to whatever you come up with.

Family Heirloom (1): Some artifact from a bygone age that is worth a fair amount of money to any respectable museum or art dealer.

Weapon (2): A hand weapon that the charac- ter owns and is very fond of using. The advantage of owning your own

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 56 ily will be more than willing to help level regular Inquisitor. These Vestis the character with small things as long usually perform the most common but Good in a Fight (2): as the character remains on good terms no less important tasks. Inquitior Regul The character has a reputation with the family. For larger favors the Atur is one step away from full Inquisi- for being a good fighter. The player character may have to explain why tor status. These employees are marked would receive bonuses when intimidat- they need such a thing done, and may as the up and comers; a bit green but ing those who know their reputation, have to persuade their elders that such talented and valued. The Inquisitor as well as attempts to persuade others a favor is worth the risk. The player Regul is a full-fledged Inquisitor with to fight alongside them. can buy this background in conjunc- all the rights and obligations of that tion with other family related back- rank. These operatives are given al- Reliable (2): grounds (Infamous Family, Famous most any assignment and are the back- The character always does what Family, Wealthy Family). The family’s bone of the Vestis branch. Inquisitor they say they are going to do. As a re- position in the galaxy is determined by Reguls are not the most important of sult, people tend to trust the character. the following table: the Vestis, but no one treats them This character receives bonuses when lightly, even the brass above them. trying to convince others to let the char- Citywide power (2) acter do something or borrow some- Planet wide power (4) The higher ranks here do not thing. Lesser Empire wide power (5) grant the character any more skills or Minor Empire wide power (6) experience. Thus, the player and the Confidential (2): Major Empire wide power (8) GM will have to formulate some back- The character can keep a secret. Galaxy wide power (10) ground story to account for the award This reputation is especially useful for of Inquisitor Bas, Inquisitor Regul Atur those Vestis who maintain a large net- Rank: or Inquisitor Regul to such a relatively work of informants who do not want The bureaucracy of the Omnet untrained person. their identity revealed. People are more relies upon ranks to keep everyone in likely to trust the character with sensi- their place and information flowing Reputation: tive material and thus the character gets smoothly throughout the organization. The character has some sort of a a bonus when trying to convince oth- Omnet employees tend to be very rank reputation within the Omnet. A repu- ers to reveal their secrets. conscious, and certainly attach as much tation can be a good thing and a bad or more importance to rank as any mili- thing. Anyone who knows the Careful (2): tary organization. Assuming the char- character’s reputation will automati- The character has a reputation acters are playing members of the cally assume that it is true. This means for being careful and always thinking Vestis Inquisitas they will have a rank that the character will be expected to things through. Thus, figures in author- of some sort. All players start off at the behave like they are reputed to behave. ity are more likely to believe the lowest rank for free, but they can spend Someone with a reputation as a good character’s reports and entrust the char- background points to buy their rank up fighter will probably not be looked acter with important missions. Further- a few levels. There is a limit, however, upon as a particularly smart investiga- more the public at large will be more as to how far up the character can start. tor. Thus if you have a reputation for likely to believe netcasts and reports The ranks available and associated being good in a fight, people will be from someone with a reputation for be- costs are as follows: more willing to give you combat re- ing careful with the facts. lated assignments and others will be Vestis Novus free more comfortable at the prospect of Significant Other (3): Inquisitor Tempus 1 fighting by your side. Whenever a There is some special person in Inquisitor Bas 2 character tries to take advantage of the character’s life. This can be a wife, Inquisitor Regul Atur 5 their reputation, they receive a bonus a lover, a close friend or relative, or Inquisitor Regul 8 to the applicable skill check. Obviously some other relation. The other person the GM will have to decide whether or is totally committed to the character Vestis Novus rank above only not the bonus applies in a given situa- and will do whatever they can to help the Atis Vestis, or child recruits. They tion and what the bonus is. Usually the the character. Likewise, the character are given carefully selected assign- character receives a +3 bonus to their feels the same way about their signifi- ments and few resources. Inquisitor skill check. We list several kinds of cant other. Either the GM or the player Tempus is a probationary appointment reputations and the situations in which should generate statistics and back- to the Inquisitor rank. These employ- the bonus might apply. Players and grounds for the significant other. ees have shown promise and are being GMs should feel free to come up with given the chance to become full In- their own reputations. quisitors. Inquisitor Bas is the lowest

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 57 Wealthy Family: (Of course, the definition of pocket the galaxy, and the player must choose The character’s family has quite money could vary widely.) Likewise, exactly how wealthy their family is. a bit of money somewhere in the gal- a family member who is constantly The chart shows the net worth of the axy. Depending on the character’s borrowing money will develop a bad family. This is very different from (and place of origin the family might be reputation with the family at large and larger than) the amount of money the powerful bankers, land owners, mer- the money providers especially. This family might be willing to spend on chants or anything else that would background can be taken in conjunc- the character. (Note, the chart assumes make them a pile of money. They live tion with other Family related back- the family’s money comes from trade, in luxury and still have plenty to spare. grounds (Powerful Family, Famous but it can actually come from any For the character, this means that, as Family, Infamous Family). There are source). long as they are on good terms with of course different levels of wealth in those in the family who control the money, they will always have access to extra funds should the need arise. Citywide traders; 10 million Omnium (2) The GM will decide how much is Planet wide traders; 100 million Omnium (4) available at any given time and how Lesser Empire wide trades; 1 billion Omnium (5) generous the family is with the money. Minor Empire wide traders; 10 billion Omnium (6) Most families will want to know what Major Empire wide traders; 100 billion Omnium (8) the money is for, especially if the Galaxy wide traders; 1 trillion Omnium (10) amount is more than pocket money. StepSix:Skills

By the time the player starts directly controlling a character’s actions, that character has probably lead a pretty full life. Certainly becoming a Vestis Inquisitas requires a great deal training, perseverance, talent, and ambition. Either that or some rather extraordinary luck.

Most of what the character has wants a skill that is wildly out of line Supplemental Training CPs to spend learned over the years translates into a with the character concept, the player in this second Training area. game mechanic called skills. Skills in- will have to come up with some sort clude not only skills learned from prac- of logical explanation as to why and When purchasing skills, it is tice and study like computer program- where the character picked up such an likely that players will spend points ming or marksmanship, but natural tal- uncharacteristic skill. Characters have from more than one stage on the same ents and abilities that the character has 20 Pre-Vestis Creation Points to spend skills, since many lists have some over- developed over the years. Like at- on skills from the skill list below. lap. This is all well and good, and the tributes, skills have a level from 1 to only restriction here is that no skill may 10, with 1 being the lowest, 5 being In the second stage, the charac- be raised to higher than 7 during the average, and 10 being the normal hu- ter undertakes a particular kind of skill-purchasing phase of character de- man maximum. Vestis Specialization Training. The velopment. Remember that you may player chooses one of the Training use Development Points (see Step Purchasing skills is probably the packages listed below and must spend Seven) to supplement the number of longest and most number-intensive all their points on skills from that list. CPs you may spend on skills. part of character creation. Skill pur- Characters have 40 Vestis Specializa- chase comes in stages, each stage rep- tion CPs to spend in their chosen Train- resenting a different period in the ing area. The Skill List character’s development and training. Finally the player moves on to Each skill description includes In the first stage, the characters Supplemental Training. The Omnet the name of the skill followed by the buy skills with their Pre-Vestis Cre- does not like its operatives to be too name of one or more attributes in pa- ation Points. These points represent ev- specialized, so it trains every Inquisi- rentheses. These are the attributes most erything the characters learned before tor-to-be in one Supplemental Field. commonly used in conjunction with joining up with the Vestis. Decide what The player now chooses another Vestis the skill. As we shall see later in these sort of life your character led, and buy Training Package and spends their rules, using a skill requires the player appropriate skills. The player can Supplemental Training CPs on skills to make a check against the character’s choose any skills, subject to approval from that list. Characters have 20 Skill Rating plus the governing at- by the GM. Obviously if the player

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 58 tribute rating. This means that your to dragons. It may take several, diffi- Biolink (Willpower): character will have more success us- cult skill checks to get the hang of This skill is used for accessing ing skills that are based on the riding a new animal, but the skill gives information that has been downloaded character’s higher attributes. the character the basic skill necessary into the character’s mind via a biolink. for any kind of riding. [does the comma Biolinks are one of the most common In addition to the skills listed mean that the two attributes are aver- ways of transferring information here, players should feel free to come aged?] quickly and efficiently. The Omnet up with new skills appropriate to their makes extensive use of biolinks when character, assuming the Game Master Appraise (Perception): outfitting their agents for operations. approves. Appraising is used to determine [Reference biolink description pages the condition of some item or piece of from the equipment chapter here] Acting (Intelligence/ technology. The appraiser looks the Wits): object over, noticing any flaws, dents, Climb (Agility): The skill includes acting from a cracks, and details that might effect the The character has developed the prepared script, improvisation, some object’s value or function. Appraising proper coordination, strength, and basic make-up skills, and some theater can be used to examine artifacts and force of will to climb significant history (relevant to the actor’s home art to determine its value. Likewise, it heights. This includes knowledge of culture). When learning lines, and giv- can be used to examine a piece of basic rock climbing and tree climbing ing a prepared performance, combine equipment and determine whether or strategies. Those with a high level of the skill with the character’s Intelli- not it is in good working order and skill may be able to climb places oth- gence. When improvising, use the what problems it might have. The ap- ers would not dream possible. player’s Wits. praiser will notice obvious flaws that seem to detract from the object’s value Critical Analysis Ancient Languages or function. However, the only way to (Intelligence/ (Intelligence): perform a truly effective appraisal is Perception): Today in the Greater Galaxy, to have some idea what you are look- Critical Analysis is the ability to biolinks make it possible for any two ing at. A character who knows nothing look at something and understand it on living sentients to communicate. This about the art market on a specific every perceivable level. The skill al- is not necessarily true with dead planet cannot assign a value to a work lows the character to examine argu- sentients. There was a time not so long of art there. Likewise, someone look- ments, speeches, and written docu- ago when few could understand the ing at a piece of equipment they have ments and effectively deconstruct languages spoken beyond their solar never seen before will have no idea them. Thus the character can find all system, or even planet. Characters with how it works or what effects any flaws of the logical inconsistencies, half this skill have taken the time to learn they have noticed might have on its truths, and ambiguous language in the about these ancient languages. This operation. text. does not mean that they can necessar- ily speak or read a million different Archeology Critical Analysis also allows tongues. Rather they can recognize (Intelligence): characters to try to determine whether what regions of space a particular lan- Archeology is the ability to un- someone is telling the truth or not. In guage comes from as well as from what cover and attach meaning to the rem- order for this skill to work, the charac- time it originated. This allows them to nants of sentient life and civilization. ter must know how the speaker’s race use the appropriate technology or mys- This can be anything from excavating gives physical clues to their thoughts tic devices for translating ancient in- a long dead ancient city, to digging so that the character understands any scriptions, manuscripts, gravestones, down into the ground underneath a non-auditory clues the speaker might seals, etc. thriving metropolis to learn about its give off. Furthermore, the character past. Archaeology allows the charac- must have a good knowledge of the Animal Handling ter to undertake efficient, accurate ex- speaker’s language in order to pick up (Perception, Agility): cavations ant to preserve the material how the speaker uses the language to This skill comprises two sepa- they discover. Archeology enables the hide their true thoughts and meanings. rate but complimentary abilities. First character to draw conclusions about This skill is not foolproof by any it grants the character a familiarity with the people who once owned the re- means, and a competent liar can usu- controlling animals, including training mains. This skill is absolutely essen- ally fool the character. However, the them to perform simple tasks. The skill tial for those characters interested in average sentient on the street is vul- also encompasses the knowledge of recovering the past glories of the nerable to the character’s discerning riding animals as mounts, from horses Kendis-dai Imperium and other great eye. [Why two attribute modifiers?] secrets lost in the mists of time.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 59 Cryptography Economics and anything else the character might (Intelligence): (Intelligence): want to fake. Of course, knowing how Cryptography is the skill of mak- This skill involves knowledge to forge something does not help if the ing and breaking codes. Characters and application of economic theory. character does not have access to the with this skill can attempt to break The character can use it to predict mar- necessary equipment. For example, simple codes on their own by examin- ket trends and to examine the feasibil- forging documents requires access to ing large amounts of coded materials. ity of various economic plans. It helps the appropriate printing materials as For complex codes, the character will the character know where to invest well as whatever substance the docu- need the assistance of a computer, or money and what investment opportu- ments are printed on (paper, cured hide, better yet a synthetic mind. The skilled nities to avoid. stone, etc.). Forgery is as much an art cryptographer knows how to program as a science, and forgers must have a the computer or synth to break the code Etiquette (Wits): fair amount of artistic ability in order (hopefully). Cryptography also allows Etiquette is the understanding of to accurately and convincingly copy the character to develop their own manners, polite behavior and social their sources. Use the Intelligence at- codes. How hard the code is to break mores of a given society. Etiquette var- tribute when the forger is trying to fig- depends on how long the character ies from culture to culture and the char- ure out how to forge something so that spends on it and how good their skill acter must decide what culture their it will look just like the genuine article. roll is. etiquette skill applies to when they buy Use the Coordination attribute when the skill. The GM may decide that cer- actually executing any artistic endeav- Dancing (Coordination): tain other cultures are close enough to ors such as forging signatures or cre- The character is skilled in sev- the character’s specialty that the char- ating a realistic looking document. eral forms of dance from their own acter can use their etiquette skill with culture and others they might have that culture as well (although possibly Forward Observer been exposed to. Characters skilled in at a penalty). (Intelligence): dancing not only have the ability to This skill is used to direct artil- wow observers on the dance floor but Explosives lery, dragon strikes, and orbital bom- are a quick study at learning new kinds (Intelligence): bardments among other things. Basi- of dance and other dance related skills This skill covers all aspects of cally it means that the character is in (some kinds of martial arts for ex- the use of explosives, from detonators some position to view the enemy or ample). to timers to placement to blast radius. target and can direct their comrades to Naturally the kinds of explosives vary attack the location from a distance. Diplomacy (Wits): from zone to zone, but the basic facts This usually requires that both the char- This skill refers to diplomacy in of how they work tend to stay fixed acter and their far-off allies have a the more general sense of the word. throughout the galaxy. The character common system of reference. This can The character can deal well with also knows the basics of how to create be a map, a telepathic impression, or people, work out compromises, and explosives, at least in those quantum anything else that lets the attacker pre- speak their mind without offending the zones with which they are familiar. cisely locate their target. Characters listener. Alternatively, the character can who fail miserably at the use of this couch their speech in so many pleas- First Aid (Intelligence): skill run the risk of bringing the attack antries and vague statements that they The skill allows the character to down upon themselves rather than their can talk for hours without ever really give immediate medical attention to enemy. saying anything, and yet leave the im- wounds suffered by themselves or oth- pression that what they said was im- ers. These are for the most part tempo- Galactic History portant. rary measures, designed to help the (Intelligence): wounded individual survive until bet- The history of the galaxy is ex- Disguise (Intelligence/ ter medical treatment becomes avail- traordinarily long, detailed and very Coordination): able. Players may be at a disadvantage compelling. The character has made a The skill includes using make- or even unable to perform first aid on special point of learning all they can up, hair dyes, and prosthetics to change creatures from other species (at the about galactic history, including the someone’s appearance. Conceiving of GM’s discretion). history of the Kendis-dai Imperium, a disguise from available resources in- the Major Empires of today, and a host volves using the Intelligence attribute. Forgery (Intelligence/ of other interesting facts about the last The more successful the roll, the more Coordination): few thousand years. Characters will convincing the disguise is likely to be. Forging comes in handy in all make Galactic History checks when- When actually applying the disguise, kinds of situations. The Forgery skill ever they try to recall some fact about a Coordination-based skill check is encompasses knowing how to forge galactic history. This is very general necessary. IDs, money, documents, works of art knowledge spanning the whole galaxy.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 60 It is very rare that the character will Interrogation character is when giving orders. Ob- know much of the history of a specific (Perception/Wits): viously, orders that are clear and easy planet or Minor Empire unless it has This skill means the character to understand are more likely to be played a significant role on the galac- has trained in various kinds of ques- carried out. Leadership can also be tic scene. tioning techniques designed to get the used for inspiring followers to work truth out of someone unwilling to re- or fight harder, boosting morale, and Gambling (Intelligence): veal it. Interrogation comes in many generally improving the mental state Almost all kinds of gambling forms, from questioning prisoners to of one’s followers. Characters can also involve a degree of luck, but skilled cross examining a witness in court, to use leadership to enforce their will on gamblers know how to play the odds, slyly trying to wheedle information those who would not naturally look to as well as what kinds of strategies work from someone. Constantly barraging them as a leader. For example, calm- best in a given game. The character will the subject of an interrogation with ing down a rioting mob, or organizing not know the rules of every game out questions in order to get the truth out a group of desperate refugees. there, and until they learn the ins and of them involves the use of the Per- outs of a game from a foreign culture, ception attribute since the character is Local History they will be at a -3 penalty (their in- looking for signs of lies or inconsis- (Intelligence): nate skill at gambling still can come in tencies in the subject’s story. Trying to Unlike galactic history, the char- handy). Typically, a successful Gam- trick someone into revealing some- acter has learned all they can about a bling skill check allows the player to thing without them realizing it involves few specific regions of space. For ev- add a bonus of some sort when deter- the character’s Wits. ery level of the skill, the character can mining how well they do at the game. pick one culture whose history and It does not mean that the character will Investigation habits they have studied in depth. necessarily win a bet. (Perception): These can be Major, Minor, Lesser or Investigation is essentially the Unrecognized Empires, minor powers, Gymnastics (Agility): ability to find clues and follow up or even groups or religions. The char- This skill allows the character to leads. Trained investigators notice the acter makes skill checks against their perform a variety of gymnastic exer- clues that other people overlook, and total score when trying to recall facts cises, including tumbling, flips, som- know the procedures for undertaking about specific cultures they have stud- ersaults, cartwheels, and so on. Gym- a successful investigation. Most Vestis ied. nastics also entails a great deal of bal- find at least some investigation skills ance training, and characters can use to be a valuable asset in their work. It Logistics (Intelligence): their gymnastics skill in situations comes in handy when trying to get the A character skilled in logistics where balance is the key factor. facts right about a story for IGNM, or has learned what it takes to keep a large following up leads about a threat to the operation supplied and productive. Identification Omnet. Characters make Investigation This can be an army on the march or (Intelligence): skill checks when trying to figure out the headquarters building of a large This skill applies primarily to where to look to find the truth about a corporation. The character knows how artifacts and technical devices from story or rumor they have heard. They to keep track of the flow of supplies, across the galaxy. The character has also use the skill when searching determine exactly what each depart- made a comprehensive general study rooms, data files, or anything else that ment needs, and transport supplies ef- of the known galaxy and its technolo- requires an eye for detail and a mind ficiently. The character can also exam- gies and culture. This allows them to that makes quick connections. ine an organization’s records and de- look at something and determine its termine what areas of the organization general origin and function. The diffi- Leadership (Wits): are receiving more or less than they culty of doing this depends on how Leading others is not as easy as need, possibly revealing a hidden obscure the item and its place of ori- one might think. It is a skill that must group within the organization. gin are. The character generally has a be developed just like any other. Lead- pretty good chance of identifying any ership includes not only the ability to Mystic Operations common object from anywhere in the issue commands, but the ability to win (Willpower/Intelligence): Major Empires and most of the rest of over the hearts, minds, and respect of Much of the Greater Galaxy the Greater Galaxy. Even if the char- those you are leading. Leadership skill makes use of magic in one form or acter does not know the item by sight checks are made under a variety of cir- another. The ability to use magic can they can often make an educated guess cumstances. When coming up with a be invaluable to any Vestis out in the as to its origin and function. plan and giving orders, the Leadership field. Mystic Operations is the skill of skill check determines how clear the actually using magic within a given

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 61 quantum zone. This can mean the abil- plete the repairs. Choose one referent not need to sleep as much as those ity to focus one’s own energy, draw specialization from the list above. without the skill. Every hour of medi- upon other magical sources, or contact tation is equivalent to two hours of higher powers. Since the very nature Mystic Systems sleep. The only disadvantage is that in of magic changes so much from zone (Intelligence): a state of meditation, the character is to zone, a character must choose a par- Where Mystic Operations cov- largely unaware of what is going on ticular q-dex referent in which their ers the focus and mental training re- around them. Only loud noises, attacks Mystic Operations skill applies. The quired to perform magic, Mystic Sys- on their person, or other traumatic character can only use the skill in zones tems is the knowledge of how magic events will rouse the character from with that rating. Using the Mystic Op- works and what can be done with it in their meditation. erations skill often requires the char- a given quantum zone. Mystic Systems acter to make a Mystic Systems skill is the character’s knowledge of spells Operate Vehicle check as well, depending on what they and magical effects, what is needed to (Coordination): are trying to accomplish. See the chap- create those effects, and what results There are of course millions ter on Magic for full details. to expect. When creating a magical ef- upon millions of different vehicles in fect the character must usually make a the Greater Galaxy. Before effectively Mystic Q-dex Referents for Spe- Mystic Systems check first in order to operating any kind of vehicle, a char- cialization: summon up the knowledge of how the acter must first figure out how the con- effect works. Like Mystic Operations, trols work and what the vehicle is ca- Programmed Mana Linear the character must purchase this skill pable of doing. This can come from Mana Bipolar for a specific q-dex rating and can only trial and error on one’s own part, or it Enchanted Mana Linear use the skill in zones with that rating. can come from a more formal kind of Mana/Essence (Life Nodal) The skill can be purchased several training. This skill applies to the Ordered Essence Linear times, each for a different kind of zone. character’s ability to operate the ve- Essence Bipolar See the list under Mystic Operations hicle after they know how it works. Programmed Essence Linear for the various zones you may choose Characters use this skill when operat- Essence/Life (Mana Nodal) from. ing a vehicle in strenuous situations Enchanted Life Linear such as driving in a race, dodging ar- Life Bipolar Medicine (Intelligence/ tillery fire, eluding pursuers in a chase, Ordered Life Linear Coordination): or operating the vehicle under adverse Life/Mana (Essence Nodal) Where First Aid covers knowing conditions. how to treat small wounds, stop bleed- Mystic Repair ing and generally give on the spot aid Persuade (Intelligence/ (Intelligence/ to the sick and injured, Medicine cov- Wits): Coordination): ers more in-depth medical and surgi- This character is skilled in meth- This skill covers all aspects of cal procedures. Medicine includes di- ods of persuading others that their po- maintaining and repairing mystic de- agnosing diseases, administering and sition is correct or that they are telling vices. Assuming they have access to prescribing drugs and most impor- the truth. There are dozens of ways to the right materials and equipment the tantly, surgery. Only those with Medi- convince a person; many of them de- character can try to fix anything from cine skill can treat truly serious wounds pend on the audience the character their chosen field of study. Like its so that the victim will recover. Intelli- addresses. When trying to persuade cousins, Mystic Operations and Mys- gence governed checks are made when someone by means of a logical, rea- tic Systems, this skill requires the char- diagnosing diseases and determining soned, or prepared argument, use the acter to choose a particular quantum what treatments a given situation war- character’s Intelligence. When trying zone to which the skill applies. The rants. Coordination-based checks are to fast talk or bluff your way past some- character must purchase the skill mul- used when actually performing diffi- one, use Wits. tiple times in order to apply the skill cult surgical procedures. to different quantum zone referents. Running (Endurance/ Figuring out what is wrong with an Meditation (Willpower): Agility): item and how to fix it always requires Meditation allows the character The skill encompasses both the an Intelligence-based skill check. to put themselves into a trance-like physical development of the runner Sometimes the actual fixing requires state that is very restful and peaceful. and proper strategies for running short, close detail work that means a Coor- Many mystic rituals from around the medium, and long distances. Use the dination-based skill check. The GM galaxy require the use of the medita- character’s Endurance rating for skill may require the character to make sev- tion skill in some way. Additionally, checks against running long distances. eral successful checks in order to com- those who successfully use the skill do Use Agility for short sprints.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 62 Quantum Weather Seduction (Wits): and often cannot control the quality of (Intelligence): Seduction allows the character to that information. Knowing and understanding try to win the attention, appreciation, quantum weather is an important skill and even favors of those who are at- Singing (Coordination): for any interstellar traveler. The char- tracted to his or her sex and species. This skill reflects a combination acter understands how quantum fronts The skill involves the careful use of of voice training, breathing exercises, and quantum storms work and has a flirting, flattery, and raw sexual energy. and natural ability. The character is very good knowledge of the q-dex. The GM may assign bonuses and pen- able to follow a tune and even com- This means the character can accu- alties depending on the character’s pose their own songs. rately predict what kind of equipment physical appearance, cultural differ- they will need when traveling into a ences with the target, and the target’s Starship Maintenance new zone, as long as they know the state of mind. (Intelligence/ zone’s q-dex rating. If the character Coordination): ever finds themselves in a zone where Science (Intelligence): The character is skilled with they do not know the q-dex rating, they The character is familiar with the maintaining and fixing starships. Of will know what kinds of tests to per- laws of physics, chemistry, biology and course starships vary a great deal from form in order to determine the zone’s other sciences within a certain type of place to place, and characters have to place on the Quantum Index. The char- quantum zone. The character may use train differently for each kind of quan- acter can also, given sufficient knowl- this skill to determine what kind of tum zone. The character makes Intel- edge, predict fluxes in quantum equipment will work in a given zone ligence-based checks to determine weather on a galactic scale. as well as when performing scientific what kinds of repairs and maintenance research of any kind (such as DNA are needed and Coordination-based Reporting (Wits): mapping, separating elements into checks when performing delicate tech- This skill reflects the character’s their primal states, distilling ether and nical repairs. ability to write and present stories suit- so on). able for dissemination on the Stealth (Coordination): IntraGalactic News Matrix or some Shadow (Perception): The skill allows the character to other media outlet. Successful use of Shadowing includes following sneak around without being noticed, this skill allows a character to create subjects and keeping them under sur- provided that there is some sort of broadcasts that are both informative veillance without them realizing the cover. This skill also includes hiding and entertaining. The skill also allows character is watching them. In order one’s self or others and moving qui- a character to created biased or slanted to successfully use this skill, the char- etly. The GM may modify the skill reports that the average viewer will not acter must have some way to keep from check according to the environment in recognize as biased. Thus the reporter being noticed. It is easy to shadow which the character is trying to hide. can influence public opinion in a rela- someone in a crowded city, but more tively stealthy manner. difficult in an open desert. Stellar Navigation (Intelligence): Research (Intelligence): Sifting (Intelligence/ The character is familiar with the Researching something is usu- Perception): intricacies of interstellar travel and ally more than simply looking it up in Sifting is the primary skill em- knows how to plot a course from one the IGNM Galactipaedia. Researching ployed by the Atis Librae in their con- destination to another, even across has its own tricks of the trade, just like stant search for information for the quantum fronts. Of course, the char- any other endeavor, and only a skilled Netcasts. Sifting involves pouring over acter must be familiar with the navi- researcher will be able find out all there massive amounts of information and gation equipment of the ship they are is to know about something. Research- sorting out what is important and what using, but once acquainted with a ers not only know their way around a is insignificant. This is almost always ship’s systems, they will be able to library or database, they also know done with the aid of a synthetic mind, guide the ship normally. what kinds of questions to ask. Char- who operates within the parameters of acters will make researching skill the sifter’s search. Sifting also allows Starship Pilot checks when looking into the past and the character to notice trends and hid- (Coordination): present history of anything from a per- den facts within the great mass of data. The character knows how to pi- son to a Major Empire. The more suc- This can reveal instabilities within gov- lot a ship through space and atmo- cessful the skill check, the more likely ernments, economic trends, or even sphere alike. The skill represents the it is that they will uncover some little troop movements. The only caveat character’s ability to perceive their interesting tidbits of information that when using Sifting is that the charac- surroundings in three dimensions and others would miss. ter is entirely dependent on the infor- react to those surroundings (dodging mation they are receiving from others, enemy ships, weaving through aster-

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 63 oids, and so on). In order to use this Characters will make Synth Ops weaknesses in an opponent’s defenses, skill effectively, the character must be checks when trying to get something and how to effectively move their com- familiar with the ship’s pilot systems. particularly difficult out of their synth, patriots and themselves through a com- or when using a synth in stressful situ- bat situation. Strategy (Intelligence): ations. Strategy is really all about see- Technology Operations ing possibilities and exploiting them Synthetic Mind (Intelligence/ no matter what the situation. Charac- Programming (Wits/ Coordination): ters will use strategy when devising Intelligence): This skill covers the operation of plans for large-scale military opera- Programming a synth is not like technical devices. There are so many tions. The skill also carries over into programming a computer or any other different kinds of technologies in the games of strategy, business, and even kind of machine. Programming a synth galaxy that it is hard to imagine some- complex personal relationships. Strat- involves a great deal of talking. Synths one skilled in the use of all of them. egy skill checks allow the character to are normally only too happy to change The character must choose a specific perceive weaknesses in enemy posi- their programming, you just have to quantum zone to which their skill ap- tions as well as their own. Furthermore, know what to tell them and how to get plies. The character knows the basics the skill allows the user to focus in on the best results out of them. Many of how technology works in that zone their goals and see how to best accom- starships and homes have synths dedi- and can figure out how to work almost plish them. Strategy focuses on the cated to running a single system such any tech device from the zones, as long long haul and the greater goal, even if as weapons or automated cleaning ro- as they make a skill check. Characters it means sacrificing a few pawns along bots. Programming checks are required may purchase this skill more than once the way. whenever a character wants to assign if they wish to be skilled in more than a synth to a new task for which it has one quantum zone. The character Survival (Endurance): no previous training. Characters also makes Intelligence-based checks when This skill covers all the learning make programming checks when run- trying to figure out how something necessary for surviving in the wild on ning diagnostics to see whether or not works and to operate certain kinds of one’s own. This includes the basics of there is something wrong with an in- devices. Other devices might require building shelter, hunting and gathering dividual synth. the character to make a Coordination- food, and finding civilization again. Of based check in order to operate it ef- course each planet and each quantum Swim (Endurance/ fectively. zone provides its own challenges, and Strength): if the character has no previous train- This skill represents the combi- Technology Q-dex Referents for ing or information about their sur- nation of muscle training, cardiovas- Specialization: roundings they may have a hard time cular development, and skills appro- discerning what is edible and what is priate for swimming, including a vari- Programmed Matter Linear not. Nevertheless, they have the skills ety of strokes. This skill can be used Matter Bipolar to figure such things out with less for swimming quickly, swimming long Charged Matter Linear trouble than most. Survival training distances, surviving adverse water con- Matter/Energy (Life Nodal) also encompasses a certain amount of ditions, and holding one’s breath. Set Energy Linear mental training. Under adverse condi- Skilled swimmers are also able to Energy Bipolar tions, characters with this skill are able judge how far they have swum based Programmed Energy Linear to survive much longer than those on the number of strokes. Energy/Life (Matter Nodal) without the skill. Charged Life Linear Tactics (Intelligence/ Life Bipolar Synthetic Mind Perception): Set Life Linear Operation (Wits/ Tactics is a skill of the moment, Life/Matter (Energy Nodal) Intelligence): and the complement to Strategy. Where Operating a synth is a lot like Strategy focuses on the overall scheme Technology Repair talking to a person. Synths almost al- of things, Tactics focuses on the small- (Intelligence/ ways have a personality of some sort, scale conflict. Tactics allows the char- Coordination): although this can be changed by a pro- acter to perceive the flow of action in This skill covers all aspects of grammer. The skilled operator knows the combat around them. This means maintaining and repairing technical how to phrase questions and under- they might be able to pick up on the equipment. Assuming they have access stand responses in order to get the most tactics their enemy is employing, as to the right materials and equipment out of their synth. The skilled operator well as improving their own situation. the character can try to fix anything also knows how to build rapport with Tactics skill checks allow the player from their chosen field of study. Like a synth, in effect becoming its friend. to perceive optimal firing positions, its cousin, Technology Operation, this

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 64 skill requires the character to choose a space. The character with this skill is in one hand, point at your target and particular quantum zone to which the very knowledgeable in the best ways activate. skill applies. The character must pur- to move their body quickly and effi- chase the skill multiple times in order ciently through zero gravity environ- Light Two-Handed to apply the skill to different quantum ments. This includes using walls and Distance Weapons zone referents. Figuring out what is other fixed positions to bounce off of (Coordination): wrong with an item and how to fix it at the correct angles to take the char- This skill covers all types of always requires an Intelligence-based acter where they want to go. rifles, sub-machine-gun sized weap- skill check. Sometimes the actual fix- ons, and anything else that requires two ing requires close detail work that hands to send death towards your en- means a Coordination-based skill Weapon Skills emies. check. The GM may require the char- acter to make several successful checks Weapons Skills represent the Medium Two-Handed in order to complete the repairs. character’s ability to use a weapon. Distance Weapons Choose one referent specialization With so many different kinds of weap- (Coordination): from the list above. ons in the Greater Galaxy, we cannot While the skill might say me- keep up with evolving technology well dium, these are those really big weap- Tracking (Perception): enough to list skills for every weapon. ons that one person alone can barely Tracking encompasses follow- Instead, Starshield breaks all weapons handle. Things like machine guns, ing tracks left behind by any creature down into certain categories. When rocket launchers, heavy shock guns, moving across the ground. Some races purchasing Weapon Skills for a char- tri-barrel powerguns, and other bulky may be able to use their sense of smell acter, a player buys a skill in one or two-handers fall under this category. to track as well as their sense of sight. more of these categories. The charac- Of course, depending on the terrain it ter can then use that skill whenever Heavy Distance may be very easy or next to impossible they use a weapon that falls into one Weapons to track someone. of those categories. (Coordination): These are weapons no human Unarmed Combat Most weapons fall into these cat- can carry by themselves and operate. (Strength/ egories. For example, across the gal- They are vehicle mounted distance Coordination): axy there are millions of varieties of weapons like heavy flamers, cannons, The ability to defeat one’s foes guns: weapons where you aim, pull a rail guns and so forth. without weapons can be extremely use- trigger, and something nasty shoots out ful when you find yourself in a quan- at your enemy. While the technology, Starship Weapons tum zone where none of your weap- power source, and ammunition may (Coordination): ons function anymore. This skill cov- vary wildly, they are all pretty much The character uses this skill ers the whole gamut of unarmed con- the same when it comes to using them. when attacking opponents using a flict, from striking and kicking to grap- starship’s weapons systems. In most pling and joint locking. The character However, these categories do not cases, the character will have the as- can use either of two attributes to gov- encompass every weapon out there. sistance of some sort of computer or ern this skill. They imply two differ- Some weapons are just too unique or synthetic mind which may give addi- ent strategies of unarmed combat: even downright strange to fit into one tional bonuses to the character’ Skill combining muscle and skill or fitness of these categories. If a specific Rating when attacking. In order to use and skill. In some cases the GM may weapon requires a skill not on this list, this skill effectively, the character must rule that only one of the attributes ap- the weapon’s description will specify be familiar with the ship’s weapons plies to what the character is trying to the skill needed. systems. do. For example, picking up and throw- ing someone across the room is pure One-Handed Distance Thrown Weapons Strength, while jabbing two fingers Weapons (Coordination) into an opponent’s windpipe requires (Coordination): These are weapons that don’t good Coordination. This skill covers the use of all travel towards the enemy under their types of pistols, hand blasters, magic own power; you have to throw them. Zero Gravity Maneuver wands and anything else that you hold They include hand bombs, throwing (Agility): knives, and flame discs among others. The ability to maneuver effec- tively in zero gravity does not come naturally to most sentients, but can be terribly important when traveling in

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 65 tion, propaganda and lies. Finding that sent) to train in the Armed Conflict Melee Weapons truth can be a dirty, deadly business, Resolution (ACR) Program. The ACR and the Vestis is more than an organi- trains the Vestis in a wide variety of Melee weapons are different zation of reporters, much more. The combat procedures including unarmed from distance weapons. Sometimes the Vestis has tried to prepare itself and its combat, common weapons from across damage done by a melee weapon de- members for every conceivable cir- the Greater Galaxy, zero gravity com- pends mainly on the wielder’s cumstance, every problem that might bat, and basic military strategy and tac- Strength. Sometimes it doesn’t. Most come between them and the truth. tics. melee weapons can be used either to bludgeon or to cut with finesse. For this Of course even with biolinks, no Biolink reason, the description of a melee sentient can be a master of all trades, Explosives weapon gives numbers depending and so the Vestis has a fair degree of Forward Observer upon whether the character is using specialization within its ranks. During Logistics Coordination or Strength when mak- the course of training, Vestis choose Operate Vehicle ing an attack. When the character has from a number of specialized training Strategy a choice of either, think about how the courses designed to give them exper- Stealth character is approaching the combat. tise and skills that pertain to one or two Survival Are they trying to overpower their op- of the many needs of the Inquisition Tactics ponent by slamming their weapon into and the Omnet. While most Vestis tend Unarmed Combat them with all their might, or are they to specialize in one field and then stay Zero Gravity Maneuver trying to slip in under the guard for a with it for the rest of their service, it is One-Handed Distance Weapons quick shot to a vital area? Which at- not unheard of for Vestis to go back Light Two-Handed Distance Weap- tribute applies depends on the weapon and train again in additional special- ons and the GM. ization fields. Those members of the Medium Two-Handed Distance Vestis who dislike biolinks find this Weapons One-Handed Melee last option more appealing than most. Heavy Distance Weapons Weapons (Coordination/ Vehicle Mounted Weapons Strength): The following list of Training One-Handed Melee This skill covers all weapons that Programs may be chosen for either a Two-Handed Melee you hold in one hand and hit someone character’s Specialization (40 CPs) or with such as fighting sticks, swords, Supplement (20CPs) Training. and smart whips. Covert Operations

Two-Handed Melee Armed Conflict Resolution Sometimes the Inquisition finds Weapons (Coordination/ it necessary to obtain information in- Strength): There comes a time in every directly and there are many reasons These are the weapons you need Inquisitor’s life when it seems there is why such circumspection might prove two hands for, like staves, great no option but to turn to violence as a necessary. Some governments prefer swords, and rippers. last resort. Alas, much of the Greater not to give Omnet representatives ac- Galaxy remains a dangerous place, full cess to important information. The Vestis Training of unsavory and unscrupulous Oracles disagree. Other times, the sentients who will go out of their way Vestis may go undercover in order to to harm the Omnet. These typical dan- avoid drawing attention to themselves. The Omnet is an organization of gers are only compounded by the rise Many Inquisitors have found that staggering proportions, with billions of of the Order of the Future Faith and people tend to change their story when employees, operatives, and informers the Sentinels, organizations directly they are talking to a representative of spread out across the Greater Galaxy. opposed to the Omnet’s very existence. the Omnet, and that someone with no The primary business of the Omnet is obvious Vestis associations has a bet- reporting the truth to all who care to To protect itself from such ter chance of getting the truth. Occa- listen. Finding out the truth so the threats, the Omnet has its own mili- sionally the Vestis must rescue Omnet Omnet can tell it falls upon the shoul- tary force: the Centirion. However, employees being held hostage, or un- ders of the Vestis. There is more to re- sometimes even the Centirion cannot dertake espionage and sabotage mis- porting the truth than simply going out be there to protect the Vestis. Some- sions to suppress those forces in the there and finding out what people have times, too, the Vestis feel the need to galaxy that wand to see the Omnet col- to say, or witnessing events as they carry out their own military operations lapse. The Covert Operations schools happen. The Omnet wants the real without calling upon the Centirion for maintained by the Vestis employs some truth, beneath all the rumors, obfusca- help. Thus many Vestis choose (or are of the galaxy’s most advanced tech-

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 66 niques. They train Inquisitors in infil- Biolink Leadership tration techniques, undercover Critical Analysis Operate Vehicle tradecraft, insertion methods, and Cryptography Persuade counter terrorist measures. The Covert Forgery Seduction Ops program is one of the most rigor- Investigation One-Handed Melee ous in the entire Vestis, and is not for Mystic Operation One-Handed Distance the faint of heart. Operate Synthetic Mind Reporting Biolink Research Historical Recovery Climb Persuade Cryptography Program Synthetic Mind When sentients think of the Disguise Science Omnet they usually think of the cease- Explosives Sifting less broadcasts that seem ubiquitous in Interrogation Technology Operation every settlement in the known galaxy. First Aid Most forget one of the Laws of the Forward Observer Nine is “Ancient Truths shall be Re- Mystic Operations Diplomacy born”, and thus the Omnet focus on Running “recovering the past.” In fact, a signifi- Shadow The Omnet has representatives cant portion of Omnet resources are Stealth all across the Greater Galaxy. Most focused on retrieving whatever infor- Tactics governments welcome the Omnet and mation and artifacts it can find about Technology Operations the valuable service it provides. Most the Galaxy’s past, focusing particularly Tracking sentients prove more than willing to upon the lost Kendis-dai Imperium. Swimming cooperate with the Omnet’s search for Unarmed Combat truth in the Galaxy, especially when As the primary information gath- One-Handed Distance Weapons uncovering that truth is in their own erers in the Omnet organization, much Light Two-Handed Distance Weap- best interests. of the “recovering the past” duty falls ons squarely upon the shoulders of the The Omnet has its own diplo- Vestis Inquisitas. Recovering the past matic corps, the Minitus, who work to takes a lot of work, and a variety of Data Analysis (Sifting) make sure that positive lines of com- skills, most of which are taught in the munication remain open between the Historical Recovery Qualification Pro- Many Vestis have risen from the Omnet and its clients. While Minitus gram. Almost all Inquisitors go through ranks of the Atis Librae, and their re- Consuls handle all the formal diplo- at least part of this training at one point search and critical thinking skills are matic missions, the Vestis are often in their careers, since one never knows important assets to have when prepar- called upon to represent the Omnet in when you will come across some sig- ing reports for the Omnet. Vestis who crisis situations. The ability to use di- nificant artifact or piece of informa- did not come from the Atis may choose plomacy is an important asset to any tion. Those who undertake the qualifi- to undergo Data Analysis Training Vestis Maniple. Diplomatic training for cation program learn the known his- (DAT) in order to familiarize them- the Vestis includes courses in etiquette tory of the Kendis-dai Imperium, how selves with the basic techniques of and politics from around the galaxy, to identify important or possibly im- Omnet research and information sift- with specializations available in all of portant artifacts, some skill in ancient ing. the Major Empires and most of the languages, basic investigation and his- other ones. Diplomatic training covers torical research skills and the latest in Trained sifters can read through a wide variety of skills that may come Omnet archeological procedures. thousands of reports and see the pat- in handy during social situations or terns of history unfolding before their during negotiation, including rhetoric, Ancient Languages eyes. Data Analysis Training also singing, negotiation strategies, and Appraise teaches the Vestis how to spot forger- dance. Archeology ies, discern lies, and apply critical Biolink thinking skills to any situation. Vestis Acting Critical Analysis interested in learning the more ad- Biolink Galactic History vanced uses of synthetic minds may Cryptography Identification also enter DAT, since sifters have by Dance Local History far the most experience with using Diplomacy Persuade synths to their full potential. Etiquette Operate Synthetic Mind Gambling Research

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 67 Survival techniques, giving them the ability to Strategy Tracking use magic in a variety of situations. The Tactics Mystic Support Program also teaches Vehicle Mounted Weapons Inquisitors to recognize different kinds Zero Gravity Maneuver Information Recovery of magic when they come across them. The Program also instructs the Vestis The primary goal of every In- in ancillary skills that are often part of Technology Support quisitor is discovering the truth and re- magical rituals, such as meditation, as- porting it to the Omnet. Officially trology, and pharmacology. The Technology Support Pro- termed Information Recovery, this spe- gram is like the Mystic Support Pro- cialization is basically advanced train- Ancient Languages gram in many ways. Instead of learn- ing in all the skills a Vestis needs to Biolink ing the ins and outs of the galaxy’s ma- get the story. Vestis learn a variety of Critical Analysis jor magical systems, the Vestis learns ways to investigate a story and get to Dance to use and maintain technology from a the truth, from interview skills to in- Mystic Operations variety of quantum zones. Also like terrogation techniques. Information Mystic Repair magic, no one person can learn it all, Recovery also includes such important Mystic Systems and most Vestis specialize in just a few investigative techniques as breaking Meditation of the more important technological codes, using divination, and other Research systems. Not only does the Technical magical techniques for learning infor- Singing Support Program teach the operation mation, and the use of recording de- and repair of technology from various vices from all kinds of quantum zones. quantum zones, it also teaches the sci- Every Vestis learns the basics of In- Starship Operations entific paradigms that rule each zone. formation Recovery during their Ba- No Vestis can afford to be without sic Training, but many choose to go Inquisitors are constantly on the some basic knowledge of technology, on and hone their skills to a greater de- move. Unlike the Atis Librae, the but for those who want a higher level gree. Vestis seldom stay in one place for of skill, this is the perfect program. long. Instead they go where the never- Acting ending quest for information takes Animal Handling Biolink them. Naturally, all that traveling re- Biolink Etiquette quires a spaceship of some sort, and Critical Analysis First Aid every Vestis learns the rudiments of Identification Identification spacecraft operation during Basic Operate Vehicle Interrogation Training. Flight School teaches the Starship Maintenance Investigation Vestis much, much more. The student Synthetic Mind Operation Forgery learns combat maneuvers, advanced Synthetic Mind Repair Mystic Operations navigation, skills for coping with the Technical Operations Reporting boredom of long space flight, and Technical Repair Persuade spacecraft maintenance skills. There Shadow are millions of different kinds of ships Technology Operations in the galaxy, using both technologi- cal and magical systems to provide drives, weapons, and defensive sys- Mystic Support tems. The Flight School teaches the Vestis to use those drive and weapons Sentients across the galaxy prac- most commonly used by the Omnet, tice magic in all its myriad forms. and equipment from all of the most im- Some zones depend entirely upon portant quantum zones. magic for all of their industry, space flight, and warfare. No Vestis can af- Animal Handling ford to be without some basic knowl- Biolink edge of magical techniques, but some Leadership find it necessary to learn much more. Quantum Weather With so many kinds of magic in the Starship Maintenance Galaxy, it is impossible for one sen- Starship Pilot tient to master them all. Nevertheless Starship Weapons a Vestis can master a variety of mystic Stellar Navigation

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 68 StepSeven:DevelopmentPoints

Not every waking moment of a character’s life is spent in the service of the Omnet or whatever other em- ployer they had before joining the Vestis. To represent this, Development Points are granted to each character. Development points allow the player to customize their character beyond the bounds of the normal Creation Points allotted at each stage of character creation.

Development Points can be The cost of raising an attribute spent on anything the player wishes: or skill is shown on the following table. attributes, skills, backgrounds, talents For example, raising an Attribute from Development Point Table and abilities. Every character gets 10 5 to 6 would cost 12 Development Development Points at the beginning Points. Raising a skill from 5 to 6 Attributes: double DPs equal to level of the game to be spent immediately. would cost only 6 Development Points. purchased (level 5 = 10 points). Must These DPs may be spent at any time. Purchasing talents, backgrounds, or buy levels in order. For example, you may want your char- abilities is done on a one for one basis. Skills: DPs equal to cost of level acter to have a background that re- That is to say, if a talent normally has purchased (level 5 = 5 points). Must quires more than the initial allotment a Creation Point cost of 3 it will cost 3 buy levels in order. of 5 CPs for backgrounds. Simply Development Points to purchase that Talents and Abilities: 1 DP per point spend the background specific CPs you talent. cost of talent or ability wish and then supplement that total Backgrounds: 1 DP per point cost of with converted DPs. Later, as the No skill or attribute can be raised background character’s adventures proceed, they over 9. may earn more Development Points.

Non-VestisCharacters

As we mentioned before, there is no need to confine yourself to playing only characters associated with the Vestis Inquisitas. The Vestis offers a host of exciting adventure opportunities but they do not by any means hold a monopoly on excitement in the galaxy. Players and GMs alike will probably come up with all kinds of other characters they would like to play. Certainly future Starshield publications will offer new and different types of characters but you may not want to wait that long. So without further ado we present some basic guidelines about developing non-Vestis characters. Any new kind of character should meet most or all of the following criteria:

Potential for Adventure: The Working Together: One of the Interesting: This criterion is new character type should have a rea- nice things about playing Vestis char- pretty obvious, but worth mentioning sonable potential for logically getting acters is that the characters have a rea- anyway. Whatever your new charac- into exciting situations. Granted, it can son to stay together even if they do not ter concept might be it should be in- be a lot of fun to take a normal person always get along. This is an important teresting for the players. Not only in- leading a boring life and throw them factor in keeping any long-term game teresting in theory, but it should also into strange and exciting situations. interesting and playable. All too often be interesting to play. A group of sci- Some of our favorite books and mov- long-term games fall apart because entists studying the differences be- ies center around just such characters players feel that their character just tween quantum zones may sound in- and situations. Playing a factory wouldn’t stay with these other people. teresting but may not be interesting to worker suddenly caught up in a web When coming up with your own, origi- play if all they do is work in their labs. of intra-galactic intrigue is an exciting nal ideas for characters it is important On the other hand, if they are out per- adventure for a session or two of gam- to try and develop some sort of link forming experiments in quantum fronts ing, but it is difficult to turn that con- between the characters that will bind and traveling to previously unexplored cept into a long-term campaign. The them together over the long haul. Of regions of space then there might be character should be continually moti- course it is fun to throw a wild assort- some real potential for interesting vated to lead an exciting and adven- ment of different characters into a situ- game play. turous life so that the players and GM ation where they have to work together, do not have to strain believability too but in the long term the game will prob- far to put the players in interesting situ- ably be unsustainable. ations.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 69 Creating the Character could foresee. Smugglers tend to be Tactics jacks of all trades since their business Tracking is fraught with uncertainty. Their skill Unarmed Combat Buying attributes, talents, abili- list reflects the eclectic expertise nec- Zero-G Maneuver ties, and even backgrounds and disad- essary to be a successful smuggler. All weapons skills vantages is done in the exact same way as making a normal Vestis character. Appraise The only change comes when buying Disguise Noble/Political Family skills. Your smuggler or mercenary First Aid will not have gone through Vestis Spe- Forgery Powerful families rule many of cialization or Supplementary Training. Gambling the galaxy’s empires. Some are noble When designing a non-Vestis charac- Mystic Operations houses that hold their power by birth- ter, you need to come up with a skill Operate Vehicle right while others are political fami- list that is appropriate to the type of Quantum Weather lies that have acquired such wealth and character you are designing. The skill Starship Maintenance influence that they have become a po- list should only include those skills that Stellar Navigation litical force to be reckoned with. The a character would logically have Starship Pilot players are all members or employees learned in the course of training for and Starship Weapons of this family. This provides an excel- working in their chosen profession. All Stealth lent base for all kinds of different ad- characters should get the Pre-Vestis Technology Operations ventures centering on the family’s skill points since this represents skills Technology Repair needs and goals. The characters might acquired before the character em- Unarmed Combat open up trade relations with some other barked on their chosen career. This One-Handed Distance Weapons empire, commit acts of espionage leaves 60 points to be spent on the One-Handed Melee Weapons against rival families, uncover assas- skills from your newly created skill list. sination plots, become embroiled in You may choose to have only one skill Byzantine political maneuvering and list instead of the many different lists Mercenary Troop so on. The GM and the players should of Vestis training. This is up to you and agree on the exact nature of the your GM to determine. Mercenary Troops are very com- family’s power and place in society. mon in the galaxy these days, espe- The characters should not be required Non-Vestis Characters cially since few of the smaller empires to purchase the appropriate family can afford to invest in military equip- backgrounds. After all, for the player ment suitable for every quantum zone characters the family is just like the We present here a few examples where they might need to project force. Omnet for the Vestis. Characters from of non-Vestis character types. These They often hire local mercenary groups a family character concept can have a are character types that we feel meet to do their dirty work for them. The variety of different skill lists, and it cer- all of the criteria listed above and characters can either be the leaders of tainly would be appropriate to simply which have balanced skill lists. Feel their own small mercenary group or use or modify slightly any one of the free to incorporate them into your own soldiers in a larger outfit. Either way Vestis lists for individual characters. games as you wish. the life of a soldier for hire offers plenty We also present here a list for those in the way of excitement. Not only character who are involved exclusively Smugglers battle itself but also dealing with with the family’s political, social, and double-crossing clients, strange alien governmental activities. worlds, and all those unexpected ob- Smuggling goods across closed stacles that rise up in one’s path. Biolink borders is a lucrative and dangerous Dancing business. Playing a group of smugglers Climb Diplomacy offers plenty of opportunities for ad- Explosives Etiquette venture and profit. The characters will Forward Observer Seduction have to have their own ship or work Gymnastics Persuade for a larger smuggling operation. They Leadership Appraise will have to make contacts, procure Magical Operations Critical Analysis goods, run blockades, and sell their Magical Systems Leadership goods. This is plenty of interesting Operate Vehicle Local History material to start with, but it gets even Running Strategy more exciting when the GM throws in Stealth Synthetic Mind Operation those extra complications that no one Swim Unarmed Combat

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 70 One-Handed Distance Weapons Mystic Systems One-Handed Melee Weapons Operate Vehicle Freelance Merchant Quantum Weather Research Appraise Empire Officials Starship Maintenance Biolink Starship Pilot Forgery Another interesting kind of Stellar Navigation Gambling Starshield game centers on the play- Survival Identification ers as important officials within the Technology Operations Persuade government of some Major, Minor, Technology Repair Mystic Operations Lesser or Unrecognized Empire. The Tracking Mystic Repair characters will have to deal with all of Mystic Systems the difficulties that governments face, Quantum Weather from making treaties and alliances to Merchant Company Starship Maintenance fighting wars and terrorists. The char- Starship Pilot acters can either be the actual leaders Just as there is a lot of unex- Starship Weapons of the government or just servants of plored space waiting to be discovered, Stellar Navigation the political system. Either way, they there is plenty of explored space where Technology Operations are plenty of opportunities for adven- an motivated group of characters can Technology Repair ture. make a lot of money. The characters One-Handed Distance Weapon may wish to play the heads of a large, One-Handed Melee Weapons Acting wealthy trading concern with fleets of Biolink ships at their disposal. In this case, their Critical Analysis adventures will center on maintaining Diplomacy and expanding their trade empire in the Leadership face of competitors, pirates, shifting Local History markets, and other obstacles. On the Mystic Systems other hand, the characters might pre- Mystic Operations fer playing a small group of freelance Persuade traders with nothing but a cargo ship Reporting and the will to make money. Then they Strategy have to find their own markets, per- Technology Operations haps harvesting Yardow from the cen- ter of the galaxy or smuggling contra- band past blockades. The possibilities Explorers for adventure are .

As we have mentioned so often before, it is a big galaxy, and much of Captain of Industry it remains unknown to the population of the Greater Galaxy. Exploring new Biolink quantum zones, making contact with Critical Analysis strange societies, and searching for lost Diplomacy riches is a traditional venue for adven- Economics ture and one that Starshield lends it- Etiquette self to rather nicely. The GM can let Leadership their imagination go wild with strange Logistics places for the characters to explore and Mystic Operations the players will have a fun time doing Mystic Systems it. Persuade Research Archeology Sifting Biolink Synth Operation First Aid Synth Programming Galactic History Technology Operations Mystic Operations Mystic Repair

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 71 CharacterCreationChecklist Use the following quick reference for creating characters.

Step One: Character Concept.

The player decides the fundamental nature of the Physical Appearance character.The following characteristics should be consid- Demeanor ered: Personality Idiosyncrasies History

Step Two: Attributes.

The player determines the character’s mental and physical attributes. Vestis characters have 45 CPs to spend on attributes. The following rules apply:

1. The character must spend at least one point on every attribute. 2. Only one attribute can have a score higher than 8.

Step Three: Flaws and Disadvantages.

This step is optional but fun. The player can earn extra CPs by buying problems for their character. Players are limited to an extra 12 CPs that can be gained through taking flaws. For talents, abilities, backgrounds and skills, the extra CPs may be spent one for one. For attributes, the cost of the new attribute level is equal to that attribute level and no levels may be skipped.

Flaws and Disadvantages Checklist (CPs granted) Addiction (1, 3, 5) Aimless (3) Infamous through Major Empire (5) Wanted citywide: (2) Blind (6) Infamous in the Greater Galaxy (6) Wanted planet wide: (3) Clumsy (4) Insensitive to Magic (5) Wanted through a Lesser Empire: (4) Chronic Illness (varies) Limp (3) Wanted through a Minor Empire: (5) Wasting Disease (5) Multiple Personalities (6) Wanted through a Major Empire: (6) Immune Deficiency (6) Mute (4) Skin Disease (4) Reckless (4) Modify the cost according to the Curious (3) Pain Sensitive (7) following factors as they apply: Deaf (4) Poor Memory (3) Depression (3) Poor Senses (3) Minor Crime (no one hurt, faces small Disfigurement (2) Prejudice (2) jail time or a fine): -1 Disgraced (4) Probationary Status (3) Major Crime (faces a large fine and or Egotist (3) Secret Past (4) jail time): 0 Enemy (1-10) Speech Impediment (1) Capitol Crime (faces life in prison, Infamous/Infamous Family (varies) Technically Impaired (4) maybe death): +1 Infamous citywide (1) Temper (2) Wanted Dead or Alive (sucks to be Infamous planet wide (2) Timid (3) you): +2 Infamous through Lesser Empire (3) Wanted (varies) Weak Constitution (5) Infamous through Minor Empire (4)

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 72 Step Four: Talents and Abilities.

The player chooses those special things that make their character a better than average sentient. Characters have 8 CPs to spend on Talents and Abilities.

Talents and Abilities Checklist (CP cost) Acute Senses (3) Fearless (3) Mimic (4) Ambidextrous (5) Flexibility (4) Natural Born Talent (4) Animal Affinity (3) Gifted Artist (3) Pain Resistance (7) Baby Face (2) Good Luck (6) Perfect Liar (5) Big (6) Intimidating Presence (4) Photographic Memory (3) Combat Reflexes (7) Iron Will (4) Sexually Irresistible (3) Culturally Adaptive (2) Light Sleeper (3) Sixth Sense (5) Direction Sense (1) Magical Talent (5) Sleep Non-Dependent (2) Disease Resistance (4) Magic Sensitive (6) Tactical Genius (4) Empathy (4) Magnetic Personality (5) Time Sense (1) Eye For Detail (3) Mechanical Genius (4) Unassuming Presence (4) Step Five: Backgrounds.

The player determines those things from the character’s past that help in the here and now, like wealth, status, and contacts. You have 5 points to spend on Backgrounds Awards and Medals Ordo Exemplis (2) Mentor (4) Rank The Durg Jil’Ren Award (2) Outcast (0) Vestis Novus free Centiriate Exemplis (2) Possessions Inquisitor Tempus 1 Son/Daughter of Kendis Dai (6) Family Heirloom (1) Inquisitor Bas 2 Contacts Weapon (2) Inquisitor Regul Atur 5 Divisions of the Omnet (choose one) (2) Magical Relic (2) Inquisitor Regul 8 Underworld (2) Personal Synth (3) Reputation Government (2) Planetary Vehicle (3) Good in a Fight (2) Military (2) Homes Reliable (2) Press (2) Apartment 2 Confidential (2) Entertainment (2) Small House (five or fewer rooms) 3 Careful (2) Citywide Contacts (0) Large House (up to ten rooms) 5 Significant Other (3) Planet Wide Contacts (+1) Estate (many rooms, expansive grounds) 7 Wealthy Family Lesser Empire Wide Contacts (+2) Starship Citywide traders; 10 million Omnium (2) Minor Empire Wide Contacts (+4) Very Small (less than 100 tons) 3 Planet wide traders; 100 million Omnium Major Empire Wide Contacts (+6) Small (100-500 tons) 5 (4) Galaxy wide Contacts (+8) Medium (500-1000 tons) 8 Lesser Empire wide trades; 1 billion Famous Family Large (1000-2000 tons) 10 Omnium (5) Famous in one city (1) Powerful Family Minor Empire wide traders; 10 billion Famous on one planet (2) Citywide power 2 Omnium (6) Famous in a Lesser Empire (3) Planet wide power 4 Major Empire wide traders; 100 billion Famous in a Minor Empire (4) Lesser Empire wide power 5 Omnium (8) Famous in a Major Empire (5) Minor Empire wide power 6 Galaxy wide traders; 1 trillion Omnium Famous throughout the Greater Galaxy (6) Major Empire wide power 8 (10) Income Galaxy wide power 10 20,000 Omnium per year (1) 40,000 Omnium per year (2) 80,000 Omnium per year (3) 150,000 Omnium per year (4) 300,000 Omnium per year (5) 750,000 Omnium per year (6) 1,000,000 Omnium per year (7)

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 73 Step Six: Skills.

In this rather involved step, the player determines what the character knows and what they can do. Characters can spend 20 CPs on Pre-Vestis Skills from the Skill List below. Then, characters specialize by spending 40 CPs in a particular Vestis Training Program from the list below. Finally, characters diversify their skills by spending 20 CPs in a Supple- mental Training from the same list below. The Specialization and Supplemental Training may not be the same.

Skill List Starship Maintenance (Intelligence/ Logistics Acting (Intelligence/Wits) Coordination) Operate Vehicle Ancient Languages (Intelligence) Stealth (Coordination) Strategy Animal Handling (Perception, Stellar Navigation (Intelligence) Stealth Agility) Starship Pilot (Coordination) Survival Appraise (Perception) Starship Weapons (Coordination) Tactics Archeology (Intelligence) Strategy (Intelligence) Unarmed Combat Biolink (Willpower) Survival (Endurance) Zero Gravity Maneuver Climb (Agility) Synthetic Mind Operation (Wits/ One-Handed Distance Weapons Critical Analysis (Intelligence/ Intelligence) Light Two-Handed Distance Weapons Perception) Synthetic Mind Programming (Wits/ Medium Two-Handed Distance Cryptography (Intelligence) Intelligence) Weapons Dancing (Coordination) Swim (Endurance/Strength) Heavy Distance Weapons Diplomacy (Wits) Tactics (Intelligence/Perception) Vehicle Mounted Weapons Disguise (Intelligence/Coordination) Technical Operations (Intelligence/ One-Handed Melee Economics (Intelligence) Coordination) Two-Handed Melee Etiquette (Wits) Technical Repair (Intelligence/ Explosives (Intelligence) Coordination) Covert Operations Training First Aid (Intelligence) Tracking (Perception) Forgery (Intelligence/Coordination) Unarmed Combat (Strength/Coordi- Biolink Forward Observer (Intelligence) nation) Climb Galactic History (Intelligence) Vehicle Mounted Weaponry (Coordi- Cryptography Gambling (Intelligence) nation) Disguise Gymnastics (Agility) Zero Gravity Maneuver (Agility) Explosives Identification (Intelligence) Interrogation Interrogation (Perception/Wits) Weapon Skills First Aid Investigation (Perception) Forward Observer Leadership (Wits) One-Handed Distance Weapons Mystic Operations Local History (Intelligence) (Coordination) Running Logistics (Intelligence) Light Two-Handed Distance Weapons Shadow Mystic Operations (Willpower/ (Coordination) Stealth Intelligence) Medium Two-Handed Distance Tactics Mystic Repair (Intelligence/Coordina- Weapons (Coordination) Technology Operations tion) Heavy Distance Weapons (Coordina- Tracking Mystic Systems (Intelligence) tion) Swimming Medicine (Intelligence/Coordination) Thrown Weapons (Coordination) Unarmed Combat Meditation (Willpower) One-Handed Melee (Coordination/ One-Handed Distance Weapons Operate Vehicle (Coordination) Strength) Light Two-Handed Distance Weapons Persuade (Intelligence/Wits) Two-Handed Melee (Coordination/ Quantum Weather (Intelligence) Strength) Data Analysis (Sifting) Training Reporting (Wits) Research (Intelligence) Vestis Training Programs Biolink Running (Endurance/Agility) Critical Analysis Seduction (Wits) Armed Conflict Resolution Training Cryptography Science (Intelligence) Forgery Shadow (Perception) Biolink Investigation Sifting (Intelligence/Perception) Explosives Mystic Operation Singing (Coordination) Forward Observer Operate Synthetic Mind

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 74 Reporting Identification Mystic Systems Research Local History Meditation Persuade Persuade Research Program Synthetic Mind Operate Synthetic Mind Singing Science Research Sifting Survival Starship Operations Training Technology Operation Tracking Animal Handling Diplomacy Training Information Recovery Training Biolink Leadership Acting Acting Quantum Weather Biolink Biolink Starship Maintenance Cryptography Etiquette Starship Pilot Dance First Aid Starship Weapons Diplomacy Identification Stellar Navigation Etiquette Interrogation Strategy Gambling Investigation Tactics Leadership Forgery Vehicle Mounted Weapons Operate Vehicle Mystic Operations Zero Gravity Maneuver Persuade Reporting Seduction Persuade Technology Support Training One-Handed Melee Shadow One-Handed Distance Technology Operations Animal Handling Biolink Historical Recovery Training Mystic Support Training Critical Analysis Identification Ancient Languages Ancient Languages Operate Vehicle Appraise Biolink Starship Maintenance Archeology Critical Analysis Synthetic Mind Operation Biolink Dance Synthetic Mind Repair Critical Analysis Mystic Operations Technical Operations Galactic History Mystic Repair Technical Repair

Step Seven: Spend Development Points.

This step allows the player to play with the system a little, spending extra points wherever they feel they are needed. Every character gets 10 Development Points at the beginning of the game to be spent immediately. These DPs may be spent at any time. No skill or attribute can be raised over 9.

Development Point Table

Attributes: double DPs equal to level purchased (level 5 = 10 points). Must buy levels in order. Skills: DPs equal to cost of level purchased (level 5 = 5 points). Must buy levels in order. Talents and Abilities: 1 DP per point cost of talent or ability Backgrounds: 1 DP per point cost of background

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 75 ImprovingYourCharacter

All right, you’re done with your character. But wait, we never stop learning in life, and likewise your character will improve over time in game play. We bring this up now because the way your character improves is by getting more Development Points and spending them in much the same way you just spend them making your character. Getting Development Oscar Worthy Role-Playing: 3 Skills: DPs equal to cost of level purchased (level 5 = 5 points). Must Points Spending Development buy levels in order. You notice that this is exactly the After the players complete a suc- Points same as the table in the character cre- cessful (or maybe not so successful) ation section directly above with two mission it is up to the GM to hand out OK, now what? Well even exceptions: no talents and abilities or Development Points. The number of though you learn by doing, it often backgrounds. These are things you are points each player gets is left to the takes some time to solidify what born with or grow up with. The GM GM, but here are some basic guide- you’ve learned into something you may make exceptions of course, but lines to help you along. In general we know. With this in mind, you cannot probably shouldn’t unless there are like to award points based on clever spend Development Points during nor- special circumstances. game play and good role-playing. It mal game play. It happens during down doesn’t take much to roll dice well, but time. As a rule of thumb, the character good characterization and quick think- must spend five days of down time for ing deserve a reward. With that in mind every development point they spend. we present the Development Point Of course it is possible that some of Award Table: the down time may take place during a mission, for instance during that oth- Development Point Award Table erwise uneventful five week voyage across the galaxy. Completing a Mission: 1-3 (Depend- ing on how well they met the mission Now we know how long it takes, objectives) but how do you do it? Simply consult Doing Something Really Heroic: 1 the following table: Doing Something Terribly Clever: 1 Doing Something Wonderfully Attributes: double DPs equal to level Dramatic: 1 purchased (level 5 = 10 points). Must Good Role-Playing: 1 buy levels in order. Really Good Role-Playing: 2

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 76 ChapterThree:Drama DiceConventions

To play Starshield you will need at least one ten-sided die, although two is better. Two per player would be even better. Starshield always uses two ten-sided dice when making any kind of skill check, combat maneuver, or other rules related randomization. Adding the numbers on the two dice yields the die roll total or a number between 2 and 20. The mathematicians among you will note that using two ten-sided dice produces a nice bell curve of results. Most results will fall in the center of the range of possible results. For example, there is only a 1% chance of rolling a 2 or a 20, while there is a 10% chance you will roll a 10. This tends to skew results towards the middle, reflecting the fact that people tend to work at an average level of competence with occasional moments of mind-boggling brilliance or profound stupidity. AttributeandSkillChecks There comes a time in every loting a close support fighter/bomber make a skill check or attribute check game to roll the dice for some reason (to name just a very few). The Game for some reason, such as trying to re- other than the simple joy of watching Master is the final arbiter of when a member something they have forgot- them tumble across the table. Most player needs to make a skill or attribute ten, or trying to use a skill in a new often this dice tossing happens when check. Often the GM will decide that and inventive way. the players want to do something com- a task is simple enough, or the player plicated, something that they can’t do character competent enough that the Having determined that the play- without calling on some inner resource, player does not need to make a check. ers must make a skill or attribute check, or something that someone else does Other times, the players may think a the Game Master now decides just not want them to do. Typical examples check unnecessary, but the Game Mas- what kind of check they will make. include: shooting someone, remember- ter knows better, perhaps because un- There are two basic kinds of checks ing an obscure fact about xenobiology, seen forces are trying to stop the player (as you probably already gathered): dodging someone else’s shots, repro- character from doing something that attribute checks and skill checks. gramming a synthetic mind, catching would normally be simple and straight- Making a check is simplicity itself. The a grenade and throwing it back, argu- forward. On still other occasions, the player rolls two dice and adds the re- ing law before the high court, and pi- player might ask the GM if they can sults together. If the number is less than

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 77 or equal to the attribute or skill the cult the GM might tell the player that check. Most of the time this will be a player is checking against, they suc- the situation warrants a penalty of positive modifier since most of the time ceed. If the total is greater, they fail. some sort. Penalties range from -1 to characters will use their skills in pretty -10 (or even higher). The player sub- routine ways. This allows characters to Attribute checks are made tracts the penalty from their Skill Rat- have a high rate of success on day to against one of a player character’s At- ing or Attribute Rating before they day tasks even if their skill level is only tribute Rating. A character’s Attribute make the test. Obviously this makes mediocre. The fact is, most people are Rating is double the value of the at- it harder to succeed. If the situation just mediocre at what they do, but most tribute being tested. For example, a seems simple and straightforward, the of the challenges set before them are character with a strength of 5 would GM might give the player a bonus, not very taxing. A straight-forward, make a check against a value of 10. ranging from +1 to +10 (or yes, even unmodified skill or attribute check higher). The player applies the bonus should only take place when the task at Skill checks are made against a to their Skill Rating or Attribute Rat- hand actually poses some sort of chal- character’s Skill Rating. Each skill has ing, making success all that more lenge. Penalties should only come into a rating that the player determines by likely. play when something really difficult is adding together the skill level and the happening. Combat skill checks are the skill’s governing attribute. Thus, if the Modifiers are an extremely im- only exception to this trend, but we’ll player has a coordination attribute of portant part of skill and attribute come to that in a moment. The follow- 5, and a One-Handed Distance Weap- checks. The GM should almost al- ing examples should give the GM an ons skill of 5, their Skill Rating for ways apply some modifier to a skill idea as to how assign modifiers One-Handed Distance Weapons is 10. Check against 10 when rolling. SkillandAttributeModifierDescriptionTable While each skill has a govern- *Remember, add these numbers to the character’s Attribute or Skill Rating, ing attribute that normally applies to not to the attribute or skill levels* skill checks, some skills list more than one governing attribute, depending on +8 through +10: This is something so easy that even an unskilled, nearly what it is the player is trying to do with inept person has a fair chance of succeeding. Rather than give a +10 you their skill. For example, the Persuade may want to simply let the player succeed without bothering to roll. Ex- skill has both intelligence and wits as amples include basic tasks one does every day in their line of work such its governing attributes. When trying as cooking simple meals, holding a starship on course in calm space, or to convince someone logically a player sifting through mundane data. uses intelligence as the governing at- tribute. When trying to fast-talk your +6 and +7: These are also really high bonuses, but the GM should not feel shy way past a guard, use wits. Sometimes about handing them out. They pretty much ensure that a person of moder- the GM might require a player to use ate skill will succeed most of the time. This is the appropriate modifier an attribute that was not listed among for characters doing basic tasks associated with their skill or attribute. the governing attributes. This is often Typing from dictation, riding an animal over flat terrain at a fast but rea- the case when some sort of event un- sonable speed, maneuvering a starship in for docking under normal condi- foreseen by the rules comes in to play. tions, and programming a synth for normal tasks all fall within this realm. For example, a player is making a fili- There is a slight chance for error, but not much. buster speech before a governing as- +4 and +5: Things are still pretty easy, but maybe something complicates the sembly. In this case, the object is sim- task. Success is still likely for the moderately skilled. ply to keep talking as long as possible, so the GM has the player make a Per- +1 through +3: Some complications to the task, but nothing unexpected or suade test governed by Endurance. surprising. The character has to call upon all of their training and natural ability to succeed. Modifiers No Modifier: The task at hand is such that the player must focus their entire skill upon succeeding. Most of us never have to do this in the course of day to day life. While basic attribute and skill checks are simple, things can get a little Negative Modifiers: Negative modifiers should only be used when there is more complicated should the Game something particularly difficult about the task. The most common appli- Master deem it necessary. The GM can cation of negative modifiers takes place when the character is trying to do impose penalties or bonuses depend- something in really stressful or unusual circumstances. Negative modifi- ing on the situation. If the player is at- ers should also be dealt out for tasks that step beyond the normal bound- tempting something particularly diffi- aries of a skill’s usual range.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 78 rolled a 9, however, well that’s not ing descriptions are meant to give the quite so good. You remember the ba- GM and players some idea of how to Results sics of how to say “We come in peace role-play the die rolls they get, and to and want to make mad passionate mon- allow the GM to introduce new com- There remains only one step in key love to your cat” in archaic K’tan, plications into the situation. The Game the process: determining results. Suc- but you may sound like a three year Master should always feel free to in- cess and failure are a matter of degree old. Or you just squeak by, drawing the terpret the results according to the situ- in Starshield. There are catastrophic galactic beast’s attention in the process. ation and the needs of the story, al- failures and amazing successes. Like- Rolling really high has the opposite though players might not like it much wise, there are minimal successes and effect (as you might imagine). A 16 if you totally ignore the results they times when you miss by a hair’s means that you really just can’t remem- expect to get from a certain die roll. breadth. How well you roll determines ber any archaic K’tan at all, or that you Obviously it is not always possible to how well (or poorly) you do. Simply plow right in to one of the plasma succeed or fail by 9 points. Sometimes put, the more you exceed the target of spider’s gigantic legs. An 11 or 12 the character’s skill is too high or too your roll, the better you do. Con- means that you can remember some low to allow such a possibility. Train- versely, the more you miss the target basic archaic K’tan, but not the exact ing and natural ability account for a lot, of your roll, the worse you do. If your words you’re looking for or that your and those who are more skilled have a target number was 10 and you rolled a speeder scrapes up against one of the better chance of doing really well. 4, that’s a really good, a solid success. fiery legs, damaging the craft and an- Conversely, the untrained have a You remember exactly what you were noying the spider. greater potential for failure than the trying to recall (and maybe some ex- skilled. However, the Natural 2 and tra stuff besides), or you calmly and Here are some general guide- Natural 20 rules allow for the fact that deftly maneuvered the speeder through lines about how to gauge the results of anyone can have a turn of fantastic or the legs of the plasma spider. If you a skill or attribute check. The follow- horrible luck.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 79 ResultsDescriptionTable

Natural 2: This is as good as it gets. Rolling a natural 2 should mean that something amazingly cool happens. The GM is encouraged to tax their descriptive abilities to the fullest when describing the results of this spectacular success.

Succeed by 9+: This is a Grand Success, nearly on the same level as rolling a natural 2. The only difference is that a Natural 2 often involves luck, while succeeding by 9 or more represents a show of virtuoso skill. The player looks as if there is nothing simpler, that they’ve been doing this all their life with ease, whether it’s disarming bombs or fast- talking demons or leaping 20-foot chasms.

Succeed by 7 or 8: A Great Success. Perfect form. You exceed even your own expectations by a fair degree, succeeding with more than enough room to spare and without any great effort on your part. You jumped the chasm without a second thought, landing on your feet on the other side without missing a stride.

Succeed by 5 or 6: Complete Success. You met all your goals for the check and no one can find fault with your perfor- mance. After a moment to collect yourself, you vault across that chasm, landing solidly on the other side.

Succeed by 3 or 4: Competent Work. You do an average job, although it ended up being harder than you thought. On closer examination, you find that some minor details were not attended to or that things did not come off quite as well as you hoped. Nevertheless, you got through it and it seems to be all right. You made it across the chasm, although you ended up on your face on the other side.

Succeed by 1 or 2: Marginal Success. It could have been better, a lot better. The end result is rough around the edges, just barely passing for a success. You jump across, barely make it and wobble on the edge for a moment before you manage to fall forward instead of back into the gaping chasm.

Tie Target Number: Close Shave. Technically you have succeeded, but only in the most liberal interpretation of the word succeed. Tying the target number often requires the player to make up a follow up test of some sort to assure total success. You jump. You’re in the air. You’re going to miss! You barely manage to catch hold of the other side of the chasm, and now you have to make a Strength attribute check to pull yourself up on to the ledge.

Miss by 1 or 2: Just Missed. You almost had it but not quite, and there is a chance that you will be able to recover from the mistake. You could feel the dirt from the other side slip through your fingers as you slide down the far side of the chasm. There might be a chance to save yourself before you plummet to your death.

Miss by 3 or 4: Off the Mark. You are pretty far from succeeding, although you still have the goal in your sights. Perhaps if you tried again from a different angle. You leap out into mid air, but are still a good meter short of the other side.

Miss by 5 or 6: Complete Failure. You miss by a mile. Whatever it is you are trying to do, you didn’t come anywhere close. You leap out there but don’t even get half way, falling straight down into the deepest part of the chasm.

Miss by 7 or 8: Great Failure. It looks like you do not even know what you’re trying to accomplish here. You go about things in the wrong way, shoot well wide of the mark, and generally display a high level of incompetence. You take a running start and forget to jump until you’re already falling.

Miss by 9 or more: Grand Failure. You have failed so completely that you look like you had absolutely no idea what you were doing. This is amazingly bad, and there is no way to recover from such a tragic error. There are even unex- pected negative consequences for such a failure. You run forward and trip before you even reach the edge, hitting your head on the rocks before you fall over the side.

Natural 20: Fate left you. This is a Spectacular Failure, luckily as rare as rolling a natural 2. Luck has decided to play a joke on you, or maybe your own incompetence has finally gotten the better of you. Again, the GM decides the exact consequences of such a disaster, but it should be exciting, and may well effect those around the poor fool who screwed up. You walk up to the edge of the chasm to examine the distance. The edge gives way beneath your feet, sending you, your equipment and maybe some other of your teammates plummeting down into the yawning abyss below.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 80 Combat

Sooner or later it’s going to happen. The player characters will become embroiled in a situation in which they will either choose to fight or be forced to fight. When the time comes, you will have these rules to deal with the situation. The combat rules are really just an extension of the basic rules for skill and attribute checks, with lots of extra complications thrown in to spice things up.

Starshield combat is all about 3) Resolve action: Actions are options and drama, so all players From Moment to Moment resolved, damage applied and other ef- should read the combat rules and be fects adjudicated in the order set by the familiar with all of the options avail- Once the story has gotten to that initiative results. able to them. fateful moment when someone is try- ing to draw blood, game time slows The combat rules strive to be down into the slow motion of combat Declaring Actions both simple and versatile. Often times time. Combat time is a rather loosely in role-playing games combat tends to defined scale of measuring the passage There are two kinds of actions a slow game play down considerably. of time. The course of action is divided character can make in a given Moment: This is almost impossible to avoid, es- into Combat Moments, or simply offensive actions and defensive ac- pecially since combat can be such an Moments. These Moments represent tions. important part of the game. After all, approximately 5 seconds, although the lives of the players are often at risk, they can be a little shorter or a little Offensive actions include not and they would feel cheated if death longer as the needs of the story and the only straightforward attacks, but any came to them too quickly and simply. GM dictate. At each Moment, players action where the character is trying to The goal should always be to integrate decide what their characters will do. accomplish a specific goal. Placing a combat and the rest of the story as In most cases, characters can only do bomb, running across a room, defus- smoothly as possible. Combat is sim- one thing per Moment, although it is ing a bomb that someone else placed, ply a time when the story goes into possible to combine several actions or calling for backup are all considered slow motion so the audience (the play- into one Moment such as running and offensive actions. The vast majority of ers) can catch every last gory and ex- shooting. Combat Moments are the actions a player character undertakes citing detail. To this end, resolving core of the combat system, and each fall into the offensive category. De- combat in Starshield should be as de- player will have to make new decisions pending on the type of action declared, scriptive as possible. The rules lend from Moment to Moment as the com- resolution will be slightly different (see themselves to a descriptive style of bat unfolds around them. While the below). running combat, and there are even events that make up a Moment differ systems for rewarding the more de- wildly over the course of battle, resolv- Defensive actions are aimed at scriptive players for their efforts. ing these Moments is always done in trying to prevent someone or some- the same orderly fashion, known as the thing else from doing something un- When playing combat, the char- Course of Action. toward to you: dodging, blocking, and acters will describe exactly what it is generally seeking cover. Characters their characters are trying to do. Instead The Course of Action declaring defensive actions do not of simply stating “I attack guard num- check initiative. They perform their ber one.” players state their actions in actions, and make their rolls, only in more defined terms. “I shoot at the Each Moment, all players must response to an attack directed at them. chest of the fat guard to my left.” This do the following things in the follow- Further, they act before any and all at- detail not only adds flavor to the de- ing order: tackers targeting them. This is dis- scriptive process of storytelling, but it cussed in more detail later. also has an important relevance to the 1) Declare an action: Each player game systems (as we shall see below). describes the action the character will The goal is to create a vivid, living perform during this Moment. Time Necessary action sequence in the minds of the players. Of course dice must be rolled 2) Make an initiative check: Characters must keep account of and charts must be consulted, but in Each character rolls dice to determine certain things when declaring actions. the end they are intended simply to initiative and the order of character First, there is the matter of time. Many serve the storytelling process. actions is determined. things that players might do outside of

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 81 combat take longer than one Combat be applied before they declare their throwers. The door has a complicated Moment. For example, picking a lock, characters’ actions. First of all it is not electronic locking mechanism and the diffusing that bomb, or talking the easy to concentrate on other things GM decides that there is no way Egun dragon into being cooperative all take while a combat rages around you. Tak- can pick it in a single Moment. The more than five seconds under the best ing the distraction of multiple threats GM declares that Egun must accumu- of circumstances. Normally the char- to life and limb into account, there is late three separate successful skill acter would only have to make one usually a penalty of some sort attached checks in order to open the door. Fur- skill of attribute check to accomplish to performing normal actions while in thermore, because of the stressful situ- these tasks, but in combat nothing is combat. The kind of penalty depends ation and the complicated lock there normal anymore. The GM, judging that on what the player is doing, how stress- is a -3 modifier to each skill check. It the difficulty of the situation requires ful the situation really is, and what the will be at least three Moments before more of the character’s skill and atten- GM judges to be appropriate. In gen- Egun can open the door, and maybe tion, may ask the character to make eral, the difficulty increases in propor- more. Note, Egun does not have to ac- several successive checks from Mo- tion to the amount of danger and dis- cumulate all three successful checks in ment to Moment. Only when the char- traction the character faces. a row. It’s OK to have some failures acter has completed the set number of For example, Vestis Egun is try- mixed in, it just takes more time that checks do they succeed at the task. ing to open a locked door while the rest way. Players may also want to ques- of his Maniple fights off a horde of tion the GM about any modifiers also menacing goblins armed with flame- DoingMorethanOneThingataTime

There comes a time when characters will want to try to do several things at once. Sometimes this is easy to do, sometimes impossible, and often somewhere in between. We stated above that characters are only entitled to do one action per Moment. This is true, as far as it goes. But there is another kind of action that covers the eventuality of doing more than one thing at a time. These are called combination actions, or more simply, combos. The following list of combos is a guideline for creating your own combos during the course of play. Players and GMs will constantly be conceiving of new and interesting combos suited to the situation at hand.

Combos are great for getting a take place, the character makes only order the component actions of the lot done in a single Moment, but there one Initiative check for the entire combo are executed (see Initiative be- is a penalty associated with a combo. combo. The player decides in what low). The more a character tries to do, the harder it is to do anything. Finally, there are some things that just cannot be combined into a single action. Here Typical Combos the players and GM will have to rely on common sense, keeping in mind how many hands, feet, eyes, and brains the character has available to perform Running and shooting actions. As a rule of thumb, for each additional action characters try to Attacking twice squeeze into a single Moment they have a -3 Penalty to their Skill or At- Attacking three times tribute Rating. So if a character wishes Attacking and driving a Vehicle to make two attacks in one Moment, both attacks are made at a -3 penalty. Climbing and attacking Unless some sort of special consider- ation or rule is made, no character can Persuading and picking someone’s pocket combine more than three actions in a single Moment. For game purposes Attacking and trying to give first aid to and for ease of play, all the character’s actions are considered to happen at the someone same time or one right after the other. This means that when determining Ini- tiative and the order in which actions

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 82 Initiative

Once all of the actions for that Moment have been declared, it’s time to resolve the order in which things will happen. While everyone may be trying to act at the same time, the fact is that things are seldom actually simulta- neous. Someone usually has a second or split second lead on the other guy. To simulate this, Starshield has a simple initiative system for determining the order in which events occur. Each character involved in the combat needs to make an initiative check. The actions then take place in an order determined by how successful each character’s initiative check was.

Remember that characters per- The more successes a character a 14, which works out to -3 successes. forming defensive actions do not check has on their initiative check roll, the Thus Nico will act before his opponent. initiative. sooner they get to take their action at that Moment. The GM may wish to as- Initiative and The Initiative Check sign everyone numbers in order to keep track of who goes when. Failing your the Order of Events initiative check simply means that you All initiative checks are made have a negative number of successes using either the character’s Agility or and will go that much later in the Mo- Actions take place in the order Wits attribute, combined with the skill ment. specified by the initiative checks made or attribute the character is using in at the beginning of the Combat Mo- their declared action. Use the For example, Vestis Nico plans ment. If two or more combatants have character’s Agility trait for determin- to use his magical skills to throw a bolt the same result from their initiative ing initiative in all physical activities. of coherent force at his enemy this Mo- checks, their actions take effect simul- Example include striking or shooting ment. He makes a Magical Operations taneously. If a character gets wounded with weapons, running, throwing, (which is 5) + Wits (which is 9) skill or otherwise affected by an attack be- grappling, and breaking things. Use the check. He rolls a 10, giving him four fore their action takes place, they must character’s Wits when determining ini- successes. His opponent is trying to apply any damage modifiers or other tiative for endeavors involving mental simply shoot Nico. The opponent will effects to their Attack Roll. This means exertion. Examples include magic, make a check against his Light Two- that it is possible to be incapacitated psychic abilities, programming com- Handed Distance Weapons (which is early in the Combat Moment and thus puters, diffusing bombs, and fixing 5) and his Agility (which is 6). He rolls have no attack in that Moment (and things. probably not ever again).

Resolution

This is where it all pays off, and players determine whether or not they succeeded at their actions at the current Moment. Players have already made one round of dice rolls to determine Initiative and the order of resolution. Now players roll again, this time using the appropriate skill check for the action they are attempting. But before anyone rolls any dice, there are some modifiers that need to get worked into the equation, depending on what kind of action the character hopes to accomplish. We take each kind of action into consideration in turn.

As discussed two general types the character’s skill and abilities ver- that Moment the character may sub- of actions exist in Starshield: offensive sus those of anyone who might be try- tract that number of successes from the and defensive actions. By far the larger ing to do that character harm. Remem- number of successes earned by those of the two groups is offensive actions ber characters declaring Defensive attacking them. because that includes all actions that Actions do not have to make Initiative do not fend off other character’s ad- Checks. Since it is hard to dodge more vances. Thus, we deal with defensive than one bullet or ward off more than actions first here. Using defensive actions requires one blow, dodging characters must di- that characters make a normal skill vide up their dodge successes among check using the appropriate Skill Rat- the various attackers. Each attacker Defensive Actions ing for whatever action they are at- must be assigned at least one dodge tempting. They then calculate the num- success. The assignments are made be- Defensive actions attempt to di- ber of successes they earned while fore the attackers roll to attack. rectly counter attack actions. They pit making the skill check. For the rest of © Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 83 There are two basic defensive comrade. Athletics actions during com- Mystic Actions actions: bat usually involve some sort of simple skill or attribute check, depending on Dodge: The character is moving what the character is attempting. In many parts of the galaxy, about in an erratic fashion, keeping an magic can be a potent and even decid- eye out for incoming attacks and try- Sample Athletics Actions ing force in any combat situation. ing to avoid them. This can be anything Many quantum zones with high mys- from ducking and weaving around Feats of Strength - Strength Attribute tic indices enable sentients to perform punches to diving and rolling to avoid Check all manner of mystic attacks, from fo- blaster fire. Dodge is based on the Jumping - Agility Attribute Check cusing ambient magical energy into de- Dodge skill and can be used to avoid Swimming - Strength Attribute structive bolts, to harnessing the es- any kind of attack, provided the char- Check sence of imprisoned demons into acter has room to maneuver. Holding Your Breath - Endurance hellfire, to bringing down curses and Attribute Check diseases upon your enemies. Magic is Block: The character sets them- Distance Running - Endurance such a complicated subject that it mer- selves up to block anything thrown at Attribute Check its an entire chapter in this book. There them. Obviously, unless the character Sprinting - Agility Attribute Check you will find all you need to know has some sort of special ability, device Gymnastics - Gymnastics Skill about how characters can use magic to or magical enchantment they cannot Check win friends, influence people, and block missile weapons of any kind. Walking a Tightrope (or other narrow throw fireballs at them. Right now Blocking is used almost exclusively in surface) - Agility Attribute Check there are only a couple of things to hand to hand and melee situations. The know about magic in combat. Block is based upon the character’s skill with whatever they are using to Using Strength First, many mystic effects take block. more than one Moment to evoke, so Strength as an Attribute does not characters will have to follow the rules have many skills associtated with it. for long-term actions presented in the Offensive Actions However, it does come in handy when Declaring Actions section above. This (non-Attack) you want to carry heavy objects around means that characters will have to or hurt people with physical weapons. make more than one skill check when We’ll come to the hurting part later in casting the spell. This takes into ac- As noted, the majority of actions the book. The following Chart gives a count the difficulty of casting a spell performed by characters are offensive rough idea as to how much someone under the distracting conditions of actions. These actions essentially fall can lift, depending on their weight. combat. Should the character fail any into four groups: athletics actions, There are two numbers here: Lift is the of the skill checks, the spell fails. The mystic actions, social actions, device amount your character can physcially final level of success determines the actions and attack actions. The attack shift or pick up, even for a brief mo- Effect Level of the spell. Most spells actions are further broken down into ment. Carry is the amount of weight and effects specifically designed for distance attacks, melee attacks, un- your character can carry for a pro- use in combat take only a Moment to armed attacks and special attacks. longed period of time with your arms. cast, and as such are treated just like Obviously, several people can get to- any other sort of attack. Combat spells The attack actions are by far the gether to move large objects. do not suffer from any additional pen- most complicated, so we will deal with alty (as athletics actions do) since they the other types of offensive actions Strength Lift Carry are designed to be cast during combat. first. 1 15 kg 5 kg 2 20 kg 10 kg If a mystic effect takes more than Athletics Actions 3 25 kg 12 kg 1 Moment to cast, the caster must make 4 30 kg 15 kg a successful Mystic Operations skill 5 50 kg 20 kg check for each Moment of the casting Starshield uses the term athlet- 6 70 kg 25 kg time. Any failure means the spell fails. ics action to describe a variety of physi- 7 90 kg 30 kg The successes generated in the final cal actions which characters might 8 120 kg 40 kg Mystic Operations skill check deter- make in combat that do not directly 9 150 kg 50 kg mine the success of the spell. Of harm anyone else. Sometimes charac- 10 200 kg 75 kg course, your GM may modify this de- ters will have other things on their pending on how well you did in the minds besides killing the enemy, such preceding skill checks. as trying to run away or helping a fallen

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 84 Social Actions more than a Moment to accomplish. specific body part in mind. This not The GM must decide how many mo- only adds a little realism to this other- ments the action takes and how many wise artificial system, but it also gives Sometimes a character will find successes the character must have to the players some added control over it necessary to try talking during com- succeed. what kind of damage they deal and thus bat instead of fighting, running, dodg- how the combat unfolds around them. ing, or something else that might seem Depending on what location the player more prudent. Most commonly a char- Non-Attack Action chooses to strike at, different modifi- acter is either trying to intimidate their Difficulty Modifiers ers apply to determine whether or not foes into surrendering, or come to the Attack is successful. some sort of agreement that falls short of universal bloodshed. Players will no It is important to remember that So, for example, a character doubt come up with their own reasons the GM always has the responsibility plans on using a table leg to take out for such talkative behavior, and so we of assigning Difficulty Modifiers to the nearest Thought Knight. The player have a system for them. any actions the characters attempt. The has several options here. They can Difficulty Modifiers discussed in the swing at the Thought Knight’s head, Naturally, combat really is not section on skill and attribute checks hoping to knock him out. This is a the place to be discussing etiquette or apply to all kinds of checks, including harder shot, but the results are often arguing over the fine points of Ruqua those undertaken in combat. worth it. Alternatively, the character legal constructs. Characters perform- might go for one of the legs, hoping to ing social actions during combat suf- The combat system has a fairly cripple the Knight and then outrun him. fer a -3 penalty to their Skill Rating. well defined set of modifiers for use A third option would be to swing for This reflects the fact that their audi- when determining the effects of attack an arm, hopefully causing enough ence is probably not very interested in actions (see below). For non-attack ac- damage to prevent the knight from us- what they have to say, and that even if tions such as athletic, social, and tech- ing its own weapon in return. Finally, they are it’s hard to talk in combat. nical Actions, GMs should take into the character might just go for the easy Remember as well that a Combat Mo- account the relative difficulty of the shot and aim for the trunk of the ment is only about five seconds long. action. It is obviously much easier to Knight’s body, hoping to cause enough You can not say much in five seconds, clear a jammed weapon than it is to damage to slow the armored menace and so many social actions become take it apart and put it back together down. actions of more than a Moment. The again. Clearing the Jam might have a GM will decide how many moments +5 Skill Rating modifier while field Attack actions are further broken and how may successes the character stripping the weapon and rebuilding it down into several categories. These are needs to accomplish their goal. might have a -5 modifier. In this same distance attack actions, melee and Characters suffer a -3 Skill Rat- vein, there are some actions that are hand-to-hand attack actions and spe- ing when performing social actions in so simple that no check should be cial attack actions. combat and social actions may take made. Opening doors, drawing weap- more than 1 Moment to complete. ons, walking, picking something up, and a host of other actions all fall into Distance Attack Actions Device Actions this category. Resolve distance attack actions accord- ing to the following steps: There are also Moments in com- Offensive Actions (Attack) bat when the character has to do some- 1) Determine the Skill Rating for the thing quite precise with a device of Combat usually boils down to a action: The character determines somesort. This can be anything from lot of actions that fit into this rather the Skill Rating that is appropriate clearing a jammed weapon, to picking broad category. Starshield requires a for whatever skill governs the at- a lock, to adjusting the ley line feed on little more detail from its players when tack declared. This is the sum of the a magic wand, to programming a com- deciding what manner of force they character’s skill and the skill’s gov- puter. Like performing social actions choose to hurt their foes with. It is not erning attribute. For example, a or athletic actions, device actions are enough to simply state that you shoot character with an Agility of 5 and a harder to do in combat than in more or stab someone. After all, in combat One-Handed Distance Weapons of peaceful circumstances. Device ac- you have to point the gun, sword, or 4 would have a skill rating of 9. This tions suffer a -3 penalty to the fist at some specific part of the person should already be on your charac- character’s Skill Rating, due to the or thing you are trying to damage. With ter sheet. stress of combat. Also like athletic and this thought in mind, attack actions social actions, device actions often take aimed at hurting someone must have a

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 85 2) Total Modifiers: Total up all those low your Modified Skill Rating, the for use when attacking humanoids. The modifiers to come up with a single better you do. galaxy is an awfully big, strange place, number, positive or negative and and plenty of non-humanoid threats add these to your Skill Rating. This Roll the dice and compare the number exist out there that characters might gives you a Modified Skill Rating. rolled to your Modified Skill Rat- want to take a shot at, from dragons, These include target locations ing. The difference between the two to tanks, to angels, to spacecraft. When modifiers, weapon modifiers and is the success level of your attack. we describe such threats in official other modifiers. If your dice roll was higher than the Starshield products we will always Modified Skill Rating, you failed, give a target location modifier chart for Target Location Modifiers: The char- and the amount you went over de- use when attacking the threat. When acter has to choose exactly where termines just how badly you failed. GMs come up with their own nasty on the opponent’s body the attack For example, if your Modified Skill threats (which we hope you do), they is aimed. Different modifiers apply Rating is 12 and you roll a 7, you will also have to come up with their depending on how hard it is to hit succeeded by 5. If you roll a 17, you own charts. the target of choice. It is easier to failed by 5. hit the torso than it is to hit the head. Note that the chart need not be See the Target Location Modifiers 4) Determine Results: Compare the exhaustive. If characters want to be section below. level of your success with the Ef- very specific about where their shot fect Table for the attack or action lands (left shirt pocket for example) the Weapon Modifiers: The character now you were undertaking. Every kind GM will need to assign an appropriate applies any modifiers imposed by of attack, whether it be with difficulty penalty. the weapon used. There are several weapon, magic, or fist has its own kinds of weapon modifiers, the Effect Table. These tables are quite Target Location Chart most common of which are range simple, and simply list what kind Target Modifier modifiers. Every weapon has modi- of result corresponds with what de- fiers for use at different ranges (usu- gree of success. For most weapons, Head - 4 ally it is easier to hit someone when this translates into wounds of some Arms - 2 they are closer, but not always). sort. The more successes a charac- Torso 0 Likewise, some mystic or high-tech ter gains, the more serious the Legs - 2 weapons possess features that make wounds inflicted. Hands - 4 them more or less likely to hit their Feet - 4 targets. Any modifiers the weapon For example, a light pistol might has will be listed with that weapon. have the following Effect Table: These modifiers should already be Cover Modifiers on your character sheet. Successes Result Sometimes characters will want Other Modifiers: Other complications 0-2 scratch to hide behind things. This is only natu- can make it easier or harder for you 3-4 light wound ral. After all, the more things you can to hit your target. Examples include 5-6 heavy wound place between you and a troop of cover, personal armor, visibility is- 7-8 critical wound TyRen shock troops, the better. Obvi- sues (smoke, ambient light, and the 9 + fatal ously, hiding behind something makes like), and anything else that might it that much more likely that your en- interfere with combat. We give If you were to blast someone in emies will hit that thing instead of you. some suggestions below for some the arm and get 4 successes, the target Cover serves one purpose in game of the more common problems, but suffers a light wound in that area. We terms: it limits what targets someone GMs may find they need to make outline the effects of such damage in attacking you has to choose from. This up modifiers on the fly. We encour- the Getting Hurt section below. calls for some judgment on the part of age GMs to do just that, and to the players and the GM. They must change any of these modifiers as de- Target Location Modifiers determine what parts of the body the sired. character is leaving exposed to the en- emy. If only the top of the character’s 3) Roll the Dice: Now it’s time to roll As already stated, a character torso, the head, and the right arm are the dice and see what happens. De- must declare what part of their target in sight, then that is all the enemy can spite the greater number of modifi- they are trying to hit. Most of the time, shoot at. ers applicable, an attack roll is just characters will be trying to hit other like any other kind of skill or at- humanoid beings. With this thought in tribute check: the lower you are be- mind, we present here a chart designed

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 86 Cover becomes especially im- are associated with the character’s Melee and Hand-to-Hand portant if the players are using the op- weapon. tional rule covering near misses (see Attack Actions Optional Rules below). Visibility Penalty Table Melee (striking with a close It is possible to only expose part Impaired Visibility: This represents of a target area, most notably the chest. combat weapon) and hand-to-hand some small but significant reduction combat actions are treated somewhat Thus the cover table gives the modifi- to visibility: the low light of dawn or ers for attacking a hit location that is differently from distance attacks when dusk, thin smoke or fog, hazy atmo- it comes to determining results. Roll only partially exposed. These penalties sphere, and so on. are added to the normal penalty for at- as normal to determine whether or not tacking that target location area. you successfully hit your target. Then -2 penalty to distance attacks consult the weapon’s effect table as no penalty to melee or hand-to-hand normal. With melee and unarmed at- Cover Table attacks tacks only, the character then adds their strength to the number of successes for One quarter of the target location ex- Poor Visibility: Heavy fog, a moonlit the purpose of determining damage posed: additional -3 penalty night, and other situations where only. This reflects the fact that stron- Half of the target location exposed: you can just barely make out your ger beings do more damage using such additional -2 penalty opponent at a distance.-4 penalty to attacks than weaker folk. Three quarters of the target location all distance attacks -2 penalty to exposed: additional -1 penalty melee or hand-to-hand attacks For example, a character might Awful Visibility: It’s basically impos- attack with a sword. The character Example sible to see further than about a would roll to hit as normal and whether meter in front of you. Thick, billow- or not the character succeeds is deter- A character with a powergun is ing smoke, night with only starlight, mined as normal. They have a target crouching behind a low stone wall. The and so on. Of course if you can’t number of 14 and roll a 12, thus scor- wall obscures the character’s legs and see your opponent you can’t hit ing two successes. Since a sword is a three quarters of the character’s torso. them, but if the GM rules that you melee weapon, the character then adds Enemies whose view is obstructed by can detect a possible target use the her strength (which is 5) to the num- the wall cannot fire at the character’s following modifiers. -8 penalty to ber of successes, resulting in a total legs. Shots aimed at the character’s distance attacks -6 penalty to me- success level of seven. Note that the torso are made at -3 penalty. Attacks lee and hand-to-hand attacks successes are only added after it has against the head and arms are made as been determined whether or not the normal. Unresisting Opponent character has actually hit the opponent. If she had rolled a 15 she would have Visibility Modifiers Modifier missed and done no damage at all.

Poor visibility makes it harder to Sometimes the person you want Grappling hit the enemy, especially with ranged to hit either can’t or won’t try to stop weapons. Any number of factors can you. Common examples include those When a combatant wishes to effect visibility, including poor light, caught by surprise, those who are simply grab and hold someone, instead smoke, dust, fog, and rain. The GM sleeping, the unconscious, or inanimate of causing immediate harm, a grap- needs to determine exactly how bad the targets. Hitting such sitting ducks is pling hand-to-hand attack is per- visibility conditions are. The first step much easier than striking at a normal formed. A grappling attack does no is to declare what the maximum vis- target. The character gets an additional damage. Instead the number of suc- ibility for the combat area is. On a clear +10 bonus to their Skill Rating for at- cesses the attacker gains translates into day, visibility can go on for miles. In a tacking the unresisting opponent. Since how good a hold they have on the tar- dense fog, visibility might be limited the opponent is unresisting, it is often get. Once someone has been grappled, to just a meter or two. GMs can inflict safe for the attacker to assume the. they will probably try to break free. a Visibility Penalty on all attacks made The grappled person must subtract the through less than perfect visibility. The number of successes the grappler made following table gives some guidelines from their Attribute or Skill Rating for assessing these penalties. These do when attempting to break the hold. For not include whatever range modifiers example, if a character grapples a

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 87 guard and gets 4 successes, the char- It is possible to hurt someone So in our above example, the charac- acter has the guard in a pretty good who you have already grappled. There ter would add 4 to her skill rating when hold. The next Moment the guard will are any number of ways to do this, from attacking the guard using this table. try to break free. Only now the guard locking and breaking joints to squeez- has to subtract an additional 4 levels ing real hard to just wailing on the guy Grappling Damage Table from his Strength Attribute Rating be- with a free hand or foot. For cause of the expertise with which the simplicity’s sake, all attacks made character has ensnared him. while grappling use the same damage Successes Damage table, given below. This is like any 1-5 scratch other normal weapon’s table with one 6-8 light wound Joint Locks and addition. The attacker gets to add the 9-13 heavy wound Bear Hugs number of successes they made when 14-17 critical wound initially putting the hold on the target. 18+ fatal wound SpecialAttackActions

spread the attack out over several tar- normal, against a specific location on Following Fire gets or a general area. the target’s body.

The basic rules as set forth so far Bursts: A burst attack focuses on The Second Target: Make a nor- assume that the combatants are using a single target area just like a normal mal single or burst attack, but with a - some sort of weapon that fires a single attack. The burst is considered to be 3 modifier to your Skill Rating. shot, makes a single wound, or hurts sufficiently short that the attacks strike in only one place at a time. The fact is, in the same general location. Each The Third Target and each addi- there are plenty of weapons out there weapon lists how much energy or am- tional target: Make a normal single or that deal out quite a bit of damage in munition is used in a single burst. Fir- burst attack, with a -3 modifier for each the space of a single Combat Moment. ing a burst gives the attacker a +3 target you have engaged previously From the lightening throwing modifier to their Skill Rating when at- this Moment. For example, if you are shockgun, to the rapid fire slug tacking. Obviously with the Skill Rat- hosing five corsairs with bursts of thrower, to the multi-projectile ing raised, the attacker is also more lightning from a shockgun the follow- Streetsweeper Cannon, weapons likely to cause severe wounds. ing modifier would apply: The first abound that can tear into sentient flesh Spray: Spraying with a weapon corsair: +3 (burst), the second corsair: in more than one place at a time. For is more complicated than a burst. The 0 (burst), the third corsair: -3 (burst), game purposes, we refer to all of these weapon’s force can be spread out over the fourth corsair: -6 (burst), and the weapons as Following Fire weapons. the target in different locations or over fifth corsair: -9 (burst). You have used several targets. When a character fires up five bursts from the shockgun’s Following Fire weapons may be a spray, they must decide how much energy source. Note that you have not used in one of three ways: single shot, energy or ammunition they are using yet added in other factors that might bursts and spray. Each Moment that a in the spray. Some weapons limit the affect your overall Skill Rating. Fur- character uses such a weapon, they amount that the attacker can use in a thermore, if the corsairs are at differ- must decide which of these three op- single Moment. The attacker then ent ranges, different range modifiers tions they are employing. Single shot chooses how many targets they are go- will apply to each shot. is just like a normal attack, and no ad- ing to try to engage with their spray ditional rules are necessary. Bursts attack. The attacker can engage any The Space Between: When you mean that the user is activating the number of targets that are within their spray over an area, some ammunition weapon for a brief period — enough line of sight, but it becomes progres- is wasted as you swing your weapon to release a few rounds or bolts, but sively harder to hit anyone the more from one target to another. For every not enough to spread the attack over a targets you choose to engage. meter of space between two targets, the wide area. Bursts are designed to im- weapon expends one burst worth of prove the chances of hitting a single When engaging multiple targets, ammunition. Using the above example target. Spray means that the user has consider the following: we shall assume for the sake of sim- decided to “hold down the trigger” and plicity that each corsair is two meters release a great deal of deadly force. The The First Target: Make a normal from his nearest comrade. Thus you user can either spray a single target, single attack or burst attack (depend- would expend 2 bursts between targets hoping to cause massive damage, or ing on how much ammunition you one and two, two bursts between two want to use). Each attack is made as and three, two more bursts between

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 88 three and four, and a final two bursts burst of ammunition for every meter acter was. The GM can decide how far between five and six. The total expen- between the targets. They then decide off the character was, based on such diture of energy just for moving be- how many bursts they will expend on factors as where else the weapon might tween targets would be 8 bursts worth the second target, again with a +1 have discharged, and how far away the of ammunition. Add this to the five modifier for each burst after the first. target was. Obviously the more dis- bursts actually aimed at the targets to However, they also have a -3 modifier tance to the target, the more room there get the total energy expenditure of 13 for switching targets. The procedure is for error. As a rule of thumb, the Area bursts in that Moment. continues on in this fashion. This con- of Effect weapon should usually not sumes enormous amounts of ammuni- be off more than half the distance be- tion in a very short time. Also, most tween the attacker and the target. Un- When spraying Following Fire weapons do not have a less of course the attacker fumbled, in a single target: rate of fire fast enough for more than which case it could land anywhere, two or three targets to be engaged in including at the attacker’s feet. such a manner in the same Moment. When you really want someone In order to simulate the damage dead, you may concentrate the full Area of Effect Weapons from Area of Effect weapons, force of a Following Fire weapon on Starshield uses the following additions that poor soul. Unlike firing at mul- (or complications) to the normal com- tiple targets, it gets progressively easier These weapons cause a lot of bat rules. Area of Effect weapons all to hit a target the longer you hold it in damage all at once: they explode, or have a few additional categories on the sights of your Following Fire spread plasma over a large area, or their weapon tables that should be con- weapon. When deciding to spray a spells that call down fiery death upon sulted when using these rules. single target, the attacker first decides your foes. An area of effect can be any how many bursts of ammunition they size larger than a single hit location on Impact Area: This statistic de- want to concentrate on a single target. a human body, from an explosion with fines the area that suffers the full force The attacker then makes a number of an effect radius of one meter, to a of the weapon. separate attacks equal to the number Plague of Lightning forty miles across. of bursts they plan to unleash on their The point is that, in all likelihood, any- Damage Rating: The damage opponent. thing within the area of effect will rating of an Area of Effect weapon is a probably feel the effects of the weapon measure of how many wounds the For each additional burst after (usually damage and death). Obvi- weapon does to anyone unfortunate the first, the attacker adds +1 to their ously, when attacking with Area of enough to be in the area. The player skill rating. The only limit to this bo- Effect weapons, it is no longer true that makes one roll on the weapon’s Effect nus is the rate of fire of the weapon, the attacker is aiming for a specific Table for every point of Damage Rat- which determines how much ammu- location on the target’s body. Instead, ing the weapon has. For example, if a nition the user can expend in a single they just want to get at some or all of explosive has a Damage Rating of 3, Moment. Obviously, this is very deadly the targets in the area of the weapon’s everyone in the Impact Area will suf- to the person being shot, and should effect. fer three wounds. serve as a lesson to everyone. Seek cover when faced with a powerful Fol- lowing Fire weapon! Targeting Area of Effect Rolling for Effect Weapons Unlike normal attacks, Area of When doing both: Effect attacks use separate rolls to de- When using an Area of Effect termine how much damage the weapon It is also possible to spray a tar- weapon, a character simply specifies does. This is one of the primary ad- get for a time, then move on and spray a point where they wish to place the vantages of Area of Effect weapons: another target, holding your fire onto Impact Area of the weapon. This can you can do a lot of damage and you each target longer than you would in a be the place towards which they aim don’t have to be very accurate. The normal spray attack. To do this, the at- the rocket or the center of an area they rolls for effect are modified by the fol- tacker simply combines the two pro- are spraying with plasma. The charac- lowing factors only: defensive actions cedures listed above. They attack the ter then rolls to attack as normal, tak- and armor. Cover also has a certain first target normally, deciding how ing into account all normal modifiers. effect on Area of Effect weapons. We many bursts they want to focus on the If the character scores any successes, will get to that in a moment. Also be target, with each burst after the first the weapon discharges where they in- sure to add in any damage associated gaining a +1 modifier. The character tended. If they fail, it discharges some- with the weapon’s dispersion statistics. then switches targets, expending a where else. Obviously, the worse the failure, the farther off target the char- © Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 89 Location: When using Area of enon is commonly known as deviation. Deviation Distance Chart Effect weapons, hit location is deter- There are two factors to take into con- mined randomly using the following sideration when determining deviation: Distance to Target Modifier chart. This same chart can be used in distance and direction (lots of “D” any instance where the GM feels they words here). The distance naturally 1-5 + need to determine a random hit loca- measures how far from the target the 6-10 + tion. Roll once for each point of dam- shot actually lands while direction re- 11-30 no change age rating the weapon has. fers to which way the shot went when 31-75 times 2 it flew awry. 76+ times 4 Head: 1-2 Torso: 3-5 Distance is determined by both Arm: 6-7 (1-5 left, 6-10 right) how far away the target is and how Direction Leg: 8-10 (1-5 left, 6-10 right) badly you missed. The further away your target it, the more likely you are The direction of the deviation is Cover: When rolling to deter- to miss by a greater distance (there’s simply a matter of rolling a single die mine wound location, cover may play so much more room for error). First, and consulting the Deviation Diagram. a significant role in protecting targets determine the number of Failures you The diagram itself looks just like a from Area of Effect weapons. First of have (the amount you missed your skill clock face with ten instead of twelve all, the players and the GM have to check by). This is the number of meters hours on it. Each number corresponds determine which target locations ben- you missed your target by. However, to a different direction from the target. efit from cover against a given Area of this number may change after you con- The attacker who has missed is as- Effect attack. If the attacker is using a sult the Deviation Distance Chart. This sumed to be shooting from direction line of fire Area of Effect weapon, such chart modifies the number of failures 1. If these is some barrier or obstacle as a rocket launcher, plasma spray, or you have and thus the number of that would prevent the shot from trav- flamethrower, then anything that meters away your shot landed. Look- eling it’s full deviation distance in the stands between the attacker and the ing at the chart for a moment, we see assigned direction then the shot im- target serves as cover. If the attacker that the modifier for a target only 3 pacts against that barrier. throws a grenade that lands inside the meters away is + (one quarter). This target’s foxhole before exploding, then means that you only missed the target the character gets none of the benefits by + of the number of failures in Option: Near Misses of the foxhole’s cover. Assuming there meters. So if you missed by 4 your shot is cover, it works normally. That is to would actually only be 1 meter off Under the Near Miss rule, play- say, if the attacker rolls a hit location from the target (4 divided by 4 equals ers can hit other parts of their target if that is behind cover, the cover takes 1). Now if the target were 60 meters they fail their attack roll by a small the damage not the character. For ex- away the chart tells you to multiply the margin. Below is a list of each target ample, a character standing behind a number of failures by 2 so you would area on a typical humanoid body. Each rock falls within the Area of Effect of miss by 8 meters. an explosion on the other side of that rock. The GM rules that the character’s legs are protected by the rock. The ex- plosive in use here has a damage rat- ing of 3. The attacker rolls for three wounds: one to the torso, one to the left arm, and one to the left leg. The target is fortunate enough that the rock negates the wound to the leg, but she still suffers the effects of the other two wounds. Missing and Deviation

The thing about area of effect weapons is that when you miss, the shot still goes somewhere and might damage someone or something other than you had intended. This phenom- Scatter Diagram

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 90 description lists what areas a charac- 1-2 Head effect, a Near Miss is a second chance ter might hit if they miss their target 3-4 Right Arm for the character to hit their target af- zone. Calculating near misses is just 5-6: Left Arm ter they have already missed. The pro- like calculating successes when con- 7-8: Right Leg cess cannot be repeated. One Near sulting a weapon’s Effect Table. The 9-10: Left Leg Miss per attack is all the rules allow. only difference is, the character counts the number by which they failed as Arms and Legs: If the character Near Misses and Cover opposed to the number by which they misses by 2 or less then they hit the succeeded. For example, if a character target’s Torso. needs a 12 or less to hit someone and Remember, it is entirely possible rolls a 14, they failed by 2. that the near miss will result in an at- Determining Effect tack impacting somewhere that is be- Head: Characters attacking the hind cover. Should this be the case, the head have the least likelihood of hit- Of course, under normal circum- near miss hits the cover and not the ting somewhere else. If the character stances the same roll is used to deter- character. No second roll for effect is fails by 2 or less then they hit the Torso. mine both whether or not someone hits necessary (unless it is to determine and how much damage they do. Obvi- what kind of damage the cover sus- Torso: There are a lot of other ously if the first roll was a failure there tains). For example, a Vestis standing areas around the Torso for the charac- is no corresponding damage result. The behind a low wall has her legs behind ter to hit. If the character fails by 2 or player must now roll again in order to cover. A Union of Stars marine fires at less, roll on the following table: determine the effect of their Near Miss. the Vestis’ torso but misses by 2. The All the same modifiers apply as the GM rolls for the marine’s near miss, first time the character attacked. This coming up with an 8. Since the Vestis’ means that it is entirely possible that legs are behind the wall, the Vestis sus- the character will miss again. Thus in tains no damage.

GettingHurt

As we have seen, Starshield divides damage into five categories: scratches, light wounds, heavy wounds, critical wounds, and fatal wounds. Each of these categories represents a different level of severity in the amount of damage someone or something has sustained. Starshield always considers each wound to be a separate injury. That is to say, there is no system whereby two of one wound equals one of another kind of wound. However, each wound does carry some sort of penalty with it (depending on the severity and location of the wound). The penalties associated with wounds are cumulative, so if a character suffers from three light wounds to their leg, they suffer three times the penalty of a single wound. These penalties represent the ill effects of the character’s injury, including pain, damaged tissue, blood loss, and mental anguish. At a certain point, the penalties may increase to such a level that the character dies without ever suffering a fatal wound (see the section on Dying below).

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 91 Scratches: The scratch wound includes minor abrasions, small cuts, bruises, and burns. There is little or no penalty associated with a scratch, although even enough scratches will eventually take their toll.

Light Wounds: These are somewhat deeper cuts, sprains, torn tissue, or more severe burns. They definitely affect use of the injured area and will require time and/or medical attention to heal.

Heavy Wounds: Heavy Wounds entail serious damage to the character’s tissue and internal organs. Heavy wounds often result in severe blood loss, bruised bones, third or fourth degree burns, and serious problems with the use of the injured area. The character will need quick medical attention to stop the flow of blood or set the broken limb.

Critical Wounds: The damage is so great that the affected area is now totally useless or even destroyed. Limbs are cut off, rib cages collapsed, skin burned away, and so forth. As often as not, critical wounds turn out to be fatal wounds unless the character receives prompt and miraculous medical attention.

Fatal Wounds: The wound kills the target instantly. Either some vital organ has been destroyed, or the body simply dies of shock from the massive trauma. Death may or may not be instant, but it is certainly not more than a Moment or two away.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 92 WoundLocations

As noted earlier, every wound happens to a certain location on the body. The effects of wounds vary from location to location as described below. The Head character would add 5 giving an ef- utes. fective rating of 16. The player Scratch: For every three scratches a would only lose consciousness if Critical Wound: The character suffers character suffers, they must make they rolled a 17 or greater. However, a -8 penalty on all skill and attribute an Endurance check or suffer a -1 if the character was suffering from checks for each critical wound. The penalty on all skill checks until the other wounds the combined penal- character immediately looses con- wounds are tended to. The check is ties might make it more likely they sciousness unless they make an En- only made once for every three will lose consciousness. durance check at -5. The character scratches. must make the Endurance check ev- Heavy Wound: The character suffers ery Moment in order to remain con- Light Wound: The character suffers a a -4 penalty on all skill and attribute scious. If the character misses the -2 penalty on all skill checks for checks for each heavy wound until check by more than 10 they will die each light wound until the wound the wound is tended. Furthermore, within the next few minutes unless heals or is treated. The character the character must make an Endur- treated immediately. For example, must make an Endurance check at ance check. If the character misses a character with an Endurance At- +5 to their Attribute Rating or they the check, they fall unconscious for tribute Rating of 11 receives a criti- lose consciousness. They will re- a number of minutes equal to the cal head wound. They need to roll gain consciousness in a number of amount the missed the check by (the a six or less to remain conscious. If Moments equal to the amount they degree of failure). For example, a they roll a 17 or more they will die. missed the Endurance check by. For character with an Endurance At- example, if their Endurance At- tribute Rating of 11 who rolls a 16 Fatal Wound: The character dies im- tribute Rating is normally 11, the will be out for the next five min- mediately. The Torso checks until the wound is tended. Critical Wound: The character imme- Scratch: For every four scratches to If they succeed, they receive only a diately suffers a - 8 penalty on all the Torso, the character must make -1 penalty. skill and attribute checks. The char- a single Endurance check. If they acter must make an Endurance fail the check they suffer a -1 pen- Heavy Wound: The character must check in order to take any action alty on all skill and attribute checks make an Endurance check at -2 to that Moment due to the debilitating until the wounds are tended to. their Attribute Rating for each effects of the pain and shock. The heavy wound. If they fail, they suf- character must continue to make Light Wound: The character makes an fer a -5 penalty on all skill and at- these checks every Moment until Endurance check for each light tribute checks. If they succeed, they they receive medical attention. wound. If they fail, they receive a - suffer a -3 penalty. 2 penalty on all skill and attribute Fatal Wound: The character dies in- stantly. The Arms use of the wounded arm. debilitating effects of the pain and Scratch: For every three scratches, the Heavy Wound: the character suffers shock. The character must continue character must make an Endurance a - 3 penalty on all skill and attribute to make these checks every Mo- check. Failure means that the char- checks and a -6 penalty on all skill ment until they receive medical at- acter suffers a -1 penalty on all skill checks involving the use of the arm. tention. and attribute checks until the wounds are healed. Critical Wound: The character suffers Fatal Wound: The character makes an a -6 penalty on all skill and attribute Endurance check. They will live for Light Wound: The character suffers a checks and may not use the injured as many Moments as they get suc- -1 penalty on all skill and attribute arm at all. The character must make cesses after which they will die. checks and a -3 penalty on all skill an Endurance check in order to take and attribute checks involving the any action that Moment due to the

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 93 The Legs

Scratch: For every three scratches, the Heavy Wound: the character suffers debilitating effects of the pain and character must make an Endurance a - 3 penalty on all skill and attribute shock. The character must continue check. Failure means that the char- checks and a -6 penalty on all skill to make these checks every Mo- acter suffers a -1 penalty on all skill checks involving the use of the leg. ment until they receive medical at- and attribute checks until the The character’s movement rate is tention. wounds are healed. halved. Fatal Wound: The character makes an Light Wound: The character suffers a Critical Wound: The character suffers Endurance check. They will live for -1 penalty on all skill and attribute a -6 penalty on all skill and attribute as many Moments as they get suc- checks and a -3 penalty on all skill checks and may not use the injured cesses after which they will die. and attribute checks involving the leg at all and thus cannot walk un- use of the wounded leg. Further- assisted. The character must make more, the character’s movement an Endurance check in order to take rate is reduced by one quarter. any action that Moment due to the Dying

Sooner or later death comes for everyone, but those who engage in regular combat are more likely to meet a quick, painful death. There are thousands of ways to die, but in combat, most characters die from one of two causes: a fatal wound or an accumulation of wounds. The effects of fatal wounds have already been described in the damage section. Accumulation of wounds is just another way of saying that the body can only take so much punishment before it gives up. In Starshield, a character’s Endurance rating determines how much damage that is.

must apply more than 12 points of pen- Example of Wound alties they will die. Accumulation Once a character has passed their The important number here is the limit they are on their way towards A Vestis character has engaged character’s Endurance Attribute Rat- death. The character must make an En- a group of buccaneers in combat. The ing (which is twice their Endurance at- durance check the Moment after they Vestis has an Endurance Check rating tribute). The character can only suffer suffer the final wound that pushes them of 14. The Vestis is hit in the left leg a number of penalties equal to their over the edge. The only modifier to this for a minor wound, inflicting a -1 pen- Endurance Attribute Rating before check is how many more penalties the alty to all skill and attribute checks as they die. The wound penalties are the character has higher than their Endur- well as a -3 penalty for checks involv- skill and attribute check penalties as- ance Attribute Rating. For example, if ing the wounded leg. Only the -1 pen- sociated with various wounds. Note, a character has an Endurance Attribute alty counts towards Wound Accumu- in the case of some wounds a charac- Rating of 12 and has suffered -14 lation. The Vestis then suffers a major ter has a lesser penalty if they make an points worth of wounds, the character wound to the chest from one of the Endurance check. In these cases, the makes their Endurance checks at -2. buccaneer’s cutlasses. The Vestis character uses the lesser penalty when Failure means the character dies. Suc- makes his Endurance Check and so adding up the total wound penalties. cess means another Moment of life suffers an additional -3 penalty, bring- Likewise, only the penalty to all skill during which someone might try and ing his total to -4. The Vestis is hurt and attribute checks is used when de- help the character. The character keeps but still OK. Then comes a critical termining accumulation of wounds. on making these Endurance checks blow to the character’s right arm, add- For example, a wound to the arm im- until they fail or until they die. They ing another -6 penalty! The Vestis poses a general penalty and a penalty can do absolutely nothing but make makes his endurance check and keeps on checks for actions made with the these checks. Of course, if some ma- on fighting, although now all of his wounded arm. Use only the general lignant individual decides to help the actions are at -10. It all proves to be penalty. Thus if a character has an En- character towards death they can cause too much for him, and in the next round durance of six, they have an Endurance further damage to the body, rapidly de- a buccaneer runs through the Vestis in Attribute Rating of 12. If through any creasing the likelihood that the char- the gut, causing another major wound. combination of wounds, a character acter will survive another Moment. This time, with a -10 penalty, the Vestis

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 94 fails his Endurance Check, incurring fect rating of 6. However, since the number is a 2 the armor actually suf- another -5 points in penalties. This is assassin’s armor has a Toughness Rat- fers a -4 penalty. 8 more points of pen- too much for the beaten and cut up ing of 3, the effect rating turns out to alties and the armor will become use- Vestis. He falls to the ground, fast ap- be only 3. The armor absorbed some less. Note that damage to armor is by proaching death. The Vestis now starts but not all of the whip’s damage, and location, just as it is for normal targets. making Endurance Checks at -1 (his the wound imposed is lesser. It is therefore possible (and likely) that Endurance Check Rating is 14 and he’s armor will be fine for some parts of suffered -15 points of penalties). He Of course, armor can only take the body but totally useless for others. makes the first one, and is now barely so much damage before it falls apart Likewise, it is possible that a single suit holding on to life. That’s not enough under the pressure. Most armor can of armor will provide different levels for the buccaneers. They hack at the take small amounts of damage with- of protection for different parts of the all but dead body, easily causing an- out suffering any ill effects. However, body. A suit of armor might have a 3/ other Critical Wound to the unresist- more significant wounds will take their 16 rating for the head and torso, but ing Vestis’ Torso. This imposes a fur- toll. The Toughness Rating details not only a 2/12 rating for each of the arms ther -8 penalty on the fallen Vestis, only how well the armor protects the and legs. bringing his total penalty to -23. With wearer, but also the highest penalty the a -9 to deal with on his next Endur- armor can absorb without suffering any ance Check, the character fails and ill effects. By penalty, we mean any Breaking Things and dies. penalty associated with a damage ef- Shooting Objects fect to that location.

Armor For example, a light wound to There will come a time when the the torso carries with it a -2 penalty to characters or maybe the NPCs will Armor is a wonderful thing when all skill and attribute checks. The ex- want to attack something that is not an it comes to trying to protect yourself ample armor has a Toughness Rating enemy warrior but rather something in combat. Obviously, armor comes in of 2 so it can absorb -1 or -2 penalty less immediately threatening: like a all different shapes and sizes depend- wounds without suffering any damage. wall, or a car door for instance. Attack- ing on where in the galaxy it comes For purposes of determining damage ing objects is just like attacking armor from and what it is designed to protect to armor, all wounds are assumed to only it in most cases there is nothing against. Nevertheless, there are some do the maximum penalty. That is to say, on the other side to take any damage basic facts about armor that hold true armor never makes Endurance checks that gets through. Every object has a throughout a large part of the known to lessen the effects of wounds. For Toughness and Durability Rating just galaxy (although certainly not all of it). example, light wounds to the torso al- like armor. When the object accumu- Armor is generally constructed of ways cause a -2 penalty, never -1. Ad- lates enough negative modifiers it is some sort of tough, damage resistant ditionally, if a wound has a penalty that destroyed, just like armor. It is impor- material and is designed to cover cer- applies only to checks made with the tant to note here that a Fatal Wound tain parts of the body. This can be any- wounded body part, the armor suffers always means that the object has been thing from shin guards to a full suit of that penalty, not the smaller general destroyed or at least had a hole blown battle armor that covers the entire body. penalty. For example, a heavy wound in it (according to the GM’s wishes). to the arm carries with it a -6 penalty Attacking a stationary object is pretty In Starshield, all armor has a rat- on all skill and attribute checks with easy to do. The table below presents ing that describes how much protec- the arm. Any armor protecting the arm the ratings for some of the more com- tion it gives the wearer. The Toughness would also suffer a -6 penalty. mon targets of aggression. Rating acts as a negative effect modi- fier when attacking the armored target All armors also have a second Toughness/Durability Ratings for location. The Toughness Rating of ar- number, the Durability Rating. This is Materials mor is factored in after all other com- the amount of penalties the armgr can bat rolls and calculations have been sustain before it becomes useless. Material ...... Toughness Rating made. The attacker makes their attack However, armor is not quite as easy to Pane of Glass...... 0/3 as normal and determines what if any damage as mortal flesh. Keeping this Wood Door...... 1/6 wounds they cause to the target area. in mind, always subtract the Toughness Heavy Oak Door...... 2/12 Only after the effect level of the attack Rating from any penalty before apply- Metal Door...... 3/20 has been determined does the attacker ing it to the total amount of damage a Reinforced Metal Door...... 4/25 subtract the Toughness Rating. For piece of armor suffers. For example, 1 m of Stone Wall...... 5/30 example, a Vestis lashes out at the torso the armor with a Toughness/Durabil- 1 m of Steel Wall...... 7/40 of a K’tan assassin with her monomo- ity Rating of 2/12 suffers a -6 penalty Armored Vehicle...... 9/50 lecular whip, hitting and getting an ef- from a major wound. Because the first Armored Starship...... 15/500

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 95 Getting Better propriate equipment and facilities to Aid skill check, the wound takes a tend the wound. The GM should use week to heal. With medical atten- their common sense here. Obviously a tion, the wound heals in 4 days. It takes time to recover from surgeon will not be able to help a criti- wound, sometimes a lot of time. For- cal wound heal if he has no medical Heavy Wound: The wound requires tunately, most of the more advanced equipment with him. Note that all successful medical attention to heal. civilizations in the Greater Galaxy wounds heal simultaneously. It takes at least three weeks to re- have developed either technological or cover from a heavy wound. mystical means for healing the sick and Scratch: These are hardly wounds and injured. The technology and mystic take three days to recover from if Critical Wound: Requires successful sections of this book describe some of left unattended and only a day if the medical attention and takes 6 weeks these techniques. Below, we present character receives medical attention to recover from. the healing times for wounds assum- ing no assistance other than basic Light Wound: These wounds require Fatal Wound: Usually not much can medical attention. In all cases medical some basic medical attention, at be done although resurrection is attention means a successful Medicine least bandaging the wound. With- possible in some zones. skill check by someone with the ap- out a successful Medicine or First

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 96 ChapterFour:QuantumZones

Now that you have created your character and figured out how to defeat your foes in combat, the rest of the galaxy awaits you. In chapter one, we touched briefly upon the concept of quantum weather, the existence of numerous domains of differing reality spread across the galaxy like a patchwork quilt, and the constant shifting of such reality. Here we shall delve into the subject in much greater detail. The concept of shifting realities is integral to the Starshield universe for it greatly affects interstellar trade, commerce, and warfare. Further, quan- tum weather is one of the main reasons that the Omnet has made itself so successful. Anyone living in the Greater Galaxy who’s interested in the universe beyond their own star system needs to know all they can about the various realities that await them in the vastness of space. Since player characters tend to be adventurous sorts prone to leaving their home systems, you may well wish to read on. Reality

Reality is a tricky subject in the Starshield universe. What is it that we mean when we say that reality shifts from one area of the galaxy to another? In fact, this is somewhat of a misleading statement. Reality does not change so much as the “laws of nature” vary from zone to zone. Now what does that mean, you might ask. For starters, it means that the galaxy (and presumably the whole universe) shares a common reality, a common time line, and so on. Indeed, the commonalties of existence are much greater than most people imagine. There are a few basic facts and assumptions that hold true in every known quantum zone and these are taken to be underlying factors of the common reality. Granted, regions no doubt exist where these rules do not apply, but no one has ever discovered such places and returned to tell the tale. It is the small details of existence that change from zone to zone. The best approach to under- fied whole (we assume that all other responsibility for creating existence standing quantum weather is to explore galaxies exhibit similar patterns). Now and offer their own accounts of what generally accepted scientific theories of course, much of this is speculation happened. Some of these accounts do on the birth and evolution of the since there are no records from the in fact closely agree with the gener- Greater Galaxy. This will allow you to birth of existence, at least none that are ally accepted scientific explanation understand how all these myriad pieces universally excepted. Various deities while others seem so bizarre as to be of reality fit together to form the uni- from across the galaxy routinely claim entirely incredible.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 97 ABriefHistoryofExistence

Scientists and theologians alike tend to assume that in the beginning there was only emptiness or chaos: a swirling, churning mass of nothingness. Omnet scientists prefer to use the term Void when referring to this primal state. Nothing could be said to truly exist within the Void, and the Void itself preferred things this way. The Void tends towards nothingness. In fact, within the Void exist five distinct forces of existence. These forces of existence are what would ultimately create and shape the galaxy of quantum zones that we know today. Together they would rise up out of the Void and create everything that we know and love. In the beginning, however, they were simply part of the chaos of the Void and had no manifestation in reality. They represented only the possibility of creation, the possibility of order, and thus scientists refer to these five primal forces as Possibilities.

The five Possibilities exist large tends to assume the existence of and how matter moves through space within the Void, each containing a five such possibilities since that is all and relates to other matter. When these natural desire or tendency towards cre- that they have been able to observe. In two Possibilities come together to form ation. Individually they cannot break fact, many more may yet remain un- the intricate patterns of reality they from the chaos and nothingness of the detected or undreamed of by modern form aspects of existence like chemis- Void, and indeed are not even mani- science. Indeed, some of the currently try, light and other forms of material fest as anything but a thought or de- known Possibilities may be combina- energy, and everything perceived as sire within nothingness. When they tions of simpler, unknown Possibili- physical in our existence. come together however the Possibili- ties. In any event, the five known Pos- ties have the potential for creation, just sibilities are labeled Life, Matter, The third category, Mystic, deals as happened here in our galaxy and in Energy, Essence and Mana. These in with a part of existence that may seem uncounted other galaxies throughout turn can be grouped into three catego- strange to the reader, but which is in the universe. It all starts with one par- ries: Life, Technology and Mystic. fact just as important and prevalent in ticularly vital and explosive act of cre- the galaxy as physical matter and en- ation by a grouping of Possibilities. In Life is a category unto itself. Life ergy. This category deals with the su- a stunning example of the principal of is the expression of a pattern of will pernatural side of existence. This is the self-organization, the Possibilities join upon existence. The Possibility of Life realm of magic, incantation and faith. together to create a reality strong is imposes some sort of desire, instinct, In many quantum zones, these aspects enough to resist the entropic effects of or even thought upon the universe. The of reality are more important than the the Void itself. This core of existence ultimate (but not necessary) expression physical side of reality. Mana is mys- tends to be a very volatile place, still of Life is sentience. Life need not, and tical substance that takes up space and subject to the whims and tides of the does not always, manifest in forms tra- time, just as Matter is the physical sub- Void that surrounds it. If such a pocket ditional to us. It can be anything from stance that takes up space an time. of existence survives it will begin to microbes, plants, dogs, and humans to Mana usually is seen to exist in a dif- attract more Possibilities to it. All spirits, sentient energy fields, and liv- ferent part of reality than Matter. Mana around the central core more and more ing mountains of rock. Indeed, Life is the stuff of which spells are formed Possibilities come together, each form- may take no form at all. Life simply and gods exist. It comes in countless ing their own pockets of existence. At put is an expression of will to exist, different forms across the galaxy, from first these pockets are relatively com- grow, and flourish. invisible flowing ribbons to pools to pact as they fight against the tearing crystals that one can pick up and forces of the Void. However, as the sys- The second category, Technol- handle. Essence is mystical force with- tem of patchwork Possibilities grows ogy, deals with material existence out direction or will. It is the laws and larger and lager it retains a sense of within the universe. It contains the two tendencies that govern how Mana be- unity all its own. The zones of reality Possibilities. The Possibility of Mat- haves in the galaxy. It determines how that the Possibilities can create grow ter is the possibility of substance that magic and mystical effects manifest larger and larger. Thus, over a great takes up a certain amount of space and themselves in the zone as well as the expanse of time the five Possibilities time within the universe. Matter can powers and purviews of the mages, cobble galaxies together from nothing- be anything from atoms to primal ele- deities, spirits, and demons. Together ness. ments to free flowing ether. It is the Mana and Essence form the laws and building block from which most of vis- tendencies of mystic reality within the About now you are probably ible reality is born. The second Possi- zone. This combination manifests it- asking, so what are these Possibilities bility within this category is Energy, self in the form of magical and reli- anyway? As mentioned above, they are which represents the movement or gious systems such as alchemy, sor- tendencies towards existence within change of matter without will. Energy cery, theurgy, and other mystical sys- the Void. The scientific community at encompasses forces such as gravity, tems.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 98 The possibility of Life can, on smaller until one reaches the center, The Void does not limit its mani- occasion, manifest itself without aid of about which little is known. Obviously, festations to the quantum fronts, for the the other Possibilities. In such in- travel within this region of space is Void is ever desirous of returning all stances, life is simply will without tech much more difficult and dangerous things to the primal state of nothing- or mystic substance and thus is free of than it is elsewhere because of all the ness. Occasionally the Void will break most of the restraints of existence. differing sets of reality with which one through into regions of established re- Many sentients dream of aspiring to must contend. Out towards the ality. The Omnet commonly refers to such a state of otherworldly bliss, but galaxy’s edges the zones are larger, this phenomenon as fluctuations in the few ever transcend to it. The fact is that allowing for more homogenous re- quantum weather. These fluctuations most life-forms exists in combination gions of space. manifest themselves as instabilities in with the other four Possibilities. Life reality. In effect, the Void tears into a usually contains a certain amount of Separating quantum zones from portion of reality, disrupting it entirely. Matter, and a certain amount of Mana, each other are great boundaries of force In the wake of such damage the innate all of which is governed by the avail- known as quantum fronts. These are creative tendencies of the Possibili- able Energy and Essence. Thus when regions of space where two or more ties rush to repair the damage. The re- all five Possibilities combine you have realities are in conflict, each vying for pairs may or may not be identical to not only life, but existence itself in all position over the other. In most cases, the reality that existed before the its varied forms. it is a battle neither side can win. The “storm.” In the wake of a quantum dis- result is a region of space where the turbance of this sort, reality within an Void is much stronger than it is else- entire zone may change overnight as Quantum Zones where. Here reality and space have be- it fights to compensate for the damage. come distorted and confused. Such re- This change in the nature of reality can We now know the theory of how gions can be extremely hazardous to cause the very boundaries of the quan- the patchwork quilt of a galaxy is travelers if not treated with appropri- tum zone to change as well, thus mov- formed out of different sets of Possi- ate respect and forethought. Traveling ing the locations of quantum fronts and bilities coming together to form exist- across a quantum front today is a rela- even affecting zones that were un- ence. Each one of these areas is almost tively routine procedure, usually in- touched by the original disturbance. assuredly unique in the universe, since volving building up enough speed or Fortunately, like planetary weather, the range of possible combinations is momentum to carry one through the patterns and tendencies exist among limitless and the same circumstances chaotic boundary and out to the quan- the fluctuations of quantum weather. of creation never repeat themselves. tum zone on the other side. Since the Thus, careful observers can predict the Thus, a galaxy is formed of a number Void is so strong within these regions more catastrophic changes with a fair of realities drawn out of the infinite of space, almost anything staying degree of accuracy. The movement of possibility of existence. The Omnet within the front for a long period of quantum fronts across the galaxy is a refers to these various realities as time will begin to break down. Even- slow process, but also an inevitable quantum zones. In our galaxy, the size tually it will succumb to the Void en- one. Thus the Omnet has taken it upon of a quantum zone generally depends tirely. There are some exceptions to itself to keep the galaxy informed of upon where in the galaxy the zone is this tendency patterns of existence so these changes in hopes of preserving located. We saw that in the beginning strong that they can exist within a front the fragile web of interstellar trade and of a galaxy’s formation zones tend to and even thrive upon the chaos there commerce that exists today. be small. Thus towards the core of the but such patterns are few and far be- galaxy the zones become smaller and tween.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 99 TheQ-dex

Obviously travelers want to know ahead of time what equipment will work in their destination zone and what will not. With a potentially infinite variety of realities out there, it would seem that one could never depend on anything to function away from home. In fact, this is not entirely true. Many realities, while subtly different, are close enough that items from one zone will function pretty well in another, similar zone. In the interest of helping travelers with this problem, the Omnet has made an extensive study of quantum zones and has managed to come up with some general categories into which all known quantum zones seem to fall. These categories give the traveler solid if not foolproof guidelines for moving about the Greater Galaxy.

The Omnet has arranged these relate to one another. The “T” portion portant impact on the kinds of techno- categories of reality into a relatively of the Q-dex refers to the technologi- logical equipment that can be created simple system of numbers that a sen- cal aspects of the zone. The “M” por- or used in a given zone. tient or synth can instantly access and tion relates to the mystical aspects of use as a guide for travel. The official the zone. The three numbers before the The Handling Ratio is also a name for this system is the Flynch- slash are called the Potentiality De- measure of the stability of technologi- Halpert Quantum Index, or more sim- scriptors. The three-digit number af- cal constructs. The higher the Ratio, ply, the Q-dex. The Q-dex assigns a ter the slash is the Technology Science the less stable and reliable tech is. For multi-digit number to any quantum Referent or the Mystic Science Ref- example, in a zone with a Handling zone in the galaxy, describing that erent, which describes in general what Ratio of 1, a blaster might be simple zone’s reality in concise terms useful kinds of Possibilities arise in that zone enough for a child to construct, but it to a traveler. In a moment we shall look and how they arise. would malfunction quickly and per- at the Q-dex in detail, defining all its haps spectacularly. characteristics. Potentiality Descriptor Technology Advancement Ra- A basic Q-dex rating is a jumble tio: This measure assesses how diffi- of letters and numbers, the meaning of Let’s start with the first three dig- cult it is to research and advance in which is far from clear to the uniniti- its of both the “T” and the “M” por- technologic sciences. A researcher or ated. A typical Q-dex rating would look tion of the Q-dex. These groups of scientist in a high Advancement Ratio like this: numbers serve similar functions. They zone will have an easier time making refer to different aspects of the laws of progress and pushing the boundaries T 576/245 M 495/781 reality and how they manifest them- of technological knowledge. In a low selves in the zone. Each Descriptor has Advancement Ratio zone, years of This is the short form of the ba- a scale of 1-10 (10 being represented research and teams of scientists will sic Q-dex, the one used by those who by a zero). In order from left to right move the state of technological knowl- are intimate with the measure. For now, they are: edge only slightly. we shall use a more expanded form of the basic Q-dex, which defines each Technology Handling Ratio: Technology Quantity Mea- of those numbers exactly. The ex- Handling Ratios are a measure of how sure: The Quantity Measure is a gen- panded basic Q-dex for that same zone easy it is to work with the technologi- eral guide to how much raw potential looks like this: cal stuff of reality in the zone. In gen- for technological items there is in the eral, the higher the Handling Ratio, the zone. This is a rather nebulous num- Technology Handling Ratio: 5 more complex technology may be cre- ber based the amount of matter, energy, Technology Advancement Rating: 7 ated and used. For example, two zones and life within the zone and how these Technology Quantity Measure: 6 might have physics based around at- quantities relate to the zone’s prevail- Technological Science Referent: 245 oms, and have a Matter Bipolar refer- ing laws of physics. For the most part (Matter Bipolar) ent. In the first zone, with a high Han- this has little impact for the average dling Ratio, it would be easier to ma- traveler and is sometimes even left off Mystic Handling Ratio: 4 nipulate those atoms and thus create Q-dex listings. Mystic Advancement Rating: 9 technology like explosives, nuclear Mystic Quantity Measure: 5 power plants, and so on. The zone with Mystic Handling Ratio: This is Mystic Sciences Referent: 781 (Life the lower Handling Ratio would re- a measure of how easy it is to manipu- Linear) quire greater effort to perform the more late Mana and Essence in the zone. As complex acts of technology, and some we shall see, this has an important im- You should be able to see how levels of technology would simply be pact on the creation of mystic effects the short form and expanded Q-dexes impossible to achieve. This has an im- (magical spells, miracles, summoning

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 100 spirits, and so on). The Handling Ra- Now of course within each of rate forms of Life arise from the Tech tio also relates how stable mystical these categories there are a host of dif- and Mystic Possibilities. constructs are. This number may be ferent realities, each with its own compared to the Technology Handling quirks and strangeness. While in gen- Game Masters should feel free Ration. eral all zones grouped within the same to ignore the examples given below category will allow for easy transfer- and devise their own. While it is rec- Mystic Advancement Ratio: ence of technology or mysticism, there ommended that GMs consider the un- This is a rough guide to the ease with are no guarantees. Game Masters may derlying developmental pattern of the which Mystical knowledge is ad- chose to vary transference slightly, but referent, this is not mandatory. Any vanced. This measure is closely related should only do so for particular plot given set of laws of reality can appear to the Technology Advancement Ra- reasons. in any given referent category. As with tio. any role-playing game, the imagination Below we list the various catego- of the GM and players is the prime Mystic Quantity Measure: The ries, each of which is preceded by a driving force. Quantity Measure gives an estimate of range of three to four digit numbers. the amount of Mana and Essence avail- These are the numbers used in the Q- Technology Science Referent Table able for use in the zone. This is a very dex. The first one or two digits repre- important measure when determining sent the specific category. The remain- 000-099: Aberrant what effects can and cannot be created ing two digits represent a specific kind 100-199: Programmed Matter Linear there (see section on creating mystic of reality that falls into that category. 200-299: Matter Bipolar effects, below). This quantity is the In each category, we present an ex- 300-399: Charged Matter Linear counterpart to the Technology Quan- ample of the typical laws of reality that 400-499: Matter/Energy (Life Nodal) tity Measure. fit into that specific category. These 500-599: Set Energy Linear subgroups make up a notable group 600-699: Energy Bipolar The Science Referents within any category, but they are far 700-799: Programmed Energy Linear from the only ones contained in that 800-899: Energy/Life (Matter Nodal) category. Indeed, the actual surface, 900-999: Charged Life Linear Two of the most important parts observable phenomenon in any given 1000-1099: Life Bipolar of the Q-dex are the science referents. zone are not absolutely predictable, 1100-1199: Set Life Linear These numbers tell what kinds of tech and the differences between zones of 1200-1299: Life/Matter (Energy and magic will function in any particu- a single referent may be stark. These Nodal) lar zone. For most purposes, you will differences are more cosmetic than not even need to consult the other por- functional. It is the underlying reality Mystic Science Referent Table tions of the Q-dex except when cast- which governs the Science Referent ing spells. Each referent is divided into category. In general, the equipment that 000-099: Aberrant twelve basic categories. These catego- works in one 200 series technology 100-199: Programmed Mana Linear ries harken back to the Omnet theory zone (Matter Bipolar) will probably 200-299: Mana Bipolar that all reality comes from a combina- work similarly in all 200 series tech- 300-399: Enchanted Mana Linear tion of the five basic Possibilities. Re- nology zones. 400-499: Mana/Essence (Life Nodal) search has shown that the basic laws 500-599: Ordered Essence Linear of reality and physics within a zone de- Note that any given quantum 600-699: Essence Bipolar pend in large part upon the order in zone is a combination of Technology 700-799: Programmed Essence Linear which the various Possibilities assert and Mystic referents. This means that 800-899: Essence/Life (Mana Nodal) themselves. Zones that came together the category descriptions below actu- 900-999: Enchanted Life Linear through a similar confluence of Possi- ally only cover one side of the equa- 1000-1099: Life Bipolar bilities tend to have similar laws of re- tion. Each individual zone is actually 1100-1199: Ordered Life Linear ality and thus technology and mysti- a unique merging of one Tech and one 1200-1299: Life/Mana (Essence cal systems will be more compatible. Mystic realm. Game Master should use Nodal) It may now be obvious that the order their own imaginations to devise the of the development of the Matter and exact relationships between the Tech Energy Possibilities determines the and Mystic sides of a particular quan- Technology Science Referent and the tum zones. The intersection between order of development of Essence and the realms will almost always be Mana determines the Mystic Science through life-forms, as Life is part of Referent. The Life possibility plays an both paradigms. In some areas, one important role in both referents. form of Life bridges the two realms. In others, two or more entirely sepa-

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 101 TechnologyScienceReferentDescriptions

The general descriptions in the text below explain the basic nature of reality in varying zone categories. It must be emphasized, however, that the specific examples or subgroups of zone types are provided for illustrative purposes only. The observable phenomenon in any given zone are nearly infinite in variety. While most Astrologi- cal regions are at core Programmed Energy Linear zones, some are not. Further, a number of observable interac- tions are present in Programmed Energy Linear zones, not all of them are included in the subgroup Astrological.

000-099: Aberrant. Life will be found naturally occurring that all things derive from Matter, ex- The basic nature of the technol- in that zone. cept that Matter may independently ogy relationships in this quantum zone produce either Life or Energy. are as yet indiscernible or follow no A large subset of zones within known pattern. This category is often the Programmed Matter Linear cat- A significant subset of the Mat- a temporary holding-place for newly egory are called Biomass zones. In ter Bipolar category are also labeled discovered zones which are later more these areas, sizable chunks of Matter Particle zones. Particle zones have a fully understood and placed in a more drag themselves from the Void. As wide variety of elements, much like an defined general class. One of the prin- these chunks collide, they exhibit a ten- Atomic zone (see 300-399: Charged cipal strengths of the Q-dex is the fact dency or pattern that leads them to Matter Linear). However, the particles that very few zones reside in this clas- group and form large planet-like struc- themselves are typically much larger sification for any significant period of tures. As the planets get larger, their than atoms; more like the size of Bio- time. instincts evolve and they develop logical or Primal Clay cells. The par- within themselves and on their surfaces ticles also behave differently than at- One of the most famous Aber- lower life-forms. Finally, at a certain oms. Instead of being held together by rant zones is the Goddarung Chasm. point, a critical mass is reached and the electric or chemical forces, they are No exploratory ship sent into the planet develops sentience. actually joined by geometry and physi- Chasm has returned, and no instrument cal shape. has been able to penetrate the sur- Early on in a biomass’ life, it rounding quantum front. It is not even learns to rub Matter together to pro- Particles fit together much like clear whether the Chasm is technologi- duce Energy. The planet uses this En- very complicated puzzles. These con- cally aberrant or mystically aberrant, ergy to move and develop further. In glomerations fall together over time or both. the latter stages of its life, the biomass naturally. The linkings form great loses control over its Energy produc- chains of matter. The result is that, un- 100-199: Programmed ing capacity and spontaneously com- like in Atomic paradigms where multi- Matter Linear. busts. The burning planet becomes a element compounds form frequently, The primary substance of a Pro- sun, and other biomasses are drawn to Particle zones contain mostly pure grammed Matter Linear zone is Mat- it. The orbiting biomasses use the En- groupings of the various elements. The ter. Matter in one form or another is ergy given off by the sun to grow and result is a chemistry and physics that the first and most basic substance of develop. As the ignited planet burns is much more stratified and less reac- that zone. It is the only one created itself up, the surrounding biomasses tive. In most instances, different ele- from the Void and does so continually can better control their own Energy ments will not join together, thus elimi- or at the initial moment of creation. All production and extend their lifespans. nating the cause of so many chemical Energy and Life manifesting in that reactions in Atomic paradigms. The zone are derived from or composites Humans and other sentients find elements themselves, however, tend to of Matter. Biomass zones ideal colonization ar- be very stable and resilient, and the eas. The planets are rich in resources, physical bonds much harder to break. In a Programmed Matter Linear differing life-forms and energy. Care The result is that Matter within such zone, the Possibilities arise in a hier- must be taken not to injury or anger zones is very resilient to outside pres- archical order. Mana arises from the the planet, however. For this reason, sures. Substances like acid are non- Void; Mana interacts with itself to cre- Biomass zones tend to contain much existent, as are other corrosive agents. ate Life; Mana and Life interact to cre- natural beauty and little industrializa- ate Energy. This three-stage process tion. So, while the building blocks of need no occur in every Programmed existence are quite strong, their inabil- Matter Linear zone. In some zones, the 200-299: Matter Bipolar. ity to react with one another means that process may stop after the first or sec- These zones are similar to the there is little room for the development ond stage. In this case, only Mana or two types of Matter Linear zones in of useful chemical reactions and other phenomena that might lead to life. Life

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 102 in such zones tends to be rather rare, on a continual basis or at the initial at least sentient life. It tends to exist Atomic is the label given to moment of creation. The interaction only when there is a high magic level many Charged Matter Linear zones of these two elements brings forth Life. in the zone or when other life-forms which share common observable phe- Because Life requires both Matter and have come from outside and colonized. nomenon. In Atomic-based 300 series Energy, this category is sometimes Breathable atmospheres can easily ex- zones, matter is composed of minus- called Tech Life Nodals. ist in such zones, and indeed the nec- cule substances known as atoms, none essary elements appear in very pure of which are visible to the unaided eye. A number of different zones in forms. Further, the normal means of These atoms typically come in a vari- this category exhibit a common char- producing energy in an Atomic zone ety of types, often referred to as ele- acteristic. The emergent Matter and does not work in a Particle zone, since ments. There can be any number of Energy immediate bind together to there are no electrons or other energy- these atomic elements, but typically form one of a finite number of basic producing particles. The whole phys- around two hundred different types elements. For this reason, the subset is ics of the zone is so firmly based in exist. Atoms may either move freely called Elemental zones. The elements physical connections that precious in the form of energy or join together come together in different quantities to little energy exists. The most common into molecules to form larger com- form all the things that exist. Different source of energy is the actual break pounds. In some zones, the atoms systems might have different primary down of the particles themselves. themselves are composed of smaller elements, but basically they all func- Breaking apart any particle produces particles that contain electric charges. tion along similar lines. Typical sets of a tremendous burst of energy which By manipulating these charged par- Elements are Earth, Air, Water, and can then be harnessed for other pur- ticles and atoms, Atomic-based tech- Fire or alternatively Earth, Fire, Wa- poses, including breaking down other nology is able to produce electricity ter, Metal, Wood. particles. and other expressions of energy. Ultimately everything can be It is the purity of the elements in Atomic zones are fairly common broken down into the basic component a Particle zone that make them such in the Galaxy, although Omnet records elements. Different kinds of metals are prizes. The zone’s resources can be show that over the past few centuries in fact just impure versions of the pri- used to make some of the finest fin- shifts in quantum weather have re- mal element of metal: steel might have ished industrial products in the galaxy. duced their number significantly. more earth mixed into it, while copper Particle materials form the most resil- Atomic technology is usually powered might have more fire. Life itself is usu- ient armors, the most efficient super- by electricity of some form or another, ally a mixture of all the different ele- conductors, the purest crystals, and so usually created by manipulating elec- ments in a ratio determined by hered- on. tromagnetic fields in some way. Elec- ity. tricity is a flow of atoms or charged Steam power and other physi- particles that can be used in a variety Technology resembles alchemy cally based technologies are among the of ways. This reliance on the flow of in many ways, distilling pure elements most common technological founda- particles for power makes Atomic and then mixing them in the correct tions in these systems since the easiest drive systems particularly susceptible proportions to create the desired effect. way to manipulate matter is to change to changes in quantum zones. This is not limited to the production of its state. While it is difficult to join dif- steel or jewels or other material goods. ferent elements together, it is not diffi- Atomic zones also include a Elements can be combined to produce cult to change an element’s state from number of different reactions between any number of non-material effects: a liquid or solid to a gas. atomic compounds. These chemical energy waves, propulsion systems, combinations can result in explosions, force fields. It simply requires the 300-399: Charged the creation of gasses, and even the proper means of distilling, mixing, and Matter Linear. evolution of life-forms. Humans in focusing the elements. This category is made up of Atomic zones will find that their minds zones which are mirror images of the are easily affected by shifts in the There are few differences be- Programmed Matter Linear zones. chemical composition of their brains tween a low-tech Elemental zone and Again, Matter is the first and most ba- and that a wide variety of compounds a low-tech Atomic or Particle zone. On sic substance of that zone. In a Charged can be used to manipulate the chemi- the face of things, they seem to oper- Matter Linear zone, however, Matter cal makeup of the brain. ate along very similar lines. For ex- arises from the Void; Matter interacts ample, radio communications in an with itself to create Energy; Matter and 400-499: Matter/Energy Atomic zone might be based on the Energy interact to create Life. Again, (Tech Life Nodal). movement of waves of particles the three-stage process does not occur In these zones, both Matter and through the air, while such communi- in every Charged Matter Linear zone. Energy emerge from the Void, either cation in an Elemental zone may be

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 103 based on streams of specially modified out destroying it. Once its integrity is fundamental material there always composites of Air and Fire. broken, the piece of clay will then seems to be plenty of material at hand. transform entirely into pure energy, Technology in the zones is heavily ori- It is only at the most advanced having potentially devastating effects ented towards physical manifestations levels of technology that the overlap on the surrounding environment. and weak in the area of theoretical begins to break down. In many El- physics and energy fields. Since every- emental zones the purest, most pow- The exact texture, shape, and thing in their world is based around the erful form of energy is distilled, pri- other characteristics of individual primal clay, the scientists tend to fo- mal Fire. This element gives off a great pieces of primal clay can be altered cus on devising new ways to physically amount of heat and can be mixed with using a variety of magical and techno- manipulate and modify the forms that other elements to produce any number logical techniques. It can be molded primal clay can take. of useful effects. Such fire would be into a single hard shell used for ve- nothing more than normal fire in an hicles and spacecraft, or spun out into 600-699: Energy atomic zone. Likewise, nuclear fission a comfortable, light fabric for cloth- Bipolar. would be impossible in an elemental ing. The key is to find a piece of clay These zones are similar to En- zone, since there are no atoms to split. suitable for whatever end product is ergy Linear zones in that all things desired. Pieces of clay can be attached derive from Energy, except that Energy 500-599: Set Energy to one another in order to form larger, may independently produce either Life Linear. more complex structures. This can only or Matter. The primary substance of an En- be accomplished, however, by either ergy Linear zone is Energy. Energy in manufacturing perfectly fitting pieces A number of Energy Bipolar re- one form or many forms is the first and or using some sort of adhesive (clay gions have be subtitled Etheric zones. most basic substance of that zone. It is can be made into amazingly strong ad- The primal Energy of these zones the only one created from the Void and hesives). manifests itself as a peculiar cross be- does so continually or at the initial mo- tween Energy, Matter and Life called ment of creation. All Matter and Life Life-forms, such as they exist in Ether. Ether flows throughout space manifesting in that zone are derived Primal Clay zones, are one of the more and across worlds in these zones. Plan- from or composites of Energy. interesting occurrences of such con- ets, sunlight, water, and everything else glomerations. Living beings are in fact are simply different concentrations of A subgroup of Set Energy Lin- made up of very tiny pieces of clay, ether. In may Etheric zones, Ether ear zones is sometimes called Primal most of which are the size of cells. flows out of stars. Stars in these zones Clay, Primal Force or Fundamental These cells start to group together at are in fact super-condensed, super-pure Substance zones. In Fundamental Sub- conception and as the life-form grows Ether. This concentration of Ether con- stance zones, Energy emerges from the (whether as a plant or in an egg or in a tinually emits streams of less pure Void and immediately hardens or con- womb), it takes in more primal clay Ether into the galaxy. geals into a malleable substance and adds it to its body, slowly but closely resembling a certain type of surely building up its new body. The The Ether flows forth and coa- Matter. This basic material can take on energy for this process comes from a lesces in pockets. As these pockets many different forms and qualities. careful, controlled breaking down of a grow in density and mass, they even- Unlike Etheric zones, this material usu- certain amount of the cell-sized pieces tually turn into planets either gas gi- ally exists in a finite quantity and is of primal clay. The life-forms primal ants or more solid planets that can sup- not a by-product of the stars. The sub- clay body moves, thinks, and exists in port traditional notions of life. Ether stance forms the basis of everything response to energy emissions created also forms the atmosphere and other in the zone, from water and soil to the by the breaking down of food in what matter of the planet. It is common dur- strongest manufactured building ma- passes for a stomach. The energy emis- ing the process of planet formation for terials. sions are regulated by the brain and Ether to actually break down into raw nervous systems, which are clay con- energy. Further, all matter, including The primal clay itself exists in glomerations especially suited for con- matter-based life-forms, is just differ- discreet units that cannot be separated ducting the energy throughout the ent concentrations and filtrations of or joined. The size of the units appears body. Ether. The Ether can easily become as to have been determined when the ini- hard as diamond or supple as velvet. It tial Energy congeals and is unalterable. Destroying clay does produce a is an amazingly versatile and malleable Density, appearance, malleability, and vast amount of energy, and this energy substance. But there are no atoms or so on are all subject to change, but the can be controlled and manipulated by molecular aspects to matter in Etheric actual mass of the individual piece of high-tech cultures. Of course the clay zones. primal clay is immutable. No known itself is a non-renewable resource, but force can separate the primal clay with- since everything is made of the same

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 104 Energy is created when ether is ergy source located within the center one kind or another, it is relatively easy consumed in some way. Stars are a of the planet that emits powerful en- to transmute it. prime example of Ether being con- ergy fields. When other fields intersect sumed. Ether can coalesce into sub- with the powerful fields near this en- 800-899: Energy/Life stances similar to fossil fuels in atomic ergy core, matter is woven and heav- (Matter Nodal). zones: substances that can be made to enly bodies formed. Particularly pow- In these zones, both Life and En- burn to produce energy. The byproduct erful kinds of energy sources will pro- ergy emerge from the Void, either on a of such combustion is an even less pure duce star matter instead of planetary continual basis or at the initial moment form of Ether which can itself be used matter, and thus stars are formed. Com- of creation. The interaction of these for other purposes. Technology tends ets fall somewhere in between the two, two elements brings forth Matter. As to revolve around the manipulation and while smaller bodies like moons and Matter is the by-product of the inter- condensation of ether. Etheric technol- asteroids are simply small planetary action of Life and Energy, these zones ogy often consists of a great many fil- energy sources. are also known as Matter Nodals. ters, boilers, pressure cookers, and con- densers. Space flight is often accom- Since every stellar body emits A subgroup of Energy/Life areas plished by harnessing the flow of ether these energy fields there are countless is called Vessel zones. In these areas, through space. It is even possible to different fields crisscrossing the gal- Life continually arises from the Void achieve atmospheric flight using such axy. They do not move in straight lines in a number of different patterns or de- techniques. however, rather they tend to be at- signs. These Life patterns cannot re- tracted to other stellar bodies, thus sist the affects of the Void on their own, 700-799: Programmed planets and stars become the nexus and soon merge back in. At the same Energy Linear. points of a great many fields. The re- time, Energy collects and moves freely This category is made up of re- sult is that the surface of planets tends about the zone. The Energy has no di- gions which are mirror images of the to be absolutely riddled with differing rection or will, however, and it too soon Set Energy Linear zones. Again, En- Energies. They affect everything on the dissipates. Often, transient Life pat- ergy is the first and most basic sub- planet, including the formation of life- terns cling to some of ambient Energy stance of that zone. In a Programmed forms. Life is simply another by-prod- and give it direction. This direction Energy Linear zone, however, Energy uct of the intersection of fields, at least takes a myriad of forms, but most of- arises from the Void; Energy interacts at first. The main difference being that ten the Life pattern and Energy works with itself to create Life; Life and En- life is capable (usually) of reproduc- to create Matter. The resultant Matter ergy interact to create Matter. Again, ing without the aid of Astrological forms a vessel for the Life pattern and the three-stage process does not occur fields. However, the fields themselves Energy, extending the existence of in every Programmed Energy zone. can still affect life, and often do. When both. Those Life patterns best able to creatures mate, a great deal of the use Energy to create the strongest and A number of Programmed En- offspring’s appearance, psyche, and most able Matter vessels becomes the ergy Linear zones have been lumped even its magical potential are deter- predominant life-form. A life-form’s together under the title Astrological. mined by what fields were dominant longevity can often be measured by the Under the Astrological paradigm, all at the time and place of its conception. strength of its will. Energy. Matter and even Life itself Thus, just by knowing the approximate stem from the heavenly bodies. Stars, time a being was conceived, it is pos- As can be seen, Matter is a pre- planets, comets, and even asteroids sible to determine a great deal about cious and rare commodity in Vessel determine the state of the universe and the life-form, even before it is born. zones. Most Matter is tied somehow physics within it. Every one of these to a particular life-form or community heavenly bodies projects its own Technology in such zones tends of life-forms. As such, an outside ob- unique form of Energy out into the to center around manipulating and fo- server would notice little of substance universe. Likewise, each of these bod- cusing the energy fields that abound in a Vessel zone. On the other hand, ies absorbs Energy in a unique way. A in the galaxy. Prisms, lenses, and fil- Energy is plentiful and new species or particular order or will is present in the ters are all common components to As- types of life-forms seem to arise in- Energy emitted by the heavenly bod- trological technology. With so much stantly and constantly. ies. These differing Energies gather energy flowing across the galaxy in together and instinctually weave them- these zones, technology seldom finds Technology is highly Energy and selves into intricate patterns. it necessary to create their own energy Life oriented. Little material is in- sources. Transmuting Matter from one cluded in devices because little Matter Matter itself is a by-product of form to another is also a common prac- is available. Thus, field technology is the intersection of these fields. In ac- tice in high-tech astrological zones. common. Further, living devices are tuality, planets are not the source of the Since all Matter is actually Energy of relatively common, and technicians Energies. Rather there is a primal en- work as much on their relationships

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 105 with devices as they do with repair and Certain forms of the original Life through sheer force of will. This char- maintenance. learn to manipulate the Matter created, acterization of psychic zones is some- or even manipulate the Energy Flows what misleading, for although every- 900-999: Charged Life to create certain types of Matter. The thing is accomplished through sheer Linear. matter created by planetary filtration force of will, it does not often require The primary substance of a of the energy flow takes on many dif- much force. The universe itself is so Charged Life Linear zone is Life. A ferent forms, literally billions of dif- easily adapted to psychic impressions will or pattern of some form or another ferent possibilities exist. Some of these that sentient life need do little more is the first and most basic substance of are organic, some inorganic, but all than think of some change and it may that zone. It is the only one created have the potential for evolving into alter its surrounding. This is true in from the Void and does so continually some specific type of life-form. The theory at least. or at the initial moment of creation. All interaction of Life, Energy and Matter Energy and Matter manifesting in that allows for sentient life-forms. The In fact, Psychic zones were like zone are derived from or composites wide variety of Matter created by plan- this long ago, when the regions were of Life. etary filtration provides a technologi- young and sentient life first developed. cal environment relatively similar to Today, most Psychic zones have settled Energy Flow zones is the typi- Atomic zones, with chemical reaction down into patterns of thought that are cal label for one of the subsets of the being a relatively common occurrence. so ingrained within the psyches of the Charged Life Linear referent. The pat- zone’s inhabitants that it is impossible tern or Life that emerges from the Void Technology in these zones, like or at least very difficult to deviate from is one of constant motion and change. technology in Astrological zones, fo- them. In other words, so many These formless life patterns are natu- cuses on harnessing the plentiful en- sentients have thought the same thing rally programmed to draw Energy forth ergy that is at hand. The physical mani- for so long that it is impossible for them from the Void, creating massive cur- festations of that energy tend to be to conceive of thinking anything dif- rents or flows. These flows appear in somewhat fragile, and the breaking ferent. Standard forms and rules have literally millions of varieties. Some are down of Matter into Energy is a com- arise which bind everyone and every- visible to the naked eye, others are vir- mon occurrence. Crystals seem to pre- thing in a Psychic zone. People tend tually undetectable. In many ways, the dominate in the technology, since they to assume the same general physical flows behave much like ocean currents. are naturally occurring filters from the characteristics for their bodies and tend planetary bodies in the system (which to behave in similar manners. The will embedded in the Energy are the best filters in existence). Most causes it to gather around and flow drive systems, weapons technology, Matter, Energy, and life-forms through certain areas. As the Life and and defensive technology centers on are simple projections of the sentient Energy mixes and moves about, cer- focusing and manipulating the energy souls that dominate the Psychic zones. tain portions lock together and “freeze” flow, or simply riding along on its cur- Material substance is a shell used to in place. Thus, Matter is born and rents. fill the needs of psychic entities. How- forms the core of planets, stars, and ever, over time, souls have found that other stellar bodies. The energy flows 1000-1099: Life Bipolar. they are more at home in bodies than crash into these Matter collections and, These zones are similar to the out of them (leading many philoso- consistent with the will of the original two Life Linear zones in that all things phers to surmise that this is their natu- Life, filter through and around the derive from Life, except that Life may ral state). The result is that bodies and Matter. Further pieces of Energy ad- independently produce both Matter all the accompanying physical accou- here to the stellar body, and that body and Energy. terments are common features of Psy- grows and evolves. Planets are in fact chic zones. The big difference is that a sort of giant prism or filter for en- A subgroup of Life Bipolar technology and even energy are pow- ergy flow. As the Energy passes zones is commonly referred to as Psy- ered entirely by the will of the souls through the Matter of the planet, it is chic regions. Psychic zones are based who live in the realm. There is no con- coalesced and condensed into various on a very different kind of physics than cept of technology as machines that do kinds of matter. Thus, planets are them- many other zones. In the Psychic ar- things on their own. Rather, technol- selves constantly generating new eas, Life manifests itself in the form ogy is an expression of the will of in- forms of Energy and Matter. Planets of fully sentient souls. These souls are dividuals or groups of psychic beings. without individual life-forms that feed the only true force in the area. Every- off the flow of energy are liable to just thing else is merely a projection of that Technology still comes in many get bigger and bigger, becoming gas basic truth. varieties and levels from zone to zone. giants ravaged by savage storms. It takes time and experimentation to Sentient souls are capable of learn to work within the limits of psy- shaping the universe around them chic power and to figure out the most

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 106 efficient ways of manipulating the frenzy, or is jettisoned out into space. and inorganic is erased entirely. More world around them. All kinds of tech- In many ways, this creates conditions precisely, no inorganic material exists. nology can be found in these zones, between the planetary bodies that re- All Matter is alive or soon consumed from field generators and beam weap- semble Energy Flow or Astrological by something that is alive, although life ons to fancy catapults and spaceships zones. comes in so many different forms that that move with the help of oars. There humans from other zones might not is no more eclectic kind of technology Life other than the primal diges- even recognize it as such. The stars and in the galaxy. tive life forces are rare in Acid zones. planets themselves are in fact gigantic Such life finds it difficult to fight the living organisms, born millions of 1100-1199: Set Life constant drain of the feeding primal years ago when the universe came into Linear. Life and thus can not evolve or de- existence. The very air other life-forms This category is made up of re- velop. Life-forms which enter from breathe and the water they drink is in gions which parallel Charged Life Lin- beyond the Acid zone’s quantum fronts fact made up of living, breeding organ- ear zones. Again, Life is the first and must be well protected with a very isms. most basic substance of that zone. In a dense Matter container, or with a con- Set Life Linear zone, however, Life stantly renewing Energy shell. Other- The exact nature of these differ- arises from the Void; Life interacts with wise, they too are dissolved in the feed- ent life-forms varies tremendously itself to create Matter; Life and Matter ing frenzy. from Biological zone to Biological interact to create Energy. Again, the zone. What is certain however is that three-stage process does not occur in Technology in an Acid zone usu- almost all Matter is alive. In sum, every Set Life zone. ally involves harnessing certain types nearly every material manifestation is of life forces and producing a particu- both capable of reproducing and ca- A number of Set Life Linear lar byproduct. Again, any Matter por- pable of evolving. Certainly not all life zones are called Acid regions. In these tion of a device must be equipped with is carbon-based, in fact such terms are areas, the primal life forces that arises a field or shell to ward off the raven- irrelevant since biological zones al- from the Void are small and “hungry.” ous feeding frenzy. most never are based on a Elemental They seek to empower themselves by or Atomic system. Where other zones digesting and absorbing everything 1200-1299: Life/Matter have atoms, fields, or primal funda- around them. Initially, the Life can feed (Energy Nodal). ment, bio-zones have cells and bacte- on other Life, and the life forces gather In these zones, both Life and ria. together in large groups and engage in Matter emerge from the Void, either on a “feeding” frenzy. This vigorous in- a continual basis or at the initial mo- Technology in such zones cen- teraction distorts space/time and causes ment of creation. The interaction of ters around the selective breeding of Matter to rush in from the Void to sta- these two elements brings forth En- various kinds of useful organisms. bilize the area. ergy. These zones are sometimes called Some creatures may naturally produce Energy Nodals. an electrical charge and thus serve as The Matter soon becomes the sources of power. Other are bio-lumi- target of the ravenous life forces. Mat- In common parlance, a number nescent, while others still might serve ter degrades slowly however. The deg- of Life/Matter zones are referred to as to filter impurities out of the air. The radation of the Matter by the life forces Biological zones. Under the biologi- possibilities are endless, given the in- creates more distortions and more Mat- cal paradigm, the line between organic credible diversity of life. ter is created. In time, equilibrium is reached and planets, suns and other heavenly bodies are formed. These bodies are completely independent of one another and their surface features are governed solely by the byproducts of the life forces’ frenzy. For the most part, each heavenly body is remarkably uniform, as life forces with like feed- ing processes and like feeding byproducts tend to gather together.

One major byproduct of the life forces’ feeding is Energy. This Energy is either absorbed by the surrounding life forces and magnifies the feeding

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 107 MysticScienceReferentDescriptions

000-099: Aberrant the appropriate rituals and sheer force consuming to create really spectacu- Aberrant zones are those places of will, the practitioner may create lar or powerful effects. that do not easily fit into any of the mystical effects using the Mana as an Omnet’s mystical classifications. energy source. Once all of the Mana 300-399: Enchanted There are more of these zones than the within the source is used up, the spell Mana Linear Omnet would like, but not so many that caster will have to find another source This category is made up of they can be called common. The laws of Mana to create more mystic effects. zones which are mirror images of the of the mystic within an Aberrant Zone Programmed Mana Linear zones. do not conform to any of the normal Further, in many Programmed Again, Mana is the first and most ba- rules of magic. Reality in such places Mana Linear zones, life-forms arise sic substance of that zone. In a En- is so unique and so bizarre that it is which sustain themselves in some chanted Mana Linear zone, however, impossible to come up with any accu- manner by absorbing Mana. These life- Mana arises from the Void; Mana in- rate guide to how to create mystic ef- forms become an important source of teracts with itself to create Essence; fects in such places. Travelers wish- raw Mana. For some, the Mana may Mana and Essence interact to create ing to use magic are advised to do so be extracted without harm to the or- Life. Again, the three-stage process at their own risk. ganism. In other cases, the extraction does not occur in every Enchanted causes death. Mystics gathering this Mana Linear zone. 100-199: Programmed Mana may not be concerned with the Mana Linear. well-being of their subject, and extract Golem zones are a significant The primary substance of a Pro- from both willing and unwilling life- subgroup of Enchanted Mana Linear grammed Mana Linear zone is Mana. forms. zones. In these areas, Mana gathers in Mana in one form or many forms is pools or substances as in a Pro- the first and most basic substance of 200-299: Mana Bipolar. grammed Mana Linear zones. These that zone. It is the only one created Mana Bipolar zones are similar Mana concentrations naturally radiate from the Void and does so continually to Mana Linear zones. Mana is the first Essence, almost like radioactive Tech or at the initial moment of creation. All and primary Possibility. Both Life and realm material. Irradiating Mana al- Essence and Life manifesting in that Essence derive from Mana. most always develops into some kind zone are derived from or composites of life-form. This Life force varies of Mana. In a Programmed Mana Lin- A subset of Mana Bipolar re- widely and few true mystic sentients ear zone, Mana gives rise to Life. The gions are called Ritual zones. In these are created. Almost all the existing interaction of Mana and Life produces zones, Mana arises in small quantities Mana have some life capacity, how- Essence. Mystical Life and Essence throughout the fabric of the area. Slight ever. may not be produced in all Pro- fluctuations in the density of this gen- grammed Mana Linear zones. eral coating of Mana causes distortions Sentients can impose their will and Life and Essence result. The Life mystically on the non-sentient Mana A number of Programmed Mana and Essence exacerbate the density constructs. The sentient taps into the Linear zones fall under the subcategory fluctuations and the cycle is repeated. rudimentary thought processes of the of Extraction zones. Mana collects in Over time, the Mana becomes slightly golem and orders it to accomplish certain mystically important areas. more concentrated in certain areas, in- some task. For the most part, mystic These areas range in size from a planet cluding life-forms, but it remains rela- effects are limited to the physical or to a pin-prick on the surface of another tively common throughout all sub- material realm. Once in a while a sen- body. At a certain concentration or vi- stances. tient will find a golem with enough bration, life-forms gather about the intelligence to produce spell-like ef- Mana spring and use that Mana to cre- In Ritual zones, creating a mys- fects. Care must be taken that the ate Essence. tic effect seems to be simple cause and golem is not so intelligent that it has a effect. If you perform the right rituals, will of its own, or is prohibitively Creating mystical effects in Ex- say the right words, and think the right draining to command. traction zones involves the using Mana thoughts, then mystic effects come into in some sort of primal state. For ex- being. This is a result, no doubt, of the 400-499: Mana/Essence ample, Mana may collect in pools, relatively high Mana content of all (Mystic Life Nodal) crystals, even particular plants or ani- things. However, this wide dispersion In these zones, both Essence and mals. Those wishing to create mysti- of mystic power throughout the Zone Mana emerge from the Void, either on cal effects must first get their hands on means that it is more difficult and time a continual basis or at the initial mo- some of this pure Mana. Then, using ment of creation. The interaction of

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 108 these two elements brings forth Life. area and spread out. Soon, they begin 700-799: Programmed For this reason, Mana/Essence zones to intermingle. The random pattern of Essence Linear are also called Mystic Life Nodals. interaction over time forms weaves of This category mirrors the Or- a number of types of Essence. Suffi- dered Essence Linear zones. Again, A number of Mana/Essence ar- ciently tight weaves form Mana, and Essence is the first and most basic sub- eas have been grouped together under sufficiently complex Mana weaves de- stance of that zone. In a Programmed the label Thaumaturgy zones. In these velop sentience. Essence Linear region, however, Es- regions, space is filled with a series of sence arises from the Void; Essence in- continually exploding gaps. These The creation of mystic effect in teracts with itself to create Life; Es- spacefolds pulse out raw Essence. a Weave zone requires unraveling the sence and Life interact to create Mana. Once a given amount of Essence is re- Mana fabric and accessing the Essence Again, the three-stage process does not leased the holes seem to contract or stored there. The Mana object appears occur in every Programmed Essence regroup. The regrouping process cre- to burn with mystic fire until it is con- Linear zone. ates chunks of Mana which are sumed. The mage, or Unweaver, draws launched into space by successive Es- out and rechannels the resulting Es- Some Programmed Essence Lin- sence eruptions. After a time careen- sence. As with most mystic sciences, ear zones are called Vibrant regions. ing about space and being subjected to the “burning” of Mana must be care- Here, the area is filled with Essence a number of Essence waves, certain fully controlled least the Essence is and all Essence vibrates in a certain Mana develops into a life-form, or life- released in a large explosion or sim- range of frequencies. At times, a col- forms. ply bleed away into the surrounding lection of Essence will meet up with area. Some mystic scientists have mas- another collection operating slightly The creation of mystic effects in tered the gathering and using of free off-beat. The cross vibrations will en- Thaumaturgy zones requires precise flowing Essence, but this talent is rare hance each other and the new com- laboratory processes. The process is and very dangerous. bined group will vibrate at a faster fre- slow and deliberative, and requires quency. In this way, Life is created. great preparation, study and learning. 600-699: Essence Life then can match some of its own A thaumaturist’s laboratory looks like Bipolar frequencies to the other slower mov- the den of a mad scientist. Tubes are The Essence Bipolar zones have ing Essence and slow the Essence vi- filled with some type of Mana slowly at their core Essence. This Essence in- brations. Very slowly vibrating Es- boiling over an Essence-powered dependently gives rise to both Mana sence becomes Mana. torch. Liquid Mana globules hover and and Life. roil in Essence forcefields. Strange Mystic effects are created in Pro- devices hum, click, whir and occasion- A number of Essence Bipolar re- grammed Essence Linear zones by ally explode. The effects generated are gions fall under the subclass Ley Line mixing and matching certain quanti- not quick or easy, but they can be very zones. In these area, free flowing Es- ties of Essence, Life and Mana. The powerful. sence gathers in long rivers or path- desired substance or effect has its own ways called ley lines. The intersections unique range of frequencies. Choosing 500-599: Ordered of these lines create supercharged Es- the proper frequency ingredients and Essence Linear sence nexuses. Essence which bleeds precisely matching them to create the The primary substance of an Or- out of a ley line into an area far from a desired effect is the science of magic dered Essence Linear zone is Essence. nexus tends to congeal into Mana. Es- in a Vibrant zone. Essence in one form or another is the sence discharge in the area of a nexus first and most basic substance of that tends to form Life. 800-899 Life/Essence zone. It is the only one created from (Mana Nodal) the Void and does so continually or at Ley Line zones are among the In these zones, both Life and the initial moment of creation. All easiest for creating mystic effects. In Essence emerge from the Void, either Mana and Life manifesting in that zone such places, mystic energy fills the on a continual basis or at the initial are derived from or composites of Es- very air around a ley line, and is there moment of creation. The interaction sence. In an Ordered Essence Linear for shaping simply by force of will and of these two elements brings forth zone, Essence leads to Mana and that performing the right rituals. In order Mana. Life/Essence regions are also in turn leads to Life. to create mystic effects, the creator called Mana Nodals. must either be performing the magic In a certain group of Ordered Es- on or near a ley line, or else have a Spirit realms make up a cross sence Linear zones, called Weave re- source of power that has been charged section of Life/Essence zones. Life gions, Essence behaves like Energy in with Essence from a ley line. forces emerge from the Void and gen- Astrological. Different types of Es- erally dissipate. A few Life patterns are sence emerge from spots or holes the able to gather the ambient Essence

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 109 from around them into an amorphous them to perform the more difficult task 1000-1099: Life Bipolar shape or container. The resulting spirit of gather Mana. The Mana and Essence Like Life Linear zones, the Life moves about the zone and continually forms their bodies and allows them to Bipolar zones have at their core Life. feeds itself from the surrounding Es- interact with the surrounding areas. A This Life independently gives rise to sence. The spirit may even be able to unique combination of mystic Life, both Mana and Essence. convert some of the surrounding Es- Mana and Essence forms at the core sence into Mana. The great problem of their beings. This core is called a Some Life Bipolar regions are for the spirit is the poor conversion soul. the homes of god-like beings. In these ratio between Essence and Mana. God zones, life patterns or wills at a Enormous expenditures of Essence are These zones differs significantly certain level of complexity are literally necessary to create even the smallest from the Life Force (Ordered Life Lin- able to work the stuff of reality around amount of Mana. Thus, few spirits ear) zones although they seem on the them. Through sheer force of will, have any Mana component, and those surface to have a great deal in com- these living being raise Mana or Es- that do are barely more than ghosts. mon. In Life Force zones, mystic ca- sence and manipulate it freely. pacity is concentrated into the “bod- Spirits take different forms de- ies” of powerful and not so powerful The source of mystic power in pending on the amount of Mana they mystic beings. In the Necromancy, God zones is the sentient itself. Life is have been able to draw into them- magic ability arises from the souls of the fountain from which springs all selves. They might seem as invisible living beings, particularly sentient be- kinds of magic. The “higher” the life spirits, translucent ghosts, fiery ings. But the soul is not an inexhaust- form, the more ability it has to create elementals, or ghastly demons. These ible resource. Rather each soul is com- mystic effects. This means that are intelligent, maybe even sentient posed of a finite amount of mystic en- sentients are the most powerful sources beings, that are themselves a kind of ergy. Individuals can tap into their own of mystic capacity, although other life mystic power source. Those who wish inner reserves to power their spells, but forms can produce significant amounts to create their own mystic effects in in doing so they are giving up a part of of mystic energy. The act of creating these zones must do so with the aid of themselves. mystic events is a conscious attempt these spirits. Magic is accomplished by to project your desires on the world making deals with spirits or subjugat- Another way to create mystic ef- around you. ing them to your will. Most spirits are fects in Necromancy zones is to tap capable of a limited but powerful ar- into someone else’s soul, either by sac- 1100-1199: Ordered Life ray of mystic effects. The would-be rificing that person or animal or by Linear magician must learn how to work using the souls of the departed. Magic This category is made up of re- within these limitations to get the spir- is not as common in these zones as it gions which parallel Enchanted Life its to do their bidding. Otherwise, spir- is in others, even when the handling Linear zones. Again, Life is the first its may simply possess more material ration of the area is high and magic is and most basic substance of that zone. sentients and use their combined re- relatively easy. There are several rea- In an Ordered Life Linear zone, how- sources to create desired effects. sons for this tendency, primary among ever, Life arises from the Void; Life them that many cultures never realize interacts with itself to create Mana; 900-999: Enchanted Life the wealth of mystic capacity available Life and Mana interact to create En- Linear to them in the soul. Most cultures re- ergy. Again, the three-stage process The primary substance of an Life vere their dead and living too much to does not occur in every Set Life zone. Linear zone is Life. Life in one form begin the dangerous practice of tam- or another is the first and most basic pering with the soul. Furthermore, A number of Ordered Life Lin- substance of that zone. It is the only most of the galaxy’s religions strictly ear zones bear the name Life Force re- one created from the Void and does so prohibit such behavior. But in those gions. Here, Life “realizes” itself by continually or at the initial moment of regions where such cultural barriers do pulling Mana from the Void. The life creation. All Mana and Essence mani- not exist, the necromancers can prac- force uses some of this Mana as a body. festing in that zone are derived from tice their art in freedom. This magic is The act of imbuing the Mana with a or composites of Life. as powerful as any other, possibly even life entity, however, causes the produc- more so because creating effects with tion of Essence. In some areas, the Certain Enchanted Life Linear the power of the soul tends to be less Mana is actually converted to Essence. areas are called Necromancy zones. complicated than other mystic arts. In others, the Essence arises from out- Here, mystic life forms are self con- Further, given the ubiquitousness of side the Mana body. Life forms use this tained entities with little desire other Life, the magic travels well across Essence to moves its Mana/Essence than to “realize” themselves. Through zones. body and interact with the universe. their own efforts they pull Essence from the Void. The Essence allows

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 110 In a Life Force zone, corporeal and deities exist across the galaxy in fects. Otherwise, they may create Mys- life-forms freely radiate Essence at all various forms, in Theurgy areas, these tic Effects for their followers. Some times. Every living thing produces divinities find their most compatible Zones have a whole pantheon of dei- mystic energy which skilled sentients forum. Theologians reason that these ties who specialize in different kinds can tap into to create mystic effects. zones are closest in form to the one di- of worshipers or who hold sway over This means that not only do you your- vine truth that underlies all of creation. particular aspects of reality. Other ar- self project mystic energy, but so does The argument goes that there is a single eas have only one or two deities who the grass, the rabbits, and the trees. divine truth and that all of the gods of are the masters of all creation, at least Unlike a Life Bipolar area where the galaxy are simply different expres- in that quantum zone. “higher” or more sentient beings pro- sions of that pure truth that transcends duce more mystic power, in most Life even the Void itself. The primary requisite for creat- Bipolar zones it is the size of the bio- ing mystic effects in these zones is mass itself that determines how much Whatever the truth of these reli- faith. Some deities will provide power mystic energy is generated. Thus, a gious debates, certain Life patterns in as long as you offer the correct sacri- giant tree produces a great deal more Theurgy zones prove very facile in fices and say the right things. Most mystic energy than a humanoid sen- gathering and using the raw Mana that deities however will only provide for tient. surrounds them. This Mana creates those who truly believe in and revere massive mystic forms and might for them. This makes it particularly diffi- 1200-1299: Life/Mana these beings. Unlike the vague life- cult for outsiders to practice magic in (Essence Nodal) forms that arise in a Spirit realms, these zones. Some deities will recog- In these zones, both Life and Theurgy gods are solid and forceful nize that a holy person from one zone Mana emerge from the Void, either on life-forms. simply worships another incarnation of a continual basis or at the initial mo- themselves. In these cases they will ment of creation. The interaction of As might be expected, the main provide for a faithful person, as long these two elements brings forth Es- source of mystic power in the Theurgy as that person’s faith is compatible with sence. Sometimes, these zones are zones is the deity or deities who hold their own. However, those with no faith called Essence Nodals. sway in that Zone. They may provide at all are usually at a loss for ways to their “lower tier life-form” worshipers create mystic effects when in Theurgy A majority of Life/Mana zones with the energy to perform mystic ef- zones. are called Theurgy realms. While gods UsingtheQ-dex

Now that we’ve come close to (or succeeded in) overwhelming you with a variety of realities and technical terms, it is time to discuss just how all of this impacts your role-playing entertainment. Odds are, sooner or later (probably sooner), the players will want to leave whatever planet they are on and go to another one. In fact, much of the fun in Starshield comes from traveling to all kinds of different quantum zones and encountering different problems in different realities (or the same problems in different realities if you prefer). The Q-dex is integral to playing out these travels. Since every item, weapon, and starship component has a Q-dex Rating, you will know what functions where and how well. This brings us to our next and final topic: Leveling. Leveling

Now that we have the basics of the Q-dex down, it remains to explain how all this influences the world in which our characters live and die. Nothing compares to the horror a spacefarer experiences when they cross their first quantum front. All of a sudden, quite literally, all the rules have changed. Technology that was once state of the art amounts to so much useless metal and plastic. Mystic sails that once carried your ship through the heavens now hang in the vacuum, so much wasted silk. But what is actually going on here? What happens to something when it crosses from one set of rules to another? What happens is a process called Leveling.

Everything in the Galaxy is ulti- each individual zone, these patterns the other four Possibilities for now. mately a permutation of the five basic make up what we might refer to as el- When you cross from one zone to an- Possibilities. We have seen that Possi- ements, atoms, energy waves, magical other you suddenly find yourself in bilities form intricate patterns of Life, energy, and so on. We shall put aside conflict with the new reality that sur- Matter, Energy, Essence, and Mana. In Life for a moment and concentrate on rounds you. The degree of conflict

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 111 naturally depends on how different the zone but which approximates metal. its current location’s zone. Determin- two realities actually are. The result of Nevertheless, the sword will still func- ing this second factor involves quickly this conflict is that all substances from tion as a sword. consulting the Technology and Mys- a foreign reality must either dissolve We shall now move to the oppo- tic Sciences diagrams below. As you into the void or transform into a form site end of the spectrum: more ad- can see, each of the diagrams lists the acceptable to the reigning laws of re- vanced technological and mystic items. twelve basic types of zone in a circle. ality. This transformation process, Take for example a powergun. A The further away two zone are on the called Leveling, can be quite dramatic. powergun is a combination of ma- circle, the less compatible they are. For the most part, however, it is very chined parts made of Matter that in- Since there are only twelve kinds of subtle. The exact nature of the trans- clude batteries that store Energy. The zones on each circle and since you can formation depends upon how far from powergun uses that energy to impart count in either direction, the maximum the prevailing reality the former sub- massive destructive force which it then number of spaces between two zones stance was. directs at a target using kinetic energy. is six. This number is called the Dif- Let us take a moment to exam- When the blasts strike something, the ference Factor. ine this phenomenon of Leveling in Energy is released, causing death and It is also possible to create mys- closer detail. Research has shown that destruction. We now know that Energy tic effects using a different system of among the four Possibilities, Matter tends to be less flexible when crossing magic than the one prevalent in the cur- and Mana are much more flexible than quantum fronts. Thus, if you were to rent zone. Bringing over a mystic ef- Energy and Essence when it comes to take a powergun into a realm where fect from another zone is just like Leveling. By flexible, we mean that the laws of Energy were substantially bringing over an item or device of Matter and Mana are more likely to different the gun’s batteries would not some sort. The only difference is that change form to suit the new reality be able to level itself to the new real- mystic effects (as we shall see) do not without too much disruption to their ity. The energy would simply disap- have Complexity Ratings, but instead overall form and function. Energy and pear, slipping into the void. The Mat- have Quantity Ratings. For purposes Essence, being less concrete, tend to ter sections of the weapon would level, of determining the effects of Leveling have trouble adapting, and thus are but without the weapon’s energy on creating mystic effects substitute the more prone to sublimating into the source it is little more than an expen- effect’s Quantity Rating for Complex- Void. This does not mean that Energy sive club. Now, when the owner takes ity Rating when consulting the Level- will not Level or that Matter will not their powergun back into a zone where ing Chart. be lost to the Void. These descriptions the laws of Energy are more condu- Thus, when moving from one simply represent noticed patterns of cive to the powergun’s battery, the en- zone to another you will cross index behavior in crossing quantum zones. ergy would return. The fact is that the the Complexity (or Quantity) Rating As a result of these tendencies, energy never really disappeared so (1-10) with the Difference Factor (1- we can draw several conclusions and much as it became a pale memory of 6). The chart will then list whether the generalizations. Almost all technologi- itself waiting to be rejuvenated under item is operable, impaired, dis- cal and magical constructs require ei- a more amenable reality. From these rupted, or inoperable (the meanings ther Matter, Mana, or some combina- two examples, we see a trend that holds of which we will explain in a moment). tion of both. These define the form of true throughout the entirety of the Gal- First, we detail an example of deter- the item in time and space, and in some axy. The more complicated an item is, mining the Difference Factor between cases are the end all and be all of that the more likely it is that it will cease to two zones. A zone with a Technology item’s utility. For example, a sword is function when it leaves its home quan- Referent of 545 is a Set Energy Linear a tool made of Matter. In its home re- tum zone. zone. If you were taking your starship ality, that Matter may be some sort of Now that you understand (hope- from this area into a zone with a Tech- metallic compound, or some kind of fully) the theory behind Leveling it is nology Science Referent of 104 (Pro- primal element, or highly concentrated time to examine what effect all this has grammed Matter Linear), you would ether (just to name a few possibilities). on game play. Basically it is pretty count how many classifications away The only purpose of the sword is to simple. Every starship system, tech- the two zones are by the shortest route. cut one’s enemies. When a sword from nological item, and mystic device has In this case, counting counterclockwise one zone enters a new zone, its innate a Complexity Rating between 1 and 10, from Set Energy Linear to Life Nodal desire to remain real and conform to with 10 being the most complex. When (one), from there to Charged Matter reality will cause it to Level, transform- an item moves from one quantum zone Linear (two), from there to Matter Bi- ing it into the nearest approximation to another you have to consult the Lev- polar (three), and from there to Pro- of itself in the new reality. Thus a metal eling Chart to see whether or not the grammed Matter Linear (four). The sword might become a sword of a item will function in the new zone. Difference Factor is four in this case. slightly different metal as it crosses a Whether or not an item works is a func- zone, or into some other element to- tion of both the item’s complexity and tally unknown to the sword’s home how different its home zone is from

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 112 LifeLinear LifeLinearOrdered Set Life/Mana Life/Matter

LifeBipolar (EnergyNodal) LifeBipolar Programmed (EssenceNodal) Programmed MatterLinear ManaLinear

MatterBipolar ManaBipolar

Charged Charged Enchanted Enchanted LifeLinear MatterLinear LifeLinear ManaLinear Aberrant Matter/Energy Aberrant Mana/Essence (LifeNodal) (LifeNodal) Energy/Life

EnergyBipolar Essence/Life EnergyLinear EssenceBipolar EssenceLinear (MatterNodal) Ordered Set (ManaNodal)

Programmed Programmed EnergyLinear EssenceLinear

Technology Science Mystic Science Reference Circle Reference Circle

LevelingChart

Difference Factor Complexity .. 1 ...... 2 ...... 3 ...... 4 ...... 5 ...... 6

1 ...... operable ...... operable ...... operable ...... operable ...... operable ...... operable

2 ...... operable ...... operable ...... operable ...... operable ...... operable ...... impaired

3 ...... operable ...... operable ...... operable ...... operable ...... impaired ...... disrupted

4 ...... operable ...... operable ...... operable ...... impaired ...... disrupted ...... inoperable

5 ...... operable ...... operable ...... impaired ...... disrupted ...... disrupted ...... inoperable

6 ...... operable ...... impaired ...... impaired ...... disrupted ...... inoperable ...... inoperable

7 ...... impaired ...... impaired ...... disrupted ...... inoperable ...... inoperable ...... inoperable

8 ...... impaired ...... disrupted ...... disrupted ...... inoperable ...... inoperable ...... inoperable

9 ...... disrupted ...... disrupted ...... inoperable ...... inoperable ...... inoperable ...... inoperable

10 ...... disrupted ...... inoperable ...... inoperable ...... inoperable ...... inoperable ...... inoperable

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 113 Definitions

Operable: Whatever changes that occurred because of Leveling are so insignificant or slight that they do not in any way effect the item or mystic effect in question.

Impaired: Some significant changes have occurred in the item or system so that it cannot function at peak efficiency.

Weapons (hand held and starship) Every range category for the weapon is reduced by one quarter (round up). Subtract 2 from the number of successes when determining damage. Area of Effect reduced by one quarter (round up)

Armor and Shields The Toughness rating of the armor or shield is reduced by 2

Starship Systems The power production of power plants is reduced by one quarter The maneuver, thrust, and FTL ratings of drives are all reduced by 2 The Toughness Rating of Shields and Armor are reduced by 2 The Sensor Rating is reduced by 2 Other Items Effective range, duration, area of effect reduced by one quarter -2 modifier for any skill checks involved with the item. Mystic Effects Difficulty of effect increased by 2 Casting time increased by one quarter (round up) Range, duration, area of effect decreased by one quarter (round up)

Disrupted: Leveling’s changes to the item are such that it has become but a shadow of its former self. The item still works, but probably not at an acceptable level.

Weapons Every range category is reduced by three quarters (round up) Subtract 5 from the weapon’s successes when determining damage Armor and Shields The Toughness rating is reduced by 5 Starship Systems Power production of power plants reduced by three quarters (round up) Thrust, Maneuver and FTL ratings reduced by 5 Toughness Rating of Shields and Armor reduced by 5 Sensor range reduced by three quarters (round up) Other Items Effective range, duration, area of effect reduced by three quarters (round up) -5 modifier for any skill checks involved with the item.

Mystic Effects Difficulty of effect increased by 5 Casting time increased by three quarters (round up) range, duration, area of effect decreased by three quarters (round up)

Inoperable: The item does not Level and becomes useless for its former purpose.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 114 ChapterFive:MysticEffects

Magic. Sorcery. Miracles. Necromancy. Alchemy. Spirit Summoning. Across the Greater Galaxy, you can find zones where these mystic practices are an everyday reality. Likewise, you will find plenty of zones where none of these have any meaning at all, other than in folklore and galactic travel guides. The reality of mystics, like the reality of technology, is fickle. Nonetheless, like technology, Omnet scientists have been able to make some broad- based categorizations about the mystic and how it functions in the galaxy. We have already seen how the Q-dex defines mystic realities in different quantum zones. Now it is time to discover exactly what that means. Here, we shall focus our attention on the major mystic paths of the galaxy and how mystic effects are created in different zones. That is to say, we turn to how magic happens.

wordy, and non-offensive term: Mys- down fire on your enemies. They key MysticEffects tic Effect. to success in creating Mystic Effects is to know which power to turn to, and Creating a Mystic Effect, or how to persuade it to do your bidding. Much of what happens with the working magic, is common practice mystic can be categorized as a Mystic many places. Indeed, many Omnet op- The Omnet offers extensive Effect. A Mystic Effect, put simply, is eratives train for years and receive training courses that provide an opera- any event or change in reality that biolink enhancements so that they can tive with all the information and skill comes about as a result of the focus- create Mystic Effects in the service of they need to create Mystic Effects in a ing of Essence and/or Mana into new the Omnet. The exact procedures for variety of zones across the galaxy. Al- patterns. In layman’s terms, a Mystic creating a Mystic Effect naturally vary though magic tends to become highly Effect can be thought of as a magic from place to place, but the basic fun- specialized and ritualized in various spell. Indeed, in many zones the locals damentals are the same everywhere. cultures, Omnet researchers have refer to Mystic Effects as “spells.” The creator (spellcaster if you will) found that the actual creation of Mys- However, other zones refer to them as uses some source of mystic power to tic Effects does not differ as much as miracles, laws of nature, or some other change reality. This can be anything you might think if you were to guess appellation and do not appreciate the from channeling a bit of free flowing by the number of different schools of term “spell.” With this in mind, the Essence, to conjuring up a drinking magic in the galaxy. In general, magic Omnet adopted the somewhat sterile, cup, to praying to your deity to rain works in twelve or so predictable ways. What typically transpires is that a cul-

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 115 ture discovers the fact that magic ex- The mystic reality of a zone de- the first and last of these numbers, the ists in their universe and begins to learn pends on how the Possibilities of Es- Handling Ratio and the Quantity Mea- to use it to create Mystic Effects. This sence, Mana, and Life have come to- sure. is naturally an experimental process in- gether. You may remember that the Q- volving a lot of guesswork. Over the dex expresses these combinations of The Handling Ratio is a rather course of centuries or even eons, the Possibilities using terms such as Mana arbitrary scale designed by the Omnet experimenters attach a great deal of Bipolar, Ordered Essence Linear, and to measure roughly how easy it is to ritual, esoteric lore, and other factors Life/Essence (Mana Nodal). These cat- create Mystic Effects in the zone. Some to the creation of Mystic Effects. Such egories are different kinds of mystic zones readily accept the fact that Mys- attachments are for the most part un- systems that are common in the gal- tic Effects change their reality. The necessary. The Omnet has seen through axy. Each represents a fundamentally laws of nature in these zones do little the worthless facade of much of the different way of creating Mystic Ef- or nothing to hinder the creation of galaxy’s magic and revealed its inner fects. You may want to return to the such Mystic Effects. The higher the core of truth. Mystic Science Referents section of Handling Ratio, the easier it is to cre- Chapter Four: Quantum Weather and ate Mystic Effects in that zone. As a That is not to say that creating review the descriptions of each of these general rule, the Handling Ratio ap- Mystic Effects is easy and common- categories. Remember, these descrip- plies to all manipulations of Life, place now thanks to the Omnet. tions are general in nature and the va- Mana, and Essence within the zone. Enough differences appear across the riety of observable phenomenon within Mystic systems will work in foreign galaxy that few sentients can ever hope any given category is nearly infinite. zones, although at a reduced level of to be masters of magic everywhere. effectiveness. Zones with high Han- Furthermore, even after all that study For now, we will simple repeat dling Ratings are generally more ame- and research, the Omnet cannot change the general categories and their refer- nable to foreign mystic systems. the fact that learning to create Mystic ent number range. Effects in most of the galaxy is still a The Quantity Measure is another long, arduous process requiring a great arbitrary Omnet scale. It measures the deal of time, study, and practice by the Mystic Science Referents general prevalence of mutable mystic would-be magician. Of course every power sources in the zone. What ex- rule has an exception, and in some 000-099: Aberrant actly this means differs from zone to zones creating Mystic Effects may 100-199: Programmed Mana Linear zone. A high Quantity Measure in a only a little more difficult than snap- 200-299: Mana Bipolar Life Bipolar zone might mean that the ping one’s fingers. So how do you 300-399: Enchanted Mana Linear influence of deities in the zone is very know just what kind of magic to use 400-499: Mana/Essence (Life Nodal) great, that the gods are willing to an- and how easy it will be to create Mys- 500-599: Ordered Essence Linear swer prayers on a regular basis. A low tic Effects? Simply consult the Q-dex. 600-699: Essence Bipolar Quantity Measure would indicate that 700-799: Programmed Essence Linear the god or gods are more aloof, less 800-899: Essence/Life (Mana Nodal) likely to provide the power for Mystic The Q-dex Revisited 900-999: Enchanted Life Linear Effects. In other zones, the Quantity 1000-1099: Life Bipolar Measures indicates how much Essence The basic Q-dex discusses real- 1100-1199: Ordered Life Linear or Mana in contained in life-forms, ity in terms of the five Possibilities, 1200-1299: Life/Mana (Essence how prevalent ley lines are, how com- three of which relate directly to the Nodal) mon spirits are, how much energy is mystic and the creation of Mystic Ef- in the soul and so on. The Quantity fects: Essence, Mana, and Life. Let us Measure is a good, rough scale by recap for a moment some basic facts Handling and Quantity which to judge the level of mystic en- of reality. All of existence stems from ergy in a zone and anticipate how pow- the Void. The five Possibilities shape The mystic portion of the Q-dex erful Mystic Effects are in that zone. the Void into a little pocket of reality, rating for a zone has two basic parts. which we call a quantum zone. How The second number, after the slash, is those Possibilities come together de- the referent, which we have just re- termines what the laws of reality in that viewed. The first number, before the zone actually are. For now, we shall slash is the Potentiality Descriptor. The not be concerned with the two Possi- Descriptor consists of three digits. The bilities that determine what we refer first is the zone’s Handling Ratio, the to as the Technology (or sometimes second is its Advancement Rating, and physical) laws of reality. the third is its Quantity Measure. We need only concern ourselves here with

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 116 CreatingEffects

In order to create a Mystic Effect, spellcasters need to know the particulars of creating Effects within the zone they are located. We have already noted that while the outward forms of magic systems change dramatically from one zone to another, Omnet researchers have found some basic truths about working magic that seem to transcend cultural differences. There are twelve different, widely recognized mystic systems, corresponding to the twelve non-aberrant classifications of quantum zones. Note: These systems are not a hundred percent guaranteed to function in every zone with the appropriate Q-dex rating. Other factors in the local reality may prevent the use of magic according to prescribed procedures. This having been said, for the most part you should encounter no problems working Mystic Effects in any category of zones for which you are trained.

Training to create Mystic Effects the zone they are in, and the difficulty acteristics. Once the character has involves two skills. The first is the of the Effect they are trying to create. made a successful Systems skill check Mystic Systems skill. All Mystic Sys- for a specific Mystic Effect, they never tems skill classes are specific for a par- have to repeat a Systems check when ticular quantum zone. Thus there are Mystic Skill Checks creating that effect in that zone. thirteen different Mystic Systems skills, one for each Q-dex classifica- For example, a Vestis skilled in Creating a Mystic Effect requires tion. The skill associated with Aber- a Life Bipolar Mystic Systems comes the character to make at least one, pos- rant zones is one of the least popular to a Life Bipolar (Personal Power) sibly two skill checks. The character classes since it offers little in the way zone that is new to her. She has never will always have to make a Mystic Op- of general principles and is basically worked Mystic Effects here. While in- erations skill check in order to create just anecdotal data about specific Ab- terviewing a local government official, any Mystic Effect. Of course, charac- errant zones. Mystic Systems trainings she decides to try and create a Telepa- ters can only create Mystic Effects in teach the theory behind Mystic Effects thy Mystic Effect in order to determine zones where their Mystic Operations in a given zone. The students might whether the official is telling the truth. skill applies. Often the character will learn how to identify ley lines, or how Since she has never tried to create this have to make a Mystic Systems check much energy is in a given tree, or what effect before in this zone, she must first before they can make the Operations different kinds of spirits are typically make a Mystic Systems check. Hav- check. The Mystic Systems check is encountered. The skill classes train stu- ing succeeded in this, she may then only required when the character is at- dents to realize just what is possible in make her Mystic Operations check. tempting to create an Effect they have a given zone and what they need to do She never has to make another Mystic never created before in that specific to accomplish results. Systems skill check for the Telepathy quantum zone or if they are trying to Mystic Effect in this zone, however she create an Effect under strange condi- The second portion of mystic does have to make the Systems check tions. Thus, when a character travels training is the Mystic Operations class. the first time she attempts any other to a quantum zone where they have Where the Systems training is all Mystic Effects. theory, this class is all practice. The never practiced magic before, they will have to make a Mystic Systems check student learns how to focus their mind The GM may also require the every time they wish to create an Ef- and spirit so that they can create Mys- character to make a Mystic Systems fect they have never created success- tic Effects under a specific mystic para- skill check under other circumstances. fully in that zone before. This reflects digm. This training involves medita- GMs usually do this whenever the situ- the difficulty of transferring mystic tion, breathing control, and physical ation involves something particularly knowledge from one zone to another, coordination exercises, as well as spe- strange or difficult. The test for cialized training in the manipulation of even if those zones share similar char- the kind of mystic energy the student is training for. When it comes time to Learning Magic Outside the Omnet actually create a Mystic Effect, once the student has determined exactly Most people in the galaxy learn their magical skills from a local teacher, what needs to be done, they will call not the Omnet. Further, not everyone divides the training process into two upon their skills learned in the Mystic parts like the Omnet does. For game purposes, however, everyone trained in Operations class to make it all happen. creating Mystic Effects has the two skills discussed nearby. They may learn how to work magic as a unified whole, but that knowledge can still be broken Whether or not the caster suc- down into the two parts of Mystic Systems and Mystic Operations. Their train- ceeds depends on their skill, the Han- ing simply has a different outward appearance even though the results are pretty dling Ratio and Quantity Measure of much the same. © Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 117 whether a Systems check is necessary if the ley lines in a zone are markedly require an Exhaustion check or use any is always “Has the character been in a different from typical ley lines, the type of power points. situation like this before?” Perhaps the character might suffer a -3 penalty be- amount or type of Mana available in cause of the uniqueness of the situa- To recap, creating Mystic Effects this particular area is radically differ- tion. involves the following steps: ent. Perhaps the character is subject to particularly distracting stresses, such Wounded: Wounded characters Calculate Mystic Operations Skill Rat- as combat or psychic pressure. have a hard time thinking things ing. This is your character’s Mys- through. Remember to apply any tic Operations skill level plus her Let us return to our Vestis creat- wound modifiers to the skill check. Intelligence or Willpower attribute. ing the Telepathy Mystic Effect. She Apply the Difficulty Level modifier. has been continuing to use the Effect This will be listed on the Mystic Ef- on every official she interviews, all of Mystic Operations fect description. whom have been humans. Now she Skill Checks Apply Handling Ratio modifier. See comes across an alien official whose Handling Ratio Modifier Table be- thought patterns are quite different low. from humans. The GM decides that the Now comes the exciting moment Apply other modifiers as GM requires. alien’s mind is so different from what when the character actually sets about Roll dice. Success is a roll lower than she is used to, that the character must creating a Mystic Effect. The exact the modified Skill Rating; failure is make another Mystic Systems check process of creating a Mystic Effect a roll above that number. The de- in order to figure out how to read this varies slightly in each of the twelve gree of success or failure is how far particular official’s mind. Of course, regular zones. (It can vary wildly in below or above the Skill Rating you if she is successful she will not have Aberrant zones.) We will come to those rolled. the problem again should she try to differences in due course, but for now create the Effect on other aliens of the we will concentrate on the similarities. same species within this quantum Handling Ratio Modifiers zone. The creating of a Mystic Effect always requires a Mystic Operations The Handling Ratio measures skill check. This skill check is modi- how easy it is to manipulate mystic en- Modifiers fied by a variety of different factors. ergies in the particular zone. When cre- The first and most important modifier ating a mystic effect consult the fol- There are a few modifiers that is the Difficulty Level of the effect you lowing chart for the appropriate modi- can and should be applied to Mystic are trying to create. The Difficulty fier. Systems skill checks. Most of these are Level is a modifier you deduct from fairly typical difficulty modifiers that your Mystic Operations Skill Rating. Handling Ratio Modifier Table would apply to any skill check. We re- After applying the Difficulty Level the Handling Ratio Modifier peat them here simply for ease of ref- character applies any modifiers asso- 1-4 erence. GMs should feel free to come ciated with the Handling Ratio of the 2-3 up with their own modifiers to augment quantum zone where the effect is be- 3-2 this list and likewise feel free to ignore ing created. Finally, the GM deter- 4-1 any modifiers that they feel should not mines if there are any other factors that 50 really apply. might modify the skill check. Once all 6+1 of the modifiers have been applied, roll 7+2 Rushed: The character does not two dice and determine the number of 8+3 have time to think things through. A - successes (or failures). The individual 9+4 1 to -3 penalty should be applied de- effect description details the results of 10 +5 pending on the circumstances. If ev- a successful casting. eryone around the character is talking and pressuring him, then use -1. If the If the result of the Mystic Op- character is in the middle of combat erations check is a failure, you still use and dodging enemy fire, -3 is more up any energy required by the effect. appropriate. Thus if the effect required 5 points of Mana to create, you would have to Strange Situation: The GM may spend 5 points of Mana even if you impose this penalty if the character is failed your Magical Operations roll. in a place or situation far beyond the The same is true for those effects that bounds of their training. For example,

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 118 Other Modifiers

The GM can apply other modifiers based on the situation, such as if the character is under pressure, has some kind of assistance, or is tired or wounded. Here are some examples that you should feel free to expand upon or ignore.

Distractions: There is something going on around the character that makes creating a Mystic Effect difficult. A -1 modi- fier might be applied for a party with loud music. A -5 modifier would be a severe earthquake.

Difficulties: Something about the situation makes creating Mystic Effects more difficult. Perhaps a damper field (-3) is suppressing magical energy in the area. Perhaps the target of the Effect has some innate mystic resistance or is under the protection of a mystic ward of some sort (-1 to -5).

Wounded: Remember to apply the effects of any wounds the character is suffering from. TheEffectsLists

The following section makes up the bulk of this chapter and consists of twelve lists of Mystic Effects com- monly associated with the most common subset of each of the twelve categories of mystic zones. These lists are by no means exhaustive. In fact, they are just a small smattering of what is possible. Magic is such a wonderfully diverse and flexible force that its permutations in the galaxy are nearly infinite.

Each list gives the Effects most by a Difficulty Level and a Quantity It is important to take a moment commonly associated with a particu- Requirement. The Quantity Require- to clarify exactly we mean by “Quan- lar set of mystic laws. You will notice ment relates to the Quantity Measure tity.” Quantity is not a measure of how that some Effects appear on more than portion of the Q-dex. As mentioned much mystic energy is spread out one list, but with different Difficulty above, the Quantity Measure quanti- across the zone. It does not define how Levels and other statistics. This reflects fies the amount of mystic energy that many ley lines there are, or precisely the fact that while magic may make is generally available in the zone. Thus, how much Essence a life-form pro- anything possible, certain realities are it is also a measure of the amount of duces. Quantity is really a measure of more inclined towards creating certain mystic energy available for the creation the actual power of mystic energy in a types of Effects. of Mystic Effects. The creation a Mys- zone to change reality. The higher the tic Effect requires a certain amount of Quantity Measure, the more potent the Each List begins with a set of energy to be present, and in those zones Mana and or Essence in that zone. rules that are specific to that kind of where the quantity of mystic energy is Theoretically two zones could exist quantum zone. Fear not, these are not low, it may be impossible to create that are identical in all respects, except extensive rules, but rather simple most Mystic Effects. for their Quantity Ratings. Zone A has guidelines for simulating how magic a Quantity Rating of 4; zone B a Quan- is worked in that zone. First off, the If the Quantity Requirement is tity Rating of 7. For the purposes of rules will tell you which attribute to higher than the Quantity Measure it is this example, assume both have an apply to your Mystic Operations Skill impossible to create that Effect in that Essence Bipolar referent. Both zones when creating Mystic Effects in that zone. For example, an effect with a would have ley lines in the exact same zone. Some zones use Willpower, Quantity Requirement of 1 can be per- places, with the same amount of ap- some use Intelligence. The rules will formed in any quantum zone of that parent energy running through them. then go on to describe any special fea- category, while an effect with a Quan- However, the actual power of that Es- tures about the zone, such as where tity Requirement of 5 needs more mys- sence to change reality differs accord- Mystic Effects can be created, and tic substance or energy and thus can ing to the Quantity Measure. Thus a what kind of mystic power source you only exist in regions with a Quantity magician in zone A standing on a par- need to create spells. Measure of at least 5. Effects with a ticular ley line could only create mys- Quantity Requirement of 10 are usu- tic effects with a Quantity Requirement ally very powerful effects, such as of 4. Standing at the same exact place Quantity Requirements those capable of changing entire plan- in zone B, he could create effects up ets or star systems, and require that a to Quantity Requirement 7 simply be- After this brief foray into rules great deal of magic be available. cause the magical energy in zone B is we get down to the good stuff: spells. more potent. Every spell will have a name followed

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 119 Other Factors distance the creator can be from the In sum, a Mystic Effect will have target of the Effect. The Duration is the following stats. In addition to Difficulty Levels the amount of time the Effect lasts and Quantity Requirements, individual before dissipating. Most Effects also Quantity Requirement: Mystic Effects will have several other have either an Exhaustion Rating or a Difficulty Level: statistics. For the most part, these stats power point rating. These measure the Creation Time: are relatively self explanatory. The cost of creating the Effect in the terms Range: Creation Time is a measure of how appropriate to a particular type of Duration: long it takes to create the Effect, nor- zone. For example, many zones have mally measured in Moments, minutes, Mana points that are used up by a or hours. The Range is the maximum character when creating Effects. ProgrammedManaLinear(Extraction)MysticEffects(Intelligence)

Magic in the Extraction subset of Programmed Mana Linear zones depends upon the re-allocation and manipulation of Mana that has collected in certain physical forms. The exact nature of this condensed Mana can differ from zone to zone, or even within a zone. For example, the Mana might grow in the form of crystals or it might be found in a liquid state in sacred springs. No matter what the form of the Mana, all Extraction zones have one thing in common: in order to create Mystic Effects you have to have some of this pure Mana with you. The process of the spell casting involves distilling out the mystic energy and transforming it into something else. Performing such a distillation is not simply a matter of wishing it so. It almost invariably requires the use of special equipment, filters, titration devices and so on. In a word, magic in the Extraction zone is best viewed as a form of alchemy.

The Mystic Effects commonly Note also that in order to create True Strike Salve created in a Mana Linear zone tend to many of these Effects, you will need Quantity Rating: 1 be of a more permanent or at least long other things besides Mana. On the plus Difficulty Level: 2 lasting nature. Only in zones with a side, once a Extraction object has been Creation Time: 1 hour high Handling Ratio and Quantity created, anyone can use it without hav- Range: one weapon Measure do magicians simply hold a ing to make a Mystic Operations skill Duration: special piece of Mana in their hand and con- check (as long as someone has shown Mana Requirement: 1 point vert it into some effect like a pillar of them what to do). It is commonplace flame or a thunder bolt. In most zones, for sentients to bring items created by The True Strike Salve is a sticky spellcasters create devices, potions, Mystic Effects in an Extraction zone paste of processed Mana that is spread salves, and powders that in turn pro- over into other zones. When determin- over a weapon. The salve releases de- vide the energy needed to draw out the ing the effects of Leveling, items made structive force when the weapon makes Mana and create a Mystic Effect. Ev- with these effects have a Complexity contact with a target. This only works ery one of the effects listed below in- Rating equal to their Quantity Mea- when the weapon itself in some way volves the creation of some kind of sure. touches the target. It works well on object or device along these lines. melee weapons and on the ammunition Some Extraction zones host life- of slugthrowing weapons (bullets, ar- In addition to the normal statis- forms which feed on or otherwise col- rows, stones, and so on). It does noth- tics, every Extraction Mystic Effect has lect Mana and may be used as a Mana ing for energy weapons (unless you use a Mana requirement. This is the source. In some areas, the Mana ex- your gun as a club). Creating the ef- amount of Mana necessary to create the traction is painless and no more harm- fect once provides enough salve to Effect as expressed in points. These ful to the life-form than clipping toe- apply it to up to a kilogram of mate- points are a purely artificial measure nails. In most, the extraction process rial. This means the substance could for game purposes. The exact amount is a good deal more harmful. At go on one or two swords or a whole of material they correspond to in a present, we leave it to the GM to de- case of bullets. The salve gives any- given zone can vary enormously. If a termine what types of creatures store one using the weapon an additional general rule of thumb is needed, how- Mana, how plentiful they are, how success when determining the effect of ever, assume that one Mana point much Mana they store, and how nasty her attack. This bonus works only equals about 100 grams of Mana. The the extraction process is. once. Then, the salve must be applied. GM may change this ratio as desired.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 120 Protective Lotion Mana Requirement: 1 point per dose to protect. For example, a Ward can be Quantity Rating: 1 inscribed over a doorway to prevent Difficulty Level: 2 Empathy Dust comes in as unauthorized individuals from passing Creation Time: 1 hour many different versions as there are through or on a box or even computer Range: touch emotions. Empathy Dust actually cre- terminal to prevent unauthorized ac- Duration: special ates emotions within a sentient being, cess. The creator determines who the Mana Requirement: 3 points the specific emotion depending on the ward will affect when it is created. The kind of dust. The emotion is a very creator can set any parameters they This lotion can be spread on any intense feeling but it only lasts for a wish, such as allowing only the cre- surface, from a shirt to a suit of armor. short time — about half an hour. In ator to pass the Ward, or allowing any- It provides the wearer with limited pro- order for the dust to affect a target, one with the right password to get tection against damage. Creating this the target must breathe the dust into through. The choice of access criteria effect once gives you enough lotion to its lungs (or other appropriate atmo- is simply up to the Creator. apply to one shirt-sized article of cloth- sphere-processing organ). The target ing. The first time that clothing suffers then makes a Willpower check at a -4 The typical Ward of Protection physical damage the effects of that at- modifier. If they fail, they immedi- issues a jolt of damaging energy to any tack are reduced by two successes. The ately begin to experience the dust’s unauthorized sentient trying to get past salve works once for each body loca- artificial emotion. Typical emotions it. The amount of damage depends on tion covered. For example, if you include hate, fear, love, sorrow, and the amount of Mana the creator puts coated your shirt, you would get one happiness. into the Ward, and how much of the strike of protection in three areas: Mana they want to use on each jolt. torso, left arm and right arm. Truth Serum The Ward itself has a reservoir of Mana Quantity Rating: 4 determined by the creator. Each jolt can Healing Ointment Difficulty Level: 3 use between 1 and 5 points of Mana, Quantity Rating: 3 Creation Time: 2 hours and the amount of Mana in the jolt acts Difficulty Level: 3 Range: touch as a positive modifier when rolling on Creation Time: 2 hours Duration: 30 minutes after ingestion the Ward Damage Chart (below). The Range: touch Mana Requirement: 10 points per unfortunate victim of the Ward’s as- Duration: special dose sault may not modify the effect roll Mana Requirement: 2 points per dose with anything other than armor. The The Truth Serum Effect creates victim suffers damage to whatever lo- Creating healing ointment is one a viscous liquid that must either be cation tries to pass the ward. If the tar- of the most requested Mystic Effects injected or drunk before it takes ef- get opens a warded box or door, the because the substance is almost always fect. The Serum does exactly what its hit location would probably be an arm. in demand. In many zones, having a name implies, forces the target to tell If the target tries to pass through a open tube of healing ointment around the the truth for the next half hour. The doorway, the legs or arms (whatever house is as common as having food in Target gets to make a Willpower first breaks the plane) would be af- the pantry. The ointment itself is very check at -5 before the serum takes fected. Of course, if the target moves effective at healing minor wounds but effect. The target must speak only the quickly enough through such a warded is largely ineffective against more se- truth although the serum does not passage, every part of the body will rious injuries. Applying the ointment force the target to actually say any- suffer a separate attack. directly to a scratch or minor wound thing. will cause the wound to heal com- Ward Damage Chart - The Ward pletely in a matter of minutes: 1 minute Ward of Protection attacks with a skill rating of 15, modi- for a scratch, five minutes for a light Quantity Rating: 4 fied only by the target’s armor and the wound. The ointment has some heal- Difficulty Level: 4 amount of Mana in the jolt. ing effect on serious wounds, but Creation Time: 2 hours hardly enough to make any difference Range: touch Successes Damage in gameplay. Treat is as having no ef- Duration: special 1-2 scratch fect on serious wounds. Mana Requirement: see below 3-6 light wound 7-10 heavy wound Empathy Dust The Ward of Protection is a 11+ critical wound Quantity Rating: 3 mystic signal infused with Mana. The Difficulty Level: 3 more Mana the signal is infused with, Wards that do physical damage Creation Time: 2 hours the more protection it will offer and are some of the more common types Range: touch the longer it will last. The Ward must in existence. Players and GMs should Duration: see below be created in the location it is meant

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 121 feel free to come up with other kinds Damage of Wards. Successes Damage The process of Transmutation in- 1-2 scratch volves changing one substance into an- Mana Blaster 3-5 light wound other. For example, turning gold into Quantity Rating: 5 6-7 heavy wound lead, or diamonds into glass (and of Difficulty Level: 4 8-9 critical wound course the reverse). What is really go- Creation Time: 2 days 10+ fatal wound ing on is that the magician is taking a Range: see below piece of material and infusing it with Duration: permanent Restoration Ointment pure Mana, which, in turn, transforms Mana Requirement: 100 points + 2 Quantity Rating: 5 the substance into something else. The points per shot Difficulty Level: 4 only real problem with this Effect is Creation Time: 3 hours that the magician must be working with The Mana Blaster Effect creates Range: touch materials that are at least 99% pure. an actual weapon that anyone trained Duration: special That is to say, no compounds, alloys, in its operation can use. The weapon Mana Requirement: 8 points per dose or mixtures allowed. The process of can be of any appearance the creator finding such pure materials is in and desires, but it has to weigh at least two The Restoration Ointment is the of itself a long and involved labora- kilos and is usually about the size of a more potent version of the Healing tory procedure. However, the end re- rifle. The weapon itself is a magically Ointment Effect and is suitable for sult is that the magician can transform charged device that converts Mana into most kinds of wounds, even relatively anything into anything else, a poten- blasts of damaging energy. It costs 100 serious ones. The ointment will heal tially very lucrative pursuit. Mana just to create the blaster. Creat- scratches and light wounds in less than ing the “ammunition” involves refin- a minute, but is wasted on such minor ing more Mana into a usable form and injuries. It will heal a heavy wound in storing it directly in the blaster. Every thirty minutes and a critical wound in two points of Mana yield one shot and twelve hours. It can do nothing for fa- the blaster can normally carry enough tal wounds. Mana for up to 25 shots. The blaster uses the following weapon charts: Transmutation Quantity Rating: 8 Range Difficulty Level: 5 1-10 +1 Creation Time: 5 hours/ kilogram 11-35 0 Range: touch 35-60 -2 Duration: permanent 61-100 -4 Mana Requirement: 10 points/kilo- gram

ManaBipolar(Ritual)MysticEffects(Intelligence)

Magic in an Mana Bipolar (Ritual) zone is truly a very simple affair. Mana is generally part of everything, and its physical manipulation creates Mystic Effects. Physical manipulation is often done through the use of magic words, hand signals, and most particularly runes. There are no additional rules or requirements for creat- ing Ritual Effects. As long as you make your Mystic Operations roll, you create the Effect. Because of the dis- persed nature of the Mana in these zones, Effects tend to be relatively short lived and take a little more time to produce.

Although the theory behind cre- becomes too tiring. A magician can player would subtract the Difficulty ating Ritual Effects is simple, the ex- only create as many Difficulty Levels Level of the spell from this total. When ecution is exacting. Concentration and of Effects as the sum of her Endurance the character’s total reached 0, she precise are crucial. No harm will be- Attribute Rating and Mystic Opera- could no longer create Mystic Effect fall a sloppy or inattentive creator; she tions Skill Rating. Thus, a character without resting. Every two hours of will merely expend time and effort for with an Endurance of 5, a Willpower serious rest or sleep restores one quar- no purpose. The Effect will not mani- of 6 and a Mystic Operations level of ter of the character’s points (round up). fest. Given the demands of Ritual 6 could produce a total of 22 Difficulty Every hour of meditation (requiring a magic, a sentient can only tax herself Levels of Effects before resting. Ev- successful Meditation skill check) also so much before creating Mystic Effects ery time she created an Effect, the

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 122 restores one quarter of the character’s neling it into an attack on someone. In Lethal Palm points. order to use the Dancing Palm in an Quantity Rating: 6 attack, you must first touch the target Difficulty Level: 4 Rune of Understanding (normal hand-to-hand combat hit if the Creation Time: 2 Moments Quantity Rating: 1 target is avoiding you). Assuming the Range: 50 meters Difficulty Level: 2 touch is successful, the energy released Duration: immediate Creation Time: 30 seconds causes an immediate shock to the Range: touch target’s system, potentially rendering Like the Dancing Palm, this Ef- Duration: 10 minutes the unfortunate target unconscious. fect gathers energy into the hands The target must immediately make an through a series of precise movements. This Effect is a magical transla- Endurance check at -4 to avoid falling Lethal Palm, however, allows the cre- tor. The creator simply traces this rune unconscious. If the target fails the ator to project that energy over a dis- on himself or someone else. The tar- check, he is unconscious for a number tance and strike targets with destruc- get of the Effect is able to understand of Moments equal to the amount by tive force. The blast has the following anything that is said in any language which he missed the check. statistics: for the duration of the Effect. This does not mean that the speaker will under- Shield Rune Range stand the character. The rune allows Quantity Rating: 4 1-10 +2 understanding, not two-way commu- Difficulty Level: 3 11-25 0 nication, unless of course both parties Creation Time: 2 Moments 25-40 -2 have the rune active on them. Range: touch 41-50 -4 Duration: 15 minutes Mage Script Damage Quantity Rating: 1 The Shield Rune is drawn on the Successes Damage Difficulty Level: 2 chest or some other central part of a 1-2 scratch Creation Time: as you write person of thing. Any destructive force 3-4 light wound Range: touch applied to that person or item, whether 4-8 heavy wound Duration: permanent it be kinetic, energy or mystic based, 9 critical wound is partially deflected. For sentients, the 10+ fatal wound One of the first Effects learned wound level of the damage is de- by almost any practitioner no matter creased by one. For items, each modi- Fleetness of Foot what the quantum zone. Mage Script fier applied to the Durability Rating is Quantity Rating: 6 is a near universal written language for lowered by one. Difficulty Level: 5 mages. The script’s only power is that Creation Time: 5 minutes any other mage with Mage Script train- Rune of Binding Range: touch ing can read what is written. What is Quantity Rating: 5 Duration: 15 minutes conveyed in the message or tome is Difficulty Level: 4 entirely up to the author. Mage Script Creation Time: 1 minute By shuffling her feet in a certain conceals as well as it communicates, Range: touch way, the magician actually speeds up for no untrained sentient can read the Duration: 1 hour her personal time, and allows her to swirling, shifting script. move and act with incredible speed. Another example of rune magic, For the duration of the Effect, the ma- Dancing Palm the rune of binding is used to subju- gician moves about at twice the speed Quantity Rating: 3 gate enemies, unruly party guests, and of those around her. This means that Difficulty Level: 2 anyone else whose movements the ma- she is allowed to make two actions in Creation Time: 1 Moment gician finds annoying. By simply trac- a combat Moment instead of the nor- Range: touch ing the rune on the target’s person, the mal one. She can run twice as fast, pro- Duration: see below target becomes immediately paralyzed. cess twice as much information from The victim of such a runic imposition a data terminal, fix things twice as fast By moving her hands in a pre- cannot move any part of her body ex- and so on. While under the effects of cise and intricate pattern, the magician cept to breathe. The only difficult part Fleetness of Foot, the character sees brings draws mystic energy together. of creating this Effect is getting the tar- the rest of the world as moving very The hands will retain the gathered en- get to remain still for the creation time. slowly, like she was under water. The ergy until the character chooses to re- If the magician’s hand should break only problem is that continued use of lease it. Release comes in one of two contact with the target during the draw- this Effect causes the creator to age ways, either by dissipation, or by chan- ing of the rune the Effect fails. more quickly than everyone else.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 123 Pocket Dimension making the magician entirely undetect- can assign a dormant period. The rune Quantity Rating: 7 able by mystic or technological means. will wait this long before activating. Difficulty Level: 5 Only those allowed in by the creator The magician can also create the rune Creation Time: 1 hour can enter the Pocket Dimension. in such a way that it will not activate Range: 50 meters until a certain word or phrase is spo- Duration: 10 hours Rune of Destruction ken in the rune’s presence. It is even Quantity Rating: 7 possible to make runes that react to By carving an intricate portal Difficulty Level: 6 certain kinds of radio signals and other from a heavily Mana laden substance, Creation Time: 10 minutes energy emissions. When the rune acti- the creator bends the very fabric of Range: touch vates it immediately explodes doing space to create a small pocket of real- Duration: see below damage according to the following ity that only she and her companions chart: can enter. The Pocket itself is an ex- One of the nastier applications tension of the Ritual zone in which it of rune magic, this rune harnesses a Impact Area: 2 meters is formed, and that zone’s rules of re- destructive force. Placing one of these Dissipation: 3 m: -1, 4m: -3, 6m: -5 ality and magic apply within the Pocket runes is very similar to placing an ex- Damage Rating: 4 Dimension. The Pocket Dimension can plosive device upon something. In fact, only be 50 meters in diameter and ex- it is even possible to build into the rune Damage ists only as long as the Effect. While a kind of timing device or remote deto- Successes Wound inside the Pocket Dimension, charac- nation system. The magician must 1 Light Wound ters are totally ignorant of what is go- draw the rune with some kind of ink, 2-4 Heavy Wound ing on in the outside world. Likewise, paint, or even blood: anything that 5-6 Critical Wound those on the outside have no way of leaves a mark (it can also be engraved). 7+ Fatal Wound looking into the Pocket Dimension, While creating the rune, the magician EnchantedMana(Golem)Linear(Willpower)

Mystic Effects in Enchanted Mana (Golem) Linear zones involve the use or control of animate objects. As almost all Mana imbued objects in a Golem zone radiate Essence and at some point or another this irradiated substance develops into a life-form. Finding, creating or controlling those life-forms is the essence of magic use in a Golem zone.

A Golem mage can control only modification is made to the Effect’s Effect’s duration expires. Endurance a certain number of life-forms. The Difficulty Level. If the target’s Will- points are regained at the rate of one combined Intelligence attributes of the power is greater than the mage’s, the an hour of rest or light activity. Medi- controlled life-forms must be less than difference is added to the Difficulty tation or sleep doubles that recovery the mage’s Willpower Attribute Rat- Level. rate. ing. This means that the more intelli- gent the life-form the fewer a magi- Controlled golems will obey the Sense Life cian may control. Further, the life- caster to the best of their ability, even Quantity Rating: 1 form’s Intelligence is subtracted from to the point of self-destruction. For Difficulty Level: 2 the duration of the control spell and those life-forms with an equal or Creation Time: 5 Moments thus higher intelligence life-forms can greater Willpower as the mage, the cre- Range: 50 meters be controlled for less time. ator must make a Willpower attribute Duration: 1 hour check (modified by the difference be- There is little need for prepara- tween the two Willpowers) to force the When a table skitters across the tion or aids in a Golem zone. The mage golem to engage in self-destructive floor, or a door repeatedly swings open simply imposes her will on the items behavior. and shut, you can be sure it is alive in around her. A simple Mystic Opera- a Golem zone. If the object is resting tions check is made and, if successful, Controlling life-forms is not or simply disinclined to move, it is the mage may start issuing commands. without cost in stamina. Once a mage more difficult to tell. Creating a con- Of course, few life-forms like to be or- has successfully controlled a golem, trolling Effect on an inanimate object dered about, so the creator must over- that object’s Willpower is subtracted is a waste of time and energy. This Ef- come the target’s Willpower. For most from the mage’s Endurance. When a fect allows a mage to know which ob- this is a simple matter. If the target’s creator’s Endurance reaches zero, the jects around him are alive and poten- Willpower is less than the mage’s, no mage will collapse when the current tially controllable and which are sim-

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 124 ply furniture or rocks. The mage fur- Animate Small Golem Control Medium Golem ther learns, in general terms, about the Quantity Rating: 4 Quantity Rating: 4 golem’s capabilities (high, mid or low Difficulty Level: 5 Difficulty Level: 5 level in attributes). Creation Time: 60 hours Creation Time: 2 Moments Range: touch Range: 20 meters Speak with Golem Duration: permanent Duration: 1 hour Quantity Rating: 2 Difficulty Level: 2 This Effect allows the mage to A medium golem weighs be- Creation Time: 5 Moments more carefully tailor the attributes of tween 80 and 120 kilos and is between Range: 50 meters any golem servant. The mage may one and three meters in length or Duration: 1 hour choose the substance, the form and fea- breadth. The golem’s attributes are ran- tures, and, to a certain degree, the at- domly generated (roll one die for each Animate objects can be excellent tributes of the life-form. The golem’s attribute), and its possesses only the sources of information. Further, com- attributes are randomly generated, just Unarmed Combat skill at level 5. Oth- mands given to a golem must be clear as with the Control Small Golem Ef- erwise, this Effect is similar to Con- and simple for most golems are not fect, but the creator may then increase trol Small Golem. bright. Unfortunately, few golems these attributes by the amount of her speak human tongues (indeed, without Mystic Operations skill. Thus, a ma- Animate Medium Golem tongues this is very difficult). Thus, the gician with a Mystic Operations skill Quantity Rating: 5 mage must have some way to commu- of 7 could raise one or more of a Difficulty Level: 6 nicate with the life-form. Speak with golem’s attributes by a combined total Creation Time: 120 hours Golem manipulates the mage’s and the of seven points. The golem’s Unarmed Range: touch life-form’s irradiated Essence to allow Combat skill cannot be affected and Duration: permanent communication between the two. No remains a level 3. A animated small sound need be made, although some golem will be controlled by its creator This Effect is similar to Animate mages opt to do so for their own com- for a number of months equal to the Small Golem but the capabilities of the fort. Of course, the object does not an- creator’s Mystic Operations skill. Af- golem are increased. The attributes are swer with words, but the mage under- ter this time, it is free to do as it pleases randomly generated as in Control Me- stands well enough. and the mage must use Control Small dium Golem and the mage adds modi- Golem to bring it to heal. The golem’s fiers that total her Mystic Operations Control Small Golem pending free will suggests that the wise skill level (the Unarmed Combat skill Quantity Rating: 3 mage does not abuse his servants. remains level 5). The natural armor of Difficulty Level: 4 the life-form is governed by the sub- Creation Time: 1 Moment Golem Senses stance chosen for its body, and the form Range: 20 meters Quantity Rating: 4 and appearance of the golem is entirely Duration: 1 hour Difficulty Level: 5 up to the creator. Creation Time: 5 Moments A small golem is any object or Range: 10 meters Disrupt Golem life-form of less than 80 kilos or one Duration: 1 hour Quantity Rating: 5 meter in length or breadth. Obviously, Difficulty Level: 6 the golem must already be animate to Although not in control of a Creation Time: varies be controlled. The creator takes the golem, a mage may still experience it Range: 20 meters golem as it exists and thus has no idea surroundings. Through the Golem Duration: permanent how powerful it is (unless the mage Senses Effect, the creator effectively first uses the Sense Life Effect). The moves his senses to the location of the A rampaging golem is a fear- golem’s attributes are randomly gen- golem. The mage uses various parts of some sight. It feels no pain, pity or ex- erated (roll one die and subtract two the golem to see, hear, smell, taste and haustion. It must be destroyed physi- for each attribute), and its possesses touch anything around the golem. This cally to be stopped. Fortunately for the only the Unarmed Combat skill at level is obviously very useful for eavesdrop- less than brawny mage, an alternative 3. The golem’s natural armor will vary ping and spying. It is also a good rea- exists. Shut it down. The Disrupt depending on its substance (see Break- son for an opposing mage to use Sense Golem Effect disturbs the radiating ing Things and Shooting Things in Life and find out just which bookcase Essence coming off a life-form and Chapter Three: Drama for the Tough- may be listening in. effectively “disanimates” the object. A ness/Durability Rating of items). major problem is time. While creating the Effect on a small golem only takes 2 Moments, a medium golem needs 4 Moments and a large golem requires 6

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 125 Moments. In the meantime, the golem the mage on this Effect. The skill trans- the Unarmed Combat skill at level 7. most likely will be doing everything ferred is always one level less than that Otherwise, this Effect is similar to possible to stop the disrupter. Best to possessed by the mage or assistant, and Control Small Golem. bring along a few husky types to stand at a maximum may be no more than between you and it. The golem also the mage’s Mystic Operations skill. Animate Large Golem fights this Effect with its will. The Dif- Whether the golem uses the trans- Quantity Rating: 7 ficulty Level of this Effect is modified planted skill wisely is a function of the Difficulty Level: 8 by the difference between the creator’s golem’s other attributes and the mage’s Creation Time: 240 hours Willpower and the golem’s Willpower. control over it. Range: touch Duration: permanent Train Golem Control Large Golem Quantity Rating: 6 Quantity Rating: 6 This Effect is similar to Animate Difficulty Level: 6 Difficulty Level: 7 Small Golem but the capabilities of the Creation Time: 12 hours Creation Time: 3 Moments golem are increased. The attributes are Range: touch Range: 20 meters randomly generated as in Control Duration: permanent Duration: 1 hour Large Golem and the mage adds modi- fiers that total her Mystic Operations Golem are naturally unskilled. A large golem weighs between skill level (the Unarmed Combat skill They need not remain this way how- 120 and 160 kilos and is between three remains level 7). The natural armor of ever. A mage may transfer a skill to and five meters in length or breadth. the life-form is governed by the sub- the golem through the Train Golem The golem’s attributes are randomly stance chosen for its body, and the form Effect. The skill must be possessed by generated (roll one die and add 3 for and appearance of the golem is entirely the mage, or someone who works with each attribute), and its possesses only up to the creator.

Mana/Essence(Thaumaturgy)MysticEffects(Intelligence)

Mysticism in Mana/Essence (Thaumaturgy) zones requires extensive laboratory preparation and experi- mentation. The Mana and Essence inherent in certain materials must be distilled or extracted. Then these Possi- bilities must be processed or combined in certain ways. A connection must be made between the target individual or area and the creator and her lab. Finally, the timing, the temperature and the proportions must be carefully monitored.

Mages generally need a Difficult Levels may be lowered Thaumaturgy Effects are quite Thaumaturgy lab to create Effects in to a minimum of one (1). Labs also difficult and quite powerful. They can these zones. Ideally, this is a large well- have a yearly maintenance cost for also be dangerous. Any Mystic Opera- stocked facility with several assistants. equipment and materials of 1/10 their tions check that results in a Spectacu- Magical Effects, however, can be pro- purchase price. Assistants must be lar Failure (a natural 20) causes a labo- duced with as little as a few pots or hired on a yearly or project basis and ratory explosion with the following beakers and a heat source. Lab types, decrease the Creation Time in hours statistics: costs and benefits are listed below: by their Mystic Operations skill.

Lab Type Cost Difficulty Level Modifier Lab Kit 1000 Omnium 0 Small Lab 10,000 Omnium -1 Medium Lab 100,000 Omnium -2 Large Lab 1,000,000 Omnium -3 Advanced Equipment 1/10 Lab Cost -1 additional modifier

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 126 Impact Area: Quantity Rating of Ef- a channeled Effect. Again, the Ward’s Phobia fect in meters Difficulty Level is raised by the Link’s Quantity Rating: 5 Dissipation: 5 m: -1, 10m: -3, 15m: -5 successes. Success eliminates the Link Difficulty Level: 7 Damage Rating: Unmodified Diffi- and the channeled Effect or Effects. Creation Time: 24 hours culty Level of Effect Personal Wards may be channeled to a Range: touch target through a Link but success elimi- Duration: 1 month Personal Link nates that and any other Link Quantity Rating: 3 This Effect places a general emo- Difficulty Level: 5 Location Link tion, disposition or mental state on a Creation Time: 24 hours Quantity Rating: 4 sentient. Love, hate, euphoria, depres- Range: 1 light-year Difficulty Level: 6 sion and others can be imposed on a Duration: 1 year Creation Time: 48 hours target. The onset of the emotion is Range: 1 light-year gradual and will not necessarily be ap- This Effect creates a tie between Duration: 1 year parent to those close to the target for an item and a sentient being. Some- some time. To particularize the emo- times called fetishes or voodoo dolls, Like a Personal Link but in- tion, the creator must work certain these items have no impact on their tended for places, the Location Link components into the lab process of target in and of themselves. They are forms a channel between a mage and a generating the Effect. For example, to merely the medium by which a magi- location. A detailed map of the area instill a fear of snakes into a target, the cian channels other Effects to the tar- must be purchased or created, and the mage would use snake venom or skin; get. Targets with high Perceptions have time necessary for this task is not in- to create an overwhelming affection for been known to shiver slightly when a cluded in the Creation Time for this a certain person, the creator would use Link is created to them. The creator Effect. Further, an item from that area personal items of that person. If Pho- must incorporate something personal (a rock, bush, gas, etc.) must be em- bia is imposed remotely, destruction of to the target into the Link, such as a bedded in the map in some manner. the Link via the Ward Effect will elimi- lock of hair, an item of well-loved The mage may affect any area repre- nate all Phobias placed on the target. clothing or a blood sample. Mystic sented on the map. The map must be If Phobia is instilled in person, a sepa- Effects may only be channeled through present in the creator’s lab to channel rate Ward Effect is necessary to defeat the Link to the target at the range listed Effects through it. each Phobia cast. above. The Link must be present in the creator’s lab to channel Effects through Location Ward Joining it. Quantity Rating: 4 Quantity Rating: 6 Difficulty Level: 5 Difficulty Level: 7 Personal Ward Creation Time: 24 hours Creation Time: 12 hours Quantity Rating: 3 Range: touch Range: touch Difficulty Level: 4 Duration: 1 year Duration: permanent Creation Time: 12 hours Range: touch The location counterpart to the The Joining Effect bridges the Duration: 1 year Personal Ward, this Effect protects ar- gap in space and time between a eas. Again, a glowing symbol is placed mage’s lab and a Link. A successful The Personal Ward protects sen- on the land, air, water or whatever. As Mystic Operations check brings the tient beings from Links. The Ward of- with the Personal Link and Ward, the mage or whatever else she wishes to ten takes the form of a glowing sym- battle over the linking is affected by transport to the location of a person or bol or symbols on a portion of the the successes of each of the creators. place. The Effect will not work with- being’s form. The successes achieved The Ward protects an area with a kilo- out a viable Personal or Location Link in creating the Ward are added to the meter radius equal to the creator’s in hand. On the other hand, no matter Difficulty Level of the Link Effect be- Mystic Operations Skill Rating. This how far away (even in another quan- ing attempted. If the Ward is overcome, radius is expanded by one kilometer tum zone) the Link is, Joining will and the Link established, the symbols for each Mystic Operations skill level bring the creator or the object trans- will be erased and the target will be of each assistant. ported to that person or location. For fully aware of what has happened. An each 100 kilos transported over the first attempt may be made to reestablish the 100 kilos the Difficulty Level of the Ward by the Difficulty Level is in- Effect is increased by one. creased by the successes achieved by the Link’s creator. A Ward may even be placed on a sentient who is already subject to a Link and/or suffering from

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 127 Boon tal attributes reach zero, the target is achieved, gardens and farms will be Quantity Rating: 6 rendered a permanent incompetent. impossible to tame; travel in the wild Difficulty Level: 8 Zero in a physical attribute leaves the will be very difficult; buildings and Creation Time: 72 hours target a permanent invalid. The de- structures will be overgrown and de- Range: touch crease will manifest itself as a wasting stroyed. On the other hand, Duration: 1 month sickness. As with Boon, Banes im- terraforming efforts will be signifi- posed remotely can be removed all at cantly aided by this Effect. The area Boon affects the target physi- once; Banes targeted by touch must be of effect of Fecund has a radius in ki- cally or mentally and increases his ca- eliminated one at a time. lometers of the creator’s Mystic Op- pacities. Each successful Boon Effect erations Skill Rating plus one kilome- cast on a target increases one of that Fecund ter for each Mystic Operations level of target’s attributes by one. A sentient Quantity Rating: 7 each assistant. may only have a number of Boons cast Difficulty Level: 9 on him equal to the creator’s Mystic Creation Time: 96 hours Raze Systems skill. If granted remotely, a Range: touch Quantity Rating: 7 single successful Ward will eliminate Duration: 1 month Difficulty Level: 9 all Boons. Otherwise, each Boon must Creation Time: 96 hours be Warded away separately. This Effect significantly in- Range: touch creases the productivity of an area. Gas Duration: 1 month Bane clouds become denser and more active, Quantity Rating: 6 asteroids sprout simple plant and ani- The flip side of Fecund, Raze Difficulty Level: 8 mal life, deserts become oasis, mead- renders an area barren and desolate. Creation Time: 72 hours ows become overgrown, forests be- Life is the first feature to be eliminated, Range: touch come tangled and impassible, etc. In then even substance is effected. For- Duration: 1 month all places, the aggressiveness of the ests become meadows, meadows be- plant life is countered by a newfound come desserts or rocky plains, aster- Not surprisingly, Bane is the op- passiveness on the part of sentients. oids crack and splinter, gases dissipate posite of Boon and it works similarly. Animals are docile and humans peace- into space or the Void. Building Each Bane Effect directed at a target ful and dreamy. Note that Fecund is crumble and collapse. What life re- decreases one of that target’s attributes not necessarily a benefit. Should the mains becomes desperate and violent. by one. Should any of the target’s men- GM decide that enough successes were The area of effect is similar to Fecund.

OrderedEssenceLinear(Weave)MysticEffects(Willpower)

In an Ordered Essence Linear (Weave) zone, Essence is woven into everything. Creating Mystic Effects in these zones is a relatively straightforward process. Since everything contains some Essence, everything is a poten- tial source of power for your Effects. However, “unweaving” the power out of an object is often easier said than done. As a rule of thumb, the more solid an object, the more Essence it has, but also the more difficult it is to extract that Essence. Drawing Essence out of the air is easy, but yields little power. Drawing Essence out of a person or a rock is more difficult. Unweaving the Essence out of cess as a matter of self-preservation. — either to create a Mystic Effect or something effectively destroys that ob- Sentient life forces fight harder. put it in some sort of storage device. ject, leaving behind nothing more than The Mystic Effects for Weave zone a flash of light and a remainder of Mat- In order to create Mystic Effects, magic all have an Essence point cost ter and Energy. Obviously the act of the creator must make a successful that represents the amount of Essence unweaving in and of itself can be a Mystic Operations check to draw the necessary to create the Effect. deadly weapon, and, for this reason, Essence out of something. The follow- most items and people of importance ing chart gives a rough guide to both are treated with special mystic wards how difficult it is to unweave Essence that prevent them from being sucked from an object and how much Essence dry of Essence (see below). Further, that object provides. One must always the life force of all animate objects draw all of the Essence from an object instinctually fights the unweaving pro- at once and must use it immediately

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 128 Essence Draining Chart object the light illuminates, up to two meters in thickness. The Light makes Substance ...... Difficulty...... Power Points it look as though the substance simply 1 cubic m of Air ...... 1...... 5 is not there, and has been likened to 1 cubic m of water ...... 2...... 10 opening a window where there was none before. This “window” can be 1 kilo of dirt ...... 3...... 10 any size — from just a few centime- 1 kilo of biomatter ters in diameter to up to 3 meters in diameter. Remember, the window (grass, trees, bushes) ...... 5...... 20 works both ways, so whatever is on the 1 kilo stone...... 5...... 30 other side can see out as well. How- 1 kilo animal matter ...... 7...... 40 ever, the substance you are looking through is still there. This Effect does 1/2 kilo steel...... 7...... 50 not let you walk through walls. 1 kilo of sentient matter ...... 8...... 40 Deflection Shield 200 grams crystal ...... 8...... 50 Quantity Rating: 4 Difficulty Level: 4 Essence Seal sphere around them. Likewise water, Creation Time: 2 Moments (10 sec- Quantity Rating: 2 harmful solar rays, low-level radiation, onds) Difficulty Level: 4 snow, ice and other inclement weather Range: 2 meters Creation Time: 1 day per 40 kilos of conditions simply slide off the target Duration: 1 Moment (renewable per target and their clothing with no ill effects. turn) Range: touch Essence Requirement: 5 points per Duration: permanent Bird’s Leap Moment Essence Requirement: 25 points Quantity Rating: 3 Difficulty Level: 4 The Deflection Shield is an ac- This is by far the most common Creation Time: 3 minutes tual bubble of Essence around the cre- Effect used in Weave zones. It effec- Range: touch ator that deflects incoming energy of tively and permanently seals Essence Duration: 10 minutes (renewable) all sorts, whether it is the kinetic en- into a person or object, making it ex- Essence Requirement: 15 points per 10 ergy of a projectile or the destructive tremely difficult to draw Essence out minutes energy of a laser weapon or mystic of the target. Most cultures in Weave energy attack. The shield acts just like zones put Essence Seals on all of their This spell may be directed onto any other type of armor or personal children as soon as they are born. The a target being or back onto the Cre- field. It provides a Toughness/Durabil- only way to release an Essence Seal is ator. Regardless, it enables that sentient ity Rating of 3/15 for each Moment the to create a much more powerful Es- to fly in any direction simply by think- caster keeps it active. sence Effect called The Shattering (see ing about it. Speeds up to 25 meters below). No Essence can be taken from per Moment are possible at the will of Disruption Blast a Sealed target. the flyer. Quantity Rating: 5 Difficulty Level: 4 Weather Shield Seeing Through Creation Time: 1 Moment Quantity Rating: 3 Quantity Rating: 4 Range: 50 meters Difficulty Level: 3 Difficulty Level: 3 Duration: permanent Creation Time: 1 minute Creation Time: 1 moment Essence Requirement: 20 points per Range: touch Range: 10 meters kilo of target Duration: 1 hour (renewable) Duration: 1 minute Essence Requirement: 10 points per Essence Requirement: 15 points This Effect is one of many spells hour from across the galaxy that was devel- This Effect causes a beam of oped in direct response to the chal- The Weather Shield is not so light to spring forth from the creator’s lenges of technology. The Disruption much a shield as a body temperature hand. However, as one might expect Blast causes machinery, electronic de- regulatory system. This Mystic Effect this is no ordinary light. The light not vices and any other kinds of technol- keeps the target’s body temperature at only shines on surfaces, it can also ogy that use some sort of power to a constant, comfortable level no mat- shine through them. The creator can malfunction. The Blast overloads the ter what the temperature of the atmo- determine exactly how far through an machine with disruptive Essence, fus- ing circuits, blowing capacitors, over-

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 129 loading ether pumps, or what have you. Coherent Pulse Successes Damage The larger the target, the more Essence Quantity Rating: 6 1-2 scratch needed to overload it and attacking an Difficulty Level: 4 3-4 light wound item with insufficient Essence has no Creation Time: 2 Moments 5-6 heavy wound effect. Range: 200 meter 7-8 critical wound Duration: see below 9+ fatal wound Disappearance Essence Requirement: 15 point Quantity Rating: 5 The Shattering Difficulty Level: 5 This Effect represents just one of Quantity Rating: 6 Creation Time: 10 minutes many ways of turning Essence into a Difficulty Level: 6 Range: touch deadly weapon. The Effect focuses the Creation Time: 6 hours Duration: 1 minute (renewable) gathered Essence into a tight ball of Range: touch Essence Requirement: 30 + 10 per destructive force that then flies at a tar- Duration: permanent minute get of the creator’s choosing. The cre- Essence Requirement: 100 points ator must make a second Mystic Op- This Effect allows the creator to erations skill check in order to strike This powerful Mystic Effect is become entirely immune to all forms the opponent. Creators may also cast used to break an Essence Seal that has of detection (sight, smell, taste, touch the spell multiple times and leave the been placed on a person or object. and hearing) by wrapping herself in a balls of energy floating in the air Once the Shattering is successful, any field of distorting Essence. The Effect around them. The only restriction is trained magician can attempt to even hides the target from infra-red that the creator may not have more unweave Essence from the previously scanners, radar, and any other mystic balls of force on hold than half their sealed object. The difficulty of this al- or technological form of sensor. The Willpower (round down). Further- ready difficult spell is modified by the only sensor that will detect someone more, the creator may only attack with difference between the Skill Ratings of under the protection of Disappearance one ball per Moment and cannot cre- the Effect creator and the magician is something that detects magic energy. ate any Mystic Effects aside from other who created the seal. This will detect the presence of the Coherent Pulses. If the creator falls un- field but will not see through it. The conscious or creates another kind of Drawing in the Clouds creator is free to do whatever she Effect, all of the balls dissipate imme- Quantity Rating: 7 wishes while so protected with one diately. Difficulty Level: 5 exception: they cannot create any other Creation Time: 1 hour Mystic Effects while maintaining the Coherent Pulse Attack Charts Range: 5 kilometers Disappearance field. Range Modifier Duration: 10 minutes (renewable) 1-150 meters +2 Essence Requirement: 50 points per 10 16-30 meters +1 minutes 31-60 meters 0 61-100 meters -2 This powerful effect transfers 100+ -4 Essence from the creator up into the atmosphere, allowing him to change the weather in a five kilometer radius from the creator. The creator can make very dramatic shifts in the weather con- ditions, creating winds up to 150 kph, driving rain, hail, lightening, or bliz- zard conditions. Conversely, the cre- ator can also make any and all of these conditions lessen or disappear. The cre- ator can control when and how the weather pattern generally manifests itself, but cannot direct the weather with fine detail. He can cause lighten- ing to strike throughout the area of the storm but cannot direct it to strike in- dividual objects or people.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 130 EssenceBipolar(LeyLine)MysticEffects(Willpower)

Essence Bipolar Mystic Effects rely on tapping into flows of Essence that permeate space. This type of magic is more accessible than the Extraction alchemy school but it has its limitations. For the Ley Line subgroup of Essence Bipolar zones, the only way to create Mystic Effects is to be actually standing on or within one of the lines of Essence flow found throughout the zone. While some Mystic Effects can create storage devices for Essence drawn from the ley lines, for the most part, spellcasters feel uneasy when away from a ready power source. Ley Line Mystic Effects run a whole gamut of types, but for the most part they center around creating things out of the Essence of the ley line. Thus the Effects tend to be relatively static and take a great deal of energy. After all, with a nearly unlimited source of power at hand, most magical teachings do not pay much attention to the need for conserving mystic energy. can take on the vague appearance of anything from a human to a creature Mystic Effects from the Ley Essence Storage to simply an amorphous ball of light. Line Effects list all have an Essence Container They shed enough light to illuminate Requirement Rating. This Rating is Quantity Rating: 2 a 50 meter area around them. They can only relevant when the creator is try- Difficulty Level: 3 move to up to 50 meters away from ing to create an Effect while using Es- Creation Time: 10 minutes per 1 point the creator. Thus, the creator can light sence he has stored previously. If they of storage capacity up a wide area relatively easily. The are on a ley line, who cares how much Range: touch Ghost Lights can also be used as dis- energy it takes? Duration: permanent tractions, or for entertainment pur- Essence Requirement: 10 points/1 poses. The Requirement Rating is the point storage capacity amount of Essence necessary to create Stinging Nettles the Effect as expressed in points. These This Effect creates a mystic con- Quantity Rating: 4 points are a purely artificial measure tainer capable of storing Essence si- Difficulty Level: 3 for game purposes. The exact amount phoned off from a ley line. The con- Creation Time: 1 minute of energy in one point can vary enor- tainer can be anything from an amulet Range: 100 meters mously from zone to zone. If a gen- to an actual box or pot. The physical Duration: 5 minutes eral rule of thumb is needed, however, size of the container does not really Essence Requirement 25 Essence assume that one Essence point equals matter since Essence is a somewhat in- about AA battery full of Essence. The tangible substance, but the capacity de- The Effect appears to be a vine GM may change this ratio as desired. pends on how much time and energy of pure energy that springs out of the When transferring Essence storage de- the Creator spends on creating it. When ground at the creator’s feet. The vine vices across quantum zones, use the creating the container, the creator de- is pure Essence and glows with an ee- Quantity Rating as the Complexity cides exactly who can draw upon the rie light. It is covered with razor sharp Rating. stored Essence and how this is accom- “thorns” of energy. The vine is fully plished (saying the magic word, hold- animate and under the control of the Essence Siphon ing it in a certain way, just thinking creator. It can strike out at targets or Quantity Rating: 1 about it, etc). The only requirement is wrap itself around them. The vine it- Difficulty Level: 2 that the user must be in contact with self cannot be destroyed by any con- Creation Time: 5 minutes per 10 points the device in order to use it. If the ob- ventional means: the only way to get Range: touch ject is destroyed, the Essence stored rid of it is to use some kind of magic Duration: permanent within it is lost. Essence Requirement: only on ley lines damping field or dispel magic Effect. The vine has an Agility of 7, a Coor- Ghost Lights dination of 4, and a Strength of 6. It The Essence Siphon Effect is al- Quantity Rating: 3 has an attack skill of 5. The Vine can most always the first Effect a young Difficulty Level: 2 only attack one target per Moment. magician learns when studying magic Creation Time: 5 minutes When grappling with an opponent, the in a Ley Line zone. This eminently use- Range: 50 meters vine does an additional 2 successes ful Effect allows the creator to siphon Duration: 10 minutes (renewable) when determining damage because of off Essence from the ley line and store Essence Requirement: 15 points + 5 the sharp thorns. When the vine strikes it in a specially prepared container. The points per additional 10 minutes only limit to the amount of Essence si- at someone use the following damage chart. phoned is how much time the creator This Effect creates between one is willing to spend and how large the and four (creator’s choice) mobile, container is. floating light sources. The light sources

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 131 Successes Damage in space. The wall has a Toughness/ Stepping Through 1-4 scratch Durability Rating of 6/60 and suffers Quantity Rating: 6 5-6 light wound damage like any other material. Difficulty Level: 4 7-8 heavy wound Creation Time: 1 hour 9-12 critical wound Essence Overload Range: anywhere on ley line network 13+ fatal wound Quantity Rating: 5 Duration: instantaneous Difficulty Level: 4 Essence Requirement: must by on ley Scrying Net Creation Time: 1 minute line Quantity Rating: 5 Range: 200 meters Difficulty Level: 4 Duration: instantaneous This Effect is the next step in the Creation Time: 30 minutes Essence Requirement: 3 times the Es- Scrying Network school. Again the Range: see below sence Requirement of the target ef- magician links his consciousness up to Duration: 5 minutes fect the network of ley lines, only instead Essence Requirement: must be on ley of transporting images and thoughts he line Most magic-using cultures come actually transports himself or other up with some way to inhibit or destroy people and objects across the network. By using this Effect, the magi- the magical effects of rival magicians. The creator has to know the location cian expands her consciousness out The Essence Overload is the most he is traveling to. This is normally ac- across the network of the ley lines. For common approach to this task found complished by first scrying a poten- the duration of the Effect, she can see in Ley Line zones. The Essence Over- tial target location. Since this spell can any location that has a ley line in it, load destroys Mystic Effects by pump- only be cast on a ley line, having but only one location at a time. Thus, ing them full of raw, unfocused energy, enough Essence is not a problem. the spell works best when the creator which disrupts and destroys the care- However, the more the magician wants knows of a specific location with a ley fully shaped Essence of the target spell. to transport, the harder it is to create line in it that they want to view. The This naturally requires a fair amount the effect. For every 100 kilos over the creator’s view is exactly like it would of skill, and a lot of power. In order to first 100, the Difficulty Level of the be if she was standing on the ley line disrupt another magician’s Effect, you effect is increased by 1. in the location. This Effect can also be must modify your Mystic Operations used to communicate with other ma- skill roll by the difference between River of Ruin gicians who have created the same your Mystic Operations Skill Rating Quantity Rating: 7 Effect. In fact, some high magic plan- (skill and governing attribute com- Difficulty Level: 5 ets use this Effect for their entire com- bined) and that of your opponent. For Creation Time: 3 minutes munications network. Every five min- example, if your skill level plus Will- Range: 100 meters utes, the creator must re-invoke the power is 12 and your opponent’s is 15 Duration: Instantaneous Effect. you will have a -3 modifier on your Essence Requirement: 400 points skill check when trying to create this Barrier Fields effect. That’s in addition to the Effect’s Magicians commonly use the Quantity Rating: 5 Difficulty Level and any modifiers metaphor of a river when discussing Difficulty Level: 4 from the zone’s Handling Ratio. If you ley lines and other types of Essence Creation Time: 3 minutes succeed and have enough Essence at flows. This metaphor is often carried Range: 20 meters your disposal, you have destroyed to over into the names and even designs Duration: 10 minutes enemy’s spell. of Mystic Effects. The River of Ruin Essence Requirement: 75 points.

This Effect creates nearly invin- cible walls of force that serve to pro- tect magicians in their time of need. The wall is in actuality composed of pure Essence, but it can take on the ap- pearance of any substance the creator desires. Each invocation of this effect creates a section of wall ten meters by ten meters. The creator can shape this wall into any design they desire: a dome to cover them, a long, low wall, a ceiling, and so on. The wall supports itself magically and can simply hang

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 132 is a prime example of this trend. While Impact Area: 3 meters its target into an energy-like state that in theory a relatively simple effect, the Damage Rating: 3 is fully compatible with the energy River is surprisingly difficult to actu- flow of the ley line network. The un- ally pull off. The magician re-channels Damage Chart fortunate target is then released into the the flow of Essence and directs it out- Successes Damage ley line network where she remains ward from the ley line for a moment, 1-3 light wound forever imprisoned until the spell is releasing a powerful stream of destruc- 4-5 heavy wound undone. At the time the Effect is cre- tive energy. This is a very nasty, very 6-10 critical wound ated, the creator decides what exactly potent attack. Once the Effect has been 11+ fatal wound is necessary to release the prisoner created, the creator can wait to release from the network. Customarily, only the energy. However, while holding the the magician or an assigned jailer will energy in check in this manner the Forgotten Prison have the mystic key to this prison. The magician can do nothing else. The at- Quantity Rating: 8 target feels nothing and is aware of tack with the River of Ruin is a nor- Difficulty Level: 6 nothing while imprisoned. For her, it mal distance combat action and uses Creation Time: 6 hours is like a long sleep (sometimes the tar- the creator’s Mystic Operations skill Range: touch get will dream, however). The target when determining results. Duration: permanent must remain motionless for the dura- Essence Requirement: contact tion of the Effect’s creation, so this Range Modifiers with ley line Effect can only be used on someone 1-10 +2 who has already been caught. 11-20 +1 This is a powerful Effect, used 21-40 0 to imprison or banish criminals and en- 41-60 -2 emies in the most secure manner pos- 60-100 -4 sible. The Forgotten Prison transforms ProgrammedEssenceLinear(Vibrant)MysticEffects(Intelligence)

Programmed Essence Linear (Vibrant) zones are filled with Essence vibrating at different frequencies. Slowly vibrating Essence becomes Mana; quickly vibrating Essence generates Life. Mystic Effects within a Vibrant zone require the refocusing or changing of Essence frequencies. This change can be accomplished in a number of different ways, but most civilizations use sound. Sound is an easily way to manipulate frequencies that can be precisely controlled. Sound frequencies can be created by any sort of instrument. Using music as a means for controlling the sound and training the mage, Vibrant trained societies create a nearly endless variety of Effects. Powerful and diverse, Vibrant magic can also be the most beautiful of mystic practice.

As noted, mystical music can be on, of all things, Perception. The Soft with all these instruments, however. produced by any number of different Singing skill may only be taken by Some of the most spectacular Mystic types of instruments. Most Vibrant characters who also have the Mystic Effects in a Vibrant zone are created trained societies use their mages’ Operations (Vibrant) skill. The Song by a choir or orchestra of trained voices. A set of vocal chords or sound Singing skill does not replace the voice mages. organs are always available, need not or other instrument completely, it be maintained, can be trained precisely merely makes relatively silent magic If sustaining an Effect, a trained and cover a wide range of frequencies. possible. All Effects created through Vibrant mage can keep singing or play- All in all, the voice is the most perfect Soft Singing have their Difficulty ing for as many hours as he has En- of musical instruments. Level raised by 2. durance. At that point, he must rest and recoup. Generally, Endurance points Obviously, silence is a great hin- Most Vibrant Effects last as long are regained at one an hour of rest or drance to Vibrant magic. It need not as the mage is able to keep the proper light activity. Meditation or sleep in- eliminate it, however. Over the years, frequencies alive. Of course, the voice- creases that rate to two an hour. music mages have learned to create vi- based practitioner may only keep one brations though their voices are mostly Effect frequency going at any given Tuning still. The mage’s song is at most a low time. A series of instruments may be Quantity Rating: 1 whisper; the vocal chords still vibrate used to keep more than one Effect in Difficulty Level: 2 fully however, and the vibrations cre- existence, such as using voice, drum, Creation Time: 2 Moments ate the Effects. Such specialized train- and harp at the same time. The mage Range: touch ing is called Soft Singing and is based must be conversant in making magic Duration: 5 minutes

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 133 This Effect uses magical energy ever, and if 10 minutes have past, the lasts to center and prepare a target for an- Song of Silence ends as well. other activity. A Vibrant mage could Invoking this Effect creates a cast it on himself to prepare for another Song of Befuddling mind-altering series of vibrations in a Effect, an athlete would benefit from Quantity Rating: 3 20-meter sphere around the creator. it before she performs, and so on. Be- Difficulty Level: 4 The field acts upon the mind of any- fore the Effect is generated, the target Creation Time: 2 Moments one who comes within its range, caus- must choose one skill. Tuning en- Range: 10 meters ing them to effectively ignore the cre- hances the corresponding attribute for Duration: 5 minutes or as long as song ator entirely. They may see the char- that skill by one point. Tuning may be lasts acter, even bump into them, but they cast more than once on a single target, will simply ignore them. The Effect but any given attribute may only be The magician here uses sound to tricks the conscious mind into disre- increased by one. cause a target’s mind to temporarily garding what the senses are telling it. overload. The Effect does not so much It is possible to resist the effects of Song of Silence create thoughts as it simply jolts the Blending through sheer exertion of Quantity Rating: 2 target’s brain into short circuiting for will, but first the person must have Difficulty Level: 3 a short time. The target of the spell gets some reason to believe that someone Creation Time: 2 Moments to make a Willpower check at -3 to is around. Once their suspicions are Range: touch avoid becoming befuddled. If the Will- aroused, a Willpower attribute check Duration: special power check fails, the target’s mind at -4 determines whether the person becomes a confused mess. In order to can ignore the Effects of the spell. Soft Singing allows a Vibrant take any action at all, the befuddled mage to create Effects with as little character first has to make a success- Song of Emoting noise as possible. Nonetheless, some ful Willpower check. Even if the check Quantity Rating: 5 sound is made even with Soft Singing. succeeds, the character still suffers a - Difficulty Level: 5 Song of Silence can eliminate even that 2 penalty to all skill and attribute Creation Time: 5 Moments small degree of sound. Using Song of checks associated with that action. Range: within hearing Silence, a practitioner may create any Duration: 10 minutes or as long as song Mystic Effect without audible sound. Song of Grace lasts The motions of the music must be Quantity Rating: 4 made – for example the vocal chords Difficulty Level: 4 This useful music can instill a must vibrate, the harp must be Creation Time: 3 minutes desired emotion or mental state in all strummed, the flute played, etc. – but Range: touch hear it. Anger, joy, pain, calm and more these motions make no sound with this Duration: 15 minutes or as long as song can be imposed. Each target makes a Effect. The elimination of sound de- lasts Willpower check modified by the Mys- creases performance, however. Effect tic Operations skill of the creator to created under a Song of Silence have The magician uses vibrations to avoid the Effect. The GM should de- their Difficulty Level increased by 3. temporarily change their relationship termine the game and story effects of Mages can choose whether to employ to gravity, achieving a semblance of any imposed emotional state. a previously created Song of Silence buoyancy in thin air. Since the magi- and having this Effect ready does not cian remains as strong as ever, this Song of Health keep the mage from talking or other- much reduced body mass allows the Quantity Rating: 6 wise making a sound if desired. The creator to accomplish all manner of Difficulty Level: 5 Song of Silence may remain in a ready athletic and gymnastic feats. She can Creation Time: 10 minutes state for 10 minutes. Once another Ef- jump ten times as far, climb walls and Range: touch fect is generated under a Song of Si- rock faces with ease, and generally Duration: permanent lence, the silence lasts until that Effect bounce around the room as if she was is ceased. For example, a mage pre- in low gravity. She can also drift across This powerful healing Effect im- pares Song of Silence. Five minutes a room or float gently down to the bot- mediately downgrades, by one level, later, she generates a Song of Grace. tom of a cliff. any wounds sustained. Fatal wounds The mage will be able to keep singing become critical, critical become heavy, the Song of Grace, and enjoying its Song of Blending etc. Further, more substantial defects, benefits, for several hours and be si- Quantity Rating: 4 such as missing limbs, blindness and lent during that entire period. Once she Difficulty Level: 5 palsy, can be cured over time. The GM stops singing the Song of Grace, how- Creation Time: 5 minutes should determine how many times the Range: touch Effect must be generated, and how Duration: 30 minutes or as long as song much time is necessary to correct what-

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 134 Cruiser of the Omnet Centirion / Overhead View

ever malady is targeted. The curative tend to follow instructions to the let- iar” with that area. Otherwise, no range features of the Song of Health are not ter. Phantasms have the following sta- limit exists. For each person or 100 universal and some diseases and de- tistics and can only attack through kilos of items being transported be- fects remain which stymie it power. melee (they have no distance weap- yond the first, the Difficulty Level of Vibrant mystic scientists continually ons). the Effect increases by one. work to expand the Song of Health’s curative power. Strength 8 Song of Time Endurance 6 Quantity Rating: 8 Song of Phantasm Agility 4 Difficulty Level: 7 Quantity Rating: 6 Coordination 5 Creation Time: 1 hour Difficulty Level: 6 Intelligence 2 Range: see below Creation Time: 15 minutes Wits 1 Duration: 30 minutes or as long as song Range: 10 meters Perception 5 lasts Duration: 5 minutes or as long as song Willpower 1 lasts Natural Armor: 2/14 This is a very difficult, very high Unarmed Combat: 6 level Effect that most magicians never Phantasms are magical con- Dodge: 4 master. Even those who do are often structs somewhere between the real afraid to employ it, for fear of what and the imaginary. The phantasm cre- Song of Space they might see. The Effect allows the ated by this Effect has a real form that Quantity Rating: 7 creator to look either forward or back- can interact with and even attack tar- Difficulty Level: 7 ward in time. The Effect works as if gets in the real world. It is not easy to Creation Time: 1 hour the caster himself were moving create a Phantasm, but while it exists, Range: see below through time: he can only see the fu- it can be a very dangerous opponent. Duration: permanent ture or past of the area where he is cur- The phantasm can take the form of any rently creating the Effect. The magi- creature the creator desires. Phantasms The Song of Space is naturally cian can see forward or backward as tend to be about the size of an elephant, enough a movement Effect. The cre- far into the mists of time as he wishes. but can be somewhat smaller. Other ator transports the target from one Looking into the past provides depend- common forms include dragons and place to any other the creator is par- able information about what has gone other monsters, knights on horseback, ticularly familiar with. To become “fa- on before. Looking into the future is and simple shapeless masses of tendrils miliar” with a place, the caster must less certain, since there are many pos- and claws. The phantasm follows all spend at least 24 hours there and make sible futures and the creator is seeing the orders given to it by the creator. a point of informing the GM that she only one possibility. However they are not too bright and is concentrating on becoming “famil-

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 135 Life/Essence(Spirit)MysticEffects(Willpower)

Summoning and controlling spirits requires a keen mind, a sharp tongue and extensive study. The whole process of summoning and binding spirits takes time, a long time. First, the magician must create the appropriate mystic wards and protective circles (or whatever other measures are appropriate to the zone). Then, he must go through the actual summoning process, which often entails hours of chanting, burning some sort of sacrifice and calling out to the spirit by its true name. Once the spirit manifests, the magician needs to find a way to force it to do his bidding, either by offering it something or by threatening it.

If successful, the end result is another. Familiars impart no other spe- Gremlins well worth all of the time and trouble. cial powers to their host bodies, but can Quantity Rating: 4 The magician now has a powerful ser- still be excellent spies, guardians and Summoning Difficulty Level: 4 vant, at least for a while. The list be- companions. Familiars tend to be very Binding Difficulty Level: 5 low presents a variety of common spir- jealous creatures, and will tolerate Creation Time: 1 hour its and the services they can perform other sentient friends of their master, Range: - for you. Creating these Effects requires but will not abide the presence of a Duration: 1 day nothing other than time, a Mystic Op- second familiar. erations skill check to call the spirit, a Gremlins are nasty little corpo- second Mystic Operations check to Poltergeist real spirits who have an innate love for bind the spirit, and any components or Quantity Rating: 3 machinery, technology, and devices of sacrifices listed in the effect descrip- Summoning Difficulty Level: 4 all kinds. More than anything they love tion. All of these spirits-summoning Binding Difficulty Level: 4 to take such things apart and put them effects have two different Difficulty Creation Time: 1 hour back together in a different way. This Levels, one for summoning and one for Range: - occasionally leads to amazing cre- binding. A spirit you have summoned Duration: 5 hours ations but most often results in some- can be dismissed or driven away at any thing that simply does not work. The time by making a successful Mystic This Effect is used to summon Gremlins do not care much one way Operations check using the Summon- an invisible, malicious little spirit that or another, their joy is in the labor. ing Difficulty Level. has a penchant for throwing things When a Gremlin is summoned, the cre- around and causing as much damage ator must immediately offer it some Familiar Spirit as possible. Poltergeists are hard to device to appease its interest in ma- Quantity Rating: 2 deal with, and will only be bound if chines. Only after being presented with Summoning Difficulty Level: 3 they are promised a chance to break such a gift will the Gremlin be bound. Binding Difficulty Level: 2 things or harass people in the near fu- Creation Time: 3 hours ture. The summoner can give the pol- Gremlins can be used in two Range: - tergeist some simple instructions on ways. With proper supervision and Duration: indefinite how to behave, but these spirits have a clear instructions, a magician can get short attention span, and will not re- a gremlin to actually repair a device Familiar Spirits are among the member or pay attention to anything that is broken. Gremlins do not really least powerful and most friendly spir- complicated. They will agree not harm like such duty but are willing to focus its known. Magicians often learn to the summoner or her friends, and they their talents if need be. More com- summon spirits by conjuring up and will agree to act against a specific per- monly, a magician summons a Grem- communicating with these easygoing son, but they reserve the right to de- lin to wreak havoc on some piece of fellows. Like many spirits, these be- stroy and harass according to their own machinery. Here the Gremlin’s skills ings crave a corporeal existence. By desires. Poltergeists are entirely invis- truly shine. It will completely disable giving them a body of some sort, the ible and incorporeal. They interact with the device while making it look as if creator has won a friend for life. Most the world only by moving things the machine should still be working. It of the time, the magician will offer the around, usually by throwing them. For will take hours for a skilled technician spirit the body of some non-sentient purposes of moving and throwing, they to even figure out what is wrong. animal. The familiar will now control have a Strength of 3, a Coordination that body, effectively creating a sen- of 4, a Willpower of 4 and a Throw For repairing or wreaking havoc, tient animal that is totally loyal to the Skill of 6. They can move only as fast the Gremlin uses its Gremlinize skill, creator. The creator and the familiar as a normal human running, but can modified by Intelligence. The Diffi- can always communicate telepathically pass through physical objects and walls culty is the Complexity Level of the as long as they are within sight of one with ease. device. The number of successes are

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 136 subtracted from 10 to determine how Summon Fire Elemental Driving Off many minutes it takes to repair or dis- Quantity Rating: 5 Quantity Rating: 5 able the device. The successes are also Summoning Difficulty Level: 6 Difficulty Level: 7 the Difficulty Level of repairing any Binding Difficulty Level: 6 Creation Time: 5 minutes Gremlinized device, as well as the Creation Time: 2 hours Range: 50 meters number of hours to diagnose and fix Range: - Duration: 1 hour the problem. Duration: 30 minutes This is one of the few Mystic Ef- Gremlins are humanoids about There are all kinds of spirits that fects in this zone that does not involve a meter tall and have the following sta- personify a certain element or force of summoning a spirit. Instead, the cre- tistics: nature. The Fire Elemental is one of ator sets up a series of mystic vibra- the most commonly summoned of tions or emanations that drive away all Strength: 3 these spirits because of its amazing spirits within the range of the Effect. Endurance: 6 potential to do damage. Fire Every spirit has a chance to resist the Agility: 4 Elementals usually appear as a float- Effect by making a Willpower check Coordination: 7 ing orb of brilliant fire, giving off tre- with a Difficulty Level of the creator’s Intelligence: 6 mendous heat. Summoners should take Willpower attribute. Those spirits Wits: 3 special care when calling up a fire el- driven off need only remain away for Perception: 6 emental since paper, dry wood, and the duration of the Effect. Depending Willpower: 5 other flammable objects have a habit on their temperament, some spirits will Skills: Unarmed Combat 4, Melee 4, of igniting when even near these spir- be scared of the magician’s power, oth- Gremlinize 10 its. Summoning a Fire Elemental re- ers will be angry and looking for re- quires the burning of a great deal of venge. Summon Lurker material, creating the hottest fire pos- Quantity Rating: 4 sible. On some high tech worlds, rocket Weapon Spirit Summoning Difficulty Level: 4 fuel is used to attain the needed heat Quantity Rating: 6 Binding Difficulty Level: 5 level. Once bound, the elemental is Summoning Difficulty Level: 6 Creation Time: 1 hour yours to command for the duration of Binding Difficulty Level: 5 Range: - the effect, after which it disappears Creation Time: 2 hours Duration: 15 hours back into the spirit realm. Fire Range: - Elementals can only be harmed by wa- Duration: 30 days A Lurker is a non-corporeal ter or some other extinguishing agent. spirit that forms a psychic link with the They do need oxygen to exist in most A Weapon Spirit is a non-corpo- summoner once the binding is com- physical realms, so anything that de- real being that takes great pleasure in plete. The summoner can now see and prives them of that will destroy them. causing pain and hurting things. The hear whatever the Lurker sees and Fire Elementals can fly in any direc- best way for it to accomplish this goal hears, no matter what distances and tion they choose at speeds up to 100 is to inhabit some device that causes barriers separate them. The Lurker it- kilometers per hour. They attack by pain, usually a weapon of some sort. self is capable of following the shooting streams of super hot flame While the spirit inhabits the weapon, summoner’s directions but does not using an Attack Skill Rating of 15 and it uses its own energy to enhance the have much initiative of its own. The the following charts: destructive energy of the weapon. For summoner can give the spirit simple the duration of the Effect (which is how commands such as “Wait here and con- Range Modifier long the spirit can stay away from the tact me whenever someone comes in 1-3 meters +3 spirit plane), the Weapon Spirit gives the room” or “Follow that man.” The 4-6 m +1 anyone using the weapon an extra two Lurker can pass through walls and 7-10 m 0 successes when determining the effects other solid barriers with ease, and can 11-15 m -1 of a weapon strike. These extra suc- move at speeds up to 200 kilometers 16-25 m -3 cesses are only applied after the at- per hour. It has a Willpower of 4 for tacker has already succeeded in hitting purposes of Driving Off and other such Successes Damage the target. Furthermore, a weapon in- spells. 1-3 Light Wound habited by a Spirit will cause damage 4-5 Heavy Wound to powerful Spirits such as Infernal and 6-7 Critical Wound Celestial Powers that are normally im- 8+ Fatal Wound mune to damage.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 137 Guardian of the Gate Infernal Power thing else the GM finds suitable. Quantity Rating: 7 Quantity Rating: 8 Summoning Difficulty Level: 5 Summoning Difficulty Level: 7 Celestial Power Binding Difficulty Level: 6 Binding Difficulty Level: 7 Quantity Rating: 8 Creation Time: 3 hours Creation Time: 5 hours Summoning Difficulty Level: 7 Range: - Range: special Binding Difficulty Level: 7 Duration: 1 year Duration: see below Creation Time: 5 hours Range: special This Effect summons a corporeal Of course the exact nature of Duration: see below spirit that may be employed as a spirits changes from zone to zone, but watcher or guardian for a particular nearly every Life/Essence zone has Where there is evil there always room or doorway. The Guardian usu- some kind of powerful spirit devoted seems to be good around somewhere ally has the form of a very large hu- to the rather abstract concept of evil. as well. Celestial powers are somewhat manoid individual with dull gray skin Such spirits concern themselves solely more pleasant to work with than In- and absolutely no hair. However, thou- with fostering pain, suffering, death, fernal Powers, but there are risks as- sands of different Guardian spirits and chaos in the world. Dealing with sociated even with the forces of good. across the galaxy take on many differ- such beings is a very dangerous under- Quite simply, a Celestial Power will ent forms. The summoner must offer taking, used exclusively in times of not be summoned or bound by an evil the Guardian some sort of sacrifice. great need. Infernal Powers love noth- summoner. The Celestial Power de- This is usually something relatively ing more than turning the tables on a cides who is evil and who is not. Cer- precious to the summoner, anything summoner and rending her limb from tainly anyone who has ever summoned from money to a favorite piece of art- limb. Summoning an Infernal Power an Infernal Power cannot summon a work. The Guardian usually is not too always requires a blood sacrifice of Celestial. Furthermore, those with picky, since the point is that the sum- some sort. Actually binding the mali- unrepented serious crimes or moral moner sacrificed something important cious spirit will entail a second sacri- outrages will have a blight on their soul in exchange for the Guardian’s time. fice, this time not necessarily blood. that the Celestial Power can see from The Guardian will then proceed to pro- Depending on what the magician wants miles away. It is up to the GM to de- tect its assigned location from all in- the spirit to do, the Power can request termine whether the character is liter- truders to the best of its ability. When anything from some of a magician’s ally good enough to create this effect. the binding takes place, the summoner own blood to her first born child. In- Celestial powers never require any sort must tell the Guardian who can be al- fernal Powers will perform one and of living sacrifice. They are fond of lowed to pass unchallenged. This can only one task for the summoner. Then incense, libations of fine wine, cut be certain people or those who give a they will return to the spirit plane. This flowers, and rare herbs. They will do simple password, or anything else the task can be anything in the Infernal one favor for the good summoner as summoner dreams up. The Guardian being’s power, but usually involves long as it does not involve harming does not have any weapons of its own killing someone. Infernal Powers are anyone who is not purely evil (like an but can use anything the summoner corporeal spirits that can take on any Infernal Power for instance). Celestials gives it. Its statistics are as follows: form they wish. Their physical stats will stand guard over a good person can vary as wildly as they want, up to for one day, heal the sick and injured, Strength: 8 a maximum of 12 in each physical at- and even transport a magician and their Endurance: 7 tribute. They have the following men- friends on some long voyage if the Agility: 5 tal attributes, skills, and powers: cause is just. Celestial Powers can take Coordination: 8 on any shape and have the same statis- Intelligence: 6 Intelligence: 10 tics, skills, and powers as Infernals. Wits: 4 Wits: 8 Perception: 8 Perception: 9 Willpower: 6 Willpower: 9 Natural Armor: 3/20 Powers: Immune to non-magical or Powers: Regenerates one wound ev- non-spirit weapons. Regenerate one ery ten minutes starting with the wound per Moment. Three Fatal most serious. wounds to kill. Other powers asso- Skills: all melee or unarmed attack ciated with whatever form they take skills 8 (e.g., flight and fire breathe if a dragon). Skills: Unarmed Combat 8, Melee 8, Shadow 10, Stealth 7, Intimidation 10, Dodge 7, Tracking 8 plus any-

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 138 EnchantedLifeLinear(Necromancy)MysticEffects(Willpower)

The art of necromancy remains forbidden and despised in most of the galaxy, so abhorrent are its practices. Nevertheless, in certain zones, no other kind of magic works and the lure of magic’s power wins out over moral repugnance. Such is the Necromancy subgroup of the Enchanted Life Linear zones. The only requirement for creat- they were not all so terribly frightened fect can only be used on those souls ing Necromancy Mystic Effects is that of the prospect of becoming fodder for already bound to the necromancer. It the necromancer have access to the a necromancer’s experiments. Ghost uses small jolts of soul energy to cause souls of the dead. Dead souls, unless Sight allows the necromancer to see the bound soul enough agony that they protected by some magic or deity, can only as far as he or she could see in the will follow the necromancer’s orders be gathered by using the remains of the normal world. It also allows necroman- in order to avoid further pain. A suc- dead body to which the soul was once cers to easily recognize others of their cessful use of this Effect is often nec- attached. Once this is done, the necro- kind since they will see the large num- essary before some of the other Effects mancer can use the souls for a variety ber of lost souls bound to the necro- on this list can be used. of purposes. He can enslave them as mancer. spirits or he can tap into their life force Form of Decay to power other Effects. If used repeat- Bind Soul Quantity Rating: 3 edly in this second fashion, the soul Quantity Rating: 2 Difficulty Level: 4 will eventually fade away into noth- Difficulty Level: 5 Creation Time: 1 Moment ing. Creation Time: 3 minutes Range: self Range: line of sight Duration: 10 minutes Each Effect has a power point Duration: permanent Power Requirement: 5 cost associated with it that must be paid Power Requirement: 0 by one or more souls. Each soul holds Most necromancers tend to cul- 100 power points. Souls are invisible, This is the second key Effect for tivate a rather fearsome public image. intangible things to everyone but those the necromancer. The creator uses en- This Effect helps to accomplish this in trained in perceiving them. Most nec- ergy drawn from souls to create un- a most startling and obvious fashion. romancers walk around with a num- breakable bonds that tie the souls to This Effect transforms the soul energy ber of souls attached to them by mys- the necromancer until the time comes into an aura and appearance horrify- tic chains of bonding. To the average to drain the soul of all its life force. ing to all who behold the necroman- man on the street, the necromancer’s The mere act of binding a soul creates cer. The creator’s features appear mon- appearance is not particularly odd, ex- a conduit through which the necroman- strous — the face of death itself. Ad- cept perhaps a disquieting air about cer can draw upon the life force to cre- ditionally, everyone within the range them. However, other dead souls and ate Mystic Effects. In order to success- of the Effect feels a sense of dread and those capable of seeing into the realm fully bind a soul, the necromancer first fear, as if they were about to die. Most of the dead perceive both the necro- has to find a ghost and then create this will simply run in fear from such a vis- mancer and the tortured souls they Effect while the soul is within her line age. A Willpower check must be made carry with them. of sight. The mystic energy then surges with a Difficulty Level equal to the forward to ensnare the hapless ghost, necromancers successes in this Effect. Ghost Sight forever binding it to the necromancer. If successful, the target may stay in the Quantity Rating: 1 presence of the necromancer while the Difficulty Level: 3 Command the Dead Form of Decay is in effect. Creation Time: 1 Moment Quantity Rating: 2 Range: special Difficulty Level: 4 Death’s Chill Duration: 1 hour Creation Time: 1 Moment Quantity Rating: 4 Power Requirement: 0 Range: see below Difficulty Level: 5 Duration: special Creation Time: 1 moment This is the quintessential effect Power Requirement: 2 Range: 30 meters for necromancers for it allows them to Duration: instantaneous see into the realm of the dead and per- As one might expect, the dead Power Requirement: 10 ceive the presence of souls in the vi- feel nothing but fear and loathing for cinity. The world of the dead mirrors necromancers and do not willingly This is one of the standard ways our own with ghosts instead of living obey their commands. When the nec- in which necromancers protect them- beings walking the streets. Or at least romancer needs a ghost they must selves and command respect from they would be walking the streets if compel the recalcitrant soul. This Ef- those around them. The Effect chan-

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 139 nels the pure death energy of the soul formed by priests, holy figures, and the ghosts fly through the skies of the into the world of the living in the form other concerned individuals on worlds dead world (aided by the of a beam of gray light. The light lances where necromancers are common. Pro- necromancer’s magic). Those within out from the necromancer’s hand. The tect Soul effectively creates a barrier the sphere do not suffer from the ef- Effect requires an additional Mystic around a soul that prevents necroman- fects of high winds, low oxygen or Operations roll to determine how well cers from binding the soul to them. Any pressure, or any other problems asso- and whether the necromancer hits their necromancer trying to bind a soul thus ciated with flying. The maximum target with the beam. Those struck by protected receives a -6 modifier on speed of travel in this manner is usu- the energy are overcome with a pro- their Mystic Operation skill check. ally about 500 kph. found coldness as well as a deep sense of despair. The victim must make an Gift of Form Annihilation Endurance check at -4 to avoid falling Quantity Rating: 6 Quantity Rating: 8 to the ground in a pile of shivering Difficulty Level: 6 Difficulty Level: 7 flesh. The victim of Death’s Chill must Creation Time: 1 hour Creation Time: 1 Moment make an additional Endurance check Range: see below Range: 100 meters each moment for the duration of the Duration: 12 hours Duration: instant effect in order to take any action. Power Requirement: 20 Power Requirement: 70

Hidden Watcher This Effect allows the necroman- Sometimes drastic times call for Quantity Rating: 4 cer to force a bound ghost to physi- drastic measures. When the necroman- Difficulty Level: 5 cally manifest in the world of the liv- cer needs to release a great deal of en- Creation Time: 1 minute ing. The Ghost’s body appears as it did ergy in a very destructive manner, it is Range: 100 meters in life, still bearing the signs of its time for the Annihilation effect. The Duration: 1 hour death. It has statistics and skills equiva- necromancer takes a single soul and Power Requirement: 8 lent to whatever they were at the time drains it of all its energy at once, draw- of death, although the ghost does not ing it into the material world and caus- Souls, being creatures of another suffer any penalties from old wounds. ing a tremendous explosion. The soul plane, are not necessarily bound by the New wounds will harm the ghost and must still have at least 70 points worth constraints of the physical universe. if it is killed again it will return to the of soul energy in order to create this They can pass through walls and other plane of the dead, still bound to the Effect. The necromancer can cause the barriers with only a modicum of dis- necromancer. Even in the living world, explosion to happen anywhere within comfort. Therefore, they are excellent the ghost remains bound to the necro- the range of the Effect. The explosion spies for the necromancer, able to mancer, although the chain that links has the following characteristics: eavesdrop on conversations, check them remains invisible. The necroman- behind locked doors, and the like with- cer will have to use the Command Impact Area: 15 meters out any risk of being noticed. The nec- Dead Effect in order to force the mani- Dissipation: 3 m: -1, 6m: -3, 9m: -5 romancer must first use the Command fested ghost to follow orders. Damage Value: 5 Dead Effect in order to make the ghost do what they want. The Hidden On Death’s Wings Damage Watcher effect allows the necroman- Quantity Rating: 7 Successes Wound cer to see and hear what the ghost sees Difficulty Level: 5 1 scratch and thus avoids the annoying process Creation Time: 5 minutes 2 light wound of making a bound ghost answer ques- Range: see below 3-4 heavy wound tions truthfully. The ghost can only Duration: 2 hours 5-6 critical wound travel as far from the necromancer as Power Requirement: 35 7+ fatal wound the range of the effect. This is the favorite mode of Protect Soul travel among necromancers. The nec- Quantity Rating: 5 romancer uses soul energy to create a Difficulty Level: 6 mystic sphere in which a necromancer Creation Time: 3 hours stands with anyone else they wish to Range: 100 meters transport. The sphere itself is linked to Duration: permanent the world of the dead. Using Command Power Requirement: 10 the Dead, the magician forces bound ghosts to propel the sphere through This is an Effect seldom used by space, effectively allowing the necro- actual necromancers. Instead, it is per- mancer to fly in the normal world as

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 140 LifeBipolar(PersonalPower)MysticEffects(Willpower)

To create Mystic Effects under this set of rules, the mage relies entirely upon her own inner resources. The advantage is that the spellcaster never have to worry about tapping into a power source to create Effects. The disadvantage is that the magician can easily tire herself out, to the point that she can do no more magic until she has rested for a while.

To simulate this, every Mystic Shining Forth those emotions will remain the same. Effect in this list has an Exhaustion Quantity Rating: 1 For example, if your target were sim- Rating. This is a modifier that you ap- Difficulty Level: 2 ply sitting around feeling mildly sad, ply to an Endurance attribute check. Creation Time: 1 Moment you could make them feel mildly Every time a mage finishes creating an Range: touch happy. If they were in a rage, you could Effect, the spellcaster must make an Duration: 30 minutes make them amazingly happy and so on. Endurance check modified by the Exhaustion Rating: +3 Effect’s Exhaustion Rating. Easy Ef- Simple Body Alteration fects have positive ratings to reflect the One of the first taught to stu- Quantity Rating: 4 fact that they are unlikely to wear a dents, this simple Effect often remains Difficulty Level: 4 caster out. Of course, complicated Ef- a favorite among even the most accom- Creation Time: 1 hour per feature fects have negative modifiers. If the plished magicians. The Effect external- changed Endurance check is failed, the caster izes inner energy as an emanation of Range: touch must rest before creating any more Ef- light from the creator’s body. The light Duration: permanent fects. The amount of time needed for can be anything from a simple glow- Exhaustion Rating: 0 rest is generally one hour for every ing of every part of the body, to a con- point that the Endurance check is centrated beam of light shining forth A great deal of life-oriented missed. from the hands. The creator can also magic deals with altering or transform- choose to place the glow onto a target ing life in some way. Simple Body Al- For example, a magician with an other than himself, creating temporary teration is a prime example of this. This Endurance of 7 is creating a Mystic lamps out of rocks or a companion’s Effect allows the creator to alter sur- Effect with an Exhaustion Rating of - arm. The creator can turn the glow off face features of his own or someone 3. The Endurance Attribute Rating is at any time, but must recreate the Ef- else’s body. He can alter the facial ap- 14, which is modified to 11 by the Ex- fect to restore it. pearance, skin and hair color, eye color, haustion Rating. The magician rolls and other simple cosmetic adjustments. and gets a 13, a miss. Since he missed Empathy The Effect does not allow the creator by 2 points the magician will have to Quantity Rating: 3 to make alterations in height or bone rest for two hours before creating an- Difficulty Level: 4 structure, nor to add limbs or make other Effect. Resting simply involves Creation Time: 1 minutes other major changes. This Effect re- doing no strenuous activity and the Range: 5 meters quires a fair amount of time, and the hours do not have to be consecutive Duration: 10 minutes target must either be unconscious or (you can rest an hour, get up and run Exhaustion Rating: +1 willing to sit through the process in around in a battle and then rest another order for the creator to successfully hour). This is the easiest of several Ef- create the Effect. fects that allow the creator to project Several of these Effect also re- her will and life force onto others. Em- Telepathy quire an opposed Willpower check. pathy allows the creator to perceive a Quantity Rating: 5 The spellcaster must modify her Will- target’s emotions and even alter them. Difficulty Level: 4 power Rating by the difference be- Simply creating the Effect allows you Creation Time: 5 minutes tween her Willpower and the target’s to know what kinds of general emo- Range: 25 meters Willpower. For example, a magician tions the target is experiencing at that Duration: 5 minutes has a Willpower of 7 and a Willpower moment. Altering those emotions is a Exhaustion Rating: -1 Rating of 14. Her target has a Will- little harder. After creating the Effect, power of 5. The difference in the the magician must make an opposed Telepathy allows the creator to Willpowers is +2. Thus, the magician’s Willpower check If you succeed you focus her inner energy in such a way base Willpower Rating of 14 is modi- can alter the target’s emotions however as to attune herself to the thoughts of fied to 16 before the die are rolled. you want. However, the intensity of others. The creator can use Telepathy

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 141 to both project her own thoughts and Force of Will to eavesdrop on what is going on in Quantity Rating: 5 Wound Diff. Exhaust Creation other people’s heads. Sending tele- Difficulty Level: 4 scratch 3 -1 1 Moment pathic messages only requires a basic Creation Time: 1 Moment light 5 -3 5 minutes Mystic Operations check. Reading Range: 50 meters heavy 7 -6 30 minutes someone’s thoughts requires an op- Duration: instantaneous critical 9 -10 1 hour posed Willpower check. The creator Exhaustion Rating: -1 can only pick up the target’s surface Mind’s Eye thoughts, not deep memories or any- Here the creator is focusing her Quantity Rating: 6 thing the target is not thinking about. internal energy in a destructive man- Difficulty Level: 6 ner. This is a few steps beyond simply Creation Time: 5 minutes Machine Interface producing light from one’s hand. Now Range: 30 meters Quantity Rating: 5 the creator seeks to cause damage by Duration: 1 hour Difficulty Level: 5 projecting a beam of destructive inner Exhaustion Rating: -3 Creation Time: 10 minutes energy. Attacking with the beam re- Range: 5 meters quires the creator to make a second This powerful Effect is the next Duration: 10 minutes Mystic Operations skill check in order step beyond Telepathy. Instead of just Exhaustion Rating: -2 to determine the effects of the attack. tapping into the passing thoughts of Use the following weapon charts: another, the creator actually sends his This Effect is a variation on the own consciousness into the mind of the Telepathy Effect. Instead of attuning Range target. This allows the creator to “tag one’s mind to the thoughts of sentients, 1-5 +1 along for a ride” with the target, expe- the creator attunes his mind to the 6-15 0 riencing everything the target experi- workings of machines. This allows the 16-25 -2 ences, and reading all of their surface creator to instantly know everything 25-50 -4 thoughts. The target has no way of about the target machine: its functions, knowing the creator has entered their its power needs, and its current status. Damage mind unless the creator tells them. This It also allows the creator to control the Successes Wound is easy to do, since the creator can now machine telepathically, assuming the 1-4 scratch telepathically communicate with the machine itself can provide all of the 5-7 light wound target. power necessary for operation. Simpler 8-10 heavy wound machines usually require some sort of 11- 15 critical wound Once the Effect is created, the physical movement to operate them, 16+ fatal magician’s own body is left limp, as if while more complex machines are in a deep sleep or coma. The creator mostly or entirely automated. For ex- Rejuvenation can stay with the target up to one hour, ample, a gun usually requires some- Quantity Rating: 6 but they have no way of knowing what one to pull the trigger, and there is no Difficulty Level: see below is happening to their own body while way that the gun can provide the power Creation Time: see below out of it. If the body should die, the to pull the trigger. A computer termi- Range: touch Effect ends immediately and the cre- nal that uses a keyboard can operate Duration: permanent ator is no more. The target must be and make words appear on the screen Exhaustion Rating: see below within range when the Effect is cre- without anyone actually pressing the ated, but can move out of range with- keys. On the other hand, an old fash- The creator focuses his inner en- out undoing the spell. Once the cre- ioned typewriter could not, under its ergy in a beneficial manner, transfer- ator decides to end the Effect, they are own power, make letters appear on ring energy from himself into another instantaneously restored to their body. paper. By interfacing with a machine person in order to heal that person. This To use this Effect successfully, the cre- and operating it magically, a magician is a powerful form of healing that ator make an opposed Willpower can even make the machine ignore works very quickly but which takes a check. commands issued via more traditional lot out of the creator. The Effect in- means. Many zones have taken to stantly heals a wound as if it had never shielding important machinery against happened. The following chart shows such machine control procedures as a the Difficulty Levels, Creation Time, security measure. and Exhaustion Ratings associated with each of the different types of wound.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 142 Complex Body Enslavement Alteration Quantity Rating: 8 Quantity Rating: 7 Difficulty Level: 6 Difficulty Level: 6 Creation Time: 10 minutes Creation Time: 1 hour per feature Range: 100 meters Range: touch Duration: 30 minutes Duration: permanent Exhaustion Rating: -5 Exhaustion Rating: -4 This is the final and most diffi- This effect allows the creator to cult manner of imposing your magic make major alterations to her own on someone else. Here the creator ac- body or to a willing or unresisting tar- tually takes control of the target, caus- get. The creator can now make wild ing it to do whatever the creator com- changes, adding claws, shortening and mands for the duration of the Effect. lengthening limbs, creating tails and This requires the creator to make both even making wings. Of course, the the normal Mystic Operations skill overall mass of the target must remain check and an opposed Willpower constant. The process can be very pain- check. If successful, the target must do ful, but the total transformation that whatever the creator commands as results is astounding. The GM will long as the creator remains within 100 have to determine exactly how these meters of the target. However, if the result in the target’s death, the creator alterations change the target’s abilities creator orders the target to do anything must make an additional opposed Will- and statistics. that will obviously and immediately power check.

OrderedLifeLinear(LifeForce)MysticEffects(Willpower)

In order to create Effects in these zones, the creator needs only to be near something alive. The more alive things nearby, the better. The creator’s own life force is only enough power for minor Effects. Standing in the middle of an ancient forest the creator can do almost anything. It is not surprising then that most of the Effects found in such zones tend to revolve around life-forms and biological material. Not only is Life the source of all power, it is also the easiest thing to manipulate using life-driven magic. Every Effect on the Ordered Life (Life Force) Mystic Effects List has a Power Requirement rating. This is the amount of ambient energy that must Life Energy Chart be available in the vicinity in order to Life Form Power Points create the Effect. In general, a magi- cian can draw upon anything within swarm of insects 1 about 100 meters to power their Ef- fects. Of course if more than one ma- small animal (cat) 1 gician is operating in the same loca- bush 3 tion, they will split the available power. pack of dogs 5 The Life Energy Chart below lists how human 10 many power points different kinds of crowd of humans 50-100 life provide and some examples of the amount of energy provided by groups large animal 15-30 of those life-forms. Life-forms con- tree 20-40 stantly radiate this energy, but it is hard, huge animal (whale) 50-75 if not impossible, to store it well. herd of pachyderms 150-300 Therefore, the mage must have access forest 200-400 to enough power through the entire Creation Time of the Effect.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 143 Detect Life difficult to accomplish. The creator Euphoria Quantity Rating: 1 must actually touch the target in some Quantity Rating: 5 Difficulty Level: 1 location associated with the sense they Difficulty Level: 4 Creation Time: 1 moment are trying to remove. For instance, if Creation Time: 1 Moment Range: 500 meters you wanted to make someone blind, Range: touch Duration: 10 minutes you would have to touch that person’s Duration: 5 minutes Power Requirement: 5 eye or eye lid. To make someone lose Power Requirement: 10 the sense of touch, you would only Every magician in a Life Force need to touch his or her skin. The GM The Euphoria Effect has several zone must make themselves sensitive must determine any penalties that different applications, some of which to the presence of life around them. come from the loss of a sense, depend- may seem contradictory. The Effect it- This Mystic Effect increases sensitiv- ing on the situation. self induces in the target a profound ity to the point where the creator can sense of physical and emotional eupho- detect life up to 500 meters distant, and Sustenance ria. Physically the body relaxes and know exactly what kind of life-form it Quantity Rating: 3 takes on a drugged-like state. The mind is and what condition it is in. For ex- Difficulty Level: 4 becomes open and unconcerned. ample, a character who has created this Creation Time: 10 minutes Thought processes become foggy. This effect will be able to discern that there Range: touch can be used to help the creator or a is a man hiding behind a wall 30 meters Duration: 1 day friend relax, or it can be used to im- away. Not only that, but the creator will Power Requirement: 25 mobilize or impair a target in order to know if the man is injured or healthy, prevent him from doing any kind of and to what extent the person is exert- Through the use of this Effect, harm. While in this state, the target can ing themselves physically (out of the magician is able to sustain them- take no initiative of any kind, but will breath from running, sitting waiting, selves or others on a diet of mystic move about sluggishly if told to do so. asleep, in a coma, etc.) energy alone. The Effect gives the Any skill or attribute checks the target body enough nutrients, water, and might make are done at -5. Heightened Senses whatever else their body needs to last Quantity Rating: 2 a full day without any penalties. This Agony Difficulty Level: 4 is not an entirely pleasant experience, Quantity Rating: 5 Creation Time: 1 minute and many still feel cravings for real Difficulty Level: 5 Range: self food even though they are not actually Creation Time: 1 Moment Duration: 10 minutes hungry. Nevertheless, it is possible to Range: touch Power Requirement: 10 survive indefinitely on such a diet. Duration: 5 minutes Power Requirement: 12 This Effect causes a single sense Flesh to Steel in a single target to become tempo- Quantity Rating: 4 Agony is the opposite Effect to rarily heightened. This can be any of Difficulty Level: 5 Euphoria, and is used almost exclu- the five senses and the Effect can be Creation Time: 10 minutes sively against targets that the creator repeated on the same target to heighten Range: touch is not particularly fond of. The Effect different senses (never to double or Duration: 1 hour creates an overwhelming sense of triple a single sense). The sense is now Power Requirement: 15 physical and emotional pain in the tar- doubled for the duration of the Effect. get. The exact manifestation of the pain For example, the target can now see This Effect actually changes the varies from target to target, invariably twice as far and with twice as much elemental structure of the target into a taking on the characteristics of pain clarity, or hear twice as well, and so biological material as hard as steel. most loathsome to the poor victim. The on. This Effect carries with it a penalty of Effect does not cause any actual physi- sorts, movement becomes somewhat cal damage, merely the sensation of Destroy Senses more restricted, and the target’s Coor- damage. The victim will not willingly Quantity Rating: 3 dination is slightly impaired. The tar- do anything but writhe on the floor in Difficulty Level: 5 get suffers a -1 penalty to its Agility pain. If forced to take some action Creation Time: 1 minute and Coordination attribute. On the plus (such as trying to save her own life or Range: touch side, for the duration of the effect, the help someone very dear to her), she Duration: 1 hour character also is protected as if wear- acts at a -5 modifier on all skill and Power Requirement: 15 ing armor rated at 3/20. attribute checks for the duration of the Effect. This is the opposite of Height- ened Senses and is somewhat more

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 144 Gift of Motion Animated Tree Biogenesis Quantity Rating: 6 Strength: 9 Quantity Rating: 8 Difficulty Level: 6 Endurance: 11 Difficulty Level: 8 Creation Time: 3 minutes Agility: 2 Creation Time: 1 day per kilo of crea- Range: 100 meters Coordination: 3 ture Duration: 20 minutes Intelligence: 3 Range: touch Power Requirement: 30 Wits: 3 Duration: permanent Perception : 5 Power Requirement: 100 per kilo of This powerful Effect actually Willpower: 3 creature turns the magical energy created by a Natural Armor: 2/14 living organism back on itself. This is Unarmed Combat: 6 This is an extremely powerful used primarily upon plants, fungi and Effect that will require a great deal of other inanimate life forms in order to Tree Limb Damage Chart GM supervision in order to keep it allow them to move about in ways Successes Damage from disrupting game balance. This never before possible. The creator is 1 scratch Effect allows the magician to actually in full control of the formerly non- 2-3 light wound create life from pure mystic energy. mobile life-form, and can cause the 4-6 heavy wound Now, as you can imagine, creating life target plant to attack or grapple en- 7-9 critical wound is no easy task. The creator must have emies, or re-shape itself into new and 10+ fatal a firm understanding of how anatomy useful forms. The life-form gains a and biology function in her quantum degree of flexibility formerly impos- Flash Freeze zone, since she will have to literally sible: tree trunks can bend and twist Quantity Rating: 7 design the life-form from the ground like a snake, vines move as quickly as Difficulty Level: 6 up. This takes a long time and a lot of vipers, and so on. Magicians use this Creation Time: 1 Moment mystic energy, but the end result can effect for two very different reasons. Range: touch be well worth it. The creator controls Sometimes it is used to shape a forest Duration: see below not only the new life-form’s size and or garden in beautiful and inventive Power Requirement: 40 physical abilities, but also its general ways since the plants will retain what- intelligence and demeanor. The creator ever posture they last assumed before This is a purely offensive Effect, cannot create a sentient life-form, nor the effect ceases. The effect is also used although it may have some applica- anything with more than animal intel- to create an impromptu aid in combat, tions in the meat packing industry as ligence. The GM will have to work animating trees so that they bash away well. The target’s core body tempera- closely with the player when determin- at one’s opponents with their club-like ture drops quickly to freezing, effec- ing the statistics and abilities of the limbs. The GM will have to determine tively turning the body into a block of creature. The created creature comes the exact statistics of a particular plant, ice. Recovery from this requires the use into existence at whatever stage of but below we give the relevant infor- of some sort of high tech or highly growth the magician desires. Some mation for a typical tree. powerful magical remedy. If the body prefer to create full-grown adults while is simply allowed to thaw, the target others like to raise their new creature will die in the process. The Difficulty from an early stage of development. Level of this Effect is modified by the difference between the creator’s Will- power and the target’s Willpower.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 145 Life/Mana(Theurgy)MysticEffects(Intelligence)

Creating Mystic Effects in the realms of gods is always a complicated affair. We have stepped out of the zones ruled by magical scientists and into the worlds of faith. Gods being gods, they often have the power to do just about anything. However, gods seldom give out power to just anyone. Only the faithful are deserving of such miraculous support. In order to simulate this situation, we have developed the Faith Rating system. Every Effect has a Faith Rating, which is a very vague measure of piety and devotion necessary to create the Effect. The more faithful one is, the more likely the gods are to smile upon him. In order to create a Mystic Effect in a Theurgy zone, the magician must have a Faith Rating equal to, or greater than, the Faith Rating of the Effect.

Of course, there is no simple way thing to offend the deity while under Insight From On High to determine what level of faith some- the effects of the Blessing, the benefits Quantity Rating: 3 one has. For the most part, the GM is will immediately cease. Likewise, the Difficulty Level: 5 going to have to simply decide the creator of the effect can withdraw the Creation Time: 10 minutes Faith Rating of the non-player charac- blessing at any time. Those so Blessed Range: - ters. As for player characters, the GM receive a +2 bonus to skill and attribute Duration: see below and players should discuss what the ratings while performing any action as- Faith Rating: 4 character believes in and how devout sociated with the particular blessing. they are. Then the GM can assign a Thus, if a character has been blessed Gods are also known for bestow- Faith Rating based on the character’s for battle they receive the bonus while ing knowledge upon the faithful that stated beliefs and the character’s ac- fighting, but not while engaging in a less pious individuals are not privy to. tions. It is possible for someone not contest to see who can shoot the most This transfer of knowledge can take devoted to, or even aware of, a par- accurately. place in many forms: dreams, visions, ticular zone’s deities to still create Ef- or even the deity actually speaking to fects. Gods tend to recognize faith no Curse the supplicant. This basic version of matter what form it takes. As long as Quantity Rating: 3 the divination effect allows the creator the character does nothing to actively Difficulty Level: 5 to ask three questions of his god or offend the gods of a zone, he can still Creation Time: 1 Moment gods. The deity will in turn respond in use his Faith Rating when creating ef- Range: touch a manner most appropriate to its own fects. However, one false move and the Duration: 1 day divinity. The GM should consider how god or gods may well change their Faith Rating: 4 the deity is likely to communicate with mind about the character and refuse to the creator and answer accordingly. offer any further aid. This is all up to The traditional opposite to the Some gods might be very straightfor- the GM of course. Blessing is the Curse and many reli- ward, others may speak in riddles or gions worship deities who are more signs and leave it to the faithful to in- Blessing than willing to cause enemies of the terpret. No matter what means the god Quantity Rating: 3 faith a little grief. The Curse, like the uses, they will always provide truthful Difficulty Level: 5 Blessing, must be directed towards a answers to the questions of the faith- Creation Time: 1 Moment specific kind of behavior or action. The ful. Range: touch faithful can curse their enemies with Duration: 1 day bad luck in battle, the inability to pro- Voice of God Faith Rating: 4 duce children, nightmares, indigestion, Quantity Rating: 4 or any number of other relatively mi- Difficulty Level: 5 Almost every deity is willing to nor curses. Curses such as nightmares Creation Time: 1 Moment bestow blessings upon the faithful. are relatively self-explanatory, and it Range: see below Blessings can take all sorts of differ- is up to the GM to determine what ef- Duration: 1 sentence ent forms and a number of these are fects such curses have on game play. Faith Rating: 5 covered under this simple effect. Typi- A curse for ill luck in a certain en- cal blessings include: disease free deavor results in the target suffering a Not everyone out there behaves meals, healthy babies, a good night’s -2 penalty to all skill and attribute in a properly pious and devoted man- sleep, good luck traveling, strength in checks during situations where the ner. Sometimes a priest or holy figure battle, courage, confidence giving a curse applies. has to get down and dirty and make speech, and so on. The Blessing can the faithless ones understand. Of only be bestowed upon someone who course, this is only possible with the has a Faith Rating equal to that of the aid and blessing of the deity. The Voice effect. Should the blessed ever do any- of God channels a small portion of di-

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 146 vine power through the creator in the Light of God Walk With God form of a commanding voice. The Ef- Quantity Rating: 5 Quantity Rating: 6 fect allows the creator to issue a single Difficulty Level: 5 Difficulty Level: 6 simple command in a resounding Creation Time: 1 Moment Creation Time: 10 minutes voice. Everyone who hears the Voice Range: see below Range: special of God must make a Willpower check Duration: 1 hour Duration: instantaneous at -4 in order to resist obeying the com- Faith Rating: 5 Faith Rating: 8 mand. The command cannot order someone to do something she could not This Effect comes in particularly The faithful sometimes call upon normally do. For instance, you can not handy when a pious person seeks to their most exalted deity to transport command someone to spontaneously impress or persuade others of the them over great distances in a flash of die or instantly fall asleep. Nor can you power and wonder of his faith. The divine power. This is surely the most command someone to kill or hurt creator prays for the Light of God and efficient form of transportation in the themselves or those they care for. The divine power to enter him. While suf- galaxy but there are a few catches that target only has to obey the command fused with this celestial energy, the make it complicated. First of all, the for the duration of the Effect. Typical creator gives off an almost tangible air deity will only transport those with a commands include: Sit Down, Drop of authority and greatness. Everyone Faith Rating high enough to create this your Weapon, Stand Still, Put Your who meets the character cannot help Effect. Secondly, the travel must be Hands Up, Give Me all Your Money, but be impressed by him. People will conduced for some purpose that di- Close Your Eyes, and so on. The GM tend to take the creator’s words very rectly serves either the deity or the always has final say over whether or seriously and will even be somewhat deity’s cause. It is up to the GM to de- not a command is appropriate. afraid of them. The Creator receives a cide whether or not the character’s +5 skill and attribute bonus to all motives fit these parameters. Other Cleansing checks involving social interaction, than that, the faithful can ask to go Quantity Rating: 4 from arguing, to preaching, to threat- anywhere, even somewhere they know Difficulty Level: 6 ening. Even telling lies becomes more nothing about. For example, one could Creation Time: 5 minutes credible while under the influence of ask to be taken “wherever my brother Range: touch this Effect. is.” The deity, being an omniscient and Duration: permanent omnipotent being, will know where the Faith Rating: 4 Laying on of Hands person’s brother is and transport him Quantity Rating: 5 there, and will not put him in the Gods are renowned for express- Difficulty Level: 5 middle of a bonfire or thirty feet under ing care for their worshipers through Creation Time: 1 minutes water. Gods do not do such inconsid- miracles of healing. The Cleansing is Range: touch erate things to their flock. one of the more common yet powerful Duration: permanent forms of divine healing. This Effect Faith Rating: 6 Strike Down cleanses the target’s body of all for- Quantity Rating: 7 eign substances and diseases. Not only This is the traditional miracle of Difficulty Level: 6 is the subject cured of disease but de- healing whereby a deity expresses its Creation Time: 1 Moment vices such as nanites, implants and for the faithful who have Range: unlimited other mechanical or mystic attach- been wounded or become seriously Duration: instantaneous ments are also removed. The creator hurt. The creator of this effect must of Faith Rating: 10 can plead with the gods to make ex- course be a person of faith, and so too ceptions to this cleansing if her wishes must the target of the effect. The healer For truly heinous and hated en- some form of implant or other artifi- must explain to her deity through emies of the faith, the gods reserve a cial substance to remain in the target. prayer exactly why this individual is special punishment. Should a sentient The target must willingly accept the worthy of receiving miraculous aid. If of great faith come across such a per- Cleansing or else be unconscious or the target has done something to son, he can call upon his deity to Strike otherwise unable to resist its effects. gravely offend the deity or is otherwise Down this enemy of the faith. Unless distasteful to the god, then the healing the target is protected by some other miracle will not happen. However, for deity or similar power, this effect is al- those whom the god does favor, lay- ways fatal. The target suffers an ex- ing on of hands will heal one wound cruciating end appropriate for the de- of any type. This takes place instantly ity who struck them down. Of course, and the restored flesh appears never to the faithful sentient praying for such have been wounded in the first place. dread vengeance must explain to the deity exactly why the target is horrible

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 147 enough to deserve such a fate. The GM must have a good reason for resurrect- (as always, playing the part of God) ing the individual. Perhaps the target decides whether or not the reasons is an innocent who was lost in the meet the deity’s criteria for Striking battle between good and evil (how- Down someone. ever defined) or the poor departed sentient was a particularly pious per- Resurrection son. Gods may even raise those of Quantity Rating: 8 little faith if the faithful can show that Difficulty Level: 7 some good will come to the deity as a Creation Time: 5 minutes result of returning this person to life. Range: touch The GM will have to decide whether Duration: permanent the deity in question favors such a Faith Rating: 10 move. Those lucky enough to receive such attention are instantly restored The ultimate form of healing, the to full health. All wounds are healed, truly faithful can call upon their be- all diseases cured. In fact, even old loved deity to deliver someone from scars, bad knees, and lame ankles are the very clutches of death. Gods tend healed. The character becomes the to take death pretty seriously and do picture of perfect health. not allow just anyone to cheat its greedy maw. The creator of this Effect Aberrantzones

Magic in aberrant zones is never predictable. The GM will have to decide what kinds of magic function in the zone. Perhaps two or more of the magic types mentioned above will function or maybe only some other type of magic of your own invention. Aberrant zones tend to be volatile, dangerous places where all bets are off. They are places where your imagination can run wild and where the most bizarre things are often commonplace. The only rule for Aberrant zones is that they are never boring. CreatingNewEffects

As we have already stated, this list is not supposed to be even vaguely definitive. These are just samples to give you an idea of what kinds of Effects are possible and how Effects work in each of the major zones. The GM can use these as a guide for creating new Effects or guiding players through the creation of new Effects. Creating New Effects on the Fly

Sometimes however, a character may wish to try and create a new Mystic Effect on the spot, during game play. It is possible to do this, but not easy. The first step is for the player to describe exactly what it is they are trying to accomplish. The GM must then assign a Difficulty Level and all other relevant characteristics to the Effect just as normal. However, since the character is creating the spell on the fly, the difficulty level of the spell is much higher. In addition to whatever the normal difficulty level for the Effect, an additional 4 difficulty levels are imposed. In order to create the Effect, the character must first make a Mystic Systems skill check at -4. Then the character makes the Mystic Operations skill check using the modified (+4) Difficulty Level.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 148 ChapterSix:Equipment

Sentients in the Greater Galaxy are for the most part tool users. These devices vary across quantum zones as widely as anything else in the galaxy. Essentially, however, they are based on the principal of applying force or energy to accomplish some task faster, easier, better or on a larger scale than simply using natural body parts. Devices are sometimes technology based, and sometimes mystic based and sometimes call on both. In this chapter, we discuss many, many items of equipment. Still, they are but a few of those in existence in the Greater Galaxy. UnizoneEquipment

A small but very important groups of devices do not depend on the particular quantum zone where they originated. Some of these items are very complex. These wondrous devices are the lifeblood of the Omnet and galactic communication and travel. They are called synthetic minds and they require a separate and extensive discussion of their own. The synthetic mind discussion below covers biolinks as well.

Other items are exactly opposite. ful that they may be manufactured in role in the Greater Galaxy. First of all, They are so simple in concept and ex- any quantum zone referent. Through a synthetic mind is just what its name ecution that Leveling keeps their per- the efforts of the Omnet, these devices implies: a created mind. In other formance constant regardless of the look and feel the same even though words, it is an artificial intelligence. zone they were manufactured in or they are made using quite different Not only does it possess the informa- moved to. These items are listed in the principles depending on where they are tion processing abilities of a powerful Simple Weapons section below. manufactured. These items are listed computer, it also has the ability to think in the Common Devices section below. logically, make guesses, learn from its Other items are not precisely mistakes, and draw conclusions just unizone in nature. They are specific to Synthetic Minds like a sentient mind. one zone – the zone in which they were created. Whenever they are taken out For most purposes, a synthetic of that zone, they must Level just like We have already mention syn- mind is just like an organic sentient. any other item. The reason these items thetic minds (synths) several times so Differences do exist, however. First of are listed in this unizone section is that far. Now we turn our attention to inner all a synthetic mind can be pro- they are so common or generally use- workings of these devices and their grammed to operate under certain pa-

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 149 rameters. Secondly, synths tend to have can only send a question back in time and fast rules exist on these guidelines, much better memories than your aver- as long as its central micro-black hole some basic rules do predominate age sentient. Finally, a synth can send has been active. Thus the longer a synth across the galaxy. Most common its questions back in time through the has been on, the further back in time it among these is the following: “The use of Temporal Fold Processors. can send its processing tasks, and the synthetic mind will always do its best more powerful it is. Of course if the to fulfill the commands of sentients.” synth becomes inactive (gets turned Of course, many synths have small Temporal Fold Processors off) at any point, the clock is reset. The additions to this directive, adding in synth will not be able to access time phrases like “obeying only the com- We will address these differ- before it was turned on again. Need- mands of sentients authorized by the ences in reverse order. The truly im- less to say, neither synths nor synth Omnet to operate this synthetic mind.” pressive aspect of synths is the Tem- owners take kindly to the idea of shut- Many synths also have rules prohibit- poral Fold Processor (TFP). This is ting a synth down. ing them from harming living beings, where all of a synth’s higher program- but such dicta are obviously counter- ming and thinking capacity rests. The productive for synths operating on TFP itself uses a contained micro-black Flexibility battlefields or warships. hole to create a time distortion within a casing of organic processing matter. Even a young synth is very pow- After a synthetic mind’s basic This allows the TFP to send process- erful when it comes to processing in- operating parameters have been set, ing requests back in time long enough formation or performing tasks. Synths synth is loaded up with any knowledge to perform the necessary calculations. are, without a doubt, the most power- it might need to perform its duties. Due Thus, when you ask a synth to do ful computers known in the Greater to their large memory capacity, synths something (say look through the en- Galaxy (although they hate the term can store a vast amount of information tire Omnet Library Matrix and find all “computer”). Naturally other systems on nearly any topic. Their artificial in- references to the K’tan Empire in the exist that rival and in some cases sur- telligence and TFPs allow them to ac- last 100 years), the synth first calcu- pass the synth for processing power, cess that information in a useful and lates how long the project will take. It but nothing approaches their flexibil- productive fashion. Synths are always then sends the question and any nec- ity. Due to the special nature of its core learning, always improving. Shutting essary programs or other data back in components, synthetic minds are one off a synth, while damaging to the TFP time. So by the time you ask the ques- of the few technologies in the galaxy does not affect the synth’s memory, al- tion, the synth will already have been that function anywhere in the galaxy. lowing even a young synth to perform working on the problem for some time The advantages to this are obvious. For at a high level. and can give you an answer instantly. this reason, few interstellar travelers This slick time-folding trick allows the employ any form of computer other synth to make amazingly fast compu- than synthetic minds. Synth Parts tations most computers could only dream about (if they could dream). The exact design and construc- Programming and tion of a synthetic mind is proprietary Even without the TFP, the syn- information of the Omnet and is zeal- thetic mind would still be an informa- Personality ously guarded. The basic features, tion processing force. That they are however, are public knowledge. There called artificially intelligent points to Most synths have names, person- are two general parts to a synth, the the high level at which these machines alities and even idiosyncrasies, just like core and the superstructure. operate. The fact of the matter is, most any sentient. In fact, most people who processing requests do not take that use synths on a regular basis come to The core of a synth is a contained long to process. Often the synth need think of the machines as people. In the quantum black hole surrounded by an only fold time a matter of seconds or end, however, a synth is a machine and organic processing . This quantum minutes in order to complete its as- as such it can and must be pro- anomaly at the heart of a synth is signed task. A single synth can run an grammed. formed when a mineral called entire starship, and some larger synths Blackvoid is energized in certain man- can control a whole planet if necessary. Synth programming involves ner. Without containment, the result is There can be no better example than several different realms of activity. an enormous explosion. Contained, a the Nine Oracles, the synths who run First, all synths have a basic set of pro- quantum black hole arises that pro- the Omnet. grammed guidelines meant to govern vides a “window to the Void” as one their every action. The synth will fol- commentator has noted. The synth uses The main limiting factor on this low these guidelines slavishly and to this “window” to perform its time temporal folding process is that a synth the best of its ability. While no hard transfer wonders. The quantum black

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 150 hole is stabilized by a shell of specially erful soldiers, workers, and even re- given situation. Nevertheless, synths processed resin from the Yardow trees searchers and doctors. The fact of the do improve with age. In order to simu- found primarily in the chaotic waste matter is, a synth can usually do al- late this, we present the following at the galactic core. Indeed, most ex- most anything a sentient can, and usu- table. Older synths gain a bonus to their ploration and traffic around the core ally better. Many find this somewhat Skill Rating when making skill checks exists due the presence of this precious disquieting. The only real difference of any sort. This means that older substance there. Finally, the Yardow is that synths remain slaves to their pro- synths perform their tasks more effi- resin shell is embedded in the naviga- gramming. Of course, the same can be ciently and more accurately. It also tion gland of any one of a number of said of many sentients. means that really old synths, like the space parasites found throughout the Nine, will almost never miss a skill galaxy. These glands usually can be check. The table also gives an increase removed without killing the beasts, and Game Statistics in price if you want to buy a synth that store both Energy and Essence. Omnet has already been around for a while. holds the proprietary rights to the pro- Synths come in all shapes and cess by which a synth’s basic program- sizes, just like the computers we are Age Skill Cost ming and data storage capacities are so familiar with. While every synth of Synth Bonus Increase instilled into this gland. Malfunctions may have a TFP, the amount of up to 1 year 0 0 in the synth’s core components are re- memory and processing capacity in a 1-3 years +1 times 2 paired in specialized labs using the synth can vary from a small laundry 4-10 years +2 times 3 Build/Repair Synthetic Mind skill. model to the planetary super-synths of 11-20 years +3 times 3 the Horglen Republic. So synths, like 21-30 years +4 times 4 The core of a synth is surrounded people can have many and varied sta- 31-50 years +5 times 5 by a superstructure of technological or tistics. We present here some of the 50-100 years +6 times 10 mystical nature that is dependent on typical models of synths widely avail- 100-300 years +10 not for sale the quantum zone where the synth is able on today’s market. Every synth 300+ years +15 unknown located. For “travelling” synths, such has several mental attributes that re- as those aboard a starship, the super- main constant throughout the synth’s structure is large and filled with redun- existence. For a synth to have physi- Appliance Synth dant components. For stationary cal attributes, it must occupy some sort synths, the superstructure can be quite of robotic shell, of which we give two These are the small synthetic limited. The superstructure mecha- examples. Each synth also has a minds that run individual household nisms perform communication, sen- Memory Capacity rating. This is the and industrial machines. They have sory and ambulatory functions, as well number of skill levels a synth can have very few skills and next-to-no person- any thing else necessary for the synth at any one time. In this respect design- ality, which is all they really need. to complete its assignments. Break- ing a synth is just like designing a char- downs in the superstructure are cor- acter. Choose any skills from the mas- Intelligence: 2 rected using the applicable Tech or ter skill list and fill up the synth’s Perception: 1 Mystic Build/Repair skill. memory with skill levels. The players Wits: 1 or GM may wish to come up with cer- Willpower: 1 tain skills that are synth specific, and Memory Capacity: 20 Using Synths this we heartily encourage. A few ex- Size: 10 cubic cm amples are given below. Finally, each Cost: 1200 Omnium Synthetic minds have hundreds synth has a size rating (how much of different uses. On starships, they aid space it takes up) and a cost (in Om- Typical Skills: Language, Ma- in the operation of any and all of the nium). chine Interface, Mystic Interface ship’s systems. As research assistants, they can process massive amounts of information and even draw their own Age Household Synth conclusions. The Omnet uses synths to monitor and control its entire informa- We know that the older a synth This is the kind of synth that tion gathering and dissemination net- is, the more powerful it is. For the most many people have in their homes or work. Synths control stock exchanges, part, age comes into play only when living quarters. It controls all of the ap- aid surgeons, help train magicians, and the synth needs to process massive pliances, power grids, communications run dishwashers. Synths can also be amounts of information or make com- networks, and anything else to do with placed in robotic shells, allowing them plicated calculations. In game terms, the home and its surroundings. These to be fully mobile much like any sen- this may not have much impact on synths tend to have names and person- tient. In this capacity, they make pow- what a synth can and cannot do in a alities programmed to be pleasant for

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 151 the home’s residents. They are still usually interface with the sentient fense systems, to transportation and small by most standards, but large crew, but in a pinch can run the sys- sewage. They typically have access to enough to meet the needs of the aver- tems themselves. They take their or- almost every synth on the planet, and age homeowner. ders and direction from the ship’s mas- grant the sentients in government an ter synth. Alternately, this synth can be amazing degree of knowledge about Intelligence: 4 installed as the only synth on board a what is going on a planet. They tend Perception: 4 small fighter or armored vehicle. They to have very muted personalities, since Wits: 2 usually have a limited, but helpful per- sentients tend to be uncomfortable with Willpower: 2 sonality. giving a single “person” that much Memory Capacity: 50 power. Size: 90 cubic cm Intelligence: 5 Cost: 5000 Omnium Perception: 4 Intelligence: 11 Wits: 4 Perception: 10 Typical Skills: Household Man- Willpower: 2 Wits: 8 agement, Master Synth, Machine In- Memory Capacity: 80 Willpower: 7 terface, Mystic Build/Repair, Mystic Size: 120 cubic cm Memory Capacity: 1,000 Interface, Mystic Operations, Lan- Cost: 8,000 Omnium Size: 3 cubic meters guage, First Aid, Etiquette, Cooking, Cost: 1,750,000 Omnium Critical Analysis, Local History, Tech- Typical Skills: Critical Analysis, nology Build/Repair, Technology Op- Identification, Mystic Build/Repair, Typical Skills: all of them erations. Mystic Operations, Mystic Systems, Quantum Weather, Starship Mainte- nance, Starship Navigation, Starship Class X Laborer Research Synth Pilot, Starship Weapons, Strategy, Tac- tics, Technology Build/Repair, Tech- This is a typical worker synth put The research synth is just one nology Operations, Technology Sys- into a robotic carapace. The synth it- example of many high power synths tems, Vehicle Mounted Weaponry self is not much smarter than your av- used to aid professionals in their en- erage appliance synth. The biggest dif- deavors. In this category are found law ference is that this model controls a synths, medical synths, synths pro- Starship Master Synth fully mobile robotic body with func- grammed to help run bureaucratic sys- tional arms and legs, suitable for all tems, library synths, and anything else These are the heart and soul of kinds of labor and maintenance work. that requires accessing vast amounts most modern starships. In fact, the of knowledge in a timely fashion. They crew often comes to view the voice and Strength:6 invariably have names and a helpful personality of the master synth as the Agility: 4 personality programmed to the needs voice of the ship itself. These are some Coordination: 5 and desires of the user. of the most powerful synths available Endurance: 10 in the galaxy today. Intelligence: 4 Intelligence: 7 Perception: 3 Perception: 5 Intelligence: 8 Wits: 2 Wits: 5 Perception: 7 Willpower: 2 Willpower: 3 Wits: 7 Memory Capacity: 30 Memory Capacity: 150 Willpower: 5 Size: humanoid Size: 300 cubic cm Memory Capacity: 300 Cost: 10,000 Omnium Cost: 12,000 Omnium Size: 300 cubic cm Cost: 25,000 Typical Skills: Climb, Gardening, Typical Skills: any and all Mystic Build/Repair, Mystic Op- Typical Skills: any and all erations, Operate Vehicle, Starship Maintenance, Technology Build/ Starship System Synth / Repair, Technology Operations Small Vehicle Synth Planetary Synth These are truly huge machines These synths are part of a net- that rival even the Nine in size and pro- work of synthetic minds on board a cessing power (though not in age). starship that help maintain and use the They can control whole planets, from various systems on a starship. They the communications network to de-

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 152 well as the ability to diagnose faults Biolinks Derigh Class Security Drone and correct them. The synth will only have to make skill checks during emer- This is a typical security synth, gencies when something out of the or- Biolink devices are one of the used to guard important industrial, re- dinary is happening with the machine. great unifying forces in the galaxy to- search, and military installations. It can Most of the time things simply move day. Without biolinks, interstellar be equipped with any standard weapon along normally. Note that an interface, trade, commerce, diplomacy, and even appropriate to the zone in which it is either Technology or Mystic, signifi- warfare would be much more difficult operating. Its sensors can see well into cantly facilitates interaction between (as if there were not enough problems both the infrared and ultraviolet spec- the synth and device. It is not abso- already). Biolinks are essentially very trums (where applicable). All of an lutely necessary. Synth can employ a small, dedicated synthetic minds that installation’s security drones are typi- regular Technology or Mystic Opera- use the life-form’s body and mind as cally controlled by a single master se- tions skill if equipped with the proper its superstructure and storage features. curity synth, which may or may not superstructure components (e.g., a have a robotic body. These are not pointer to push the “on” button”). A biolink allows for the down- clunky, slow robots, but lithe, strong, loading of information directly into a and deadly fast machines. Master Synth (Intelligence): sentient being’s brain. This is not an Strength: 8 This is the ability to control and coor- easy thing to do, and different quan- Agility: 6 dinate the actions of a number of dif- tum zones have different means of ac- Coordination: 7 ferent synths. It is necessary to have complishing the feat. It is generally Endurance: 10 this skill and be linked to the other easier to perform the download Intelligence: 6 synths by some communications net- through some sort of magical device Perception: 8 work. The synth will only have to make or mystic effect, but there are plenty Wits: 5 skill checks during stressful or unusual of technological solutions to the prob- Willpower: 4 circumstances. lem as well. The only aspect of the Memory Capacity: 50 biolink process that remains pretty Size: humanoid Mystic Interface (Intelligence): much constant across the galaxy is the Cost: 30,000 Omnium This is similar to machine interface but necessity for a synthetic mind to in- is used for interfacing with items of stall and program the link. Only a synth Typical Skills: Climb, Gymnas- mystic origin and function. As with or equivalently powerful computer has tics, Stealth, Operate Vehicle, Tactics, Machine Interface, the mystic device the memory and processing power nec- Unarmed Combat, One Handed Dis- must be designed or modified to work essary to achieve a full transfer of in- tance Weapons, Light Two Handed with a synthetic mind. Again, the in- formation into a sentient brain. Distance Weapons, Medium Two terface, either Technology or Mystic, Whether implanting a new biolink or Handed Distance Weapons, Heavy is not absolutely necessary. Synth can simply changing the downloaded ma- Distance Weapons, One Hand Melee, employ a regular Technology or Mys- terial in the sentient’s brain, Omnet Two Handed Melee. tic Operations skill if equipped with operatives commonly and sardonically the proper superstructure components call the parent synth the Puppeteer. (e.g., a writing instrument to inscribe Synth Skills the Ritual zone runic symbol). Biolinks can facilitate the stor- age of any sort of information, from Language (Intelligence): This Program Biolink (Intelligence): reams of facts to actual skills and skill is simply the synth’s ability to This skill allows the synth, assuming physical training. In an instant, a re- communicate in a given language. Of it has the right instruments at its dis- cipient can go from not having the first course, most synths are equipped with posal and some motive capacity, to in- clue about firearms to being an expert biolink mechanisms that perform the stall and program a biolink. The biolink shot. Of course the recipients are still bulk of translating functions. can only be of a level equal to or less limited by their own physical abilities. than the synth’s skill level. Thus a The biolink only affects the mind, Machine Interface (Intelli- synth with a Program Biolink 5 could making new mental and neuromuscu- gence): The synth uses this skill to in- only program biolinks up to level 5. lar connections, but not making any terface with and control technological Of course, the synth can only program physical changes. Thus, someone with devices of any sort. Of course, the con- those skills that are in its own memory. lousy coordination will still not be a trolled device has to have been de- very good shot, no matter how much signed to accommodate a synth inter- shooting skill she has pumped into her face in order for the synth to use this brain via biolink. This is true for men- skill. It allows the synth total control tal attributes as well. Having a head over any machines it is linked to, as full of facts and having the intelligence

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 153 to sort through them are two different any society that wishes to engage in stands. Since the biolink is putting the things. interstellar commerce and travel needs language in terms the listener can com- to have translator biolinks available. prehend, there can sometimes be con- Furthermore, the amount of There are simply too many languages fusion when it comes to idioms and biolink knowledge one mind can and other forms of communication out colloquialisms that the listener simply handle is limited. Through practice and there for anyone to even think about has no equivalent for. Further, widely training a sentient can learn to expand trying to master. Most biolinks have alien words, gestures and customs can his mind’s capacity to store and access both the download and universal trans- take on an eerily familiar cast as the biolink information. This is where the lator capacities, although it is possible biolink translates the attempted com- Biolink skill comes into play. The to find biolinks with only one or the munication into concepts familiar to Biolink skill is a measure of how well other. Universal translators do not af- the implantee. However, these pecu- the character has trained his mind to fect the download process, and does liarities are far outweighed by the over- accept information. The character can not count towards the maximum num- all benefits of the translator biolink. only have implanted a number of skill ber of skill levels a character can have levels equal to five times his Biolink installed at any one time We should reiterate at this point Skill Rating (the sentient’s Biolink skill that the translator biolinks do not ac- level plus the sentient’s Willpower at- The translator biolink has its tually translate any language that the tribute). Thus, a character can have own language that only other biolinks person hears. Indeed, the user of the somewhere between 10 and 100 lev- understand. When two individuals with biolink can only talk to other beings els of skills implanted into their mind. biolinks engage in conversation they who also have translator biolinks. The The average character, with a Biolink exchange all kinds of different sounds, biolink really understands only two skill of 5 and Willpower of 5, could gestures, odors, light waves, and any languages: the universal language of take up to 50 biolink skill levels, plenty number of other signals. Hidden within biolinks and the user’s own language. for almost any mission. The Biolink these normal signals is the biolink lan- Furthermore, it often takes a few days skill is also used at certain times when guage signal. The listener’s biolink for the biolink to become fully func- the character needs to draw on biolink picks up on these signals and interprets tional, as it takes some time for the link information in a stressful time or un- them for the character’s mind. The to learn how to communicate effec- der unusual circumstances. biolink in effect fools the recipient’s tively with the user’s mind, and to mind into thinking that it is hearing a translate all the sentient’s expressions Of course, having a Puppeteer language that the implantee under- into biolink language. transfer knowledge to the biolink and then onto the brain means that the par- ent synth itself has to have access to that knowledge. Thus, the larger and more powerful the Puppeteer, the more information it can pass on to a sentient being. The Omnet employs a number of very large synths that are archives of useful information and skills. When it comes time to send out some of its agents on a mission (whether they be Vestis, Centirion, Atis, or anyone else), the Omnet administrators decide which biolink skills best suit the intended mission. The Omnet is very protective of the biolink abilities, and once a mis- sion is completed the agents always have the biolink information removed from their minds. Universal Translator

The universal translator is a spe- cial type or feature of biolinks. Trans- lator biolinks are almost as common as dirt in the Greater Galaxy. Almost

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 154 LowTechWeapons

These are weapons that can be found everywhere and anywhere in the galaxy. They are chiefly simple hand- held melee weapons and ranged weapons that require few if any moving parts. The Complexity Ratings of these weapons are so low that they almost never suffer any ill effects from Leveling. Occasionally of course, Leveling does take its toll, for instance a sword of strong metal in once zone might wear less well in a zone that is particu- larly far removed from its home reality. All of the Q-dex Referent ratings for these weapons state “any.” This simply means that the weapon can be found in any quantum zone. However, when purchasing a weapon you must choose a specific quantum zone from which the knife, sword, or stone hails, just in case Leveling does come into effect. Humanoid Fist Humanoid Kick Knife

This includes any strike made Kicking someone tends to hurt Knives come in all shapes and with a bare hand from a humanoid crea- them a little more than just punching sizes and can be constructed from all ture. It is the preferred weapon in bar them but it’s a little harder to make sorts of materials. Use this damage room brawls across the galaxy. GMs those kicks go where you want them. chart of any short thrusting or cutting should feel free to modify the damage Also, it’s never nice to kick someone blade no matter what the substance. table below to account for a non-human when they’re down. Again, GMs or humanoid sentient’s claws or other should modify the details below to ac- Q-dex: any body parts. count for non-human/humanoid Complexity: 2 sentient’s kicks or other body parts. Weight: about 200 grams Length: 10-50 cm Q-dex: any Cost: 5-100 Omnium Complexity: 0 Q-dex: any Weight: - Complexity: 0 Successes Damage Length: - Weight: - 1-3 scratch Cost: - Length: - Cost: - 4-5 light wound 6-7 heavy wound Successes Damage 8-9 critical wound 1-5 scratch Successes Damage 10+ fatal wound 6-7 light wound 1-4 scratch 8-10 heavy wound 5-6 light wound 11+ critical wound 7-10 heavy wound Spear 11+ critical wound Another common weapon found Club everywhere there are trees or other suitable materials for making long Another perennial favorite, a poles with pointy ends. Spear are not club can be anything from a piece of only effective, they’re also very cheap wood, to a lead pipe, to a chair. Avail- to mass-produce, making them a fa- able anywhere at little or no cost. vorite weapon on low-tech worlds.

Q-dex: any Q-dex: any Complexity: 1 Complexity: 2 Weight: around 500 grams give or take Weight: 350- 750 grams Length: about 1 meter Length: about 2 meters Cost: 5 Omnium or less Cost: 1-20 Omnium

Successes Damage Successes Damage 1-3 scratch 1-2 scratch 4-5 light wound 3-4 light wound 6-7 heavy wound 5-6 heavy wound 8-10 critical wound 7-8 critical wound 11+ fatal 9+ fatal wound

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 155 Axe Complexity: 1 Q-dex: any Weight: about 200 grams Complexity: 2 Length: 10-20 cm Weight: 300 grams -1 kilo As much a tool as a weapon, axes Cost: dirt cheap Length: 1-2 meters appear across the galaxy in one form Cost: 5-15 Omnium or another. Not quite as efficient or Range (meters) Modifier flexible in combat as a sword, axes 1-3 0 Range Modifier make up for their lack of finesse with 4-8 -1 1-5 0 excellent cutting power. 9-12 -2 5-12 -1 13-20 -3 13-20 -2 Q-dex: any 21-20 -4 21-30 -3 Complexity: 2 31-40 -4 Weight: 500 grams-1 kilo Successes Damage Length: 1-2 meters 1-3 scratch Successes Damage Cost: 15-40 Omnium 4-6 light wound 1-2 scratch 7-9 heavy wound 3-4 light wound Successes Damage 10+ critical wound 5-6 heavy wound 1 scratch 7-9 critical wound 2-4 light wound 10+ fatal wound 5-6 heavy wound Throwing Knife 7-8 critical wound 9+ fatal wound These are knives much like the Bow and Arrow/Crossbow knife discussed above and can be used Sword as normal melee weapons. The only This one category covers a difference is these are especially bal- whole range of weapons from short anced for throwing. bows to long bows to crossbows, basi- A sword is basically a longer cally anything that uses tension in knife. Like a knife, it comes in mil- Q-dex: any some kind of wire or line to propel lions of different sizes, shapes and ma- Complexity: 2 something forward at deadly speeds. terials. Swords are among the most Weight: 100-200 grams GMs should feel free to modify the common weapons in the galaxy since Length: 8-20 cm range chart for particular weapons. For they are cheap, effective, and work Cost: 5-30 Omnium those not concerned with the differ- basically anywhere. ences, we present the following uni- Range Modifier versal chart. Q-dex: any 1-3 0 Complexity: 2 4-7 -1 Q-dex: any Weight: 500 grams - 1.5 kilos 8-15 -2 Complexity: 3 Length: 50cm 0 1.5 meters 16-25 -4 Weight: 500 grams- 1 kilo Cost: 20 - 200 Omnium Length: 1-2 meters Successes Damage Cost: 20-200 Omnium Successes Damage 1-3 scratch 1 scratch 4-5 light wound Range Modifier 2-4 light wound 6-7 heavy wound 1-5 +1 3-5 heavy wound 8-10 critical wound 5-15 0 6-8 critical wound 11+ fatal wound 16-30 -1 9+ fatal wound 31-40 -2 Spear/Javelin 40-60 -3 Thrown Rock Successes Damage This is basically just like the nor- 1-2 scratch Rocks are pretty much ubiqui- mal spear. In fact, it is the normal spear, 3-4 light wound tous in the galaxy. They are always except now you are throwing it at your 5-6 heavy wound handy weapons for throwing at some- opponent. Javelins are simply slightly 7-8 critical wound one when you have nothing else at smaller spears designed specifically for 9+ fatal wound hand. throwing but which have basically the same effect. Q-dex: any

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 156 TheProblemofLogistics

Early on, in accordance with the dictates of the Laws of the Nine, the huge task of coordinating and supply- ing the numerous branches of the Omnet was given to the Oran Planitis. In the early growing period of Omnet, the Oran Planitis would ship supplies and equipment from central storage bases to all Omnet division personnel stationed in the various quantum zones. When the number of such personnel was still relatively small, this system worked quite well.

But as Omnet grew, the supply Kataran created a branch within other than small cages for fire winds. problems grew exponentially. First of the Oran Planitis, called the Mercium The Mercium provides certain speci- all, it became impossible to ship nec- Collex. It was the responsibility of the fications — shape, size, etc. — to lo- essary supplies and equipment in a Mercium Collex to find and identify cal producers, which they in turn use timely fashion. Since the division whatever supplies and equipment to produce equipment with the Seal. bases, particularly the labor-intensive could exist in every, or at least most, In other words, the battery operated Atis Librae, were scattered across hun- quantum zones. The Oran Planitis lantern and the fire wind lantern might dreds of solar systems, many person- would be responsible for ensuring that have entirely different operating sys- nel found themselves stationed far each base or operation would be sup- tems, but Seal-approved lanterns in from any central storage bases. Sec- plied with this equipment in a timely each quantum zone resemble one an- ondly, it was nearly impossible to make manner. Kataran’s great innovation other to a great degree. They are simi- standard equipment that would work was the creation of the Seal. lar in shape and design, and have the equally well across all of the quantum same buttons and controls for dimming zones. Certain materials, such as pre- Instead of the Oran Planitis pro- and brightening. fabricated housing units, were easily ducing all of the Omnet’s goods, the created to exist in every quantum zone. division would provide Omnet bases By creating this sort of standard, Other equipment, however, such as and personnel with budgets to purchase Kataran and the Mercium Colex saved flashlights, did not function at all from goods and equipment on location. Lo- the Omnet a great deal of trouble. place to place. cal cells would turn to native opera- While neural implants provide all sorts tions for most, if not all, of their sup- of useful information to agents enter- ply needs. Instead of some faceless ing the field, there is a finite amount The Mercium Collex official stationed on a far off planet, of data that they can hold. Instead of an Omnet section chief could drive to wasting space on the implants with The Oracles pondered the sup- the next town for whatever his base data on local products, such as flash- ply problem and provided Omnet with required — paper, lightbulbs, what- lights, the neural implants can be filled an answer — well, not so much an an- ever. with cultural, historical and theologi- swer as a name: Kataran Lah. Kataran cal data on a particular planet. While a was a famed Wave Runner — a man To aid in these local shopping flashlight in one Zone might be pow- who had single-handed introduced endeavors, the Mercium Collex created ered by tiny demons, and another hundreds of peoples into the Omnet. a Seal that marked off certain products might be a bioluminescent organism, Kataran had dared zones which others as officially approved by the Omnet. as long as they both bear the Mercium feared to enter. Nothing frightened Only things stamped by the Seal could Seal, both flashlights will look and feel Kataran, except for the thought of be purchased with the budgets pro- nearly identical. working behind a desk on the supply vided by the Oran Planitis. Agents of problem. The Oracles assured Kataran the Mercium, called Mercants, would Customers began buying Seal that he was the solution to the prob- travel nearly everywhere and inspect products because their reliability was lem. various products for their effectiveness backed by the Omnet. Other produc- and reliability in the field. ers began to copy Seal designs. Soon Given Kataran’s own experi- products began to have a standard look ences in the field, he realized how vi- Even more important, each of and feel in nearly every quantum zone. tal it was to supply even the lowliest the products with the Seal usually fit An Atis Librae might be surprised to sifter with reliable equipment. Kataran into some sort of general parameters find that a tent sold on Extrema III knew that the previous centralized sys- set by the Mercium. Nearly every looks exactly like a tent in the Practan tem was simply too unwieldy for an Omnet section, for instance, needs por- Federation, even if the basic physical operation the size of the Omnet. Be- table lights. In some quantum zones, principals behind the two items were sides, Kataran thought, the Omnet’s these lights would be powered by a entirely opposite. true business is information, not the small electro-chemical battery. In other production or allocation of supplies. zones, these lights would be nothing

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 157 CommonEquipment

The following is a list of Omnet Seal products. It is by no means complete. The GM should feel free to create his or her own equipment, if he or she feels it meets the rigorous standards of the Mercium Collex. The products listed below have a Q-dex Rating of “any.” This does not mean that Leveling is not a concern. Each item is manufactured in a particular tech and mystic zone, which must be indicated when the item is bought by a player character. When transferred out of that particular zone, the item Levels as normal (see Chapter Four: Quantum Weather). Some leaders within Centirion ad (except nearly everyone and every- Audio Enhancer commissioned the pharmaceutical cor- thing within smelling distance won’t Q-dex Rating: Any poration Ers to manufacture a drug that get quite so comfy)! One affordable Complexity Rating: 6 would enhance combat aggressiveness. can holds 10 doses for a man-sized tar- Length: 2 cm The powder Beasters was produced get. Weight: .1 kilogram and distributed to several test units — Cost: 375 Omnium which promptly turned their guns on Benders The audio enhancer is placed in one another. Beasters indeed increases Q-dex Rating: Any the ear — it amplifies hearing so that aggressiveness to the degree that any- Complexity Rating: 7 the wearer can pick up even the slight- one taking it must make a Wits roll to Length: 1cm est sound. All hearing-based Percep- attack anything other than the nearest Weight: .001cm tion rolls are made at +7. The audio target. Even when faced with an Cost: 40 Omnium enhancer can even allow the wearer to undefeatable foe, a person on Beasters “For entertainment purposes hear through solid barriers. The wearer will literally throw him or herself into only” is printed in very small print on can listen through 3.5 meters of a sub- the fray once ammunition is expended. the capsules, though why anyone stance minus its Toughness Rating. In A person on Beasters can ignore any would find it entertaining to live other words, an Inquisition agent could checks for fear, morale, etc. for as long through one’s worse memories is dif- listen though 3.5 meters of glass, which as the drug lasts. During this period, ficult to understand. Benders was cre- has a Toughness of 0. Or the agent the subject can ignore physical ated as a hallucinogen which would could listen through .5 meter of steel. wounds. In game turns, the subject can bring to life one’s deepest desires. In- ignore the penalties for 5 wounds (ex- stead, Benders draws out one’s worst cepting critical and fatal wounds) any- memory — horrifying, embarrassing, Audio-Recorder where on the body. Beasters lasts only whatever it is. Five minutes after in- Q-dex Rating: Any 1 hour. Note that the wounds are still gesting it, the subject literally zones out Complexity Rating: 4 there and still count towards the from reality and starts experiencing the Length: 7 cm “death” total. memory. After one minute, the subject Weight: .03 kilograms may make a Will roll (at -8) to “snap Battery: Yes; 20 hours before recharge Beast-B-Gon out of it.” Once every following Cost: 140 Omnium Q-dex Rating: Any minute, the subject may make another The audio recorder is a very Complexity Rating: 6 Will roll, though less one on the pen- small “tape” recorder that digitally col- Length: 5 cm long; 1 cm diameter alty (at three minutes, -7, at four min- lects the sounds of any area. The GM Weight: .1 kilogram utes, -6, at five minutes, -5, etc.). While should judge how faint or clear a par- Cost: Omnium a person is under the influence of ticular sound is. The players may at- Has your neighbor’s fracken Benders, he cannot do anything else tempt Perception rolls to make out faint been bothering you when you get your whatsoever. Benders lasts until one or indistinct sounds. This audio-re- mail? Rronnco now is proud to present makes a successful Will roll. corder is usually handheld. Recorders Beast-B-Gon — a remarkably effec- do exist that are no bigger than an ear- tive deterrent to non-sentient mammals Biolink ring, but their battery last only 1 1/2 (GM’s discretion what qualifies as Q-dex Rating: Any hours before a recharge is needed. this). Just spray this deterrent on a door, Complexity Rating: 9 a vehicle or even yourself — and that Length: Negligible Beasters darned beast will leave you alone! Weight: Negligible Q-dex Rating: Any Advanced chemical compounds emit Cost: 5000 Omnium Complexity Rating: 7 a powerful odor that says “don’t Omnet agents are automatically Length: 1 cm touch!” (animals must pass a Will at- given a biolink at a certain point in their Weight: .001 kilogram tribute check at –7 to approach the tar- training. While preparing for a mission, Cost: 60 Omnium get). And you’ll get used to the smell an agent will be provided with infor- more quickly than it took to read this mation pertinent to the mission through

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 158 the biolink (usually its downloaded depending on the size of the sample (a Chameleon Suit through a synth). Many black drop, a smear on a blade, a vial, etc.). Q-dex Rating: Any marketeers have copied this process — The kit has enough swabs, chemicals, Complexity Rating: 8 with some success. This biolink is the etc. for 15 tests. Length: 4-6 meters black market version, for those who Weight: 6 kilograms aren’t lucky enough to work for the Blur Suit Battery: Yes; 5 hours before a recharge. Omnet. The biolink is a small unit Q-dex Rating: Any Cost: 600 Omnium placed in the back of the head — hardly Complexity Rating: 8 The chameleon suit is a bodysuit noticeable at all. A person must pay Length: 4-6 meters that covers almost every inch of a 1000 Omnium per skill level down- Weight: 10 kilograms sentient’s body. When the character loaded into his head. The black mar- Battery: Yes; 18 hours before a re- stands still and remains at rest for a ket biolink can hold no more than three charge. moment, the suit changes colors to different skills at one time. These skills Cost: 380 Omnium seamlessly blend in with the colors of last only for two weeks. After this The blur suit started out as a the background. As long as the sentient point, the skill levels dissipate at a rate fashion trend on Lextan V, and swept doesn’t move, she remains virtually in- of one skill level in each skill per each through the galaxy when entertainment visible. Any attempts to see someone additional week that passes. In order Omnet anchor Lixie Rok wore one. in a stationary state must be made with to find a supplier for downloads, one The blur suit places someone slightly a Perception attribute check at -6 (-8 needs an underworld contact in the out of visual “synch”. In other words, at night). A cautious observer will no- neighborhood. anyone wearing the suit seems to be tice a slight distortion field between the somewhat blurred – observers can’t suit and the background. Even when Binoculars make him out very well. Any attempts stationary, the wearer still casts a Q-dex Rating: Any at visual identification are made at -4. shadow, so someone using the suit Complexity Rating: 2 The blur suit had an unintended mili- must be careful of light sources. As Length: 15cm x 5cm tary use, also. When Lextan V was in- soon as the sentient starts moving, the Weight: 1 kilogram vaded by the Blood Globs of Chameleon suit is no longer effective. Cost: 50 Omnium Nesserien, the Lextanians discovered Allows a user to see things up to that the Globs were having trouble hit- Chemical Kit 10 miles distant clearly. These particu- ting them with their glass arrows. Any Q-dex Rating: Any lar binoculars can also see at night, attacks (whether missile or melee) are Complexity Rating: 8 though only in monochrome. made at -3 against someone with an Length: 30cm x 10cm active blur suit on. Weight: 6 kilograms Blood Typer Cost: 840 Omnium Q-dex Rating: Any Bug-B-Gon A bit of chemical substance can Complexity Rating: 8 Q-dex Rating: Any be placed into this unit and it will show Length: 25cm x 15cm Complexity Rating: 6 a readout of the general composition Weight: 2 kilograms Length: 5cm long, 1cm diameter of the compound on its viewscreen. Cost: 410 Omnium Weight: .1 kilogram Only a user with a Chemistry or re- With this small kit, characters Cost: 40 Omnium lated skill can even begin to translate can test a creature’s blood. The char- Working outside? Traveling in the results. A successful skill roll will acter should make a Medicine skill the forest or jungle? Rronnco presents determine how well the user can iden- check at -2 or, if she does not have one, Bug-B-Gon — the safe, efficient way tify the chemical. Note that every quan- a Perception attribute check at -5. The of getting rid of our unwanted insect tum zone has different sorts of molecu- blood typer can not only identify a par- guests. Just spray Bug-B-Gon on your lar combinations — the Kit only ana- ticular sentient’s blood type (human, porch, tent or even yourself. Any in- lyzes it — the user must be trained in alien, etc.), but for humans, it can pro- sect species (GM’s discretion what that quantum zone’s physics to be able vide DNA information, such as prob- qualifies as an insect species) will to interpret the results! ably height, weight, eye color. The avoid the sprayed area at all costs (the blood typer works only with sentients’ insect must make a Will attribute check blood, not with animal blood. Almost at –8 in order to approach). You will anyone with the Medicine skill can hardly notice the odor (actually, the recognize the blood of the major sen- odor is so potent, that anything sprayed tient species. Note that this is far from will stand out to anything with even 100% accurate; the GM should judge the slightest sense of smell!). One af- how much information can be drawn fordable can provides 10 doses for a from a sample. The GM should also man-sized subject! set penalties and bonuses on the check

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 159 Chuah Suit Cup Climbers Cybertech Eyes Q-dex Rating: Any Q-dex Rating: Any Q-dex Rating: Any Complexity Rating: 3 Complexity Rating: 2 Complexity Rating: 9 Length: .5m - 2m Length: 15cm radius Length: 2cm sphere Weight: .05 kilogram Weight: 1 kilogram Weight: .1 kilo Cost: 150 Omnium Cost: 250 Omnium Cost: 1200 Omnium The chuah suit has the remark- These circular attachments to the These eye implants were first in- able ability to survive in nearly every hands and knees allow a humanoid to vented so that the blind could find a quantum zone. The tiny chuah organ- climb up nearly every surface. The way to see again. Various technologi- isms bond with a particular sentient. only drawback is that the climbing can cal advancements made these eyes When unassembled, the chuah are be painfully slow (1m/2 minutes), and stronger than any human eye. Any Per- nothing more than a small, hand-sized that the surface needs to be relatively ception roles involving visuals can be pile of moss-like substance. When the smooth. Someone using the cup climb- made at +2. The Cybertech eyes also command word is spoken, they form ers cannot perform any physical skill increase memory, because images are clothes (which can change occasion- while climbing. relayed to the brain so much more ally — the chuah like forming new clearly and vividly. Any Intelligence shapes, colors and textures from time Cybertech Arms rolls involving visual memory are to time) over their bonded sentient. Q-dex Rating: Any made at +1. Perhaps most importantly, When another command word is spo- Complexity Rating: 9 the Cybertech eyes also allow some- ken, the chuah revert back to their pile Length: 1.5- 3 meters one to see at great distances without shape. Weight: 40 kilograms any sort of penalty. A sentient with Cost: 2300 Omnium Cybertech eyes can ignore any penal- Climbing Gear Cybertech has practically ab- ties for distance. Note, however, that Q-dex Rating: Any sorbed all of planet Gelox. Nearly ev- the eyes do not see around or through Complexity Rating: 1 ery sentient race sends ambassadors to barriers. For example, a cloud bank or Length: 15cm Gelox for Cybertech’s wondrous medi- smoke screen will conceal things even Weight: .4 kilograms cal inventions. The Cybertech arms re- from Cybertech eyes. Cost: 150 Omnium place human limbs, with some im- The gear is nothing more than provements. The Cybertech arms in- Cybertech Fight/ Flight metal spikes attached to the feet which crease an individual’s effective Implant can help find purchase for a climber. strength by +2. Recent Cybertech arms Q-dex Rating: Any A climber with such spikes has a +5 to have also been armored so that a per- Complexity Rating: 9 his climbing rolls. son can use the arms to block some Length: Not applicable attacks with no ill effect. Any melee Weight: Negligible Combat Suit attack suffers a -2 penalty. Cost: 6000 Omnium Q-dex Rating: Any Cybertech ingeniously discov- Complexity Rating: 2 Cybertech Ears ered a way to manually control the cen- Length: 2m-4m Q-dex Rating: Any ters of the brain which control flight Weight: 4 kilograms Complexity Rating: 9 or fight. When a character equipped Cost: 360 Omnium Length: 6cm with this implant is in a situation re- The combat suit is not armor per Weight: .1 kilogram quiring any sort of morale or courage se, although it provides slight protec- Cost: 1100 Omnium check (usually in the face of some tion (armor rating of 1/6 for blows to Cybertech ears were invented to overwhelming enemy force), the per- the chest). The combat suit covers al- give the deaf a chance to hear again. son may choose to enhance her “fight” most every part of the body but the Cybertech improved on their invention mechanism and make her Will roll at head. The camouflaged material pro- greatly over the years. Now, the +4. Conversely, the character may in- vides its wearer with a -1 to any mis- Cybertech ears offer several advan- duce the “flight” and attempt to escape sile attacks from an opponent. The GM tages over natural ears. Any Percep- at her top speed time 150%. If anyone should use his discretion here — cam- tion rolls involving hearing are made attempts to stop the person from flee- ouflage or not, you’re a sitting duck in at +3. Any Intelligence rolls involving ing, she may fight it with Strength, the middle of a spotlight. Because of hearing are made at +2. Acute hearing Agility and Coordination all at +2. its design, the suit can lighten a also allows a person to triangulate and Unfortunately, the device is not so ac- person’s load by 18 kilograms. The aim at a target more efficiently. Any curate that it could enhance physical suit’s many pockets allow someone to missile shots at a target within hearing performance for fighting as much as it balance a variety of materials, making distance (GM’s discretion) are made could for running away. those 18 kilograms feel like nothing. at +1.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 160 Cybertech Gills Cybertech Nose/Throat low for flight. In fact, these wings are Q-dex Rating: Any Q-dex Rating: Any not much other than a fashion state- Complexity Rating: 9 Complexity Rating: 8 ment. That hasn’t stopped many stel- Length: 1 cm Length: Not applicable lar societies from going wild over Weight: .01 kilograms Weight: .1 kilograms them. Recent improvements do allow Cost: 2700 Omnium Cost: 1100 Omnium the wings to provide at least safe glid- Wealthy adventurers commis- The famed medical industrial ing from a height. A sentient equipped sioned Cybertech to create gills that Cybertech invented a biomechanical with these wings may glide twice as would allow a human to swim in wa- nose and throat replacement for any- many meters as they fall. Such maneu- ter indefinitely. The gills allow this. one who had lost one or the other body vering does require a Gliding skill Free of charge, Cybertech will add part. Cybertech’s marketing division, check. webbing between the fingers and toes however, quickly realized that the that increases swimming speed by one product could be tailored to meet new Deep Sea Gear half. military and security customers. Q-dex Rating: Any Cybertech nose and throat replace- Complexity Rating: 6 Cybertech Legs ments allow a sentient to track scents, Length: 1.5m-3m Q-dex Rating: Any much like a Relarrian hunting snake. Weight: 200 kilograms Complexity Rating: 8 First, the implantee must have the scent Cost: 1230 Omnium Length: 1.5- 3 meters of the target (article of clothing, etc.). This suit allows humans and Weight: 60 kilograms Once on the proverbial trail, the sen- non-humans to dive to the deepest Cost: 2300 Omnium tient must make Perception checks depths of any aquatic body. The suits Cybertech made its fortunes by periodically (GM’s discretion) to con- are so bulky, however, that even trained developing biomechanical limbs par- tinue following the target. The GM operators (High Gravity Maneuvers ticular to practically each of the quan- should also set penalties for the diffi- skill) suffers a -2 penalty to any skill tum zone referents. The technology, culty of the tracking (dry desert, wet or attribute check when using them. however, is a closely guarded secret. riverbed, etc.). Unskilled users suffer a -4 penalty. The Cybertech legs offer a slight ad- Lights from the suit provide limited vantage over common, humanoid legs. Cybertech Tail visibility in the darkness of the ocean, For one thing, the Cybertech legs Q-dex Rating: Any but Perception checks are all made at - double an individual’s normal move- Complexity Rating: 9 2. The oxygen supply lasts 8 hours ment rate. Secondly, the legs triple a Length: 1.4-4 meters before it needs replacing. The suit does character’s jumping distance and Weight: 6 kilograms not allow swimming — the wearer can height. Treat any damage to these Cost: 2100 Omnium only move at walking speed. Letting limbs as you would against normal Cybertech added this creation to lose a short burst of oxygen (a 15- human limbs. Although synthetic, the their catalogues, never realizing that it minute supply) allows the wearer to jet legs are still fueled for the most part would become a favorite with Omnet forward at a rate of 5m/Moment for 3 by blood flow and are connected to the Inquisitors. The tail allows for a “third” moments. The suit itself has an armor body’s nervous system. arm. After minor training, the tail can rating of 4/20. manipulate and grasp things almost as Cybertech Lungs well as a hand. The tail is also prehen- Demineralizer Q-dex Rating: Any sile, allowing sentients to adopt posi- Q-dex Rating: Any Complexity Rating: 9 tions previously impossible. The tail, Complexity Rating: 8 Length: Not applicable however, can hold only its wearer’s Length: 30cm x 30cm Weight: 10 kilograms weight, not much more. The tail can Weight: 10 kilograms Cost: 1950 Omnium lift things up to 15 kilograms. It can Battery: Yes; recharge after 200 gal- One of Cybertech’s earliest in- use weapons under that weight at a -4 lons converted ventions was the synthetic lungs, penalty. Cost: 1560 Omnium which allow sentients with damaged The search for fresh water has or defective lungs to breathe again. Ad- Cybertech Wings occupied sentients across the galaxy — vancements improved the lungs so that Q-dex Rating: Any but Ronncco has the solution! With they could purify even poisonous gas- Complexity Rating: 9 your handy-dandy demineralizer, you ses. A person with Cybertech lungs Length: 1.5-4 meters each simply pour unpure water into the fun- may roll to resist the effect of gasses Weight: 35 kilograms nel, and out comes through the other with a +3 to the Endurance attribute Cost: 3200 Omnium end fresh, potable water. check. Note, however, gasses that burn These beautiful wings, when the skin on contact still do normal dam- outstretched, present an awesome age. sight. The wings, however do not al-

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 161 Fingerprint Bank Fish-B-Gon mile away. It also inflicts a light wound Q-dex Rating: Any Q-dex Rating: Any on any sentient body part it comes in Complexity Rating: 8 Complexity Rating: 6 contact with. Length: 30cm x 20cm Length: 5cm long, 1cm diameter Weight: 10 kilograms Weight: .1 kilogram Flashfoam Battery: Yes; 30 checks per recharge. Cost: 60 Omnium Q-dex Rating: Any Cost: 1890 Omnium Have you ever gone deep sea Complexity Rating: 6 After one has managed to get a diving and been chased away by some Length: 3cm diameter fingerprint on someone, she can run it predatory fish? Well, Rronnco has the Weight: .001 kilogram through this portable unit. This mini- solution, as always! This can, when re- Cost: 50 Omnium computer reads the fingerprint and then leased in the water, creates a “no-fish” The flashfoam balls, once bro- matches it with the Omnet fingerprint zone. Any species of fish (GM’s dis- ken, emit a goo that quickly expands banks. The fingerprint must be taken cretion what qualifies here) will turn to become an area flame retardant. whole; a partial print will not be effec- away as soon as it enters the Fish-B- Anything within a 7m diameter of tive good. Omnet keeps its own records Gon zone (a 10m diameter sphere from where the ball is broken open has a on various violent criminals and poli- the release point of the can). Special 1d10 rolled for it. On a 5 or less, the ticians across the galaxy. Some might chemicals in the compound are espe- foam covers the item and extinguishes not even be aware that they are on that cially potent against the fishes’ tiny the flame (no matter what type). On a list. The GM should judge whether a taste buds — they avoid it like the 6 or greater, the item is unscathed. particular fingerprint would be in the plague (any fish must pass a Will at- While flashfoam is non-toxic, it is quite Omnet banks. Some of the most tribute check at –8 to enter the area). slippery. Anyone or anything traveling wanted criminals in a particular quan- The Fish-B-Gon zone lasts 30 minutes through the flashfoam must make a tum zone might not even register in the — allowing you to swim safely and successful Coordination attribute Fingerprint Bank —but the fingerprint peacefully, without any fishy prob- check in order to keep its balance. Any of a merchant who had stiffed Omnet lems! failure results in an embarrassing fall. with some lousy goods might be. Flares Food Rations Fingerprint Kit Q-dex Rating: Any Q-dex Rating: Any Q-dex Rating: Any Complexity Rating: 2 Complexity Rating: 1 Complexity Rating: 4 Length: 8cm Length: 30cm x 20cm Length: 30cm x 25cm Weight: .5 kilogram Weight: 4 kilograms Weight: 5 kilograms Cost: 20 Omnium Cost: 45 Omnium Cost: 160 Omnium When struck open, standard This little package provides Almost all humans across the flares emit a bright red flame visible enough food pellets and condensed galaxy possess distinguishing grooves from miles away. Flares can be pur- water for a single human to last 2 on the hands and feet. Oils emitted chased in a number of different col- weeks. The pellets are not tasty, but through the skin can leave these pat- ors, too. they are still preferred to many terns on a variety of substances for a Centirion field cooks. short time. With a successful Foren- Flashfire sics skill check, one can lift a print off Q-dex Rating: Any Freakers of something. The kit also comes with Complexity Rating: 6 Q-dex Rating: Any a mini-synth, who has recorded on it Length: 2cm diameter Complexity Rating: 5 millions of fingerprints of the Greater Weight: .001 kilogram Length: 1cm Galaxy’s people. The synth must be es- Cost: 40 Omnium Weight: .001 kilogram pecially calibrated for a particular sys- Each flashfire ball, once broken, Cost: 50 Omnium tem; it does hold every fingerprint in spreads a powerful fluid that is flam- The enormous pharmaceutical existence! Specific cartridges of data mable upon contact with oxygen. The moon Ers is renowned for its medi- must be purchased (15-30 Omnium). resulting fire lasts 5 minutes, after cines. Some of these, such as Freakers, Nor does every system use the finger- which the fluid burns itself out. The are illegal on many planets and quan- printing system; it should be at the fire, however, may spread to flam- tum zones. Freakers is a powder in- GM’s discretion how much informa- mable materials that the fluid contacts. gested in small capsules. It temporarily tion about a particular planet’s popu- Roll a 1d10 for everything within a 5m increases physical performance — al- lace is available. diameter of where the ball is broken. lowing a sentient to work faster and On a 5 or less, the item is touched by stronger. But the increased physical the fluid. On a 6 or higher, the item is production is countered by a decreased unscathed. The flashfire fluid burns ability to make sensible decisions. In with a flame that may be seen from a game terms, all Strength, Endurance,

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 162 Agility and Coordination rolls are Frowners Handtorch made at +2. All Intelligence, Wits, Per- Q-dex Rating: Any Q-dex Rating: Any ception and Will are made at -2. The Complexity Rating: 7 Complexity Rating: effects last 2 hours. Roll 2d10 at the Length: 1cm Length: 5cm end of the two hours; a natural 20 re- Weight: .001 kilogram Weight: .5 kilogram sults in a fatal wound to the chest. Cost: 30 Omnium Battery: Yes; 18 hrs. before recharge. A couple years ago, the Ers Cost: 80 Omnium Freeze Bomb moon was attempting to find a drug The handtorch is a very small, Q-dex Rating: Any that would make someone susceptible but very powerful flashlight. The Complexity Rating: 6 to suggestion. The unintended result handtorch, however, emits a soft light Length: 3cm sphere was Frowners. Someone under the in- — so soft that, from 500m away, it can- Weight: .1 kilogram fluence of Frowners is indeed more not be seen by outside observers. The Cost: 60 Omnium susceptible to suggestion, but it also handtorch can effectively illuminate an Freeze bombs are small balls temporarily depresses the subject for area 10m long and 3m wide. This de- which, when broken, freeze any sur- a period of 2 hours. During this period, vice is a very useful tool in covert op- face touched in a ten-meter radius. the subject suffers a -2 penalty to all erations. Anything traveling through this area Intelligence, Wits and Will-related must make a Coordination attribute checks. The subject must also make a Heater check at -2 or fall down. Any subse- Will attribute check (at -2) to resist any Q-dex Rating: Any quent attempts to stand up will like- suggestion put to him. The GM must Complexity Rating: 3 wise be made at -2. The freeze bombs judge how reasonable the suggestion Length: 30cm diameter also can make any thin materials is and apply the appropriate adjust- Weight: 5 kilograms brittle; anything 5cm or less have its ments. “Why don’t you jump off the Battery: Yes; 60 hours before recharge Durability Rating temporarily lowered bridge?” is life threatening, and it’s Cost: 230 Omnium by 5. No substance can have a Dura- doubtful anyone would leap to fulfill The heater is a smokeless, bility less than 0. The freeze bomb lasts that request. However, “why don’t you lightless alternative to the cooking fire. only 5 minutes — so make it count. open the jail door?” is a lot more rea- Through the heater, someone in the sonable. The GM should give bonuses wild can keep warm, and heat up food. Fright Smokes or penalties to the Will check depend- Another setting casts a soft halo of light Q-dex Rating: Any ing on the suggestion (especially de- in a 5m radius. Complexity Rating: 7 pendent on how it is worded; encour- Length: 3cm long age the players to come up with really Heat Suit Weight: .001 kilogram well spoken suggestions). Frowners is Q-dex Rating: Any Cost: 90 Omnium ingested as a powder within a capsule. Complexity Rating: 6 Each pellet, when broken open, Length: 4-6 meters emits a small cloud of semi-visible gas. Gravitic Jumper Weight: 7 kilograms. This gas stimulates the chemicals be- Q-dex Rating: Any Battery: None. hind the brain’s “fright” mechanism. Complexity Rating: 8 Cost: 250 Omnium. Anyone who is in the gas’ field must Length: .6m long, 10 cm wide The heat suit allows its wearer make an Endurance attribute check at Weight: 5 kilograms to survive in extreme heat — even in -5 or be frozen in place until a subse- Battery: Yes; 20 jumps before recharge fire. For game purposes, the heat suit quent check is made (in any event, the Cost: 800 Omnium has an armor rating of 5/40 against effect lasts a minute in total). The body The gravitic jumper is a belt, heat-related phenomenon. Because the behaves as if the most horrifying thing once activated, which greatly lessens suit covers every square inch of a imaginable just crawled up from the the effect of gravity on a falling ob- human’s body, the wearer makes all ground below it — the body just won’t ject. Instead of falling at a normative Perception rolls at -2. That’s not so move. The pellets have a limited range speed, the subject falls at 4m/minute great when you are hunting Lava (2m diameter). Frights, as they are —well within the limits of landing on Sharks in Lakrin. called, work only on those who are in the ground without injury. The belt that area in that moment — the gas dis- must be activated within 400m of the sipates quickly. ground or else the fall won’t be so pleasant.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 163 Hidden Blade Boots hours. The image may not be any big- the air up to 600m. Slight adjustments Q-dex Rating: Any ger than 3m high, nor 3m wide. The allow the wearer to move forward/ Complexity Rating: 3 image caster cannot replicate any ani- backward/up at 1m/Moment. The Length: 10cm-30cm mate images; the best it can do is per- wearer can fall at the speed that the Weight: 4 kilograms haps a tree moving slightly in the wind. planet gravity would allow. The jet Cost: 400 Omnium However, the image caster is remark- pack is worn on the back. It has an ar- The boots hide a small, non-me- able adept at creating the illusion of a mor rating of 2/12. If it is destroyed tallic blade cunningly crafted into the solitary object. The image caster main- while in operation, the ground is go- toe of the foot. With a small twist of tains itself against any casual glances; ing to come up quicker than you would the toes, the blade springs out. Treat someone may detect the illusion with think. as a knife attack when the player is a concentrated gaze if she succeeds on striking with a kick. a Perception check at -5. That roll may Jumping Jack Boots be attempted once every 5 minutes if Q-dex Rating: Any Hover Boots the sentient is doing a very detailed vi- Complexity Rating: 5 Q-dex Rating: Any sual search. The image caster com- Length: 10cm-30cm Complexity Rating: 6 pletely conceals anything within its Weight: 4 kilograms Length: 10cm-30cm area of effect, making it perfect for Battery: 10 uses before recharge Weight: 4 kilograms covert operations. Cost: 220 Omnium Battery: Yes; 1 hour of use before re- The jumping jack boots allow charge. Inquisition Suit the wearers to leap high and far through Cost: 200 Omnium Q-dex Rating: Any the use of a small explosive burst un- The Hover Boots can lift the Complexity Rating: 6 derneath the heels of the boots. The wearer and 100 kilograms off the Length: 1m-3m wearer can go as high as 20m and as ground up to 50m in the air. The boots Weight: 5 kilograms far as 30m. Safe landing requires a were first distributed by the Cleaners Cost: 1800 Omnium Coordination check. Someone who Guild on Relaran 4, who were contrac- You have to admit, those Omnet had no experience with these will suf- tually obligated to clean the viewsights Inquisitors sure dress snazzy. In fact, fer a -2 penalty on this roll. The GM on 40m high Lantern Trees. Inquisitor suits are not only fashion- should judge the repercussions of a able but functional. The black mate- failed roll. Ice Suit rial means that anyone trying to spot Q-dex Rating: Any an Inquisitor in the dark does so with Kallel Visual System Complexity Rating: 6 a -1 penalty to any Perception check. Q-dex Rating: Any Length: 4-6 meters The Inquisition suit also has one hid- Complexity Rating: 9 Weight: 7 kilograms den pocket — big enough for a small Length: 6cm Battery: None. handgun (we won’t tell you where) Weight: .3 kilograms Cost: 320 Omnium which can conceal something from Cost: 600 Omnium The ice suit allows its wearer to someone searching the wearer. When For some reason, nearly every survive in frigid temperatures — even something is placed in the hidden quantum zone has developed some sort in ice-cold waters. For game purposes, pocket, anyone trying to “pat” the of eyewear that can see through mate- the ice suit has an armor rating of 5/40 wearer down suffers a -2 to the Per- rials. According to legend, the Kendis- against cold-related phenomenon. Be- ception check to find it. The suit is dai Imperium scientist Kallel first de- cause the suit covers every square inch slightly armored in the chest, legs and veloped such eyewear, but he never of a human’s body, the wearer makes arms (armor rating 1/8). On the fash- shared his information with anyone. all Perception checks at -2. However, ionable side, the suit repels moisture, When asked, Kallel would simply re- it makes ice-fishing a lot more com- dust and wrinkles — giving the In- spond by telling the questioner the fortable. quisitor the “clean” look. color of his underwear. Kallel’s glasses, as they are now known, are Image Caster Jet Pack highly illegal in many systems. Some Q-dex Rating: Any Q-dex Rating: Any cultures feel that they are a severe af- Complexity Rating: 8 Complexity Rating: 7 front to privacy. The glasses can see Length: 60cm diameter Length: 1m x 50cm through 4.5 (minus the Toughness Rat- Weight: 30 kilograms Weight: 40 kilograms ing) of any given material. For in- Battery: Yes; 10 hours before recharge. Battery: Yes; 2 hours of use before re- stance, the glasses could see through Cost: 2100 Omnium charge. 4.5 meters of glass, which has a tough- The image caster is a portable Cost: 1500 Omnium ness of 0. They could see through 1.5 disc that projects a pre-programmed The jet back doesn’t allow for meters of metal, which has a tough- image over itself for approximately 10 flight exactly, but it lifts the wearer in ness of 3. Note that the images seen

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 164 are in color. Cheaper knockoffs are chaser chooses, as well as several of nearly immortal humans traveled only in black and white. Novices with throwing darts and syringes. around the galaxy observing various the glasses will have some trouble un- cultures. One of them was not content derstanding the visual input. A begin- Krekat Suit with observing and frequently ner may use the glasses, but must make Q-dex Rating: Any muddled around in “local” affairs. His any Perception checks at -6. Each sub- Complexity Rating: 9 tool was called the magnetic ratch. This sequent use, the penalty decreases by Length: 4-6 meters Technology device, when activated, one — until the seventh time, when Weight: 5 kilograms sends out a concentrated energy pulse Perception rolls are made without any Battery: Yes; 8 hours before a recharge from the nozzle at one end of the cyl- penalty at all. Cost: 890 Omnium inder. The pulse (usually made up of The Krekat suit is named after magnetic waves) has some sort of ef- K’Lannesh Guild Kit the hunters of the eponymous planet. fect — it can unscrew screws, scramble Q-dex Rating: Any The suit functions much like a chame- electronic circuits, etc. Mostly, the Complexity Rating: 2 leon suit — its colors shift to blend in magnetic ratch is used to open things Length: 35cm x 10cm with the background. The Krekat suit — but players should be encouraged Weight: 2 kilograms has a huge advance, however, because to come up with new, inventive possi- Cost: 980 Omnium it allows the wearer to remain camou- bilities. The user should have some The K’Lannesh are professional flaged even while moving. Any at- level of skill in whatever she’s trying assassins famed for their use of poi- tempt to see someone wearing an ac- to do (Tech Systems, Tech Build/Re- sons. This particular kit, available only tive suit requires a Perception check pair, Tech Operations) — the ratch is on the black market (some sort of un- at -8. The wearer may move up to just a tool, after all, and needs a skilled derworld contact required to get it), walking speed with the suit and remain hand. The character should then roll contains only a number of non-lethal, protected. If the wearer moves any against that skill to see if it works. The ingestive poisons. The three types of faster than walking speed, observers GM should always be encourage to poisons in the kit are: sleeping, hallu- need only succeed at a Perception come up with sometimes strange ef- cinatory and paralysis. For the sleep- check at -2. fects — for some reason or other, when ing poison, a victim must make an a skill check is unsuccessful, the ratch Endurance check at -6 or fall asleep Lockpicking Kit always seems to take one out of the deeply for 1d10 hours. Someone may Q-dex Rating: Any frying pan and into the fire. try to wake a sleeping or unconscious Complexity Rating: 2 victim once every 15 minutes (an ad- Length: 10cm x 8cm Manacles ditional Endurance check). If the vic- Weight: .5 kilogram Q-dex Rating: Any tim succeeds on the roll, he wakes up. Cost: 260 Omnium Complexity Rating: 1 Even if a victim is roused from his Societies in a multitude of quan- Length: No more than 2 meters slumber, he will suffer a -3 to all rolls tum zones have invented complex Weight: 5 kilograms until the time duration of the poison locks to keep things safe. A many ways Cost: 50 Omnium has expired. For the hallucinatory poi- have been invented to break those very These high-strength, low-weight son, a victim must make an Endurance locks. The Lockpicking Kit facilitates restraints are quite popular with secu- check at -6 or hallucinate for the same a Lockpicking skill check. Especially rity personnel within the Omnet. Any- period. Once an hour, the character fine instruments might provide a bo- one with these manacles on is shack- must make a Wits check or fall uncon- nus to the skill, at the GM’s discretion led at the neck, wrists and ankles. The scious (see sleeping poison effects (+1 to +3). On the other hand, depend- manacles are made of a flexible fiber above). While a victim is suffering ing on the lock, the GM may decide to whose armor rating is 4/30. under these hallucinations, all skill and impose a substantial skill check pen- attribute checks are done at -7. For the alty if no instruments are available. Medical Evaluator paralysis poison, the target must make Q-dex Rating: Any an Endurance check at -6 or suffer pa- Magnetic Ratch Complexity Rating: 8 ralysis for 1d6 hours. The victim may Q-dex Rating: Any Length: 16cm x 12cm make an additional Endurance check Complexity Rating: 8 Weight: 2 kilograms at the same penalty once an hour to Length: 10cm long Battery: 25 evaluations before charge. come out of the paralysis. Each of these Weight: .01 kilogram Cost: 580 Omnium poisons are colorless and odorless — Battery: Yes; 12 uses before recharge This handheld unit has a key- however, the entire dose (perhaps a Cost: 1700 Omnium board that can be reprogrammed for the tablespoon) must be ingested into the No one’s really sure who in- language of each civilization listed in stomach or bloodstream in order for it vented the magnetic ratch — it seems the Catalogue of Contact (biolinks in- to take effect. The kit comes with 10 to date back to the days of Kendis-dai. terface with the evaluator and perform doses of whichever poisons the pur- According to some legends, a group this task automatically). If the appro-

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 165 priate symptoms are typed in, the that the microcopier has a limit to how from great heights safely. A rule of evaluator provides the appropriate much it can scan - roughly 300 meters thumb is that a trained operator may treatment. Adds +3 to the user’s First of material. At its widest setting, the glide twice as far as he is high. Of Aid roll. If the user does not have that microcopier can copy an area 26 cm. course, the GM may add or subtract to skill, the evaluator gives him a First long. Its batteries last for 6 hours. this number, depending on prevailing Aid skill of 3 for this particular treat- weather conditions. To use the glider ment. Mimic Caller at all, one must have the Glide skill. Q-dex Rating: Any Anyone else would not be able even MediKit Complexity Rating: 6 to assemble it. If some fool tried to put Q-dex Rating: Any Length: 1 meter. together a mini-glider without training, Complexity Rating: 3/4 Weight: 4 kilograms he might get it right if he succeeds at a Length: 45cm x 30cm Battery: Yes; 3 hours before recharge Coordination check at -5. The GM Weight: 10 kilos Cost: 300 Omnium should take into account the height to Cost: 200 (basic)/300 (advanced) Om- This handheld device can mimic calculate the damage from a failed roll. nium both the sound and the scent of a finite The MediKit allows facilitates number of animals specific to one Mini-Periscope the use of First Aid or Medical skills. quantum zone. Any creature or human Q-dex Rating: Any The basic kit usually contains ban- hearing the device must make a Per- Complexity Rating: 2 dages, a few anesthetics, ception attribute check at -8 to detect Length: 15cm, expandable to 1m decontaminants, etc (or their equiva- that it was fake. This device was made Weight: 1 kilogram lent in whatever quantum zone the kit popular by the Ranger Trik E. Wollf, Cost: 290 Omnium was manufactured in). A trained medic who specialized in exploring predator- The mini-periscope can expand can treat up to 3 light wounds or infested worlds and quantum zones — to a full meter, allowing a player to see scratches and can add +4 to the at least until he went swimming in a around corners and over barriers. patient’s Endurance “death” check. Giant Nakr’s spawing hole. The advanced kit allows for more Mini-Rafter lengthy treatments to be conducted in Mini-Galactopaedia Q-dex Rating: Any the field. Up to 5 light wounds or Q-dex Rating: Any Complexity Rating: 3 scratches can be treated and +6 added Complexity Rating: 6 Length: 40cm x 20cm uninflated; 5m to the patient’s Endurance “death” Length: 20cm x 5cm x 3m inflated check. In each case, the medic must Weight: 3 kilograms Weight: 20 kilograms attend to the wounded person for ten Battery: Yes; 12 hours before recharge. Cost: 360 Omnium minutes for each light wound. For Cost: 120 Omnium With a pull of the chord, this game purposes, the wounds are Nearly every child on a planet small bundle inflates in three Moments “healed” so that they do not effect skill connected to the Omnet uses this to be a fully operational raft. The tough, checks, but they still count towards the handheld encyclopedia for she home- damage-resistant material has an armor determining whether the person has work. The mini-galactopaedia pro- rating of 3/30. The mini-rafter can fit passed beyond double his Endurance. vides basic information on quantum 6 people in a squeeze, and an additional A medic can only increase the Endur- zones across the galaxy. For more re- 350 kilograms of equipment. A means ance check if she is currently treating cent information, a new cartridge needs of propulsion is not included in the in- the wounded person. to be purchased (15 Omnium). flatable package. A set of the portable oars (30cm metal batons expandable Microcopier Mini-Glide to 50cm, weighing only .5 kilogram) Q-dex Rating: Any Q-dex Rating: Any is included and must be carried sepa- Complexity Rating: 6 Complexity Rating: 6 rately. The portable motor included Length: 28cm x 2cm Length: 30cm x 30cm unassembled; takes 5 minutes to assemble quickly Weight: 1.5 kilograms 5m x 1.5m assembled (disassembled, it weighs 10 kilograms Cost: 225 Omnium Weight: 25 kilograms and measures 30cm x 30cm). This This handheld unit can produce Cost: 790 Omnium small motor can propel the raft (with- accurate copies of any document it is The Thieve’s Corporation on out current) at 30km/hr. The motor’s passed over. The user simply passes the Rigus C managed to discover the most battery lasts 10 hours before a re- unit closely against the document compact way of storing a glider’s parts. charge. (which can be paper, stone, marble, Within 5 minutes, a trained operator cargonite, or any other substance). can assemble the glider and have it When fed the appropriate paper, the ready for action. The glider safely microcopier will fabricate a likeness brings its operator (and a maximum of to the image that was recorded. Note 100 kilograms of equipment) down

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 166 Noggin Shaker Oxygen Respirator erations skill. The greater the success Q-dex Rating: Any Q-dex Rating: Any of the skill check, the clearer the pic- Complexity Rating: 7 Complexity Rating: 4 ture. The scanner is powered by the Length: 3cm Length: 15cm x 35cm movements of its wearer, making cum- Weight: .01 kilograms Weight: 2.5 kilograms bersome batteries unnecessary. Cost: 1 Omnium Cost: 250 Omnium Noggin Shaker Co. is one of the The respirator is a small mask Poison Detector primary sponsors of the brutal Pankrat which fits over a human or humanoid Q-dex Rating: Any League — where the object is to get a nose and mouth which can filter out Complexity Rating: 8 small ball over a goal line with the feet noxious, harmful substances and pro- Length: 6cm x 4cm and to render your opponents uncon- vide the wearer with clean, breathable Weight: 2.2 kilograms scious at the same time. The Noggin oxygen. The respirator also allows Battery: Yes; 30 detections before re- Shaker item is simply smelling salts. wearers to breathe safely even in low charge. One dose provides a +5 to any attribute oxygen environments, such as high al- Cost: 180 Omnium check for waking up or coming to. 1 titudes. Wearers make checks against Nearly every society has found Omnium purchases 3 doses. The GM airborn poisons and gasses at +8. a way for kill its sentients through in- may decide what reaction non-humans gestion. Unfortunately, many of these have to the application of Noggin Parachute Pack poisons are tasteless and colorless, Shaker. Q-dex Rating: Any making every meal in a threat. The Complexity Rating: 3 poison detector analyzes both solid Omnetio Length: 30cm x 30cm packed; 4m x food and liquids for any possible threat Q-dex Rating: Any 2m open to the human species. Specially cali- Complexity Rating: 3 Weight: 15 kilograms brated detectors analyze for poisons Length: 1cm Cost: 130 Omnium aimed at other, non-human races. The Weight: .003 kilogram This standard parachute allows detector is usually a boxed-shaped de- Battery: Yes; 200 hours before re- brave (or is it crazy?) souls to jump vice placed just above the material in charge from the highest heights in a planet’s question. For 100 more Omnium, the Cost: 60 Omnium or other atmosphere. A practiced detector can identify the poison, This small earpiece picks up on skydiver (Glide skill) may not only though only trained users (someone the audio version of all IGNM video move straight down, but also laterally. with a Medical and Tech/Mystic Op- broadcasts. The earpiece can also tuned Assume that someone can move º the erations skill) can read the data display. to pick up the audio feeds specially distance laterally that he has jumped. They would make a skill roll at +6. made for those clients who don’t have The pack also comes with an altimeter access to a visual unit. that sets off a small alarm when it is Portable Communicator time to open the parachute. In order to Q-dex Rating: Any Omnetvision “aim” at a particular landing spot, the Complexity Rating: 3 Q-dex Rating: Any wearer needs to make a Glide skill Length: 6cm x 3cm Complexity Rating: 4 check. If the wearer is an inexperienced Weight: .5 kilograms Length: 15cm x 5cm diver, a Coordination check at –6 is Cost: 100 Omnium Weight: .5 kilograms required. This handheld communicator Battery: Yes; 100 hours before re- broadcasts on a particular waveband. charge Passive Scanner Anyone “tuning” in to that waveband Cost: 200 Omnium Q-dex Rating: Any can listen in. The communicator can This small, handheld audiovisual Complexity Rating: 6 also emit a “shriek” on a particular unit receives all the Omnet netcasts Length: 12cm x 12cm waveband, effectively negating any from the local stellar system. The Weight: 5 kilograms communication on it. An active com- Omnet of course broadcasts a number Cost: 600 Omnium municator can be tracked down by an- of shows and reports at any given time; This scanner fits over the head other one tuned to the same frequency. the Omnetvision can pick up any of and eyes of the human/humanoid user. them. Note that Omnetvision usually A small switch lowers the scanner does not pick up broadcasts specifi- screen over the eyes. When the screen cally intended for a single planet or is down, the user cannot see. The scan- other highly local news. Through these ner listens to the echoes of background affordable units, IGNM reaches into sound to form a three-dimensional pic- every (explored) corner of the galaxy. ture for the wearer. Like the radar scan- ner, this unit needs to be used by some- one with the proper Tech/Mystic Op-

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 167 Pulmonary and around barriers, but only if those bar- faked with clever surgery. Fingerprints Respiration Detector riers do not stretch beyond 50 meters. are also time-consuming and difficult (Pardner) The battery pack lasts only 2 hours, to obtain. The human retina is nearly Q-dex Rating: Any though the batteries are lightweight impossible to meddle with. The retina Complexity Rating: 7 and easily replaced. is essentially the pattern of blood ves- Length: 38cm x 26cm sels on the human eye. The retina bank Weight: 30 kilograms Ra’ael’s Flash balls comes in two pieces: the scanner and Cost: 800 Omnium Q-dex Rating: Any the database. The scanner is the size The Pardner is a portable lie de- Complexity Rating: 3 and shape of a pen. The user simply tector. The user questions a subject and Length: 3cm spheres points it into the eye of the person be- notes the physiological (as well as the Weight: .03 kilograms ing scanned and presses the button. The spoken) responses. Several attach- Cost: 90 Omnium scanner emits a light beam that records ments connect Pardner to the subject, Flash balls are only one of the person’s retina. The scanner has a measuring her breathing, heart rate, Ra’ael’s famed fireworks products. range of 30m. The user needs to make perspiration, etc. Ten minutes is needed Ra’ael is a company well known for an aimed shot at the head at a -2 pen- to judge whether a person is lying its carefully choreographed pyrotech- alty if the person is unwilling but is about one particular question. The nic displays. When these balls are bro- not actively avoiding the scanner. Pardner is far from 100% effective. ken open, they emit a blinding flash. Someone actively avoiding being Instead, the Pardner provides a lot of Anyone within half a mile who is not scanned just has to look down. When shades of gray. The examiner should under cover, or covering/averting his being scanned, one sees a brief flash make 5 successive Perception checks. eyes, must make a Perception check at of red light. Once the scanner has the The subject should do the same using -2. If he passes it, he will only be person’s retina image, the operator Wits checks. The cumulative success/ blinded for 2d10 minutes. If he fails it, pushes another button to consult the failure scores should be added together. he will be blinded for 1d6 hours. database of images. Omnet has If the examiner scores higher, some lie scanned many of what it considers the might be revealed. If the subject scores Remote Vehicle important people in the quantum zones higher, a lie might be covered up. The Controller — the movers and shakers. For the GM should decide exactly how accu- Q-dex Rating: Any most recent information, a new data rate the readings are depending on the Complexity Rating: 6 cartridge must be purchased (50 Om- size of the discrepancy between the Length: 5cm nium). Small-time hustlers simply subject’s successes and the examiner’s Weight: .03 kilograms don’t rate high enough to be in the successes. Cost: 240 Omnium bank. The GM should use his discre- This relatively inexpensive, tion here. Radar Scanner luxury feature can be added to almost Q-dex Rating: Any any synth-less vehicle. Using a very Roller Boots Complexity Rating: 5 small microphone, a vehicle owner can Q-dex Rating: Any Length: 7cm x 5cm operate a vehicle as distant as 5 km. Complexity Rating: 3 Weight: 2 kilos The vehicle can operate on “auto- Length: 10cm-30cm Cost: 325 Omnium matic” pilot — so that it avoids colli- Weight: 4 kilograms The unit emits radar waves in a sions until it is within eyesight of the Cost: 200 Omnium 50-meter radius and produces, from the user. At this point, the user may choose The recent hit on the Omnet en- echoes, a rough 3-D image. Only a to take over with verbal commands tertainment channel is Xeec’s Bootball, trained operative can accurately inter- (“left now”, “speed up 10 km/hr”, etc.), in which athletes on roller boots at- pret the results (someone with the or the user could choose to have the tempt to brutalize each other while proper Tech/Mystic Operations skill). vehicle approach him as quickly as speeding around a rink in a low-grav- A trained operative can tell the size, possible. ity environment. Roller boots allow a shape, and speed of objects within the wearer to move at 3m/Moment. The radar range. The greater success of the Retina Bank balls on the bottom of the boots can skill roll, the more accurate the picture. Q-dex Rating: Any retract and shoot out with the press of For example: a Slaket Beast lies just Complexity Rating: 9 a button beyond the large tree — a slight suc- Length: 5cm long and 35cm x 20cm cess might only mean that the opera- Weight: .05 kilogram and 20 kilograms tive notices that there is a curious hump Battery: Scanner and Bank 30 scans on the tree. A larger success would before a recharge mean that the operative would be mov- Cost: 3000 Omnium ing as quickly as possible in the other Fingerprints, while unique to ev- direction. The radar waves can see ery human in the galaxy, can also be

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 168 Rope/Grappling Hook ubiquitous Omnet satellites, allowing ture Brothers developed the scent Q-dex Rating: Any for easy communication over an entire masker, a spray which can completely Complexity Rating: 1 planet. For an additional 300 Omnium, eliminate any sort of scent. Anyone, Length: 1m to 50m one can purchase a communicator that or anything, trying to track by smell Weight: 1 kilogram per 10m can reach other planets within a stellar someone sprayed with a scent masker Cost: 30 Omnium per 10m system, allowing, of course, for a lag makes Perception checks at -6. This heavy-duty fiber rope is the time in communications. tool of choice by climbers across the Sleepers galaxy. The rope has a 3/20 armor rat- Searchlamp Q-dex Rating: Any ing. For an additional 150 Omnium, Q-dex Rating: Any Complexity Rating: 6 one can buy a mini-mortar that propels Complexity Rating: 2 Length: 1cm a grappling hook over 50m in the air. Length: 20cm Weight: .001 cm The player should roll 2d10 — on a Weight: 8 kilograms Cost: 30 Omnium 12 or less, the hook catches on some- Battery: Yes; 20 hrs before recharge For those suffering from various thing solid. The GM should come up Cost: 40 Omnium sleeping ailments, Ers is proud to an- with the appropriate penalties for This heavy but handheld light- nounce the release of their latest sleep- whether the surface is rough enough ing device can illuminate a cone ing aid — Sleepers! With just a few or uneven enough to hold the grappling shaped area as long as 200m and as drops, a subject falls completely asleep hook. The mini-mortar holds 20 wide as 50m. Even in darkest night, for (12-Endurance) hours. The fluid charges (15 Omnium per recharge). anything within the beam will be lit up dose may be injected (needle, like a Seaweed Morass on Founder’s blowgun, tranquilizer gun) for imme- Safe-Cracking Kit Day! The light is so bright that anyone diate effect or it can be ingested for a Q-dex Rating: Any who is suddenly caught in a delayed effect (15 minutes). A sleeper Complexity Rating: 3 searchlamp beam will make skill rolls may make a Will check to wake up, if Length: Various tools, ranging from at -1 for 5 Moments while her eyes she is shaken. Even if she does wake 6cm to 20 cm adjust. up, she will be somewhat groggy for Weight: 6 kilograms at most the duration of the drug (-3 to all skill Cost: 150 Omnium Scent Catcher and attribute checks). Humans and non-humans alike Q-dex Rating: Any have attempted to protect things from Complexity Rating: 6 Slip Bomb being stolen by placing them in safes Length: 15cm x 10cm Q-dex Rating: Any and other locked boxes. Other humans Weight: 1.5 kilograms Complexity Rating: 5 and non-humans have spent their lives Cost: 460 Omnium Length: 3cm sphere trying to get in these same safes and Invented by the Venture Broth- Weight: .1 kilolgram locked boxes. Safe-cracking kits vary ers, who specialized in big-game hunt- Battery: No. in shape and size — but each one al- ing trips on various hostile stellar bod- Cost: 40 Omnium lows a trained professional ies, the scent catcher is a handheld unit Slip bombs are little balls which, (Lockpicking skill) to attempt a safe- that absorbs particular smells and when broken, emit a highly slippery cracking at +1. One might think this is scents for identification purposes. substance. The goo expands to a pool not much of a bonus, but one cannot “What is that smell, Matt, anyway?” roughly 10 meters wide and long. Any even attempt to break into a safe with- “According the machine, it’s a flightless being passing through this out the right equipment. At the time of Mracken Wyrm.” “You’d think we substance must make a Coordination the purchase, the player and GM would see something as big as that. check at -3. If the being fails, it falls should decide what general sorts of Right, Matt? Matt?” into the pool. Any attempt to recover safes the kit is designed for. balance is be made at -3. The substance Scent Masker lasts only 10 minutes — but if you are Satellite Communicator Q-dex Rating: Any in a slip, it’s a long, humiliating ten Q-dex Rating: Any Complexity Rating: 7 minutes. Complexity Rating: 8 Length: 8cm Length: 6cm x 7cm Weight: .04 kilogram Weight: 3 kilograms Cost: 80 Omnium Battery: Yes; 12 hours before recharge. Venture Brothers marketing re- Cost: 400 Omnium search uncovered the fact that over This handheld communicator al- 40% of hunting expedition time was lows audio and visual contact with actually spent running away from the other communicator users. The com- prey. In order to help ensure repeat or- municators bounce signals off of the dering from living customers, the Ven-

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 169 Smokes the analyzer takes 5 minutes for every 1d10/2 Moments; all her skill and at- Q-dex Rating: Any 25m evaluated. tribute checks during that time will be Complexity Rating: 5 at -2. Length: 3cm long Substance Testing Kit Weight: .001 kilogram Q-dex Rating: Any Tent Cost: 40 Omnium Complexity Rating: 6 Q-dex Rating: Any These pellets, when broken Length: 35cm x 25cm Complexity Rating: 1 open, emit a short-lived, small smoke Weight: 10 kilograms Length: Variable screen. Each “smoke” can cover a 5m Cost: 600 Omnium Weight: 2 kilograms diameter area. The smoke dispels af- This is a basic substance testing Cost: 70 Omnium ter 3 minutes, or until some strong kit. In order to use it, one must have Tents come in many shapes and wind blows it away. Anyone trying to the proper Science skill. With a suc- sizes — even the biggest (fitting some see through the smoke must make a cessfully Science skill roll, one can 10 people) only weighs 2 kilograms Perception check at -6. roughly identify a given substance. It unassembled. Most tents in the galaxy won’t give specifics, such as “snake can be inflated with just a tug on a Space Suit venom”, but it can reveal an “organic chord. For an extra 100 Omnium, the Q-dex Rating: Any compound.” The GM should use dis- tent can be climate controlled — quite Complexity Rating: 7 cretion in how accurate the kit is in a useful feature in the heat of jungles Length: 2.5m - 6m identifying substances — but certainly or cold of the arctic. Tents normally Weight: 50 kilograms the GM should keep in mind the size have an armor rating of 2/12. Cost: 2400 Omnium of the success on the skill check. A fail- This is a run of the mill, upper ure in the skill roll means that the re- Tracker atmosphere/outer space suit necessary sults are “inconclusive.” The testing Q-dex Rating: Any for nearly any human or alien to sur- takes at least 10 minutes. Complexity Rating: 7 vive the vacuum of space. The space Length: 18cm x 8cm suit is equipped with an oxygen tank Suspensor Bed Weight: 4 kilograms that lasts 10 hours before it needs re- Q-dex Rating: Any Cost: 320 Omnium placing. Space suits are also usually Complexity Rating: 8 Venture Brothers tries to think of equipped with maneuvering jets. A Length: 1m -2m long everything for its wealthy customers. player might make either a Zero Grav- Weight: 30 kilograms In order to give clients the full hunting ity skill check if the player has it, or Battery: Yes; 200 hours before re- experience, Venture Brothers makes just a flat Agility roll at -6 to make fine charge the tracker. This handheld unit scans maneuvers. The jets allow for a maxi- Cost: 580 Omnium the nearby environment visually and mum movement of 3m/Moment. The The suspensor bed hovers safely gives the most likely direction of a suit is made of tough fibers with an ar- off the ground for over 200 hours. The prey’s movement. The tracker needs to mor rating of 5/30. Any puncture in the bed can support up to 500 kilograms. be calibrated for the specific environ- suit will lead to immediate death for Because it can support so much weight, ment (jungle, city, desert, etc.) In game the human. a suspensor bed can work easy as a terms, the tracker increases its users cargo carrier. All you have to do is push Tracking skill by 5. Note that the Structure Analyzer the suspensor and it will effortlessly tracker is easily confused by multiple Q-dex Rating: Any float along. Note that the bed will even tracks in the area. For this reason, it is Complexity Rating: 9 float over liquid surfaces. useless in high traffic areas. Length: 25cm x 30cm Weight: 3 kilograms Teletrans Pods Tracer/Tracking Unit Battery: Yes; 20 evaluations. Q-dex Rating: Any Q-dex Rating: Any Cost: 890 Omnium Complexity Rating: 9 Complexity Rating: 7 This handheld unit can scan the Length: 1 meter radius Length: 2cm diameter exterior of a particular structure and, Weight: 25 kilograms Weight: .003 if given the basic materials that the Battery: Yes; 10 uses before a recharge. Battery: Yes; 10 hours before recharge structure is made of, can provide the Cost: 4500 Omnium Cost: 2300 Omnium user with the stress points of the struc- Specially calibrated Teletrans These small tracers will adhere ture. This device was first used by pods allow for teleportation between to almost any fabric. Once attached, the Blastum, Inc. — a famous demolition two points. The pods, however, have a tracer activates and emits a signal agency. Militaries across the galaxy range limited to 20 kilometers. The traceable only by a specially calibrated realized that this item could help demo- pods can transport about 250 kilograms tracking unit. Once the tracer is in lition teams in their operations. Adds of weight at a time. Anyone traveling place, someone using the tracking unit +5 to Demolitions skill roll. Note that on the pods will be disoriented for can follow the tracer from up to 30 km

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 170 away. The tracer’s batteries last only The planet, because of its allergies to The Wailing Whisper was in- 10 hours. The tracers are quite small metals, developed the solvant as a de- vented by Lane, Inc. — a company that and can only be noticed with a Percep- fense mechanism. This fluid dissolves specializes in building exclusive home tion check at -5. 10 tracers come with practically any metal substances it renovations for the discriminating cli- the original purchase; replacements touches, but it is completely harmless ent. To cover all the noise from the con- cost 100 Omnium and must be spe- to organic substances. For game pur- struction, Lane, Inc. came up with the cially tuned to the tracking unit. poses, the acid inflicts a -12 penalty Wailing Whisper. “Wispy” as its (affects Durability Rating) on metal known in the trade, emits a nearly in- Ueatsoc Suit materials. audible white noise, slowly increasing Q-dex Rating: Any with each passing minute. Eventually, Complexity Rating: 4 Visual Recorder “Wispy” is producing enough white Length: 1.5m-4m Q-dex Rating: Any noise to mask the sound of an airship Weight: 20 kilograms Complexity Rating: 4 crashing outside the door! In game Cost: 400 Omnium Length: 38 cm turns, anyone within the radius of the The Ueatosoc, named after the Weight: 15 kilograms Wailing Whisper (100m radius) must famed marine explorer, is a suit de- Battery: Yes; 10 hours before recharge. make a Perception check at -4 to hear signed to allow swimmers to delve into Cost: 435 Omnium anything “out of the ordinary.” Small the ocean’s depths. The insulated suit The visual recorder is the device creaks and groans won’t even be no- protects the diver from extremes of of choice for IGNM investigative re- ticeable (GM’s discretion here). Even cold and heat. The GM should judge porters. A visual recorder is nothing the most astute of listeners might only what exactly the threshold of the suit’s more than a handheld video camera. notice a slight ringing of the ears when permeability — it can protect the diver For 10 hours, a given recorder can “Wispy” is activated. from near arctic conditions. The oxy- chronicle both sight and sound. The re- gen tanks last 6 hours before they need corded information can later be played Watchsnake replacing. This suit does not allow div- back on the appropriate equipment. Q-dex Rating: Any ing beyond 300m. For any sort of com- There is also a mini-visual recorder Complexity Rating: 8 plex work underwater, a player needs available, for 780 Omnium, which is Length: 1 meters a High Gravity skill. Otherwise, any as small as a necklace pendant. While Weight: 30 kilograms skill or attribute checks are made at - it is small, it can only record for 1 hour Battery: Yes; recharge after 10 hours. 6. before needing a recharge. Cost: 990 Omnium The watchsnake is a remote-con- Universal Solvant Wailing Whisper trolled cord that can crawl around just Q-dex Rating: Any Q-dex Rating: Any like a snake at .2m/Moment. The Complexity Rating: 7 Complexity Rating: 8 snake’s greatest asset is that it trans- Length: 6cm container Length: 40cm diameter mits what the “head” sees back to a Weight: .025 kilogram Weight: 10 kilograms viewscreen on the remote control unit. Cost: 570 Omnium Battery: Yes; 10 hours before recharge The snake can operate up to 1 kilome- The solvant is actually a fluid Cost: 1900 Omnium ter away from the remote control. It discovered on the living planet of Oge. has an armor rating of 2/10.

QuantumSpecificEquipment

In a universe where the very rules of existence change from place to place it is hard to talk about technology in any definitive sense. After all, one system’s technology is another system’s magic and some other system’s plant life. The Q-dex attempts to impose some sort of order on this chaos, but is in the end only marginally successful. A Q-dex rating will help you to make an accurate guess about how well a piece of technology will work in a given quantum zone, or what kind of equipment will prove most efficient in your destination zone when travelling. Ultimately however, there are more things in the galaxy than the Q-dex can explain. The Q-dex paints a picture in broad strokes, focusing on generalities and trends. Often this means the details get lost. All this only goes to show that a Greater Galaxy. Some of these are de- which means that they are found ev- Vestis or any interstellar traveler can vices so common that they can be erywhere. Of course, even simple never fully depend upon her equipment found in a variety of zones. Along with items are native somewhere, and Lev- when travelling to a new quantum each description is a Q-dex Referent eling can render the item less effective zone. Later in this chapter you will find for the device. With simple items, like in zones on the opposite end of the a catalogue of devices from across the swords, the Referent may be “any,” spectrum from the item’s native zone.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 171 With more complicated items, like of space that does not fit into the easy have. There will also be a cost associ- Planetary Flight Suits, there may be categorization of the Q-dex, the so- ated with each item. This cost is given only one kind of quantum zone Refer- called Aberrant Zones. Here all bets are in Omnium, the Omnet currency, and ent in which the device will function off as to whether your equipment will should be taken only as a general at all. There are also items the com- function. The physical and spiritual guide. Prices vary wildly across the bine both technology and magic in or- laws of such regions can be truly bi- galaxy, depending on availability, lo- der to function. In such a case, the de- zarre, even by galactic standards. cal currency markets, and other politi- scription will contain both a Technol- cal and economic factors. Finally, each ogy and Mystic Referent for the item. In addition to the item’s Q-dex item has a text description, detailing In order for the item to function effec- Referent rating, a number of other sta- its functions and abilities. The weap- tively, it must be used in a zone that tistics are given. Each description gives ons presented here also have Effect meets both its magical and technologi- the item’s size and mass. This is usu- Tables for use in combat. cal needs. Finally, it is possible that ally followed by any energy or ammu- your travels might take you to a region nition requirements the item might BiomassEquipment(ProgrammedMatterLinear)

Biomass Weapons listed in parenthesis after the ammu- chill wine, or charbroil meat, when nition cost. Endurance may be regained necessary. at one point per hour of rest (medita- In Programmed Matter Linear tion, sleep), and one point per 3 hours The problem with RTADs is in- (Biomass) zones, weapon technology of light activity (walking, sitting, talk- efficiency. The conversion process revolves around two somewhat oppos- ing). uses a great deal of bioenergy. Thus, ing theories, each of which is centered the large powerpacks render the de- in bioenergy. The first, the shockgun, It should be noted that neither of vices cumbersome, and the damage uses that energy to agitate a target and these methods causes large explosions inflicted is relatively low given its size. effectively disrupt it. The second, the or physical dismemberment. Remem- freezer, dampens bioenergy until the ber, in a series of zones where the larg- Cold/Hot Stick target is subdued. est collections of Matter are sentient, This is a melee form of the large scale destruction of Matter is RTAD weapon. As all such weapons, Both weapon systems are pow- greatly discouraged. Indeed, indis- it is large and heavy. ered by bioenergy which is only gen- criminate destruction of Matter struc- erated by life-forms in Biomass zones. tures can get you very quickly on the Q-dex: Programmed Matter Linear The easiest means for powering up a bad side of the bioplanet on which you (Biomass) weapon is to tap into a bioenergy vein are standing. Unless you have the mass Complexity: 6 on or underneath the surface of a and resources of a planet, this no doubt Weight: 3.5 kilos bioplanet. Such veins might be found a recipe for trouble. Length: 1.5 meter in mineral, crystal or even liquid forms. Cost: 4500 Omnium For the most part these easy sources Ammunition: 5 charges are controlled by some sentient or Radical Temperature Ammunition Cost: 100 per 5 charges group, and you must pay for such en- (1 Endurance cost per charge) ergy. The Omnium costs listed below Adjustment Device Special Capacity: Expending a charge for ammunition reflect that transaction. during a successful melee hit adds Alternatively, a character might find One type of Radical Tempera- 2 automatic successes their own unexploited bioenergy vein. ture Adjustment Device (RTAD) Should word of this resource get out, converts bioenergy into a supercold Successes Damage no doubt others would seek to possess cone of gas which dampens the 1-3 scratch it. target’s bioenergy. These Freezers 4-5 light wound can be set to stun, damage or kill life- 6-7 heavy wound Finally, a sentient may tap into forms. Other versions of the RTAD 8-10 critical wound its own bioenergy. This is terrible in- raise the target’s temperature, pro- 11+ fatal efficient and debilitating but some- ducing much the same result: dam- times the situation demands it. Each age or death. These weapons are shot from a weapon drains a certain called Burners. As a nice bonus, the amount of Endurance from the char- devices can be used to make ice and acter. The Endurance drain per shot is

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 172 Cracker/Torch Shockgun Q-dex: Programmed Matter Linear This is a sidearm version of the The Shockgun, or Lightening (Biomass) RTAD. Gun, does just what its name implies: Complexity: 6 projects bolts of concentrated Weight: 1 kilo Q-dex: Programmed Matter Linear bioenergy at its opponents. The Length: 15 cm (Biomass) weapon produces a continuous stream Cost: 1000 per grenade Complexity: 7 of directed energy. The result is a Area of Effect Weight: 2.5 kilos weapon that can (and usually is) used Impact Area: 3 meters Length: 75 cm to sweep back and forth across the en- Damage Rating: 4 Cost: 6500 Omnium emy, spreading deadly and destructive Ammunition: 8 charges electrical force with almost reckless Range Modifier Ammunition Cost: 200 per 8 charges abandon. 1-3 0 (2 Endurance cost per charge) 4-8 -1 The Shockgun concentrates 9-12 -2 Range Modifier rather than converts bioenergy. Thus, 13-20 -3 1-2 +1 it is slightly smaller than a RTAD de- 21-20 -4 3-10 0 vice of similar capacity. It is still a large 11-20 -1 and heavy support weapon. Successes Damage 21-30 -3 1 scratch Q-dex: Programmed Matter Linear 2-3 light wound Successes Damage (Biomass) 4-6 heavy wound 1-2 scratch Complexity: 6 7-8 critical wound 3-4 light wound Weight: 6 kilos 9+ fatal wound 5-6 heavy wound Length: 2 meters 7-8 critical wound Cost: 9500 Omnium 9+ fatal wound Ammunition: 30 charges Biomass Devices Ammunition Cost: 400 per 30 charges Freezer/Burner (3 Endurance cost per charge) Biosensor This is the large, but commonly Special Capacity: Following Fire Q-dex Rating: Programmed Matter encountered assualt weapon RTAD. Linear (Biomass) Range Modifier Complexity Rating: 5 Q-dex: Programmed Matter Linear 1-10 +3 Length: 20cm x 10cm (Biomass) 11-20 +2 Weight: 4 kilograms Complexity: 7 21-40 +1 Cost: 120 Omnium Weight: 4 kilos 41-75 -1 The biosensor is a handheld de- Length: 1.5 meters 76-120 -3 vice that measures the size of biom- Cost: 8500 Omnium asses in the area. If on the surface of a Ammunition: 12 charges Successes Damage planet, the biosensor first calculates the Ammunition Cost: 300 per 12 charges 1-2 light wound frequency of the planet’s biomass, and (3 Endurance cost per charge) 3-4 heavy wound eliminates that frequency from the 5-8 critical wound read-out. The biosensor then is able to Range Modifier 9+ fatal wound differentiate different creatures and 1-10 +2 their movements in their natural envi- 11-30 +1 Shockbomb ronment. The biosensor gives a three- 31-50 0 This grenade-like devices uses dimensional image of every living 51-75 -1 technology similar to the Shockgun but creature within 10m of it. For skilled 75-150 -3 expels the concentrated bioenergy in a users (Technology Operation [Pro- radius of effect. The Shockbomb en- grammed Matter Linear]), the Biosen- Successes Damage ergies actually translate, to some de- sor provides a rundown on the target’s 1 scratch gree, through non-living Matter. Half physiological state (heart rate, gastro- 2-3 light wound the Toughness Rating (round up) of nomic activity, biorhythms, etc.). The 4-6 heavy wound any Armor or cover. user of the biosensor should make a 7-8 critical wound skill check for each biological unit 9+ fatal wound within the unit’s area of effect. The GM should provide the player with an amount of information on the biologi-

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 173 cal unit depending on the size of the Prey Spray any predator within a 1km radius will success or failure. At times, however, Q-dex Rating: Programmed Matter have trouble smelling anything else. the number of biological entities in the Linear (Biomass) The predator will immediately inves- area can confuse the sensor. For every Complexity Rating:2 tigate whatever is the source of that organic unit over 20 within 10m, the Length: 6cm long canister particularly enticing smell. For a user must make a Perception check. If Weight: 1 kilogram predator to try to smell anything else the it succeeds, the life-form is detected Cost: 95 Omnium within this radius, it must make a Per- as normal. If it fails, the reading is in- The Prey Spray is a cocktail of ception roll at -6. Otherwise, the Prey distinct. various animal and plant hormones. Spray’s scent will overwhelm the Once sprayed on an object or person, beast’s olfactory senses. ParticleEquipment(MatterBipolar) user strikes with the gauntlet, causing Range Modifier Particle Weapons significantly more damage than a nor- 1-5 +1 mal gloved hand. 6-15 0 In Matter Bipolar (Particle) 16-25 -1 zones, everything is composed of one Q-dex: Matter Bipolar (Particle) 25-50 -3 kind of particle or another (depending Complexity: 5 on the specific zone). This includes Weight: 1 kilo Successes Damage gravity. Gravity Pulse Weapons cause Length: hand sized 1 scratch damage by bringing together small Cost: 1200 Omnium 2-4 light wound packages of gravity particles and pro- Ammunition: 50 uses 5-7 heavy wound jecting them at a target with tremen- Ammunition Cost: 100 Omnium per 8-9 critical wound dous speed. The Gravity Pulse itself is battery pack (50 strikes) 10+ fatal wound one of the densest materials known to exist and when it strikes something at Successes Damage Powergun high speed it is likely to punch a deep 1 scratch hole in the target before dissipating. 2-3 light wound The Powergun is the quintessen- Often referred to as Powerguns, or 4-6 heavy wound tial assault weapon. It is tough, reli- Pulse Cannons, these weapons are fa- 7-8 critical wound able, and accurate and fires pulses ca- vored because of their relatively low 9+ fatal wound pable of blasting through steel. Armies complexity and powerful armor pen- across the galaxy use this weapon etrating abilities. All pulse guns have Pulse Pistol whenever possible since as there is an added bonus when penetrating ar- seldom anything better available for mor. The Armor Penetration Modifier The Pulse Pistol is a typical the price. is always subtracted from the Armor’s Gravity Pulse sidearm. Security forces Toughness Rating before applying its everywhere rely on it for providing Q-dex: Matter Bipolar (Particle) results. For example, a Pulse Pistol has much needed stopping power in a Complexity: 6 an Armor Penetration Modifier of -1. small package. Of course, the use of Weight: 2.5 kilos If the weapon is used against a target such weapons is usually forbidden on Length: 150 cm with an Armor Rating of 3/15 the -1 spaceships since even pulse pistols can Cost: 2500 Omnium modifier would reduce the armor’s ef- penetrate the hull. Ammunition: 30 rounds fectiveness to 2/15. Several zones Ammunition Cost: 200 Omnium per within the Lights of Jal’el employ Q-dex: Matter Bipolar (Particle) 30 rounds Powerguns, and it is from their armor- Complexity: 6 Armor Penetration Modifier: -3 ies that we take our examples. Weight: 700 grams Special Capacity: Following Fire Length: 15 cm Power Gauntlet Cost: 1500 Omnium Range Modifier Ammunition: 10 shots 1-10 +3 The Power Gauntlet is actually Ammunition Cost: 100 per 10 shots 11-30 +1 a large metal glove used as a melee Armor Penetration Modifier: -1 31-50 0 weapon. The gauntlet contains a series 51-75 -1 of gravity capacitors all across its sur- 75-150 -3 face. These capacitors release a sud- den charge of particles the instant the

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 174 Successes Damage Gravity Well speed. Thus, the character has a -4 1 scratch modifier to all Initiative checks, moves 2-3 light wound Q-dex: Matter Bipolar (Particle) at one quarter speed, and cannot dodge. 4-5 heavy wound Complexity: 7 The Gravity Well uses a lot of energy 6-8 critical wound Weight: 1.3 kilos very quickly. Its effects last for only 9+ fatal wound Length: 20 cm square one minute before the battery wears out Cost: 6500 Omnium and it must be recharged. Pulse Cannon Ammunition: - Extra Batteries: 750 Omnium The Pulse Cannon is the largest Battery Recharge: 400 Omnium Particle Devices hand-held Gravity Pulse weapon in use today. It fires huge pulses at targets, This device serves to immobilize Sticky Boot blasting holes through even the tough- opponents, either for capture or to Q-dex Rating: Matter Bipolar (Par- est armor. Because it is so large and make them easy targets. The well it- ticle) unwieldy, it is seldom used against in- self is simply a small metal box stud- Complexity Rating: 7 dividual infantry targets. Instead, holes ded with Gravity Capacitors. The box Length: .3m - .5m are blown in walls, tanks, troop carri- itself is very tough and can be safely Weight: 5 kilograms ers and other battlefield obstacles. thrown into combat without fear of Battery: Yes; every 40km traveled in damaging the device. Every Gravity the boots Q-dex: Matter Bipolar (Particle) Well has a remote activation device Cost: 650 Omnium Complexity: 6 that can be used from up to 500 meters These boots allow a sentient in Weight: 7 kilos away. The Gravity Well sends out wave a Particle zone to walk even on the out- Length: 190 cm after wave of gravity particles, effec- side of objects, such as the walls of Cost: 10,000 Omnium tively making the gravity in its area of buildings. When the sentient steps Ammunition: 5 effect several times greater than nor- down, the boots exude a special adhe- Ammunition Cost: 500 Omnium per 5 mal. The waves are effective in an area sive that attaches the boot to any of the shots ten meters around the gravity well. known Particle shapes. When the sen- Armor Penetration Modifier: -5 Within the field, breathing becomes a tient lifts her foot, the sticky boot ap- monumental task, and movement al- plies a solvent, which dissolves the ad- Range Modifier most impossible. In order to take any hesive, so that the wearer can travel. 1-3 -1 action while within a gravity well, you With the boots, no one can travel any 3-15 +2 must first make a successful Strength faster than walking speed however. 16-50 0 check at -6. Success means you can 51-100 -1 take one action at about one quarter 100-200 -3

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 175 AtomicDevices(ChargedMatterLinear)

Atomic Weapons Successes Damage Q-dex: Charged Matter Linear 1 scratch (Atomic) Charged Matter Linear (Atomic) 2-3 light wound Complexity: 4 zones are home to some of the more 4-6 heavy wound Weight: 1.3 kilos spectacular chemical explosives in the 7-10 critical wound Length: 130 cm galaxy. Not surprisingly then, many of 11+ fatal wound Cost: 1200 Omnium the weapons found in these zones are Ammunition: 10 rounds based upon the explosive chemical re- “Harm’s Way” Assault Ammunition Cost: 50 per ten rounds actions for causing damage. Rifle Range Modifier A number of Atomic zone weap- The standard slugthrower infan- 1-5 -1 ons are based on slugthrower princi- try weapon combines long range and 6-40 +4 pals. Slugthrowers uses a small, con- a high rate of fire with significant stop- 41-80 +2 trolled explosion to fire a hard projec- ping power. This is a favorite for any 81-120 0 tile at a target at deadly speeds. These kind of ground action. 121-175-1 weapons may not have the destructive 175-250-3 capacity of some of the galaxy’s other Q-dex: Charged Matter Linear weapons, but they tend to be reliable (Atomic) Successes Damage and not very complex. We present here Complexity: 5 1 Light Wound some of the standard slugthrower types Weight: 1.1 kilos 2-3 Heavy Wound found in the Greater Galaxy. These Length: 120 cm 4-5 Critical Wound particular examples actually hail from Cost: 1000 Omnium 6+ Fatal Wound the Charged Matter Linear (Atomic) Ammunition: 60 megazone that fills a large portion of Ammunition Cost: 50 Omnium for 60 Wrathful Vengeance the central reaches of the Ruqua Dy- rounds Support Weapon nasties. They can be found in service Special Capacity: Following Fire throughout the Ruqua armed forces. This is a large, high power, Range Modifier rapid-fire slugthrower weapon capable Officer’s Sidearm 1-5 +2 of spreading a great deal of damage (Bullyboy) 6-15 +1 over a great many targets. Although 16-30 0 heavy and ungainly, it makes up for The standard slugthrower pistol 31-50 -1 these problems in shear power and de- found throughout the Ruquanai 51-75 -2 structive capacity. megazone. 76-100 -3 Q-dex: Charged Matter Linear Q-dex: Charged Matter Linear Successes Damage (Atomic) (Atomic) 1 scratch Complexity: 5 Complexity: 4 2-3 light wound Weight: 4 kilos Weight: 400 grams 3-4 heavy wound Length: 170 cm Length: 25 cm 5-6 critical wound Cost: 2500 Omnium Cost: 250 Omnium 7+ fatal wound Ammunition: 300 rounds Ammunition: 24 rounds Ammunition Cost: 400 Omnium for Ammunition Cost: 50 Omnium for 100 Interdictor Sniper Rifle 300 rounds rounds Special Capacity: Following Fire This high-powered slugthrower Range Modifier rifle delivers death from a great dis- Range Modifier 1-3 +1 tance and incorporates a telescopic 1-10 +2 4-10 0 sight for increased accuracy. It deliv- 11-20 +1 11-20 -1 ers massive force at extreme ranges, 21-30 0 21-40 -2 leaving the target wondering in their 31-50 -1 41-70 -3 last moments just where the shot came 51-75 -2 from. 75-150 -3

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 176 Successes Damage Q-dex: Charged Matter Linear 1-2 light wound (Atomic) 3-4 heavy wound Complexity: 6 Atomic Devices 5-6 critical wound Weight: 7 kilos 7+ fatal wound Length: 170 cm Electro-Detecto Cost: 10,000 Omnium Q-dex Rating: Assault Cannon Ammunition: 1 Complexity Rating: 5 Ammunition Cost: 1000 Omnium per Length: 10cm x 4cm The Assault Cannon resembles rocket Weight: 1 kilogram nothing so much as a large rifle. The Area of Effect Battery: Yes; 15 hours important difference is that the Can- Impact Area: 3 meters Cost: 2300 Omnium non shoots very large bullets that ex- Damage Rating: 4 The Electro-Detecto can detect plode upon hitting their target. The re- the amount of current through a par- sult is a massive amount of damage, Range Modifier ticular device. The Electro-Detecto can suitable for blowing holes in walls, ve- 1-20 +4 also trace any sort of electrical usage hicles, and especially biological tar- 21-100 +2 from up to 25km away. Unless the gets. Heavy and unwieldy, this weapon 100-250 0 Electro-Detecto is calibrated to pick up is usually mounted on a vehicle or at 250-500 -2 a particular wavelength of electric cur- least a tripod of some sort. 500-1000 -3 rent, it will, by default, lead the user to the largest electrical usage within Q-dex: Charged Matter Linear Successes Damage 25km. (Atomic) 1 light wound Complexity: 6 2 heavy wound Electroshield Weight: 5.5 kilos 3-4 critical wound Q-dex Rating: Length: 2.3 meters 5+ fatal wound Complexity Rating: 6 Cost: 5000 Omnium Length: 3cm radius Ammunition: 5 rounds HE Fragmentary Weight: 3 kilograms Ammunition Cost: 750 Omnium for 5 Grenade Battery: Yes; recharge after 300 hours. rounds Cost: 1110 Omnium The standard High Explosive Once attached to an object, the Range Modifier frag grenade scatters deadly fragments electroshield emits an electric field that 1-5 -1 over the blast area, probably shredding shocks anything touching the object. 5-15 +2 anyone unfortunate to be in the region. The shock doesn’t do any damage, but 16-30 +1 it is quite effective. Anyone touching 31-60 0 Q-dex: Charged Matter Linear the object must make an Endurance roll 61-100 -1 (Atomic) every Moment. If the sentient succeeds 101-150 -2 Complexity: 5 the roll, he may continue to touch the 151- 300 -4 Weight: 420 grams object. If he fails the roll, his body will Length: 15 cm automatically recoil and he won’t be Successes Damage Cost: 250 per grenade able to touch the object anymore. The 1 light wound Area of Effect electroshield can protect anything up 2 heavy wound Impact Area: 3 meters to 1m x 1m x 1m. The electroshield 3-4 critical wound Damage Rating: 3 can only be disabled by a specially con- 5+ fatal wound figured “key” included with the device. Range Modifier Hell’s Breath Rocket 1-3 0 E-M Bomb Launcher 4-8 -1 Q-dex Rating: 9-12 -2 Complexity Rating: 6 This is a shoulder-fired weapon 13-20 -3 Length: 4cm sphere that launches laser-guided rockets, 21-30 -4 Weight: 1 kilogram causing massive damage to everything Battery: 1 use in the impact zone. This monster is Successes Damage Cost: 900 Omnium definitely not recommended for close 1 scratch The E-M bomb lets out a short combat situations. 2-3 light wound electo-magnetic pulse that disables any 4-6 heavy wound electrical equipment within a 50m ra- 7-8 critical wound dius for 1 hour. The E-M bomb may 9+ fatal wound be set either with a timer or upon im-

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 177 pact. In other words, you can throw it. Subtract the device’s complexity rat- nents must be replaced. Someone with Roll 2d10 for every piece of electrical ing from the roll — the more complex the proper Technology Build/Repair equipment within that radius. On a 10 the item, the greater the chance that it skill can probably restart an item in or under, it’s knocked out of commis- won’t function. On a natural 20, the under an hour (unless its fried). sion. On a 11 or over, it still functions. device is “fried” and major compo- ElementalEquipment(Matter/Energy)

ton strikes the target in the eye, or a Length: 20 cm Elemental Weapons vision area. Of course, the baton causes Cost: 500 Omnium damage on any successful hit, regard- Ammunition: 100 shots Laser Weapons exist in many less of location. Ammunition Cost: 20 Omnium per different zones, and are particularly 100 shots common in Matter Bipolar and Energy Q-dex: Matter/Energy (Elemental) Bipolar zones. They are most at home, Complexity: 4 Range Modifier however, in Matter/Energy (Elemen- Weight: 1.5 kilos 1-10 +3 tal) zones. Length: 1 meter 11-30 +1 Cost: 300 Omnium 41-75 0 In general, the game stats for La- Ammunition: 100 strikes 75-100 -1 ser Weapons do not vary much regard- Ammunition Cost: 20 Omnium per 101-130-2 less of which zone they are native to. 100 strikes Feel free to extrapolate these weapons’ Successes Damage stats and charts when creating laser for Successes Damage 1-4 Temporarily Blind zones other than Matter/Energy (El- 1-3 scratch (1-100 minutes) emental). One important difference 4-5 light wound 5+ Permanently Blind should be noted, however. Laser Weap- 6-7 heavy wound ons in Matter/Energy (Elemental) 8-10 critical wound Illuminator zones tend to have Complexity rating 11+ fatal 2 points lower than weapons from The Illuminator is a simple, ef- other zones. Thus while the Additional damage if head area is hit: fective sidearm carried by almost ev- Lightbringer assault rifle detailed be- ery military and security figure in the low has a complexity rating of 5, that Successes Damage Lights of Jal’el. The pistols are cheap, same weapon in a Matter Bipolar zone 1-4 Temporarily Blind reliable and effective. would have a Complexity rating of 7. (1-100 minutes) This greater complexity is a reflection 5+ Permanently Blind Q-dex: Matter/Energy (Elemental) of the relatively complex procedures Complexity: 5 necessary to create lasers in other Blinding Laser Weight: 900 grams zones. In most Elemental zones the This is a ranged version of the Length: 25 cm laser is a natural expression of the Blinding Baton. It is a much more se- Cost: 750 Omnium confluence of elements (fire and air for lective, low power version of the nor- Ammunition: 60 shots instance). mal combat laser. The Blinding Laser Ammunition Cost: 50 Omnium per 60 is a very specialized weapon, designed shots Other Elemental weapons are to be a non-lethal alternative for dis- similarly based on capturing and tar- abling opponents. In order to be effec- Range Modifier geting small amounts of pure elemen- tive, the user must hit the target in the 1-5 +3 tal substance. In its pure and uncon- eyes (-6 modifier to hit). Almost any 6-15 +1 trolled form, most elemental sub- successful hit will blind the target, usu- 16-45 0 stances are quite deadly. ally permanently. The Blinding Laser 46-75 -1 is often attached to the side or beneath 75-100-3 Blinding Baton the barrel of another gun, leaving the soldier an option as to which weapon Successes Damage The Blinding Baton is a melee to use depending on the situation. 1-2 scratch weapon with a kicker. The baton is 3-4 light wound about the size of a jo stick and can Q-dex: Matter/Energy (Elemental) 5-7 heavy wound project a blinding laser from either end. Complexity: 4 8-9 critical wound The laser is ineffective unless the ba- Weight: 300 grams 10+ fatal wound

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 178 Lightbringer Ammunition Cost: 450 Omnium per 25 shots Range Modifier The Lightbringer is the standard Special Capacity: Following Fire 1-3 +3 assault weapon in use by the armed 4-6 +2 forces of the Lights of Jal’el when op- Range Modifier 7-10 +1 erating in Matter/Energy zones. Like 1-15 +3 11-15 -1 all lasers, it is very accurate long range 16-50 +2 16-30 -3 weapon. Still, it does not carry the 51-100 +1 punch of a Powergun or Gauss rife. 100-200 0 Successes Damage 201-300 -1 1 scratch Q-dex: Matter/Energy (Elemental) 301-600 -2 2 light wound Complexity: 5 601-1000 -3 3-5 heavy wound Weight: 1.5 kilos 6-7 critical wound Length: 150 cm Successes Damage 8+ fatal wound Cost: 1500 Omnium 1 light wound Ammunition: 100 shots 2-4 heavy wound Vortex Bomb Ammunition Cost: 450 Omnium per 5-6 critical wound The small container belies the 100 shots 7+ fatal wound potent destruction within. The Vortex Special Capacity: Following Fire Bomb houses a small portion of care- True Fire Discharge fully refined and stored True Air. When Range Modifier System (Flamethrower) released upon detonation, a small but 1-10 +3 In Elemental zones, there is fire potent wind storm erupts in the area, 11-30 +1 and there is True Fire. True Fire is the with winds capable of tearing a man 31-75 0 raw, elemental form of fire, one of the apart. Basically, the Vortex Bomb is a 76-150 -1 basic building blocks of existence. In tornado in a can. Not only is it deadly 151-300 -2 its true form, Fire is much, much hot- and destructive, it’s also spectacular to ter and more destructive than any fire behold. The Vortex Bomb can be deto- Successes Damage most sentients will ever experience. nated by timer (1 second to 100 hours) 1 scratch This is the Fire of the stars and the soul. or via remote signal from up to 3 kilo- 2-3 light wound The True Fire Discharge System does meters away. Throwing a Vortex Bomb 4-6 heavy wound not actually use pure, raw Primal Fire. is not advisable since the weapon 7-8 critical wound Rather it uses as close an approxima- works best when placed with the 9+ fatal wound tion of True Fire as is possible. Even proper orientation (top up). Thrown this poor shadow of the true substance grenade style there is no assurances as Sun Storm Support is incredibly destructive. The fire it- to performance and the manufacturer Weapon self is contained within small pellets absolves itself of all liability. This large laser is just short of which the weapon projects forth at high being too large and bulky for a normal speed. Upon coming into contact with Q-dex: Matter/Energy (Elemental) sentient to handle. It is primarily de- air, the pellets begin to ignite and by Complexity: 7 signed for use as a vehicle-mounted or the time they hit their target the True Weight: 4 kilos tripod-mounted support weapon, al- Fire has been released and is burning Length: 20 cm though some of the more burly soldiers incredibly hot. The weapon releases Cost: 4000 Omnium in the Lights of Jal’el like to make a the bullets in a continuous stream as Ammunition: 1 show of carrying these behemoths long as the trigger is depressed, allow- Ammunition Cost: - around as personal weapons. They ing the user to spray over large areas Area of Effect have incredibly long ranges (and an or concentrate on destroying one tar- Impact Area: 10 meters integral telescopic sight) and enough get utterly. Damage Rating: 4 power to burn a hole straight through the average infantryman. Q-dex: Matter/Energy (Elemental) Range: must be placed Complexity: 6 Q-dex: Matter/Energy (Elemental) Weight: 3.5 kilos Successes Damage Complexity: 6 Length: 140 cm 1-2 scratch Weight: 10 kilos Cost: 5700 Omnium 3-4 light wound Length: 210 cm Ammunition: 30 shots 5-7 heavy wound Cost: 4500 Omnium Ammunition Cost: 750 Omnium per 8-10 critical wound Ammunition: 25 shots 30 shots 11+ fatal wound Special Capacity: Following Fire

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 179 mists tend to guard their CookBook’s Cost: 3400 Omnium quite jealously, rarely if ever showing The inducer is a large staff which Elemental Devices them to outsiders. Purchasers may only can emit a stable, ball-shaped buy a CookBook if they have some sort forcefield from its tip. The alchemist Alchemist’s CookBook of underworld connection. Even then, uses the element inducer to add sub- Q-dex Rating: Matter/Energy (El- the CookBook will mosly likely be stances (Earth, Air, Water, Fire and emental) from some old alchemist who has Void) together to produce either new Complexity Rating: 4 passed away. Consequently, the elements or some other reaction. The Length: 30cm x 5cm tome CookBook will be somewhat outdated. size of the forcefield is adjustable to Weight: 5 kilograms The GM should judge how much in- the standard alchemical sizes used in Cost: 2900 Omnium formation is in any particular recipes (1 part, æ part, Ω part, º part, The Alchemist’s CookBook is a CookBook. etc.) Treat the forcefield as if it had an basic list of recipes about how to form armor rating of 7/30. The forcefield the various elements. Titanium, for in- Element Inducer produced by the inducer is no larger stance, might be one part Fire, five Q-dex Rating: Matter/Energy (El- than someone’s head. It normally can- parts Earth and one part Void. While emental) not manipulate organic material. certain standard recipes appear in Complexity Rating: 4 nearly every CookBook, each alche- Length: 50cm long, 1cm radius mist slowly adds his own discoveries Weight: 6 kilograms and inventions to his own copy. Alche- Battery: Yes; Recharge every 20 uses PrimalClayEquipment(SetEnergyLinear)

Successes Damage nanomachines break down the mate- Primal Clay Weapons 1-2 Light Wound rial and transform it into ammunition 3-4 Heavy Wound for the weapon microthin slivers of Set Energy Linear (Primal Clay) 5-6 Critical Wound primal substance. The Sliver Gun and zones are the traditional home of 7+ Fatal Wound other weapons like it are the standard nanotechnology in the galaxy. The fact sidearms in Set Energy Linear (Primal that everything is made of the same NanoBlade Sword Clay) zones across known space. substance makes reworking that sub- Q-dex: Set Energy Linear (Primal stance on a microscopic level relatively Clay) Q-dex: Mana Linear simple. Complexity: 5 Complexity: 7 Weight: 500 grams Weight: 300 grams NanoBlades Length: 120 cm Length: 20 cm Cost: 500 Omnium Cost: 650 Omnium The NanoBlade is one of the Ammunition: 40 rounds more straightforward applications of Successes Damage Ammunition Cost: free nanotechnology. The cutting edge of 1 Light Wound Following Fire this knife is honed to a microscopic 2-3 Heavy Wound razor’s edge, allowing it to cut easily 4-5 Critical Wound Range Modifier and quickly through even the hardest 6+ Fatal Wound 1-3 +1 objects. NanoBlades come in both 4-10 0 knife and sword sizes and are equipped Sliver Gun 11-20 -1 with special sheath designed to hold 21-40 -2 the deadly blades in a safe and secure This is the basic slugthrower 41-60 -4 manner. found in high tech Set Energy Linear (Primal Clay) Successes Damage NanoBlade Knife zones. This particular version 1-2 Light Wound Q-dex: Set Energy Linear (Primal comes from the Telphi Republic, 3-5 Heavy Wound Clay) known across the galaxy for their high 6-8 Critical Wound Complexity: 5 quality weapons. The Sliver Gun is a 9+ Fatal Wound Weight: 200 grams nanopistol. The rear of the weapon is Length: 20 cm an ammunition container. The user can Cost: 250 Omnium put literally anything in the ammuni- tion container that will fit. Inside

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 180 Sliver Thrower a fine dust. The weapon can also be Range Modifier used to destroy sections of wall and 1-3 0 The Sliver Thrower is simply, a other inanimate objects. The beam it- 4-8 -1 larger, assault rifle-sized version of the self is large enough to destroy one hu- 9-12 -2 Sliver Gun. Like its larger cousin, this man sized target or about 2 cubic 13-20 -3 weapon transforms any matter placed meters of inanimate material. 21-20 -4 within its ammunition chamber into ammunition almost instantaneously. Q-dex: Set Energy Linear (Primal Successes Damage The assault weapon fires these slivers Clay) 1 scratch out at rapid speed. The range is rela- Complexity: 9 2-3 light wound tively short as far as assault rifles go, Weight: 4 kilos 4-6 heavy wound but it does a massive amount of dam- Length: 165 cm 7-8 critical wound age to targets up close. Cost: 25,000 Omnium 9+ fatal wound Ammunition: 5 Q-dex: Set Energy Linear (Primal Ammunition Cost: 1000 Omnium for Clay) 5 shots Primal Clay Devices Complexity: 7 Weight: 1 kilo Range Modifier HandiDoc Length: 1.5 meters 1-5 +2 Q-dex Rating: Cost: 2000 Omnium 6-10 +1 Complexity Rating: 9 Ammunition: 200 rounds max 11-20 0 Length: 5cm x 5cm Ammunition Cost: free 21-25 -1 Weight: .003 kilogram Special Capacity: Following Fire 25-30 -2 Battery: Yes; recharge after healing 5 31-40 -4 wounds. Range Modifier Cost: 4670 Omnium 1-5 +3 Successes Damage These nanites, once released and 6-10 +1 3+ fatal activated, can be poured onto a wound 11-20 0 and they will immediately begin repair- 21-35 -1 Disassembler Bomb ing it! The nanites are programmed to 36-60 -3 work on a human; they will not func- This weapon resembles other gas tion on non-human bodies without ex- Successes Damage bombs found across the Greater Gal- tensive reprogramming (use the Tech- 1 light wound axy. Activate the bomb, throw it at your nology Operation [Set Energy Linear] 2-3 heavy wound enemy and the weapon releases a cloud at -2). The HandiDoc can heal up to 5 4-5 critical wound of gas. In this case, the gas is merely a wounds (scatches, light wounds, heavy 6+ fatal wound medium for hordes of nanomachines wounds) completely. The nanites re- programmed to disassemble whatever pair one wound every 15 minutes. The Transmutation Weapon they come in contact with. The result person being treated must be com- (Mudslinger) is a cloud that literally eats away at pletely still. If the person moves, the whatever it touches. As a general safety nanites will stop operating and will This powerful, complicated precaution the nanomachines are de- only begin working after the person weapon is one of the more deadly de- signed to die a few minutes after be- stops moving for 5 minutes. vices in the galaxy. It fires a beam of ing released, otherwise they would energy that actually transforms the keep disassembling until there was Power Leeches physical makeup of the target. By nothing left, anywhere. Q-dex Rating: breaking down the patterns of the pri- Complexity Rating: 7 mal substance that makes up all mat- Q-dex: Set Energy Linear (Primal Length: 5cm x 5cm when stored ter, the beam literally turns the target Clay) Weight: .003 kilograms into mud. The weapon itself is large Complexity: 6 Battery: Yes; recharge after 2 uses. and unwieldy and will not work un- Weight: 300 grams Cost: 2570 Omnium less the target remains within the Length: 10 cm When released and activated Transmutation Beam long enough for Cost: 250 per bomb from their storage case, the Power it to take effect. However, when it does Area of Effect: Leeches search out the power source work it is instantly fatal no matter what Impact Area: 1 meter for a particular electronic or mechani- kind of armor or other protection is Dissipation: 1 m: -1, 3m: -3 cal device and then disable it. The worn. The target becomes a gooey, Damage Rating: 4 Power Leeches take 1 minute for each sticky mass that will soon dry out into level of complexity of the device to

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 181 identify the power source and its re- Leeches are disabling a unit’s power lays. The Power Leeches then take source, they must make an Intelligence another minute per level of complex- roll (the Power Leeches have an Intel- ity to disable the power source. Power ligence of 5). If they fail the roll, that Leeches cannot break through any- particular minute does not count to- thing with a Toughness Rating greater wards fulfilling the time requirements than 4. Each minute that the Power for disabling the power source. EthericEquipment(EnergyBipolar)

melee combats with Plasma Blades do Successes Damage Etheric Weapons not last that long. 1 scratch 2-3 light wound Plasma exists in many different Q-dex: Energy Bipolar (Etheric) 4-7 heavy wound forms across the galaxy. Plasma is ba- Complexity: 7 8-9 critical wound sically superheated gas that exists in a Weight: handle: 300 grams; energy 10+ fatal wound state somewhere between liquid and pack: 3 kilos gas. It tends to be very hot no matter Length: handle: 12 cm; plasma tube: 1 Plasma Rifle where you find it. In Energy Bipolar m; fuel pack: 30 cm (Etheric) zones, plasma is easily used Cost: 4500 Omnium The plasma rifle is one of the for mass destruction. In these zones, Ammunition: 5 minutes of use most revered and feared infantry weap- plasma is really just superheated and Ammunition Cost: 1000 per 5 minutes ons in the galaxy. It appeals to a cer- supercharged ether. Superheated ether of fuel tain kind of soldier: the kind who likes adds an explosive element to mix. The to get in close and cause massive resulting combination of explosive, Successes Damage amounts of damage in a very short molten ether has obvious combat ap- 1 scratch time. The plasma rifle seldom wounds plications. The plasma itself is stored 2 light wound or leaves survivors. It is a deadly, oc- as ether in the ammunition chamber. 3-5 heavy wound casionally uncontrollable, killing The weapon itself heats and charges 6-7 critical wound weapon. the plasma immediately prior to firing 8+ fatal wound it. When fired, the bolt of plasma trav- Q-dex: Energy Bipolar (Etheric) els down a gravity beam or even a Plasma Pistol Complexity: 7 stream of normal ether since it is hard Weight: 3.5 kilos to impart sufficient momentum to a This is one of the larger pistols Length: 155 cm small burst of energy and gas. When it in existence since it requires a certain Cost: 10,000 Omnium strikes the target (or anything for that amount of space to store, pressurize Ammunition: 15 shots matter) the result is an explosion of hot and charge the ether into plasma. Like Ammunition Cost: 300 per 15 shots plasma powerful enough to burn most all plasma weapons, it has a relatively unfortunates to a crisp. short range, but a very powerful punch, Range Modifier not only blowing targets to pieces but 1-5 +2 Sun Blade potentially igniting them as well. 6-10 +1 11-30 0 The Sun Blade is a melee Q-dex: Energy Bipolar (Etheric) 31-50 -1 weapon which resembles nothing more Complexity: 7 51-75 -2 than a sword handle without a blade. Weight: 1.5 kilos 76-100 -3 Coming out of the base of the handle Length: 35 cm is a tough, flexible metal tube which Cost: 5000 Omnium Successes Damage attaches to a small energy pack worn Ammunition: 10 shots 1-2 light wound around the waste. When activated the Ammunition Cost: 150 Omnium per 3-4 heavy wound handle produces a jet of plasma about 10 shots 5-6 critical wound a meter in length, held in check by a 7+ fatal wound magnetic field. The user wields this Range Modifier weapon like any other sword (being 1-3 +1 careful not to touch the blade). The 4-10 0 power pack only lasts for a few min- 11-20 -1 utes before needing new fuel, but most 21-35 -2

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 182 Meteor Strike Plasma Q-dex: Energy Bipolar (Etheric) EtherQuake Mortar Complexity: 7 Q-dex Rating: Weight: 2 kilos Complexity Rating: 5 The Meteor Strike is an infan- Length: 30 cm Length: 3cm sphere try-carried artillery weapon. It fires Cost: 1000 Omnium Weight: 1 kilogram specially designed canisters containing Area of Effect Cost: 400 Omnium highly pressurized plasma which is re- Impact Area: 3 meters During each solstice, the flying leased upon contact with the target. Damage Rating: 3 LLkk’mm families of Shssrrllkk’mm The Meteor Strike can be used in two gather in meeting places designated by ways: a straight-fire weapon like a gre- Range Modifier a holy order of shamans. Men and nade launcher, or a long range weapon 1-3 0 women from the various families en- like a traditional mortar. In the second 4-6 -1 gage in mock war — in order to purge role, the mortar can fire over interven- 7-9 -2 ritually the violent tendencies from ing obstacles and from cover without 9-12 -3 their bodies. The EtherQuake bombs exposing the weapon. The Meteor 12-18 -4 were developed as effective, if harm- Strike’s rounds spread plasma over a less, weapons for this battle. In the large area, wreaking havoc with entire Successes Damage course of the battle, each team seeks enemy squads. The weapon literally 1 light wound to steal a number of pylons from the rains death down from the skies. 2-4 heavy wound other side. The EtherQuake bombs are 5-7 critical wound small grenades timed to explode within Q-dex: Energy Bipolar (Etheric) 8+ fatal wound 8m of the thrower. The bomb creates a Complexity: 7 small etheric shockwave in which Weight: 6 kilos stuns everyone flying within a 1m Length: 160 cm Etheric Devices sphere of the bomb. Each person must Cost: 17,000 Omnium make an Endurance roll or be stunned Ammunition: 3 Ether Sails helplessly for 3 combat moments. Ammunition Cost: 750 Omnium per 3 Q-dex Rating: shots Complexity Rating: 7 Area of Effect Length: 1m Impact Area: 3 meters Weight: .03 kilogram Damage Rating: 3 Cost: 4300 Omnium When offworlders came to Range Modifier Shssrrllkk’mm in the star system 1-10 +2 Shssrr, they discovered something odd 11-20 +1 about the LLkk’mm. These butterfly- 21-80 0 winged humanoids rarely touched the 81-120 -1 surface of the planet. Instead, the 121-250 -2 LLkk’mm lived in high mountain ae- 251-500 -3 ries, far away from the relatively hos- tile Shssrr jungles. Llkk’mm engineers Successes Damage designed the ether sails to allow 1-2 light wound offworlders to fly as they do on ether 3-5 heavy wound currents, and these sails have proved 6-7 critical wound effective in nearly all Etheric zones. 8+ fatal wound The sails fit under each arm. The fab- ric is unique in that it reacts to the Plasma Bucket ether’s slightest flow. With a slight bit of training (the Glide skill), a human The Bucket is a hand-held may take to the skies. At first, the plasma bomb. Much like the mortar wearer may only fly at her normal run- rounds of the Meteor Strike support ning speed. In time, however, she may weapon, Plasma Buckets spread fly at twice walking speed. If some- plasma over a large area, burning large one does not have the Glide skill, any spaces in tight formations. Plasma skill checks while in the air will be Buckets are notoriously non-aerody- done at -5. The ether sails are very deli- namic. cate (armor rating 0/2) and will not survive any sort of damage.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 183 AstrologicalEqupment(ProgrammedEnergyLinear)

Die RollSuccesses Modifier Successes Damage Astrological Weapons 1-2 -4 1 scratch 3-4 -2 2-3 light wound The application of radically op- 5-6 0 4-5 heavy wound posing Astrological energies is the ba- 7-8 +2 6-8 critical wound sis for most weapons tech in Pro- 9-0 +4 9+ fatal found grammed Energy Linear (Astrological) zones. Some weapons simply expel en- Q-dex: Programmed Energy Linear Street Sweeper Assault ergy to damage or disrupt targets. The (Astrological) Rifle problem with such weapons, however, Complexity: 5 stems from the fact that similar Astro- Weight: 500 grams This is a great close quarters logical energy and matter does not con- Length: 120 cm weapon, spraying out a hail deadly par- flict as much as differing Astrological Cost: 400 Omnium ticles that will strip flesh from bone in energy and matter. This means that the a matter of seconds. A favorite for weapon’s effectiveness depends on the Successes Damage gangland hits and ruthless police Astrological make-up of the target, 1-2 Light Wound forces. which is not always easy to predict. 3-4 Heavy Wound Nonetheless, these energy-based 5-6 Critical Wound Q-dex: Programmed Energy Linear weapons are cheap and easy to pro- 7+ Fatal Wound (Astrological) duce. Complexity: 6 Matter Accelerators Weight: 3 kilos Another technology is more pre- Length: 120 cm dictable. By subjecting small or large Matter Accelerators come in all Cost: 3000 Omnium pieces of a certain type of Astrologi- shapes and sizes, from hand-held mod- Ammunition: 35 shots cally charged matter to a progressively els, to rifles, to huge cannons mounted Ammunition Cost: 150 per 35 shots stronger series of opposite and conflict- on starships. Matter Accelerator am- Special Capacity: Following Fire ing types of Astrologically charged munition in its neutral state looks like energy, the matter is accelerated to sig- little more than ultra-fine metal shav- Range Modifier nificant velocities. In extreme cases, ings or dust. As a weapon, this stream 1-5 +3 the matter may be propelled out of the of dust acts like a super powered sand 6-15 +1 barrel of the gun at nearly the speed of blaster, stripping away metal, flesh, 16-30 0 light. Depending on the size of the and bone. These are not long range 31-45 -1 matter accelerated, a Matter Accelera- weapons, but are quite effective at 46-75 -3 tor or Rail Gun is created. closer quarters. Successes Damage Tuned Blade Particle Pistol (Spray 1-2 light wound Gun) 3-4 heavy wound A current of Astrological energy 5-6 critical wound runs through this sword increasing the Q-dex: Programmed Energy Linear 7+ fatal wound damage of any hit. The damage listed (Astrological) below relates to strikes against sub- Complexity: 6 Rail Guns stances and life-forms from outside the Weight: 1.2 kilos Astrological zone in which the Tuned Length: 20 cm Also known as the mass driver, Blade was created. Strikes against sub- Cost: 1200 Rail Guns use large scale ammunition stances and life-forms native to an As- Ammunition: 15 shots in the same manner as Matter Accel- trological zone are less predictable. Ammunition Cost: 75 per 15 shots erators use their dust ammo. The gauss Each time a new target is hit, roll one gun fires large bolts or slugs of mate- ten-sided die on the table below and Range Modifier rial long distances with tremendous apply the listed modifier to the num- 1-2 +2 damage. Where a Matter Accelerator ber of successes. 3-5 +1 would cause massive surface damage 6-12 0 at short range, the mass driver punches 13-30 -1 very deep, neat holes in things from a 31-40 -3 long distance. Rail weapons also have an Armor Penetration Modifier that is

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 184 subtracted from a target’s Armor Q-dex: Programmed Energy Linear Range Modifier Toughness Rating. (Astrological) 1-3 -1 Complexity: 6 4-15 +1 Rail Pistol Weight: 3 kilos 16-75 0 Length: 180 cm 76-150 -1 This is the standard side arm ver- Cost: 3300 Omnium 151-300 -2 sion of the mass driver. They tend to Ammunition: 24 rounds 301-450 -3 be a little larger than your average pis- Ammunition Cost: 300 Omnium per tol because of the large size of the am- 24 rounds Successes Damage munition they carry. Likewise, they Armor Penetration Modifier: -2 1 Light Wound tend to have much better stopping 2-3 Heavy Wound power than most pistols. Range Modifier 4-6 Critical Wound 1-5 +3 7+ Fatal Wound Q-dex: Programmed Energy Linear 5-10 +2 (Astrological) 11-20 +1 Tuned Bomb Complexity: 6 21-50 0 This device discharges a blast of Weight: 1.2 kilos 51-100 -1 Astrological energy in an area of effect. Length: 25 cm 101-150 -2 The damage listed below relates to Cost: 1200 Omnium 150-200 -3 strikes against substances and life-forms Ammunition: 8 rounds from outside the Astrological zone in Ammunition Cost: 100 Omnium per 8 Successes Damage which the Tuned Bomb was created. rounds 1 scratch Strikes against substances and life- Armor Penetration Modifier: -1 2 light wound forms native to an Astrological zone are 3-5 heavy wound less predictable. Each time a new tar- Range Modifier 6-7 critical wound get is hit, roll one ten-sided die on the 1-5 +1 8+ fatal wound table below and apply the listed modi- 6-15 0 fier to the number of successes. 16-30 -1 Rail Cannon 30-45 -2 (Thunderbolt) Die Roll Successes Modifier 46-75 -3 The Rail Cannon is really de- 1-2 -4 signed for attacking armored vehicles 3-4 -2 Successes Damage and fortifications rather than individual 5-6 0 1-2 scratch infantry targets. Nevertheless, there is 7-8 +2 3-4 light wound nothing to prevent one from using the 9-0 +4 5-6 heavy wound weapon in such a manner. This is more 7-8 critical wound than just a larger version of the Mass Q-dex: Programmed Energy Linear 9+ fatal wound Rifle. The cannon or Thunderbolt, fires Complexity: 5 explosive tipped shells, adding a new Weight: 420 grams Mass Rifle (Thumper) element to its destructive capability. Length: 15 cm The Mass Rifle is the standard Cost: 250 per bomb infantry weapon in the FSS for actions Q-dex: Programmed Energy Linear Area of Effect in Programmed Energy Linear (Astro- (Astrological) Impact Area: 3 meters logical) zones. When fired, the weapon Complexity: 7 Damage Rating: 3 makes a deep, loud thumping noise as Weight: 5.5 kilos the slug leaves the barrel, thus earning Length: 2.2 meters Range Modifier its nickname “Thumper.” The Cost: 7500 Omnium 1-3 0 Thumper is a weapon for highly trained Ammunition: 5 rounds 4-8 -1 soldiers willing to aim carefully at a Ammunition Cost: 300 Omnium per 5 9-12 -2 target rather then spread random fire rounds 13-20 -3 over a large area. Unlike many assault Armor Penetration Modifier: -5 21-30 -4 weapons, the Thumper is not auto- matic. This does little to lessen its Successes Damage deadliness even at long ranges. 1-2 scratch 3-4 light wound 5-6 heavy wound 7-9 critical wound 10+ fatal wound

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 185 Astrological Devices cific time up to a week in the future. Starscanner The photographer also places in a spe- Q-dex Rating: cial receptacle a sample component Complexity Rating: 6 Future Camera (hair, grass, part) of the person, place Length: 10cm x 15cm Q-dex Rating: or thing in question. After 5 minutes Weight: 2 kilograms Complexity Rating: 8 of exposure, the photo is finished. The Battery: Yes; recharge after 30 uses Length: 30cm x 20cm finished product provides a picture of Cost: 120 Omnium Weight: 24 kilograms the sample person, place or thing as it When placed in an open space, Battery: Yes; recharge after 3 uses will appear at the date set by the fo- the starscanner monitors the heavens Cost: 2750 Omnium cus. The photo often includes strange and prints out a brief report on the This large, bulky camera is usu- symbols or faces which have some sort placement of all important astrologi- ally mounted on a tripod. The photog- of bearing on future events. The GM cal bodies (stars, suns, planets). The rapher loads the specially coated film is encouraged to make the photos cryp- more expensive models also note me- plate into the side and takes the pic- tic, allowing the players to figure out teor showers, comets and other special ture. The photos must be taken at night, the mystery as they go along. astronomical phenomena. Anyone with when the stars and planets exert their sufficient Technology Operation (Pro- strongest influence on the planet and grammed Energy Linear) can read the its inhabitants. The film picks up on starscanner and get a glimpse into the the emanations from the heavens while future. The number of successes each it’s being exposed. The photographer day indicates how accurate the reader’s sets the focus range by picking a spe- interpretation is. VesselEquipment(Energy/Life) Energy/Life (Vessel) things don’t stay dead for long in Ves- Field Blade sel zones without strict maintenance. Matter is infrequent in Energy/ The Field Blade is a short handle Life (Vessel) zones compared to the Field weapons can be con- that projects an energy field from both ambient Energy and constantly emerg- structed that are dead. No relationship ends. The weapon is weilded in a ing Life patterns. As such, most Ves- need be established with these devices sweeping, slashing style that is beau- sel zone weapons are based on field but ammunition is supplied by bulky tiful to witness, as long as you are not technology, particularly fields gener- power sources, which themselves may the target. The living Blade has enough ated by living weapons. Living weap- be alive. The ammunition costs listed juice to operate for 20 Moments at a ons convert the ambient Energy around below for field weapons assume the de- time without resting. Living Blades them into destructive force. As with vice is dead. Again a 100 Omnium bend their fields slightly in search of many living things, living weapons monthly maintenance cost must be vulnerable areas (add +1 to weilder’s must rest after using charges. This paid. weapon skill). means that you are never far away from a reload. Recharge rates are given be- Some Vessel weapons fire Q-dex: Energy/Life (Vessel) low. The downside is that living weap- chunks of matter. When living, this am- Complexity: 5 ons must be cared for, conversed with munition can aid the shooter by bend- Weight: 250 grams and generally loved. A sentient’s rela- ing around obstacles or shifting in Length: 35 cm tionship with his or her weapon can flight. Matter throwers are expensive Cost: 600 Omnium literally mean life or death in a Vessel given the rarity of matter in Vessel Ammunition: 20 Moments zone. zones, but living ammunition gives the Recharge Rate: 1 Moment per minute shooter +1 to his or her weapon skill. Battery Cost: 800 Omnium Field weapons are less effective against dead matter. Double the Tough- Dead matter is particular effec- Successes Damage ness Rating of any dead armor when tive in Vessel zones. All slugthrowers 1 Scratch countering Vessel field weapons. Life firing dead ammunition half the Tough- 2-3 Light Wound is so prevelant in Vessel zones, how- ness Rating of any living armor or bio 4-5 Heavy Wound ever, that 100 Omnium must be spent field countering them. Again, a 6-8 Critical Wound each month to keep a life pattern from monthly maintenance fee must be paid 9+ Fatal Wound investing the armor. In other words, to keep the bullets dead.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 186 Pop Gun Q-dex: Energy/Life (Vessel) Successes Damage Complexity: 6 1-2 light wound This small arm is the standard Weight: 2.5 kilos 3-5 heavy wound sidearm in Vessel zones. It is small and Length: 65 cm 6-8 critical wound usually whiny, but it is able to spit out Cost: 3500 Omnium 9+ fatal wound field bubbles at an amazing rate. This Ammunition: 52 charge is one of the few small arms with fol- Recharge Rate: 3 charges per minute Nulifier lowing fire capacity. The name comes Ammunition Cost: 1000 Omnium per from the sound of the field bubbles 13 charges The Nulifier is an area of effect striking the target. Many a mercenary Special Capacity: Following Fire weapon that sends out a shock wave refuses to carry the weapon, deeming of field energy. This wave disrupts all it and its sound “whimpy.” Range Modifier living entities in the area of effect. 1-5 +2 Sentients and living armor and weap- Q-dex: Energy/Life (Vessel) 6-10 +1 ons are stunned (effectively dead) for Complexity: 6 11-20 0 a number of Moments depending how Weight: 1.5 kilos 21-40 -1 far from the blast they were situated. Length: 25 cm 40-65 -2 Further, living armor and weapons Cost: 1500 Omnium 66-90 -3 wake up uncharged and must rest and Ammunition: 26 charges recuperate. Nulifiers are specially con- Recharge Rate: 1 charge per minute Successes Damage structed and trained to fly long dis- Ammunition Cost: 1000 Omnium per 1-2 light wound tances when thrown correctly. Unless 13 charges 3-5 heavy wound specially trained in Nulifiers (a week Special Capacity: Following Fire 6-9 critical wound long course), apply a –2 modifier to 10+ fatal wound the user’s Thrown Weapon skill. Like Range Modifier all living weapons, Nulifiers recharge 1-5 +1 Bit Blower themselves. This takes a bit longer, 6-15 0 about 3 hours. 16-30 -1 This matter blaster is a squad 30-45 -2 support weapon in Vessel zones. Q-dex: Energy/Life (Vessel) 46-75 -3 Smaller matter throwers are made but Complexity: 7 their expense makes them impractical. Weight: 1 kilo Successes Damage The Bit Blower uses a smaller caliber Length: 30 cm 1-2 scratch slug than most support weapons but its Cost: 2000 Omnium 3-5 light wound rate of fire, and accuracy is better (as Impact Area: 20 meters 6-8 heavy wound long as living bullets are used). Damage Rating: — 9-11 critical wound 11+ fatal wound Q-dex: Energy/Life (Vessel) Range Modifier Complexity: 7 1-8 0 Pop Rifle (Bubble Weight: 3.5 kilos 9-12 -1 Buster) Length: 1.5 meters 13-20 -2 Cost: 7500 Omnium 21-30 -3 This is the assault rifle version Ammunition: 130 rounds of the Pop Gun. The weapons have a Ammunition Cost: 100 Omnium per Range Moments stunned bit more self-respect and will usually 13 rounds (living); 300 Omnium 1-3 10 keep their complaints to themselves. per 13 rounds (dead) 4-6 5 The sound is no more “manly” how- Special Capacity: Following Fire 7-10 3 ever. Again, the rate of fire is extraor- 11-20 1 dinary given the size of the gun. Range Modifier 1-5 +3 6-15 +1 15-30 0 31-50 -1 50-75 -2 76-120 -3

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 187 Vessel Devices come to be know as the Prell spike. eye, these crystals are indistinguishable The spike is made of a metallic sub- from normal rock. With the specs, one stance which can render inert roughly can see into the Energy spectrum, and Prell Spike 400 kilograms of Prell — enough en- the natural focusing capacities of the Q-dex Rating: ergy to heat and light a large village crystals shine forth. The stronger the Complexity Rating: 4 for several months. Using the spikes vein or ore of crystal, the more vibrant Length: 7cm long is quite simple — hammer it into the the color. Because the specs enable the Weight: 1 kilogram crystal. The spike has no other effects. human eye to see in this normally un- Cost: 500 Omnium seen spectrum, using the specs can be In a number of Vessel zones, liv- Crystal Specs quite disorienting. The wearer needs a ing crystals are used to gather and fo- Q-dex Rating: month of use to become accustomed cus ambient energy to power any num- Complexity Rating: 3 to the specs. Until that time, all skill ber of devices. These crystals are very Length: 15cm and attribute checks while wearing the hard to destroy or neutralize because Weight: .01 kilogram glasses are at –4. The successes gath- they use some of the gathered energy Cost: 60 Omnium ered in a Technology Operations (En- to form a strong protective field around With the crystal specs on, a ergy/Life) skill test reveal how easily themselves. An enterprising inventor/ trained user can identify the all impor- the wearer finds the crystal, and how breeder on the planet Prell in the tant power focus crystals found strong the discovered crystal is. Zardox Confederacy created what has through Vessel zones. To the naked FlowEquipment(ChargedLifeLinear)

Energy Flow Weapons effective. The examples given below sword that cuts through armor like but- represent typical Antiforce Weapons, ter. It can even pass through walls and In zones where matter is merely in this case drawn from the arsenal of hit targets on the other side. The only an expression of “frozen” energy the well-known mercenary company drawback of the weapon is the energy waves, there is nothing more destruc- House Felandrix. The Housers, as they demands of the phasing capacitor. tive than focused energy. Some weap- refer to themselves, call their Antiforce Thus, the weapon cannot be used for ons use energy to “unfreeze” other sub- Weapons “blasters.” prolonged periods without recharging stances, including sentients. A famous or replacing the battery. melee weapon, the Phase Sword, ac- Phase Sword tually shifts its own density. Q-dex: Charged Life Linear (Energy The phase sword is a very pow- Flow) The most destructive form of en- erful melee weapon, and one of the Complexity: 7 ergy in an Charged Life Linear (En- most popular sidearms among the Weight: 1.5 kilos ergy Flow) zone, however, an agitated Houser officer corps. The handle of the Length: 110 cm energy life-form known as antiforce. sword contains a powerful matter Cost: 6500 Omnium When antiforce comes into contact modulator that actually shifts the mat- Ammunition: 5 minutes of use with normal Matter, the two immedi- ter in the sword into energy for a short Additional Battery Cost: 800 Omnium ately destroy one another in an explo- period of time. In effect, density of the Special Capacity: Ignores Armor sive flash. Antiforce Weapons fire bolts weapon’s blade changes. The user must of antiforce jacketed in a non-living set a penetration depth for the sword Successes Damage protective energy field. The jacket dis- before using it, somewhere between 2 1 scratch perses upon contact with anything to 10 centimeters. Any less and the ar- 2-4 light wound much denser than smoke or a heavy mor may not be bypassed; any more 3-5 heavy wound mist. The result is a small but very and the blade may get stuck in the tar- 6-8 critical wound damaging explosion. These are com- get. As the user attacks, the sword re- 9+ fatal wound plicated, high-tech weapons that do not leases energy and the blade becomes transfer well from zone to zone. Fur- so disperse that it can actually pass Hand Blaster ther, the creation and handling of right through matter. After passing antiforce is a delicate business and through the predetermined amount of This is the standard Houser side- greatly increases the cost of these matter, the sword blade resolidifies arm weapon. It fits easily in the hand, weapons. Nevertheless, they are quite momentarily and begins to cause dam- is easy to hide, and is deadly at close popular in Charged Life Linear (En- age. The sword then shifts density range. The hand blaster is a favorite ergy Flow) zones because they are so again for recovery. The result is a

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 188 weapon among assassins and orga- Successes Damage bombs have an altitude sensor and usu- nized crime hit men. 1-2 light wound ally detonate when they are about a 3-4 heavy wound meter from the ground, allowing for Q-dex: Charged Life Linear (Energy 5-6 critical wound the greatest spread of damage. As they Flow) 7+ fatal wound go off, they spread a shower of Complexity: 7 antiforce bolts over the target area, Weight: 400 grams Automatic Bolt Thrower causing great discomfort for the en- Length: 15 cm (Heavy Blaster) emy. Cost: 900 Omnium Ammunition: 8 shots This weapon consumes ammu- Q-dex: Charged Life Linear (Energy Ammunition Cost: 100 per 8 shots nition at an alarming rate but there is Flow) usually no one left standing to com- Complexity: 7 Range Modifier plain when it’s all done filling the air Weight: 1 kilo 1-3 +3 with jacketed antiforce bolts. This is Length: 10 cm 4-10 0 the only standard following fire anti- Cost: 750 Omnium 11-20 -1 proton weapon, since the very concept Impact Area: 3 meter 21-40 -3 seems a waste of energy to most de- Damage Rating: 2 signers. One bolt does plenty of dam- Successes Damage age, why waste all that energy on over- Range Modifier 1 scratch kill? Or so goes the thinking. Many 1-3 0 2-3 light wound mercenaries would disagree. They 4-8 -1 4-5 heavy wound cherish the whine of the Auto Bolt 9-12 -2 6-7 critical wound Thrower as it sprays death on all com- 13-20 -3 8+ fatal wound ers. 21-20 -4

Infantry Assault Blaster Q-dex: Charged Life Linear (Energy Successes Damage (Baby Blue) Flow) 1-2 scratch Affectionately refereed to as Complexity: 8 3-4 light wound Baby Blue by its users because of the Weight: 5 kilos 5-7 heavy wound blue tint of the antiforce bolts as they Length: 170 cm 8-9 critical wound arc towards their target, this is the stan- Cost: 12000 Omnium 10+ fatal wound dard infantry weapon of House Ammunition: 50 rounds Felandrix. A relatively delicate Ammunition Cost: 1000 Omnium per weapon, it nevertheless packs a pow- 50 rounds Energy Flow Devices erful punch, especially up close and Special Capacity: Following Fire personal (which is how these merce- Digger Zar’s Spectacles naries prefer their fighting). Range Modifier Q-dex Rating: 1-15 +3 Complexity Rating: 3 Q-dex: Charged Life Linear (Energy 16-30 +1 Length: 10cm spectacles Flow) 31-60 0 Weight: .008 kilogram Complexity: 7 61-100 -1 Cost: 2560 Omnium Weight: 2 kilos 100-150-3 These eyepieces allow someone Length: 130 cm to date and place nearly any piece of Cost: 2300 Omnium Successes Damage art or architecture with an Intelligence Ammunition: 20 shots 1 light wound attribute check. The specs literally read Ammunition Cost: 300 Omnium per 2-3 heavy wound the energy flow around and from the 20 shots 4-5 critical wound object. Digger Zar was the legendary 6+ fatal wound first Archistor Primula, and a prolific Range Modifier energy-based inventor. 1-10 +3 Scatter Bomb 11-30 +1 The scatter bomb is a fist-sized Tactikinetic Enhancer 31-50 0 globe studded with single shot Q-dex Rating: 51-75 -2 antiforce projectors. Once activated, Complexity Rating: 8 76-100 -4 the user then throws the device at the Length: 1m x 50cm enemy. A second or so after it is tossed Weight: 30 kilograms (depending on the setting), the bomb Battery: Yes; recharge after 15 uses will release it’s deadly charge. The Cost: 5230 Omnium

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 189 The tactikinetic enhancer is a lating the energy flow around her. In the wearer becomes superhumanly bulky backpack connected to two thin game terms, her functional strength for strong. This functional strength cannot gloves. When user activates the back- lifting, etc. becomes equal to her nor- be used in punches, melee combat, etc. pack and puts on the gloves, she is able mal Strength attribute plus her Tech — it works only for lifting, breaking, to move any nearby object by manipu- Operations skill. Temporarily, at least, throwing, etc. PsychicEquipment(LifeBipolar)

make their next action at a -2 modi- Successes Damage Psychic Weapons fier. 1-2 scratch 3-4 light wound Life Bipolar (Psychic) zones, Q-dex: Life Bipolar (Psychic) 5-6 heavy wound naturally enough, tend to have weap- Complexity: 7 7-8 critical wound ons that capitalize on the inherent Weight: 1 kilo 9+ fatal wound power of sentient thought. Of course, Length: 50 cm almost any kind of weapon can exist Cost: 1200 Omnium Helm of Anger in a Psychic zone, depending upon how the local sentients manifest reality Damage: see above This is an ancient and revered around them. Thus, you can probably weapon within the Levinas Constancy, find some version of any and all of the Wulthun Throwing traditionally a weapon for formal du- weapons in this chapter in some Psy- Blade els and affairs of honor. In ancient chic zone somewhere. Of course, these times, the Helms may indeed have cov- weapons will only function according The Wulthun Throwing blade is ered the head. The modern Helm of to the reality of the zone and will not the weapon of choice of the rather Anger is really just a metal band worn travel well to other zones. In addition primitive Wulthin Tribe who live on a about the head. The Helm of Anger to the weapons the rest of the galaxy reservation planet within the Pluzhiak focuses, enhances, and projects strong is more familiar with, Life Bipolar Imperium. The entire tribe has actu- emotions, turning them into a deadly zones are also host to weapons and ally become quite wealthy by selling force. The modern version is refined items that focus on what one might call their ingenious Throwing Blades to enough that the user needs only think “psychic warfare.” Weapons that alter Life Bipolar (Psychic) zones across the strongly directed negative thoughts in thoughts, attack the nervous system, or galaxy. The blades themselves are order to cause damage. The helm ac- even wipe minds clean. We concentrate composed of five curved blades ema- tually causes physical damage to its on these weapons for this section. nating from a single central point, targets in the form of bruises and blis- forming a deadly disk that spins ters. A really successful use of the helm Thought Lash through the air when thrown. The can sever veins and shatter bones. Blade itself is attuned to the psychic The Thought Lash is the favor- emanations of the thrower, and auto- Q-dex: Life Bipolar (Psychic) ite melee weapon of the K’tan secu- matically homes in on whatever target Complexity: 7 rity services when operating in Psychic the thrower is thinking about. Even Weight: 250 grams zones. The Lash itself appears as a better, once it has struck the target it Length: head sized simple short metal rod, unadorned and will return safely to the thrower’s hand Cost: 4500 Omnium unremarkable. However, it is a power- as long as it is no more than 75 meters Ammunition: - ful weapon for subduing unruly slaves away. Ammunition Cost: - and citizens. The Thought Lash acti- vates in response to the mental im- Q-dex: Life Bipolar (Psychic) Range Modifier pulses of the being wielding the device. Complexity: 7 1-75 0 Once activated, the Lash itself begins Weight: 1.2 kilos to glow with an eerie blue light. Strik- Length: 30 cm Successes Damage ing someone anywhere on their body Cost: 1000 Omnium 1-2 scratch with an active Thought Lash causes 3-5 light wound intense headaches and mental anguish. Range Modifier 6-8 heavy wound The target must immediately make a 1-5 +5 9-10 critical wound Willpower Check at -3. Failure means 6-15 +3 11+ fatal wound that the target cannot take any action 16-30 +1 for a number of Moments equal to his 31-50 0 failures. Those who succeed still must 51-75 -1

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 190 Pressor Beam tive, the weapon’s beam must strike its mediately seek safety wherever they The Pressor Beam is a very target near the target’s thought center can find it, ignoring the plaintive calls straightforward weapon, much like or nervous system. For humans and of friends in trouble. The only thing wielding a club. It is representative of most humanoid creatures, this means on their mind is saving their own skin, the kinds of guns that are mass-pro- the head. The weapon is ineffective at least for the duration of the bomb’s duced in Life Bipolar Zones. Instead against beings with no central nervous effect. of relying on the user for mental en- system or physical organs for thought. ergy, these weapons have already been The Nul-Mind Wave Generator over- Sorrow charged with mental energy and can loads the target’s mind with a host of Mind-numbing sadness over- be fired by anyone. This allows them mixed signals, confusing thoughts, and whelms the victim. Nothing means to level somewhat better than other strange impulses. The resulting confu- anything any more. Life is just one in- weapons we have seen. The weapon sion will immobilize and even kill a stance of pain and grief after another. simply transfers mental energy into target. The victim will not take any action at pure telekinetic force. It shoots out a all while under the effects of this bomb, beam that pushed everything it meets Q-dex: Life Bipolar (Psychic) preferring to simply fall to her knees out of its way, or tries to anyway. It Complexity: 8 and cry. tends to knock people and things down, Weight: varies (2 kilos) over, and out, without making messy Length: varies (130 cm) Love holes or opening bloody wounds. As Cost: 8000 Omnium It’s really all you need. The vic- we said before, a lot like using a big Ammunition: 10 shots tims suddenly feel undying love to- club. Ammunition Cost: 500 per ten shots wards anyone and everyone around Must Target Head (see above) them. They don’t want to hurt, they Q-dex: Life Bipolar (Psychic) want to hug. They will not take any Complexity: 6 Range Modifier offensive action and will be open to Weight: 2.3 kilos 1-10 +2 all kinds of suggestions as long as it Length: 165 cm 11-30 +1 does not involve hurting themselves or Cost: 2000 Omnium 31-50 0 anyone they love (which is everyone Ammunition: 30 shots 51-75 -1 for the moment). Ammunition Cost: 500 per 30 shots 75-120 -3 Anger Range Modifier Successes Damage Everything, and I mean every- 1-5 +2 1-3 Target Immobilized thing makes the victim mad as hell. 5-15 +1 for next Moment The victim’s best friend happens to be 16-30 0 4-6 Target Immobilized breathing too loud. The victim will yell 31-60 -1 for next 1-10 Moments at him and tell him to stop. If the be- 61-120 -2 7-10 Target Unconscious wildered friend does not obey maybe for next 1-10 Minutes the victim will have to teach her a les- Successes Damage 11+ fatal son. The victims of this bomb will lash 1-2 scratch out at anything and everything with no 3-4 light wound Empathy Bomb thought for consequences, past rela- 5-8 heavy wound The Empathy Bomb contains tionships, or the situation at hand. The 9-11 critical wound stored emotional energy which is re- victims are angry at everything with 12+ fatal wound leased upon detonation, affecting the an equal ferocity, so old enemies (like minds of all those within the Impact whoever threw the bomb) blend in with Nul-Mind Wave Area. Every sentient being within the all the equally loathsome new enemies. Generator Impact Area must immediately make This weapon comes in many dif- a Willpower Check at -3. Those who Q-dex: Life Bipolar (Psychic) ferent forms and under many different fail succumb to the emotion for a num- Complexity: 7 names depending on where in the gal- ber of Moments equal to the number Weight: 1 kilo axy you are. The standard form re- of failures they had. Empathy Bombs Length: 12 cm sembles a rifle, although other com- come preset to any one of several dif- Cost: 800 Omnium per bomb mon forms include large crystals, or- ferent emotions: Ammunition: - namental swords, statues of gods, and Area of Effect so on. The Nul-Mind Generator fo- Fear Impact Area: 4 Meters cuses mental energy into a tight beam The Fear Bomb causes everyone Damage Rating: special (see above) of invisible energy, which it the user affected to suffer controllable fear (no directs at targets. In order to be effec- surprise there). The victims will im-

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 191 Range Modifier and rarely form any coherent thoughts. the electrical impulses of the wearer’s 1-3 0 But occasionally these visions come brain. 4-8 -1 together to reveal something about a 9-12 -2 person’s past, present or future. When- Dreamslipper 13-20 -3 ever the Dreamscoper is used, the con- Q-dex Rating: 21-20 -4 nection between the sleeper and the Complexity Rating: 8 user is two-way. Somehow, an uniden- Length: 3cm radius Damage: see above tified link forms and the Weight: .02 kilogram Dreamscoper’s wearer may affect the Battery: Yes; recharge after 1 use dream flow. The Dreamscoper wearer Cost: 7800 Omnium Life Bipolar (Psychic) and sleeper must make Will rolls. If The Dreamslipper is a tiny disc the wearer has more successes, the placed on a sentient’s forehead while Dreamscoper sleeper’s dreams will tend to go to- sleeping. The disc injects a Q-dex Rating: wards a direction sought by the the preprogrammed series of images into Complexity Rating: 7 wearer. Otherwise, the dreams con- the brain, simulating a dream. The disc Length: 2cm wide, 15cm long tinue in a haphazard manner. The per- must be reprogrammed (Technology Weight: 2 kilograms son must be asleep for at least 1 hour Operations [Life Bipolar]) after each Cost: 5600 Omnium before the Dreamscoper can be used. use. The sleeper makes a Will roll at – The Dreamscoper is a metallic After waking up, the target may make 2. Failure means that the dream was band that fits around a sentient’s head. a Perception check at –4 to recollect successfully introduced. The vividness After certain wires are connected from the Dreamscoper being used. A suc- of the dream depends on the degree of the Dreamscoper to the forehead of a cessful roll means that he has felt that failure. In societies where dreams are sleeping subject, the wearer can peer his dreams were invaded. A failure considered important visions sent from into the dreams of the sleeper. Most of means that the sleeper will recall noth- the spirit world, the Dreamslipper is a these dreams are just scattered images ing. The Dreamscoper is powered by powerful tool. AcidEquipment(SetLifeLinear)

as well. Neighboring substances will Acid Weapons be destroyed depending on the amount Corrosive (100 Omnium per of the ammunition in the weapon when shot; Complexity 6) Set Life Linear (Acid) zones are the containment fields fail. On the known for having some of the most other hand, if handled correctly, mal- toxic substances known to the Greater functioning poison ammunition should Acid zones are renowned for Galaxy, substances that will kill almost pose no real danger. Tests involving the their corrosives. A typical corrosive any living organism immediately upon effectiveness of Acid zone ammunition will melt armor, flesh and bone with contact with their skin or blood stream, in an “impaired” state gain a +2 bonus ease and is a relatively pure form of and that will chew large holes in most in favor of the target. the primal digestive life-forms that in- substances. These toxic substances are habit all Acid zones. These corrosives so effective because they are alive, Even when not tranfered to other must be stored with some superhard based on derivatives of the primal di- zones, Acid zone ammunition is inher- substance (like diamond) that is used gestive life forms of an Acid zone. ently unstable. Each day that such am- as a “food” source to keep them alive munition is held in a weapon (as op- until used. This food generally lasts for Given the dangerousness of Acid posed to a special, fixed containment about a month, so “ammunition” must zone corrosives/poisons, few societies facility), a stability test must be made. be used or it becomes stall (i.e., it dies). allow Acid zone weapons into their do- Roll two ten-sided die. If a natural 20 Further, the corrosives and “food” minion or sway. The penalties for results, the ammunition containment must be surrounded by a powerful en- smuggling such weapons are heavy. field fails (see prior paragraph). ergy field to keep the life-forms from Further, when Acid zone ammunition “eating” their way through all sur- Levels to a “disrupted” or “inopera- We list four of the most common rounding matter. tive” state, the containment field col- types of corrosive/poison used in Acid lapses releasing the dampened but still zones below. When released, the corrosive life effective life-forms. In the case of a forces devour matter. In some circum- corrosive, the weapon itself will no stances, this feeding actually increases doubt be consumed and the bearer will the number of life-forms. In effect, the most likely be reduced to protoplasm destruction does not end until the

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 192 “food” source runs out or the life-forms encounter a harder substance. Nerve Toxin (200 Omnium Tranquilizer (25 Omnium per shot; Complexity 7) per shot) A sentient uses its Willpower and Endurance to fight off the digestive forces. Make an Endurance check at – The Nerve Toxin is a specially By far the safest and most be- 9 to the Attribute Rating. Willpower breed form of the primal Acid life nign of the drugs shown here, the tran- further modifies the Rating according forces. The Toxin attacks nerve cells. quilizer is a further dilluted version of to the following table: This agent shuts down the target’s en- the Paralysis drug. It simply sends its tire nervous system, causing brain target into a deep sleep for the next half Willpower Modifier death in an instant. The body dies not hour or so. Nothing short of another 1-2 0 too many moments later. Of course, the injection, this time of stimulants, will 3-4 +1 toxin may or may not work on a spe- rouse the target from its stupor. When 5-6 +2 cific species. The GM will have to de- injected with the tranquilizer the tar- 7+3 cide whether or not the target has a sys- get makes an Endurance check at -7 to 8+5 tem that will prove susceptible to the fight off its effects. Failure means sleep 9+7 deadly drug. Those injected with Nerve within the next Moment or two. 10 +9 Toxin get to make an Endurance Check at –7, modified by the target’s Will- Blowpunch The number of successes in the power as noted above. If they succeed, Endurance check dictates the damage they simply fall into a coma for 1-100 This sleghammer-sized melee sustained: hours. Otherwise, they take a fatal weapon contains a firing mechanism wound. As Nerve Toxins “feed” on triggered by a solid hit. The Successes Damage only certain types of Matter, storage Blowpunch uses a small directed ex- 0 or less instant death (you become a and handling are not so problematic. plosive to punch a dart though hard pile of goo) armor. Once beyond the armor, the 1 fatal wound Paralysis (50 Omnium per dart’s containment field is lowered and 2-3 critical wound the corrosive/poison takes effect (as 4-5 heavy wound shot; Complexity ) described above). Non-field armors 6-7 light wound loose 2 from their Toughness Rating when countering a Blowpunch. 8-9 scratch Sometimes you want to stop 10+ no effect someone, not kill them. The Paralysis Q-dex: Set Life Linear (Acid) drug is a very diffuse version of the Some species may have natural Complexity: 3 Acid zone primal life force that basi- Weight: 2 kilos armor which will keep Acid zone cor- cally acts as a super effective muscle rosives at bay (add the Toughness Rat- Length: 80 cm relaxant. The poor target quickly finds Cost: 250 Omnium ing of the armor to the successes earned it possible to move even the slightest in the Endurance test), but few will be muscle more than a twitch. The effect unaffected by the powerful Acid zone Successes Damage lasts about an hour. The target can 3+ corrosive/poison takes effect corrosives. make an Endurance check at a -7 modi- fier to fight off the effects of the drug, Needler Pistol Any non-living material sub- but even then all physical actions for stance (more substantial than atmo- the next hour or so are sluggish (-3 sphere) encountered by an Acid zone We turn now to one of the modifier on all physical actions). If the galaxy’s favorite means of administer- corrosive with a Toughness Rating be- character fails the Endurance check by low 2 is completely consumed. Sub- ing corrosive/poison from a distance: more than 10 or rolls a natural 2, the the Needle Gun. Needle guns take on stances with a Toughness Rating 2 or muscle relaxant works so well that greater lose 10 Durability Rating a variety of forms across the Greater their heart stops and a fatal wound is Galaxy. The Set Life Linear version points per shot before the life forces taken. Again, many creatures and sen- are dampened into ineffectiveness. As uses an explosive chemical compound tient life-forms have muscle systems to fire a small dart or needle protected noted fields are particularly effective not affected by the normal drug. The against Acid zone corrosive life-forms. by an energy field, and coated with a GM will decide exactly which targets virulent corrosive/poison. A success- Double the Toughness Rating of any are susceptible. Again, given the low field-based armor or protective device. ful enough hit means the corrosive/ lethality of Paralysis life-forms, han- poison has been administered. Further, no Durability Rating points are dling is not so dangerous. lost if the protection is field-based.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 193 Q-dex: Set Life Linear (Acid) Walking Death Acid Devices Complexity: 4 Weight: 850 grams This Acid zone support weapon Length: 30 cm is justifiably feared throughout the SheerDark Cost: 600 Omnium Greater Galaxy, by both its users and Q-dex Rating: Ammunition: 8 shots its targets. The Death carries so much Complexity Rating: 6 Acid zone ammunition that any fail- Length: .5m cube Range Modifier ure in the containment fields would Weight: 65 kilograms 1-5 +2 most likely destroy the bearer and a Battery: Yes; recharge after 500 hours 6-10 +1 large city block around him. It is big Cost: 900 Omnium 11-20 0 and cumbersome due to the triple Instead of building walls to sepa- 21-30 -1 backup safety features (only sentients rate one place from another, sentients 31-45 -3 with a Strength of 8 or greater may in Acid zones have developed the carry this weapon). If a daily malfunc- Sheerdark devices. These portable Successes Damage tion test comes up a natural 20, reroll. boxes can produces a field of total 4+ corrosive/poison takes effect Any result of 13 or higher and the con- darkness. The field is not susceptible tainment fields fail. This will be ugly. to the ravenous primal life in Acid Needler Rifle zones, and thus are superior to walls. Q-dex: Set Life Linear (Acid) Each box produces a wall of darkness This longer ranged version of the Complexity: 5 stretching 3m in two directions from Needler Pistol has better penetration Weight: 4 kilos the box (can be manipulated to be at values. Length: 170 cm any sort of angle) and 4m high. The Cost: 5500 Omnium wall itself has no measurable thickness. Q-dex: Set Life Linear (Acid) Ammunition: 200 rounds No one can see through the SheerDark Complexity: 4 Ammunition Cost: 500 Omnium for walls at all so that they are an easy way Weight: 1.75 kilos 200 rounds to obtain some privacy. Length: 75 cm Special Capacity: Following Fire Cost: 600 Omnium Neutralizing Paint Ammunition: 8 shots Range Modifier Q-dex Rating: 1-10 +2 Complexity Rating: 2 Range Modifier 11-20 +1 Length: 15cm cylinder 1-10 +3 21-30 0 Weight: 5 kilograms 11-30 +1 31-50 -1 Cost: 100 Omnium a bucket 31-50 0 51-75 -2 51-75 -1 75-150 -3 Neutralizing paint coats an ob- 76-100 -3 ject with a solid protective surface. Successes Damage This surface repeals the effects of the Successes Damage 3+ corrosive/poison takes effect primal acidic life so troublesome in 3+ corrosive/poison takes effect Acid zones. One coat of paint will last a week, and a bucket of paint will cover 100 square meters of surface area. The paint is not gas or water permeable so living objects should not be covered.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 194 BiologicalEquipment(Life/Matter)

Life/Matter (Biological) Q-dex: Life/Matter (Biological) Gul-horach Plant (Thorn Complexity: 3 Spitter) Weapons Weight: 1.75 kilos Length: 4 meters The Gul-horach plant is a hearty Life/Matter (Biological) zones Cost: 1000 Omnium (trained and fully species that grows well in almost any are home to some of the more interest- grown) environment and has been transplanted ing instruments of destruction the gal- across the galaxy. The thorn spitter is axy has to offer. In a place where ev- Successes Damage a plant that naturally produces thorns, erything is alive in some form or an- 1-3 scratch only in this case it produces them in- other is there anyone surprised to find 4-6 light wound ternally. Also internally produced are living bullets? Don’t be. Biological 7-9 heavy wound a variety of waste gasses the plant gives weapons are bred, not manufactured; 10-12 critical wound off during the everyday course of liv- fed, not loaded. The most interesting 13+ fatal wound ing. By squeezing in the right location result is that they have a relatively low on the plant, the Thorn Spitter can be Complexity Rating for Leveling pur- Claw Crabs forced to release some of this pressur- poses. Life tends to preserve well as it ized gas into the chamber where thorns crosses from zone and this includes the Claw Crabs are hand-sized, ten- grow, causing them to shoot out the weapons of Life/Matter zones. legged crustaceans bread with razor- flowering end of the plant with great sharp points on the ends of their legs. velocity. As an added bonus, the darts Smartwhip The underbelly of the crab is a mass themselves contain a powerful acid of clinging tentacles that will grip that is released on when the fast mov- Imagine a cross between a snake tightly to whatever they come in con- ing dart slams into its target, resulting and a thorny vine and you have begun tact with. The tentacles will only re- in even more damage. Thorn spitters to picture the smartwhip. Smartwhips lease their hold when a certain com- are favorite weapons for starship se- are in fact animate plants with a modi- mand word is spoken, something that curity crews and marines since the cum of intelligence. They can be has been ingrained into the crab’s small thorns, while deadly, do not penetrate trained to obey simple verbal com- mind through careful training. One ship’s hulls. Thorn spitters are bred in mands and develop a dog-like loyalty uses a pair of Claw Crabs by placing several sizes, some of which we to their owners. The smartwhip mea- the crab’s underbelly against the back present below. Thorn spitters have a sures about 4 meters in length when of your hand. The crab then attaches regeneration time, which represents fully grown, with all but about 20 cen- itself to your hand and curves its legs how long it takes the thorn spitter to timeters of that length covered with along the length of your fingers, two produce a new thorn and enough pres- short, sharp spikes. The plant can move legs to a finger. The result is that you surized gas to fire it. It is impossible with the agility and speed of a striking now have a firmly attached set of claws to reload a thorn spitter by any means cobra either lashing out at a target or suitable for use in hand to hand com- other than letting it regenerate. wrapping around a foe and subduing bat. Removing them is simply a mat- them. The user wields the smartwhip ter of stating the command word. Personal Security Gul- like a normal whip (although they dis- horach like being cracked), but with the added Q-dex: Life/Matter (Biological) bonus of being able to tell the Complexity: 3 These Thorn Spitters are pur- smartwhip to entangle someone or just Weight: 300 grams posefully bred to be small and easy to strike them. The owner can even tell Length: 12-15 cm use. They make great weapons for se- the whip to release someone it has al- Cost: 400 per pair curity forces as long as the troops can ready entangled. The smartwhip gives be relied upon to feed their weapons the user a +2 bonus to their skill rating Successes Damage regularly. when attacking with the weapon. Fur- 1-3 scratch thermore, the whip can make grapple 4-6 light wound Q-dex: Life/Matter (Biological) attacks on its own, using a Skill Level 7-9 heavy wound Complexity: 5 of 7 and a Coordination/Strength of 5. 10-12 critical wound Weight: 1 kilo 13+ fatal wound Length: 75 cm Cost: 900 Omnium Ammunition: 25 shots Regeneration Rate: 1 shot per minute

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 195 Range Modifier with a powerful stream of electrically when threatened the beetle spits the 1-3 +1 charged microbes. In effect, the threll substance back out at high velocity. 4-10 0 shoots bolts of electricity. When bred Weapons manufacturers have learned 11-15 -1 in captivity, the threll can be made tame to breed beetles that will actually take 15-30 -2 and easy to handle (often through ac- in whatever liquid is fed them, and 30-40 -3 tually manipulating the nervous sys- have even bred a special feeding hole tem and shutting down any self-pres- on the beetle’s back. A hose of some Successes Damage ervation instinct the threll might have). sort (usually some sort of tough, hol- 1-2 scratch In order to use a threll, you simply low vine) is attached to the beetle’s 3-5 light wound point its tentacles at your target and end, while the other end attaches to a 6-7 heavy wound give it a good squeeze. The threll is bladder or sack full of some liquid 8-9 critical wound really a close quarters area of effect rather more destructive than hot wa- 10+ fatal wound weapon more than a distance weapon, ter. The Beetle clamps on to the user’s but can be highly effective in stopping wrist while the bladder is worn like a Assault Spitter most foes. The threll has a regenera- back pack. By pressing firmly on the tion time, which represents how long Yil Beetle’s back, it can be made to This is the standard size for a it takes for the creature to produce spit forth whatever liquid the user pro- normal adult thorn Spitter and is the more charged microbes. vides. The stomach of a Yil beetle can most common type of Gul-horach withstand almost anything. Typically available on the market today. The Q-dex: Life/Matter (Biological) the Yil fires some sort of acid, but other Centirion’s Special Operations Forces Complexity: 5 kinds of contact drugs can and are favor this weapon because of its deadly Weight: 2-3 kilos used. The stats below are for a pretty efficiency and the fact that it makes Length: 110-140 cm standard acid. almost no noise when fired. Cost: 3500 (trained) Ammunition: 10 shots Q-dex: Life/Matter (Biological) Q-dex: Life/Matter (Biological) Regeneration Rate: 1 shot every 3 min- Complexity: 4 Complexity: 5 utes Weight: 4 kilos (with ammo pack) Weight: 2 kilos Area of Effect Length: 10 cm (beetle only) Length: 120 cm Impact Area: 1 meter Cost: 450 Omnium Cost: 2000 Omnium Damage Rating: 1 Ammunition: 15 shots Ammunition: 50 shots Ammunition Cost: 75 per 15 shots Regeneration Rate: 3 shots per minute Range Modifier 1-2 +3 Range Modifier Range Modifier 3-6 +2 1-2 +3 1-5 +2 7-10 +1 3-5 +1 6-10 +1 11-15 -1 6-12 0 11-30 0 15-20 –3 13-20 -2 31-40 -1 41-60 -3 Successes Damage Successes Damage 1-2 light wound 1 scratch Successes Damage 3-4 heavy wound 2-4 light wound 1 scratch 5-6 critical wound 3-6 heavy wound 2-3 light wound 7+ fatal wound 7-10 critical wound 4-6 heavy wound 11+ fatal wound 7-8 critical wound Yil Beetle 9+ fatal wound Kar-Cheh Fruit The Yil Beetle is in and of itself Threll (Screacher) perfectly harmless. It is about the size Kar-Cheh Fruit are really not of a large human hand with long spi- fruit at all, but in fact a kind of tuber. Where the thorn spitter is silent dery legs and a hard, black carapace. However, when dug up and plucked and deadly, the threll is very, very loud. The beetle’s most remarkable feature free of all residual roots, they do ap- The threll is essentially an octopus or is the long spout like appendage pro- pear very much like a fruit and most squid-like creature that scuttles about truding from its head. This is in fact a races prefer fruit to tubers in any event. on its tentacles through its native spout, linked to the beetle’s powerful The fruit themselves are in fact deadly swamps. In the wild, the threll protects stomach. In its natural state, the beetle to most living things, their insides be- itself by emitting a loud shriek coupled will drink in water through its spout ing full of a dangerous poison. How- and let it heat up inside its body. Then, ever, this is only when they are first

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 196 picked. Allowing the Kar-Cheh to fer- Successes Damage enced the purr. After several weeks of ment in a cool, dry place for a year pro- 1-2 scratch continual contact, a human may be- duces an amazing transformation. The 3-5 light wound come inured to the Harmlessner’s purr. skin grows quite hard, and the interior 6-8 heavy wound poison turns into a rather volatile ex- 9-10 critical wound Retep Reckap plosive. The result is a hand held bomb 11+ fatal wound Q-dex Rating: that will explode when the skin is bro- Complexity Rating: 6 ken and the interior exposed to air. The Biological Devices Length: 2m long; 3m wide Kar-Cheh have of course been bred Weight: 350 kilograms over the years to have the most pow- Cost: 4500 Omnium erful explosive possible, producing a Harmlessner The Retep is a giant hairy spi- very effective, all natural grenade. Q-dex Rating: T701/189 der, which, despite its appearances, is Complexity Rating: 2 quite harmless to anything but the veg- Q-dex: Life/Matter (Biological) Length: 20cm etation. After significant training, a Complexity: 5 Weight: .03 kilogram mature female Retep can pick up a Weight: 750 grams Cost: 1400 Omnium human and hold it underneath her belly Length: 10 cm The Harmlessner is even cuter with small tendrils normally used to Cost: 100 Omnium per fruit than it’s relative, the Snark. The hold her young (Retep females give Area of Effect Weapon Harmlessner doesn’t possess any sort birth to only one offspring at time and Impact Area: 3 meters of defenses — no sharp claws or teeth they nurse it very intensively). When Damage Rating: 2 or poison or musk. The Harmlessner being carried in such a way, a human eats only vegetation, and not very can guide the Retep, with careful prods Range Modifier much of it. When faced with danger, to the underbelly, to go in certain di- 1-3 0 the Harmlessner just purrs, and purrs, rections. The Retep is quite slow, by 4-8 -1 and purrs. This purr affects anything human standards, but it can climb on 9-12 -2 within 1m radius. Anyone within this and over nearly everything. The Reteps 13-20 -3 area must make a Wits check or be top speed normally is only 5m/Mo- 21-20 -4 immediately passified. Even after a ment. The Retep has eight legs, like successful roll, all the listener’s aggres- any arachnid, and has a partial cara- sive skill and attribute checks are made pace that provides 3/13 protection. The at -2. The Harmlessner’s effects last up Retep also has a Strength of 10 and an to an hour after the person has experi- Endurance of 11, for game purposes. MysticWeapons

Mystic zones are delineated by the way in which mystic energy and Mystic Effects are produced. While the source of magic may vary widely from zone to zone, the applications of the magic can often seem very similar. For this reason the same kinds of weapons exist in many different quantum zones, even though the mystic laws behind the weapons’ operation might be diametrically opposed. For example, almost every zone has some sort of weapon that turns magical power into pure destructive force. However, the way in which that transformation occurs in a Programmed Mana Linear zone is very different from how the same operation takes place in a Life/Mana zone. For purposes of this book, we have given just a few examples for each different major type of Mystic zone. The GM should feel free to extrapolate these weapons to other Mystic zones as they see fit. For the most part, we have listed a type of weapon in the zone where it is least complex. Thus, other versions of that weapon will usually have a higher Complexity Rating than the version presented here, although the range and damage will remain pretty close.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 197 ExtractionEquipment(ProgrammedManaLinear) Extraction Weapons Skamndrey Assault statue itself is made of cargonite, the Rifle mystical rock which is the source of all magic. Water is poured down a little Basic, refined mana is one of the Few high mystic zones in the channel carved into Sespet, and trick- most powerful sources of energy avail- galaxy have such an industrial mindset les into a small bowl held in Sespet’s able in a Programmed Mana Linear as the Skamndrey Republic. A century lap. When this water is drunk, any (Extraction) zone. A charged mana ago, the Republic suffered through a scratches or light wounds are immedi- weapon takes small amounts of mana shift in quantum zones but never com- ately. Bouba statues, and similar de- and magically charges them with de- pletely gave up on their high tech in- vices, are common sights in Extraction structive force. The packets of mana dustrial roots. Thus, Republic magical zones. provide all the energy necessary for devices tend to emulate the technology both launching the packet at the target now lost. The Skamndrey Assault Rifle Bowl of Kisna and causing damage upon striking. looks much like other such weapons Q-dex Rating: Since the theory and practice of mak- found across the galaxy, the only dif- Complexity Rating: 4 ing such weapons is so straightforward, ference being that this weapon fires Length: 30cm radius they have a low complexity. They magical rounds instead of bullets or Weight: 22 kilograms come in many forms, from weapons gravity pulses. Cost: 12,000 Omnium that resemble guns to complex cata- These exceedingly rare large pults and arcane machines. We present Q-dex: Programmed Mana Linear (Ex- bowls are named after the youthful several examples below traction) Hesper god Kisna, who could see the Complexity: 5 future by looking into the waters. Wand of Might Length: 120 cm These cargonite bowls, when filled This weapon is a perennial fa- Weight: 2.5 kilos with water, can indeed reveal scattered vorite among magicians, but has in- Cost: 1200 Omnium visions of the future. Unfortunately, creasingly grown popular for home Ammunition: 24 shots these visions are as random as the fall defense, gang warfare, and other in- Ammunition Cost: 100 Omnium per of raindrops. Anyone with a Mystic stances where people want a lot of 24 shots Operations (Extraction) skill may power for a little money. The weapon make a skill check. The greater the is simply a short tube with ten mana Range Modifier success, the more precognitive power charges stacked one on top of another. 1-5 +3 is granted. The GM, though, should Point the tube, press the button and the 6-15 +1 have great discretion. The Hespis have weapon fires. Quick, cheap, and dis- 16-45 0 learned not to place too much empha- posable. 46-75 -1 sis on the Bowls of Kisna. 76-120 -2 Q-dex: Programmed Mana Linear (Ex- traction) Successes Damage Complexity: 5 1 scratch Length: 30 cm 2-3 light wound Weight: 375 grams 4-6 heavy wound Cost: 400 Omnium 7-8 critical wound Ammunition: 10 shots 9+ fatal wound Ammunition Cost: disposable

Range Modifier Extraction Devices 1-5 +1 5-15 0 Bouba Statue 16-30 -2 Q-dex Rating: M 179/427 31-45 -4 Complexity Rating: 3 Length: 50cm high, 20 cm wide Successes Damage Weight: 40 kilograms 1-2 scratch Cost: 1650 Omnium 3-5 light wound The Bouba statue is a carved fig- 6-7 heavy wound ure of the Hesper centaur’s serpent 8-10 critical wound headed god of healing, Sespet. The 11+ fatal wound

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 198 RitualWeapons(ManaBipolar)

Impact Area: 4 meters any lasting damage. The weapon Ritual Weapons Damage Rating: 3 works just like any other, roll to hit and compare your successes to the damage Mana Bipolar (Ritual) zones are Successes Damage chart. Wounds given from this chart act governed by runic principles. Rune- 1 scratch exactly like normal wounds (the char- based weapons operate by projecting 2-3 light wound acter suffers penalties to future actions a rune onto a target and then infusing 4-6 heavy wound and so on). The only difference is that that rune with mystic energy. The form 7-9 critical wound these wounds cannot kill a person and of the rune itself then transforms that 10+ fatal wound the effects wear away after only a energy into something more focused, minute. A character who suffers a fa- usually something detrimental to the Rune of Binding tal wound simply falls unconscious and target. Rune projectors all operate by must make an Endurance check every using some sort of light or other en- The Rune of Binding effectively Moment in order to wake up. Damage ergy to project the rune onto the tar- paralyzes the target by binding them penalties from a Rune of Pain are cu- get. Thus they can appear as “normal” in invisible chains of mystic energy. mulative with penalties from other guns, flashlights, lanterns, and projec- The paralyzed victim cannot move weapons only for determining an over- tors of other sorts. Below we give the their arms, which are pinned to their all negative modifier. They are not cu- statistics for the average rune projec- side, or their legs, which are seemingly mulative for purposes of determining tor and some of the more common tied together. They can move their head whether or not the character dies. For combat-oriented runes. Each rune pro- and speak (or yell) normally. The ef- example, take a character who would jector can be fitted with one rune at a fect lasts only a minute, but this is usu- normally die when they received -14 time. Changing runes requires several ally plenty of time to subdue the target points of penalties. Assume that she has hours and knowledge of the appropri- by some other means. already sustained -8 points from nor- ate spells and inscribing rituals. mal wounds. She then gets hit with a Successes Damage critical wound from a Rune of Pain, Q-dex: Mana Bipolar (Ritual) 4+ target bound giving an additional -6 penalty. She is Complexity: 6 now at -14, but 6 of those negatives Length: varies Rune of Death are from the rune so she is not in any Weight: varies real danger of dying. However, with a Cost: 8000 Omnium The Rune of Death is a simple, -14 modifier, she is in trouble. Ammunition: 10 shots straight forward assault upon the Ammunition Cost: 250 Omnium per target’s heart, lungs, and nervous sys- Successes Damage shot tem. While not always as fatal as the 1 scratch (simulated) name suggests, the rune can cause sig- 2-3 light wound (simulated) Range Modifier nificant damage and even death. Luck- 4-5 heavy wound (simulated) 1-5 +3 ily (for those who are its target), ar- 6-7 critical wound (simulated) 6-15 +2 mor does disrupt the rune’s effects as 8+ unconscious 16-30 +1 it would any other weapon. 31-50 0 51-75 -1 Successes Damage Ritual Devices 76-100 -2 1 scratch 101-150 -3 2-3 light wound Warding Amulet 4-5 heavy wound Q-dex Rating: Rune of Destruction 6-7 critical wound Complexity Rating: 6 8+ fatal wound Length: 5cm diameter disk The Rune of Destruction creates Weight: .005 kilograms a massive release of explosive force, Rune of Pain Cost: 4670 Omnium centered on the rune itself. This is an The warding amulet is inscribed area of effect weapon, designed to The Rune of Pain is not meant with a rune that provides its wearer wreak havoc with a number of enemy to be so much a killing force, as a with limited protection against thrown targets or cause structural damage to a means for controlling others and even missiles. The amulet absorbs the ki- single larger target. torturing them. Some security forces netic energy of missiles directed to- love this weapon because it allows wards the wearer only for a limited them to inflict pain without causing duration before it burns out. The ward-

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 199 ing amulet can take up to 35 “suc- Bag of Winds 3 days. As soon as the Bag is opened, cesses” rolled on missile attacks until Q-dex Rating: the winds rush out and begin blowing it becomes useless jewelry. Arrows, Complexity Rating: 2 on the ship’s sails. The Bag of Winds spears, even cannon will head straight Length: 30cm bag is usually for use only with large boats for the wearer, but then suddenly stop Weight: 30 kilograms — smaller craft must get a personally and fall to the ground as long as the Cost: 3670 Omnium crafted Bag of Winds to suit their needs warding amulet is still functioning. The Bag of Winds is a large, (an extra 1000 Omnium). Use of the leather sack which seems to contain a Bag during windy conditions can rend struggling animal. In fact, it contains a large ship into driftwood. a rune at the bottom that generates enough wind to power a large ship for GolemEquipment(EnchantedManaLinear)

riers come between them. The weapon Golem Weapons Range Modifiers always target the victim’s chest/torso 1-5 +3 region. The Inescapable Flying Doom Creating mystic devices in an 6-20 +1 must also keep moving. It cannot pause Enchanted Mana Linear (Golem) 21-80 0 and wait for a target to leave a room zones involves harnessing the powers 81-120 -1 for example. The weapon has a range of the golems that surround you. An- 121-200-3 of 2 kilometers. other means is to invest matter with a golem sentience of your choice. The Successes Damage Q-dex: Enchanted Mana Linear two delivery systems listed below are 1 light wound (Golem) typical of Golem zone weaponry. 2-3 heavy wound Complexity: 7 4-6 critical wound Length: 8 cm Punch Ballista 7+ fatal wound Weight: 650 grams Cost: 2500 Omnium per item These invariably ornate, even Inescapable Flying Ammunition: - beautiful, weapons hail from low tech, Doom Ammunition Cost: - high mystic worlds where the techno- logical aesthetic is minimized. They Ever known for their colorful Range Modifier are essentially large crossbows just names, the Wizard’s Assembly of 1-2000 +5 small enough to be wielded by a single Thelinore Prime (now part of the (large) human. The Ballista fires Fartrade Coalition) engendered this Successes Damage winged spherical ammunition about 5 handy golem centuries ago for use in 1-2 scratch cm in diameter which is in fact a small their Wars of Manifest Acquisition. In- 3-4 light wound golem. The golem guides itself to the escapable Flying Dooms are spheres 5-6 heavy wound target (+1 Skill Rating). Upon impact, or multi-faceted gems about 8 centi- 7-8 critical wound the golem elogates its body and sharp- meters in diameter. They are often car- 9+ fatal wound ens to a point. It also begins to vibrate ried about in pouches like so many slightly to increase penetration. The marbles or dice. In fact, they are deadly weapon is powerful, suitable for weapons. The user simply holds one Golem Devices punching holes in people, walls, and of the deadly spheres in his or her hand, anything else that might get in the way. looks at the desired target (the target Pseecash Staff must be able to see the target with the Q-dex Rating: Q-dex: Enchanted Mana Linear naked eye, not over cameras or through Complexity Rating: 3 (Golem) scrying devices), and thinks the proper Length: 75cm expandable up to 3 Complexity: 5 destructive thoughts. Once a target has meters Length: 2 meters been chosen, the Inescapable Flying Weight: 9 kilograms Weight: 10 kilos Doom takes over, flying out of the Cost: 980 Omnium Cost: 3500 Omnium user’s hand and directly at the target The extinct Pseecash left their Ammunition: 1 with the speed of a bullet. It will un- world on a holy journey eons ago. Ac- Ammunition Cost: 25 Omnium per erringly follow the target wherever cording to legend, each one carried his shot they go, as long as no impassable bar- own living Pseecash staff to help him along the path. These high-strength

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 200 staves (armor rating 5/20) can stretch cause of their rarity, are highly sought themselves from 75cm to a full 3 after by collectors (triple Omnium meters. The staves also bend up to 120 cost). degrees at any point, when asked po- litely. In combat, the staff may be ex- Channel Idols tended toward a target and the tip with Q-dex Rating: Life Force/Personal close to a point. Treat as a spear with Force +2 successes. The Pseecash staff has Complexity Rating: 4 proved so popular that many manufac- Length: 10cm statue wizard who created the idol. Note that turers produce their own knock-offs. Weight: 1 kilogram this process must be entirely voluntar- A sentient must spend some time with Cost: 1980 Omnium ily on both ends (giving and receiving) a Pseecash staff to bond with it. This Channel idols are small statues in order to work. In game terms, the process takes a month and requires a created by a particular spell caster. channeled wizard gains half the Endur- great deal of care and consideration. When another wizard holds an idol, she ance of the channeling wizard for pur- Actual, original Pseecash staves, be- can channel her personal energy to the poses of controlling golems. ThaumaturgicalEquipment(Mana/Essence) Thaumaturgy Weapons Thaumaturgy Devices

The time and preparation in- Location Links volved in creating Mystic Effects in Q-dex Rating: Mana/Essence (Thaumaturgy) zones is Complexity: 4 daunting. Most mystic items in the Length: varies Thaumaturgy zone are lab based, and Weight: 10 grams enhance the creation of Mystic Effects. Cost: 2000 Omnium the location depicted. The maps may While some mystic weapons have been These items look like maps to the be used to channel Mystic Effects to found in a few Thaumaturgy zones, the untrained eye. A sentient with Mystic the location mapped regardless of the nature of Thaumaturgy magic in gen- Operations (Mana/Essence), however, distance between the caster and the ac- eral eliminates trigger-based, quick-ac- will recognize them as mystic links to tual location. tion weaponry. WeaveEquipment(OrderedEssenceLinear) trappings, the fundamental nature of erupts in a flash of deadly coherent Weave Weapons the weapon tends to remain constant. force. Below we present several examples Obviously, in a zone where all typical of these weapons and their ca- Q-dex: Ordered Essence Linear Matter is simply interwoven Essence, pabilities (Weave) anything that causes “unweaving” will Complexity: 7 be quite deadly. A number of weapons Staff of Sundering Length: 180cm in Ordered Essence Linear (Weave) Weight: 2 kilos zones store raw Essence that, when The beauty of this weapon is that Cost: 6700 Omnium projected at a target, cause such an it does not look like a weapon. It ap- Ammunition: 30 shots “unweaving.” Many view this class of pears to be a simple wooden staff cut Ammunition Cost: 350 Omnium per weapons – called coherent force gen- from an average tree. That is in fact 30 shots erators — as the quintessential magic exactly what it is. It just happens to be weapon. They come in all shapes and charged with enough Essence to blow Range Modifier sizes and from all across the galaxy. holes in a few squads of marines. The 1-5 +2 The Essence they channel is capable weapon is usually attuned to a com- 6-10 +1 of slicing neatly through flesh, bone, mand word of some sort which must 11-30 0 and even metal. They go by all kinds be spoken by the person holding the 31-45 -1 of interesting names, from Death Rays, staff. Point the end at your target, say 46-60 -2 to Mystic Missiles, to Foe Bane Effec- the word, and this mild mannered staff tors. Whatever the name and outward

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 201 Successes Damage (unless it is alive) never suffers dam- Successes Damage 1 scratch age from a Disintegrator. The Disinte- 1-3 critical wound 2-3 light wound grator is about as powerful a weapon 4+ fatal wound 4-6 heavy wound as you are likely to find the Greater 7-9 critical wound Galaxy. Disintegrates can look like 10+ fatal wound guns, magic staves, or anything else Weave Devices the creator desires. In general, how- Disintegrators ever, the weapons have a relatively Sealing Spray short range and are effective against Q-dex Rating: This magical weapon causes the targets no larger than about three cu- Complexity: 2 Essence fields that permeate every- bic meters. Anything larger has too Length: 18cm cylinder thing to literally tear themselves free much integrity of Essence to success- Weight: 300 grams of the target, shredding the hapless vic- fully split apart. Cost: 250 Omnium tim in the process. The whole ordeal is rather like being quickly forced Q-dex: Ordered Essence Linear This spray creates a seal that hin- through a very fine sieve. The result is (Weave) ders the unweaving of the sprayed a sticky wet mass of goo that is not Complexity: 8 subject’s Essence. The difficulty of recognizable as anything that once Length: varies draining a sprayed object is doubled. might have been alive. Which brings Weight: varies This effect lasts for 12 hours per coat- us to an important fact about the Dis- Cost: 35,000 Omnium ing. A can of sealing spray is sufficient integrator: it can only be used against Ammunition: 3 shots to coat 10 human-sized objects. The living targets. For reasons still hotly Ammunition Cost: 1000 per 3 shots spray has no other effect on the coated debated, the weapon more effectively object so it is perfectly safe for living tears apart living “weaves” of Matter, Range Successes beings. than non-living “weaves.” Thus, armor 1-2 +1 has an effect on the weapon since the 3-10 0 material of the armor disrupts the cre- 11-20 -1 ation of the Mystic Effect, but armor 21-30 -3 LeyLineEquipment(EssenceBipolar)

of the weapon that is often found and thinking the appropriate activation Ley Line Weapons mounted on large vehicles and thoughts generates a powerful stream starships, while smaller models go by of deadly mana. This weapon is a fa- Essence Bipolar (Ley Line) different names, as you shall see. All vorite among those who want both zones generally employ a nasty device of these weapons function on reserves style and substance in their armament. called a Storm Gun. In many ways, the of Essence drawn from ley lines. Re- magically powered Storm Gun re- charging a weapon requires either tak- Q-dex: Essence Bipolar (Ley Line) sembles the Programmed Matter Lin- ing it back to a ley line and perform- Complexity: 6 ear (Biomass) marvel of destruction ing the appropriate recharging ritual (if Length: 2 meters known as the Shockgun (see above). you know it) or simply paying some- Weight: 2.5 kilos The only major difference between the one to recharge it for you (much more Cost: 5500 Omnium two weapons is that while the common). Ammunition: 55 shots Shockgun fires a continuous stream of Ammunition Cost: 300 Omnium per destructive electricity, the Storm Gun Deathstrike Lance 55 shots fires individual bolts of destructive Special Capacity: Following Fire Essence. Also, since the Storm Gun is The Deathstrike Lance is at first a magical weapon it seldom ends up glance just what its name implies: a Range Modifier looking much like a gun at all. A Storm long, nasty looking spear. In fact, the 1-3 +3 Gun is simply a device capable of weapon can be used as a normal spear 4-10 +1 magically transforming Essence into in melee combat if desired (see unizone 11-20 0 bolts of devastating power. These bolts tech weapons above). However, the 21-40 -1 can take on any form the designer of lance itself is also charged with a 41-60 -3 the item wishes, from colored lighten- enough Essence to give an additional ing bolts to arcing rainbows of death. shock to most foes. Simply pointing The Storm Gun itself is a popular form the tip of the lance at the desired target

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 202 Successes Damage Q-dex: Essence Bipolar (Ley Line) Ley Line Devices 1 scratch Complexity: 6 2-3 light wound Length: 2.2 meters 4-7 heavy wound Weight: 30 kilos Findstone 8-9 critical wound Cost: 9000 Omnium Q-dex Rating: 10+ fatal wound Ammunition: 100 shots Complexity Rating: 2 Ammunition Cost: 750 per 100 shots Length: 1cm radius sphere Storm Cannon Special Capacity: Following Fire Weight: .005 kilogram Cost: 450 Omnium With a barrel shaped into the Range Modifier The findstone is a small medal- gaping maw of some deadly and fan- 1-10 +2 lion usually carved in the shape of an tastic creature, and ornate bas-reliefs 11-25 +1 arrow. When hung in the air, the of death and destruction decorating its 26-50 0 findstone will point in the direction of sides, the Storm Cannon’s fearsome 51-75 -1 the strongest nearby ley line. The appearance matches its function very 76-120 -2 findstone is made of a material in- well. This heavy support weapon spits vested with magical energy and at- out massive amounts of deadly Es- Successes Damage tracted to ley lines. The secret of mak- sence, leveling all before it. It seem- 1-2 light wound ing findstones is a closely guarded se- ingly devours ammunition with reck- 3-4 heavy wound cret in Ley Line zones. less abandon in order to accomplish 5-6 critical wound such great destruction and users are 7+ fatal wound advised to have spare ammo ready to go in order to keep this insatiable beast in the business of dealing out death. VibrantEquipment(ProgrammedEssenceLinear

of these weapons only have one set- Successes Damage Vibrant Weapons ting: fragile. The target substance, once 1 heavy wound tough as iron or steel, is suddenly a 2-3 critical wound As with Mystic Effects, mystic brittle, glass-like substance that shat- 4+ fatal wound devices in a Programmed Essence Lin- ters at the drop of a hat. The damage ear (Vibrant) zone interact with the gal- table presented below represents how Noise Charge axy through sound and other vibra- effective the weapon was at transform- tions. ing the target substance into this brittle This device emits a cacophony substance and assumes that something of strong sounds and vibrations. The Transmutation Device has happened to cause that substance result is that all nearby Matter and to break (like a light wind or a bug run- Mana is shaken apart. The Charge can Transmutation Devices are not ning into it). be magically set to detonate in a cer- weapons in the strictest sense of the tain amount of time or when a certain word. They do not directly cause harm Q-dex: Programmed Essence Linear command word is spoken in its pres- to their target. In fact, if their target is (Vibrant) ence. The result is a really loud, big a living creature they cause no harm at Complexity: 8 explosion and pieces of anything that all. Transmutation Devices are perfect Length: varies was nearby flying off in all directions. for destroying armor, walls, and ve- Weight: varies hicles, but next to useless against a na- Cost: 30,000 Omnium Q-dex: Programmed Essence Linear ked human being. The will of the life- Ammunition: 3 shots (Vibrant) form stiffles the device’s capacities. Ammunition Cost: 900 per 30 shots Complexity: 6 Length: varies The device creates and projects Range Modifier Weight: about 500 grams sound waves at a precise frequency to 1-3 +1 Cost: 2500 Omnium transform one kind of material into an- 4-12 0 Ammunition: 1 other, more brittle substance. While 13-25 -1 Ammunition Cost: - theoretically transmutation devices 26-40 -3 Area of Effect Weapon could be made to transform targets into Impact Area: 2 meters any kind of substance, in practice most Damage Rating: 2

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 203 of her passage. The cloak calms the vi- fects through the use of sound within Successes Damage brations established by the wearer’s 100m radius. While this effectively 1 light wound presence. Anyone tracking the wearer prevents any sort of change in the vi- 2 heavy wound makes the appropriate Tracking skill brations in and out of this area, the tep 3-4 critical wound checks at -6. Anyone even trying to re- screen is quite noticeable. A Vibrant 5+ fatal wound member the wearer passing by must zone mystic can sense the use of a tep make a Wits attribute check. screen from 10km away. Any mystic Vibrant Devices within this distance may identify the Tep Screen general direction of the tep screen with Q-dex Rating: a Perception check. If the mystic is at- Silent Passage Cloak Complexity Rating: 7 tempting to find the exact location of Q-dex Rating: Length: 30cm x 20cm the tep screen, he must make a Percep- Complexity Rating: 2 Weight: 20 kilograms tion roll for every km traveled in order Length: 1m - 2m Battery: Yes; recharge after 2 hours to follow the trail. Weight: 13 kilograms Cost: 1970 Omnium Cost: 1250 Omnium This briefcase sized device Whenever a silent passage cloak broadcasts a vibrational static neutral- is worn, the wearer leaves little trace izing any attempt to create Mystic Ef- SpiritEquipment(Life/Essence)

Q-dex: Life/Essence (Spirit) Q-dex: Life/Essence (Spirit) Spirit Weapons Complexity: 6 Complexity: 5 Length: varies Length: 2 meters Mages in Life/Essence (Spirit) Weight: varies Weight: 3 kilos zones specialize in destructive devices Cost: 4500 Omnium Cost: 3400 Omnium called spirit weapons. Spirit weapons Ammunition: - Ammunition: 20 shots bind a spirit of rather destructive ori- Ammunition Cost: - Recharge Rate: 1 shot per minute entation. Spirits have all sorts of dif- ferent ways of hurting people, from See individual weapon stats in Unizone Range Modifier tearing people up with their claws to section above. 1-5 +3 hurling bolts of deadly energy. Below 6-15 +2 we give some common examples. Bruk 16-30 +1 31-60 0 AnyWeapon The bruk is a creature that exists 61-100 -1 almost entirely in another dimension. 101-250 -2 The Humgarth Arms Company In its natural state, it produces power- is particularly proud of this little spirit ful bolts of destructive force that it can Successes Modifier weapon and exports them across the direct at will at the natural enemies that 1 scratch galaxy. The AnyWeapon is actually a abound in its dimension. As a weapon 2 light wound deadly spirit bound into a metal sphere in the Greater Galaxy, the bruk is at- 3-5 heavy wound that fits into the palm of your hand. tached to a long metal tube that appears 6-7 critical wound By simply uttering the command word, to be empty. The user simply grasps 8+ fatal wound the spirit comes into the sphere from the tube, points it in the general direc- the nearby spirit world and radically tion of the enemy and thinks nasty changes the Anyweapon to suit your thoughts about the person. In response, Spirit Devices desire. The sphere can assume the form the bruk releases one of its bolts of of any of the basic melee weapons energy at the target, along the course Bottled Demons known throughout space (dagger, club, of the tube. The bruk can (or will) only Q-dex Rating: sword, axe, spear, hammer, etc). The fire a certain number of times before it Complexity Rating: 4 weapon is razor sharp and perfectly needs to rest and recharge. Length: 12cm tall bottle balanced, giving the user a +3 modi- Weight: 3 kilograms fier to their Skill Rating when using Cost: 1795 Omnium the weapon. The weapon will revert to The bottle is home to several mi- its spherical state only upon the com- nor demons, whose sole power is to mand of the owner. heat up substances. The demons don’t

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 204 like being out of the bottle for more Le Daque Drums the clinging fog and throbbing drum than an hour and they must sleep for Q-dex Rating: beat. The fog fills an area 30m x 30m at least 12 hours after being used for Complexity Rating: 4 (inside or outside). Anyone caught in any purpose. The demons can create a Length: 20cm diameter; 12cm high that area must make a Wits attribute heat strong enough to ignite any rea- Weight: 11 kilograms check at -2. Failure means that all skill sonably combustible material (dry Cost: 1900 Omnium and attribute checks taken in the fog wood, for instance) in just a few min- Le Daque Drums, named after a are made at -4. One can only escape utes. If the demons are released onto legendary Blueskin spiritual leader, are the fog after making two consecutive organic material, they will do 3 light played during religious festivals. When successful Intelligence rolls (don’t for- wounds to random body areas before the drums are played, a mist rises in get that -4 if the Wits roll fails!). If the they return to their bottle. the area. Anyone caught in the mist be- Wits roll succeeds, all skill and at- comes disoriented and frightened by tribute checks are made at -2.

NecromancyEquipment(EnchantedLifeLinear) Necromancy Weapons Q-dex: Enchanted Life Linear (Nec- Range Modifier romancy) 1-3 +3 Complexity: 4 4-15 +1 Enchanted Life Linear (Necro- Length: varies 16-35 0 mancy) zones are home to necro- Weight: varies 36-75 -1 mancy, the darkest of the galaxy’s Cost: 7500 Omnium 76-120 -2 magical arts. This magic relies on the Ammunition: 100 successful hits energy inherent in every sentient soul Ammunition Cost: 2500 Omnium per Successes Damage to power its spells and devices. Necro- 100 hits 1-2 scratch weapons each contain the imprisoned 3-4 light wound soul of some dead sentient, now con- Damage: as melee weapon with a +5 5-6 heavy wound signed to give up its soul for the bonus to Skill Rating 7-9 critical wound necromancer’s purposes. Necro-weap- 10+ fatal wound ons transform the soul’s power into Annihilator magical, destructive effects. Here we present two of the more common The annihilator is a straight for- Necromancy Devices necro-weapons. ward application of soul-burning magic. The weapon, which can be of Deathsee Death’s Edge Blades any shape, but usually is some sort of Q-dex Rating: staff or other hand weapon, converts Complexity Rating: 4 This weapon most commonly the life force of the soul into destruc- Length: 12cm x 10cm takes the form of a one-handed sword tive energy and releases it at the tar- Weight: 3 kilograms with fearful and death-related engrav- get. Thus it does not differ much from Cost: 5400 Omnium ings all along the blade, but it can be many other forms of ranged weapons The Deathsee is a macabre mask any sort of cutting melee weapon. The found in the galaxy with the exception made from human skulls. When look- weapon itself is of course a prison to a of its rather grisly ammunition. ing through this mask at a skeleton dead soul which lends the blade its (animal or human), the wearer can see added destructive power. Whenever Q-dex: Enchanted Life Linear (Nec- the moment of the skeleton’s death. the blade cuts into something, part of romancy) The less of the skeleton that remains, the ghost within seeps out into the tar- Complexity: 5 the less can be seen. The GM should get, bringing the chill and decay of Length: varies (140 cm on average) make judgment calls as to use of the death with it. As a result, the sword Weight: varies (about 2 kilos) Deathsee. Note that because of the does a great deal more damage than Cost: 12000 Omnium Deathsee mask, murders in Necro- the average sword. Add +5 to your Ammunition: 35 shots mancy zones usually involve the sei- Skill Rating whenever using a melee Ammunition Cost: 3000 per 35 shots zure or the outright destruction of the weapon that has a Death’s Edge Blade. skeleton. Hence the common expres- Each successful hit with the blade uses sion: “Missing skeletons tell no tales.” up some of the soul captured within until there is nothing left and the weapon must be recharged with a new soul.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 205 Revealing Dust area. The revealed ghost will stay vis- bone fragments of accomplished Q-dex Rating: ible for one hour after being sprinkled. thieves. Powered by the souls of these Complexity Rating: 2 thieves, the skeleton key can open Length: 5cm bag Skeleton Key nearly any lock. In game mechanics, Weight: 1 kilogram Q-dex Rating: the skeleton key gives its user a Cost: 160 Omnium Complexity Rating: 3 Lockpicking Skill of 5. If the user al- Revealing dust is made up of Length: 10cm ready has the Lockpicking skill, the ground human bones. When tossed in Weight: .03 kilograms item grants a +6 to any such skill an area, the dust will reveal any invis- Cost: 2890 Omnium check. ible spirits or souls present. One bag The skeleton key is not a key, but of dust can cover roughly 30m x 30m rather a small, long pin made of the PersonalForceEquipment(LifeBypolar)

Range Modifier Personal Force Weapons 1-3 +1 Successes Damage 4-15 0 1-2 scratch The Drone Effector 16-45 -1 3-4 light wound 46-90 -2 5-6 heavy wound Magical weapons seldom end up 7-10 critical wound looking like weapons. The Drone Ef- Successes Damage 11+ fatal wound fector is a perfect example of this, since 3+ takes effect (see above) it can look like anything. The device itself, whatever the shape, is simply a Death Bauble Personal Force Devices repository for personal magical, wait- ing for release. In this case, the user Another well disguised weapon, Do-Sha’s Ring simply chooses a target within the the Death Bauble comes in many dif- Q-dex Rating: range of the device and activates the ferent forms, although almost always Complexity Rating: 2 effect. The result is a wave of disrup- in the form of some sort of jewelry: a Length: 3cm ring tive energy that encircles the target’s necklace, a bracelet, a ring, and so on. Weight: .003 kilogram mind, causing them untold confusion This disguise hides the fact that the Cost: 1790 Omnium and dismay. The hapless target has be- bauble in question stores enough de- Do-Sha was a mysterious war- come totally senseless, unable to move, structive force for a single high-power rior whose hypnotic powers allowed speak, or act for the duration of the blast. These are favorite weapons of him to win thousands of duels without effect. Once affected the target makes last resort and personal defense as well ever drawing a blade. This ring was re- a Willpower check at -5. Success as trusted tools for many assassins. The putedly the invention of Do-Sha. By means that the weapon’s effects lasts weapon will fire in a straight line upon pointing the ring at a target (range only a Moment. Each failure represents the user’s uttering of the command 10m), the wearer may mesmerize her an additional Moment caught in this phrase. opponent by performing a Mystic Op- drone like state. Thus if a character erations (Psychic) skill check. The misses their willpower check by 4 they Q-dex: Life Bipolar (Personal Force) Skill Rating is modified by the differ- will be unable to act in any way for Complexity: 6 ence between the wearer’s Will and the the next 4 Moments. Length: varies target’s Will. The opponent can take Weight: varies no action for as many Moments as suc- Q-dex: Life Bipolar (Personal Force) Cost: 2500 Omnium cesses were attained. Complexity: 6 Ammunition: 1 shot Length: varies Ammunition Cost: 20 Omnium per Mask of Ichauc Weight: varies shot Q-dex Rating: Cost: 5700 Omnium Complexity Rating: 3 Ammunition: 10 shots Range Modifier Length: 15cm x 10cm Ammunition Cost: 500 Omnium per 1-2 +3 Weight: 2 kilograms 10 shots 3-6 +1 Cost: 9800 Omnium 7-12 0 Ichauc is the shape-changing 13-15 -1 god of the inland seas on Xichoual in 16-25 -3 the Hippaxi stellar system. When the mask is worn, its wearer can change

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 206 his appearance into any other human mannerisms or height. The mask can before. Anyone trying to see through that he can imagine. Note that the mask effectively simulate a voice, if the the mask’s illusion must make a Per- can only simulate appearance — not wearer has heard that voice many times ception check at -8. LifeForceEquipment(OrderLifeLinear)

Range Modifier target suffers no ill effects. For the next Life Force Weapons 1-2 +1 five minutes, he suffers a light wound 3-10 0 every minute in the infected region. Ordered Life Linear (Life Force) 11-20 -1 Every minute after the sixth, he suf- zones base their magic systems on the 21-30 -2 fers a heavy wound in the infected re- living energy of the life-forms in the 31-45 -4 gion. Meanwhile, of course, the dis- zone. Anything which counters or ease has already spread to other parts drains this life force will destroy the Successes Damage of the body. Very nasty indeed. target. As may be expected, this pro- 1 light wound cess is not pleasant for any involved, 2-5 heavy wound Q-dex: Ordered Life Linear (Life unless of course one has a very warped 6-8 critical wound Force) sense of what is pleasant. 9+ fatal wound Complexity: 6 Length: 10 cm Decay Accelerator Dryv Thistle Weight: 100 grams Cost: 3000 Omnium per thistle The Decay Accelerator works on The Dryv Thistle is a small dart the basic assumption that all things are that is usually fired by means a blow Blow Gun decaying to one degree or another. The gun or air gun of some sort. The thistle Q-dex: any Accelerator simply hastens this decay itself is not enchanted, but its contents Complexity: 1 process many thousands of times over. are. Within the thistle is a collection Length: 120 cm The weapon itself, like many magical of microscopic magical organisms. Weight: 450 grams weapons, can have any form since all Once the tip of the thistle penetrates Ammunition: 1 it really is a focus for a powerful Mys- the target’s skin, the magical creatures Ammunition Cost: see above tic Effect. The weapon, once activated, are released into the victim where they will create a field of magical energy immediately begin to grow with un- Range Modifier around the target which charges the believable speed, devouring the target 1-2 +2 victims every fiber with a rapidly de- from within. This is a particularly nasty 3-7 +1 caying life force. This weapon only way to die, and almost as bad to watch. 8-15 0 works on living targets, but it ignores The organisms grow into long, black 16-25 -1 armor completely (although force worms about 30 cm long with mouths 26-35 -3 fields still work as normal against the at each end. Death is always inevitable target). The more of the target caught unless the infected part of the body is Successes Damage in the field, the more damage that re- somehow purged of the beasts. The 3+ scratch, infected sults as the flesh and bone (or what- easiest way to do this is to immediately ever else) rots away inside and out. cut the infected limb off. If you get hit in the head or chest, you’re in serious Life Force Devices Q-dex: Ordered Life Linear (Life trouble. Once infected, the target lo- Force) cation soon fills with worms and be- Medallion of Complexity: 7 comes useless. Every five minutes, the Concentration Length: varies worms spread to all adjacent body Q-dex: Weight: varies parts. Thus, if you are hit in the chest, Complexity: 8 Cost: 7500 Omnium after five minutes the worms will be Length: 7cm Ammunition: 7 shots everywhere in your body. If hit in the Weight: 250 grams Ammunition Cost: 420 Omnium per 7 arm, the worms will move on to the Cost: 2000 Omnium shots chest after five minutes and then five The Medallion of Concentration Ignores Armor minutes later on to the rest of the body. is an enchanted device which calms The damage caused by the worms and focuses a mage. While wearing the gradually builds over time as they re- device, a mage halves the time needed produce and grow larger and larger. For to recoup from a failed Endurance the first minute after the infection, the check.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 207 TheurgyEquipment(Life/Mana) immune to the weapon’s effects (and A purifier is used to sanctify an Life/Mana (Theurgy) devotion to the right god). area no larger than a 50m radius circle Weapons across which the devoted of another Q-dex: Life/Mana (Theurgy) faith cannot cross without penalty. The Complexity: 7 purifier is a small hollow ball, in which Often, rather than creating magi- Length: 120 cm is burned the plant sacred to whatever cal weapons, the faithful of Life/Mana Weight: 2 kilos god the territory is being dedicated. In (Theurgy) zones call upon their deities Cost: 8000 Omnium a 12-hour ceremony, the purifier is to bless the weapons they already have. Ammunition: - swung on a chain and walked across When the gods are so inclined to give Ammunition Cost: - the area’s boundaries. A devotee of an- such aid, the result is a seemingly nor- Special Capacity: Following Fire other godd performs all actions in that mal weapon that has been pumped up territory at –2 penalty. Every moment with divine power. As long as the Range Modifier spent in a sanctified territory will make weapon is in the hands of one of the 1-5 +2 a foreign devotee’s skin crawl. faithful, it will retain its enhanced abili- 6-10 +1 ties. Blessed weapons in general add 3 11-15 0 Molsy to the Skill Rating of any person of 16-20 -1 Q-dex Rating: faith using the weapon. There are of 21-30 -2 Complexity Rating: 1 course other versions of blessed weap- Length: 4cm ons: longer than normal range is also Successes Damage Weight: .009 kilogram fairly common. However, in the hands 1 scratch Cost: 12,030 Omnium of a heathen, it becomes a cursed 2-3 light wound This extremely rare plant was weapon, and the defiler suffers a -3 4-7 heavy wound found growing just within the lip of penalty to their skill level when using 8-9 critical wound active volcanoes. Anyone eating the the weapon. 10+ fatal wound appropriate dosage of the plant will be- come temporarily immune (72 hours) Hell’s Mouth Life/Mana Devices to the power of the gods. Every re- corded Theurgy zone religion bans the There are also of course weap- use of Molsy and dictates that it be ons that take their destructive force di- Purifier burned on sight. Many subjects grow rectly from the power of a deity. The Q-dex Rating: weary of always obeying the whims Hell’s Mouth is a prime example of this Complexity Rating: 2 of the gods, however, and the item is type of weapon. It resembles a normal Length: 1m in great demand. rifle with a barrel that flares open at Weight: 7 kilograms the end (rather like a blunderbuss). The Cost: 140 Omnium weapon itself has no place for ammu- nition or need of it: god is doing all the work here. When the user pulls the trigger, a concentrated gout of holy/ infernal fire rushes forth from the bar- rel in a never-ending stream that lasts as long as the trigger remains de- pressed. This allows the user to spray the flame with abandon over the en- emies of the faith. That is an impor- tant point. Only those who are not of the faith are actually harmed by the holy/infernal fire. Anyone devoted to the weapon’s god will not suffer in the lightest. Likewise of course, only the faithful can use the weapon. Using the weapon requires a Faith Rating of 5 (see Chapter Five: Mystic Effects for more information on Faith Ratings). It only requires a Faith Rating of 2 to be

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 208 Armor

It may say something about sentient species in general and humans in particular that many more destruc- tive devices than protection systems exist in the Greater Galaxy. It may simply be that many fewer effective ways of protecting someone exist than ways to kill someone. In any event, we present here the basic kinds of armor found throughout the Greater Galaxy, this time organized by type rather than by quantum zone because most types of armor exist in many or all of the various zones Referents. You will find that each type of armor has a list of the Complexity Ratings associated with that armor depending on the quantum zone. Some types of armor are indeed zone specific, as noted in the description. Most armor is simply worn and requires no energy or power systems. Some armor, however, does require power of some sort to be fully functional. In such cases, the armor description will include the duration of the armor’s power reserves and the cost of purchasing additional fuel cells (or whatever the equipment requires). We start with the most primitive forms of armor and move on up from there.

Armor Rating: Metal Plate Armor Shields Wood: 2/12 This armor consists of hard, in- Bronze: 3/15 flexible pieces of metal or other A shield can be made from al- Steel: 4/25 equally tough materials. Such armor most anything, but is usually some Hardened Plastic: 4/30 tends to be quite heavy and cumber- hard material like wood, bronze, steel, Diamond: 6/45 some but offers a lot of protection for plastic, or crystal. Shields are used the wearer. Again, it is sold in pieces somewhat differently from other types Reinforced Fabric for individual body parts or in whole of armor. In general, a shield only pro- This includes any kind of armor suits that cover from head to toe. tects the arm it is worn on and one or made out of some sort of tough, du- two other parts of the body from at- rable fabric or clothing material such Q-dex: any tacks coming from a given direction. as leather, tree bark, and so on. It can Complexity: 2 The character must choose which di- be made to cover any part of the body, Weight: 10 kilos rection the shield is held. The armor and often whole suits of armor are Length: body sized rating of the shield then applies to all made from such materials. It does not Cost: 1200 Omnium for full suit attacks to the arms, and chest coming provide a great deal of protection, but Armor Rating: 4/30 from that direction. The bearer can also it also does not inhibit movement or protect their head as long as they don’t weigh one down unnecessarily. Synthetic Armor mind being blind in that direction (un- Synthetic armor is a medium- less the shield is transparent of course). Q-dex: any tech solution to the problem of protect- For example, a warrior with a sword Complexity: 2 ing combatants in battle. It uses syn- and shield engages an attacker wield- Weight: a few kilos thetic materials to create a protective ing only an axe. The warrior wields his Length: body sized layer as strong as steel but much lighter shield with his left arm. Since the at- Cost: 100 Omnium for full suit and more flexible. tacker is coming from his front the Armor Rating: 1/10 warrior faces his shield to the front, Q-dex: any thus protecting his left arm and his Metal Weave Armor Complexity: 3 chest from attack. Any strikes the at- This includes all kinds of armor Weight: 2 kilos tacker attempts to the left arm or chest composed of woven together pieces of Length: body sized will have to go through the shield first. metal or other hard substances (such Cost: 3000 Omnium for full suit If the warrior didn’t have a sword at as coral, plastic, and some animal Armor Rating: 3/25 all, or didn’t want to use it, he could shells). The weave forms a flexible hide his right arm behind the shield as clothing that maybe heavy but is not Powered Armor well. too restricting in its movements. Powered armor resembles a hard Q-dex: any Q-dex: any metal suit of armor. It is always made Complexity: 1 Complexity: 2 of some sort of metal or composite Weight: 2.5-5 kilos Weight: around 5 kilos plastic and covers the entire body. Length: 50-120cm diameter Length: body sized Power armor, unlike most armor, is a Cost: 10-100 Omnium Cost: 750 Omnium for full suit sealed environment, with air filters and Armor Rating: 3/20 a one hour air supply for operation in space or underwater. The armor also

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 209 contains artificial muscles that aug- tures are surprisingly light and easily ment the strength of the person wear- adjust to fit any wearer. Two Jilgani ing the armor. This not only alleviates provide excellent protection for the Forcefields the strain that would normally be as- front and rear of the chest. Other, sociated with wearing such heavy ar- smaller versions of the animal are bred Armor is one way for soldiers mor, it also makes the soldier stronger for use as arm and leg protection as and combatants to protect them- and faster in combat. Power Armor well as helmets. selves in combat. It has the advan- adds 3 to the base Strength of anyone tage of being low tech and pretty wearing it. Q-dex: life/matter reliable. On the down side, it’s hard Complexity: 2 to repair and often cumbersome to Q-dex: any Weight: 7 kilos wear. Another common protective Complexity: 6 Length: body sized solution is the forcefield. Forcefield Weight: 25 kilos Cost: 6000 Omnium for full suit is used here as a catch-all phrase to Length: body sized Armor Rating: 3/30 describe a number of different de- Cost: 10,000 Omnium for full suit vices and systems that project some Armor Rating: 4/40 Robotic Carapace kind of energy field or barrier There is good reason to view a around the user. We shall see that Nano-Armor Robotic Carapace as more of a vehicle there are several different types but Nano-Armor is a zone specific than a suit of armor. The armor usu- all of them share one basic feature: form of protection, found almost ex- ally has a vaguely humanoid form and they convert some sort of energy into clusively in Set Energy Linear (Primal the wearer is secreted comfortably in- a means of stopping damage from Clay) zones (and some very high tech side. All of the armor’s limbs move reaching the user. Forcefields are Matter Bipolar zones). Nano-Armor is robotically, and the occupant need do just the opposite of armor when it composed of a diamond hard synthetic little more than move their legs and comes to convenience. They are sel- weave that provides excellent protec- arms in the right direction and the ro- dom encumbering but always high tion in and of itself. The real selling botic muscles carry out the action. The tech, meaning that it is unlikely your point of Nano-Armor, however, is the result is a suit of armor twice the size personal shield will work in any zone fact that it fixes itself when damaged. of an average human and many times other than the type it was designed The whole suit of armor is shot through stronger and tougher. The wearer be- for. Forcefields, like armor, have a with nanomachines that set about re- comes in effect a one-man tank. In- Toughness Rating. This represents pairing any dents, and sealing any deed, most Robotic Carapaces have the amount of damage they can stop holes until the armor is as good as new. weapons of one sort or another built from reaching the target. Forcefields This takes some time, but not much. into them although the robotic hands also have a Battery Rating which Every 30 seconds the Nano-Armor re- are as precise and controlled as nor- measures how many Moments the pairs one penalty point of damage the mal human hands. A wearer could per- field can remain active before it uses armor has sustained until finished. form delicate surgery wearing one of up its energy supply. these suits and suffer little or no loss Q-dex: Set Energy Linear (Primal of coordination. The suit itself, in ad- Finally, each field has a Reliabil- Clay) dition to any armor protection it offers ity Rating. Whenever damage pen- Complexity: 8 (which is substantial) is a sealed envi- etrates the shield’s toughness the user Weight: 2 kilos ronment. While it can filter atmosphere must make a check against the Field’s Length: body sized from outside, when necessary it can Reliability Rating. Roll one die. If the Cost: 25,000 Omnium for full suit provide up to six hours of temperature number is equal to or less than the the Armor Rating: 4/30 controlled atmosphere for its occupant. forcefield’s reliability rating the field All Robotic Carapaces are equipped remains operational. If the number is Jilgani Shell with state of the art imaging systems, higher than the reliability rating the The Life/Matter (Biological) sensors, and communications equip- damage has overwhelmed the shield realms have their own solutions to the ment suitable for the quantum zone and burned out the field generator. The problem of armor, typified by the they are functioning in. forcefield no longer functions until re- Jilgani Shell. The Jilgani is a large, paired ( which usually means replac- spindly land creature with ten long Q-dex: pick one ing burned out parts). legs, and a flat ovular body protect by Complexity: 7 a rock hard shell. Years of breeding and Weight: 120 kilos Barrier Shield training have resulted in a Jilgani that Length: body sized The barrier shield is the most will calmly climb up onto your chest Cost: 45,000 Omnium for full suit common and popular form of or back, wrap its legs around you and Armor Rating: 5/100 forcefield in the Greater Galaxy. It is stay there no matter what. The crea- straight forward and reliable, although

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 210 it consumes a great deal of power com- Battery Rating: 400 Cost: 1000 Omnium per Toughness pared to most other forms of forcefield. Reliability Rating: 7 Rating The barrier shield creates a hard bubble Toughness: varies of energy around a single individual Damping Field Battery Rating: 200 (larger versions exist for doorways, Reliability Rating: 9 vehicles, buildings, and even whole The Damping field simply sucks planets). The field is utterly impass- all of the kinetic energy out of anything Tornado Field able to any solid or liquid object try- passing through it towards the wearer. ing to come into the space protected This makes the shield quite effective The tornado field creates a bar- by the shield. The Shield also protects against any kind of weapon with a rier of swirling wind and dust particles against energy weapons such as lasers, physical projectile. This includes Grav- around the wearer. This highly local- pulse guns, and coherent force weap- ity Pulse weapons and other similar ized wind storm will protect the wearer ons. The really clever thing about the weapons that rely on kinetic energy to from most assaults to some degree. It shield is that the person on the inside give their weapons power. However, regenerates its protective power very can fire out since the barrier is only it offers absolutely no protection quickly and can shrug off most small one way. The shield can be made to against pure energy weapons such as arms fire. The only drawback is that, keep out gasses as well but then the lasers, shockguns, helm of anger, pres- unlike most fields listed here, the tor- person inside will soon run out of air. sor beams, and some mystic weapons. nado field also blocks any attacks the The shield itself extends out about a person inside might be trying to make. meter from the body, that is to say Q-dex: Pick One Even seeing through the field can be a arm’s length for most humans. Thus it Complexity: 8 problem in particularly dirty areas (all would be possible for two individuals Weight: 800 grams that dirt gets sucked up into the field). to seek protection from the same bar- Length: 10 cm The only offensive action left to the rier shield generator, but only if they Cost: 65,000 wearer is to actually try and make were very close. Toughness Rating: 4 someone touch the field, or rather Battery Rating: 300 touch someone with the field. This is Q-dex: pick one Reliability Rating: 8 an entirely unpleasant experience that Complexity: 8 requires a simple unarmed combat at- Weight: 1 kilo Bio Field tack to accomplish, using the follow- Length: 10 cm diameter ing damage table: Cost: 75,000 These forcefields are generated Toughness Rating: 5 by living matter and are usually found Successes Damage Battery Rating: 250 in Energy/Life (Vessel) zones. The liv- 1-2 scratch Reliability Rating: 8 ing matter actually protects itself and 3-4 light wound its wearer by creating a repulsive force. 5-7 heavy wound Reflection Field The strength of this force depends on 8-10 critical wound the cost and bulkiness of the life-form 11+ fatal wound The reflection field is a more used. At low levels, the bio field de- economical, slightly lower tech version vice can be as small as a belt buckle. Q-dex: Pick One of the barrier shield. Instead of keep- Generally, bio field devices have a Complexity: 8 ing up a constant iron hard barrier, the maximum Toughness Rating of 8. Weight: 2 kilos reflection shield creates a field of swirl- Many combatants work the life-form Length: 15 cm ing energy around the wearer. This into a full suit of armor providing Cost: 80,000 field serves to redirect rather than stop physical as well as field protection (use Toughness Rating: - the force of incoming attacks, throw- stats for physical armor presented Battery Rating: 100 ing them off on a tangent rather than above; triple cost). Like all Vessel life- Reliability Rating: - stopping them dead. These fields can form weapons, bio field devices must be found across the Greater Galaxy and rest after in order to restore power. Ev- Reaction Barrier are popular chiefly because they are ery minute of rest restores one Moment relatively cheap and effective. of field power up to the maximum of The Reaction Barrier takes an 200. entirely different approach to personal Q-dex: pick one protection. It is a highly advanced sys- Complexity: 7 Q-dex: Energy/Life (Vessel) tem that senses incoming sources of Weight: 1 kilo Complexity: 5 damage milliseconds before they strike Length: 12 cm Weight: .25 kilos per Toughness Rat- the wearer. In that instant the reaction Cost: 45,000 ing barrier releases a focused burst of en- Toughness Rating: 3 Length: 8cm per Toughness Rating ergy designed to exactly counteract the

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 211 incoming attack, either by destroying rier, whether or not the blow manages or deflecting the assault. This system to penetrate the shield. Armor will pre- works against almost every kind of vent this damage if it has a toughness weapon. The only attacks likely to get rating of 2 or greater. past the reaction barrier are those that move very slowly and do not look like Q-dex: Pick One an attack. The barrier also has a ten- Complexity: 9 dency to destroy other small, fast mov- Weight: 3 kilos ing things like bugs and rain drops. Length: 20 cm Someone striking at a person using a Cost: 200,000 reaction barrier is liable to feel it in the Toughness Rating: 7 morning. Fists, feet, claws, and other Battery Rating: 300 body parts used in combat take a light Reliability Rating: 6 wound when striking a reaction bar-

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 212 ChapterSeven:Starships

What kind of science fiction game would this be if we did not give you all the rules and information you need to fully incorporate starships into your game? We shudder to think what such a game would be like, and so here we present the basic rules for starship design, operation, and combat. Of course starships in Starshield are a little more complicated than they might be in other science fiction settings. For of course, as with all things in Starshield, starships come in as many different types as there are Quantum Zones. Just like technology and magic, starship technology varies wildly from one zone to the next. The catch here is that, unlike other pieces of equipment, most starship manufacturers intend for their ships to travel from one zone to another. Obviously this requires that the ship’s technology operate effectively everywhere the ship might want to go, yet we have seen that the process of Leveling can easily render technology and mystical equipment useless, especially the complicated equipment one often finds on a starship.

Massive redundancy solves this that work on entirely different assump- starship design is critical to under- problem of traveling from one zone to tions of reality. Thus a starship might standing the nature of space travel and another. Actually, that’s not quite ac- have four engines, not in case one fails, combat within the Starshield universe, curate. Redundancy implies multiple but suitable to four different quantum and is something to keep in mind pieces of equipment that can perform zones. Instead of being identical jet tur- throughout the rest of this chapter. the same tasks, and thus keep the ship bines the starship possesses four dis- operational if one of the systems tinct drive systems that appear and The unavoidable need for mul- should fail. In our experience these function entirely different from one tiple systems presents a host of night- redundant systems, by their very na- another. This process of multiple sys- marish problems to any starship de- ture usually function in the exact same tems repeats itself throughout the ship, signer and shipyard. The first and most manner. Thus a plane might have four with multiple sensors, multiple weap- obvious drawback is that ships have engines so that even if one or two ons, multiple defenses and even mul- to be much bigger than would other- should fail it will continue to fly. Like- tiple life support systems. Some ships wise be necessary since they have to wise it might have a backup computer even have multiple hull structures, al- carry all those extra systems. Not only navigation system in case something though this is seldom necessary unless that but the requirements for each sys- should go wrong with the primary sys- one of the hulls is of an especially ex- tem can be particularly tiresome in and tem. Starships have redundant systems otic sort. This basic principal of of themselves. For example, not only

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 213 does a ship need multiple power Ships with such modular designs (such Synths, delegating authority and tasks sources, it might also need “stables” as most Vestis ships) can transform to them. Likewise, the crew will usu- or other appropriate containment facili- from one set of systems to another in ally interact almost exclusively with ties for beings such as Phase Dragons only a few days or even less, assum- the Master Synth when they need the or G’Tral Light Worms which are of- ing the right parts are available. Many ship’s synthetic minds to perform some ten used to pull ships through space in companies have begun building their task. The Master Synth in effect be- some zones. These creatures need to drive systems in standard sizes to make comes the mind of the ship itself, and have food and whatever else they need fitting them into modular starships all in many cases has control over all of to survive even when they are in quan- the easier. Thus some drive systems the ship’s functions. Younger Synths tum zones where their spacefaring will actually take up more room than assigned to specific systems will only abilities no longer function. Further- necessary just to fit into a standard size. interact with the crew when a crew more, the ship needs to have multiple Likewise other drive systems must use member uses that specific system. For wiring systems to whatever other tech- every short cut and space saving tech- example, it is common for ships to nology is used to get power from the nique available in order to fit into the have Synths assigned to weapons, de- power plant to the ship’s systems. This standard drive size. fensive, damage control, and medical holds true for life support, computer systems, each with specialized knowl- access, and almost everything else as One of the most important as- edge about its particular system. When well. Naturally , the larger the ship the pects of ship design is the inclusion of using these systems the crew talks to larger its engines, power plant and so Synthetic Minds into the design of the the local synth rather than the Master on. One can easily see how such prob- ship. Synthetic Minds, as we have Synth, although the Master Synth is lems can get out of hand if the designer seen, can function in almost any Quan- always monitoring and available for is not careful. tum Zone. This means that they are the any questions the crew might have. perfect computers for use on starships Shipbuilders try to work around when designing navigation, weapons The value of Synthetic minds to these problems as much as possible. control, ships maintenance, and other modern interstellar travel cannot be The better shipyards in the galaxy have systems. Most starships have an older underestimated. Across the galaxy discovered how to make systems that Synth that serves as the Master Syn- civilizations have developed a variety function one way in one quantum zone thetic for the ship. This Master Synth of devices that might fall under the cat- and an entirely different way in an- has authority over all the other ship’s egory of computers, but nothing like other. For example, a drive system in one quantum zone can occasionally become a weapon in another with only slight modification. Obviously this takes a great deal of careful study and testing on the part of ship builders, but when successful it saves considerably on cost and tonnage. Starship manu- facturers also put a high premium on creating compact equipment. Across the galaxy the fields of miniaturization, effective use of energy, and space sav- ing technology are often in the fore- front of scientific endeavor. The smaller a piece of equipment it, the more likely a ship builder is to use it, and thus the better your company’s sales.

Finally, shipbuilders tend to de- sign their craft to be as modular as pos- sible. By modular we mean that the ship can easily substitute one piece of technology for another without requir- ing extensive mechanical operations. Drives come out with only a few hours work, only to be replaced by another drive system in another hour or two.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 214 the Synthetic Minds first created dur- ing the lost Kendis Dai Empire. These A Special Note on Q-dex and Starships Synths can easily and quickly perform the massive calculations necessary for The various starship components, like all things in the interstellar travel, as well as all the other functions necessary for running Starshield universe, are specific to a particular quantum zone. Thus, a ship. While many a shipbuilder will each component has a Q-dex designation revealing its home quan- curse Quantum Weather and how hard tum zone. The Q-dex notation “any” means that the component it makes their job, all of them will can be created and used in any particular quantum zone. That zone, gladly praise their gods for the miracle however, must be specified upon creation or purchase. The nota- of the Synthetic Mind. Not only are Synths the most powerful artificial in- tion “Essence-based”, “Matter-based”, “Life-based”, etc. means telligences in creation their ability to that the device must be listed as from one of a subset of quantum function anywhere make space travel zones. For example, an “Energy-based” component may be de- possible. Modern spacecraft often de- rived from one of the following zones: Matter/Energy, Set Energy pend on Synths to control and integrate Linear, Energy Bipolar, Programmed Energy Linear, or Energy/ the myriad systems that make up the ship. Having to try and duplicate such Life. Obviously, if a specific quantum zone type is noted, the massive computing and processing device’s home is that quantum zone.” power for every quantum zone would be yet another monumental hurdle for the ship builders, one they would rather not face. As it is, much of a ship can now be automated easily and effi- ciently, allowing for smaller sentient crews and obviating the need for large numbers of highly trained personnel on all craft. Specialization vs. Adaptability

Before we move on to the actual process of ship design, let us take a moment to examine the issue of spe- cialization. Not every ship needs to be able to go everywhere in the Greater Galaxy. In fact, most ships tend to stick to a few well established trade routes. Likewise, many star systems employ system defense ships that are designed only to function within their home sys- tem. While this limits the government’s ability to project force out into the gal- axy it does provide for cheaper home defense options. If a ship designer knows exactly where the ship is going to go and what it is going to be used for then they can avoid many of the design problems inherent with space- ship design. Ships traveling only be- tween two Quantum Zones only need two sets of systems, and maybe not even that.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 215 The fact is that these specialized have many, many drive systems. Since across the galaxy. Even warships of- ships dominate the galaxy’s space such ships are invariably more expen- ten only have drives and weapons suit- lanes. Most ships out there carry cargo sive to build and maintain, most inter- able for home defense and for action of one kind or another, whether that stellar trade and travel takes place in against neighboring empires. Only the be actual goods or passengers. These small pieces. One ship takes the cargo large empires have the necessary funds ships operate along well established across to the next Quantum Zone and resources to field ships capable of routes and do not need more than two where it is then transferred to another projecting force across the entire gal- or three systems in most cases. Only ship going on to a third Quantum Zone. axy. ships designed for long distance travel Thus cargo “piggybacks” its way StarshipDesign

The best way to understand starships and how they work is to look at them from the ground up. Thus we begin the rules portion of this chapter with details on how to design a starship. Later in the chapter you will find rules on how to use starship combat in your game. If that’s what you’re really interested in, please skip on ahead to that section and come back here later. Starship design is in fact a lot like character design. Designing a ship means balancing your available resources between the various systems of you ship. You only have so much money and so much tonnage to allocate to the ship, and you’ll have to decide what kind of balance to strike between speed, maneuverability, offense and defensive power, cargo, crew, sensors, and any other special things you want to add. As always, keep in mind that you will have to have redundant systems if you want to travel into other Quantum Zones (which you no doubt will). Before designing a starship you want to design, the next step is to de- player is designing a ship they are ei- need to determine what kind of ship it termine what kind of resources you ther doing it for the fun of it or because is you want to build. Decide upon ev- have at your disposal. Nothing is free their character has access to private erything you need and want the ship in life, least of all starships. The Omnet funds with which to build the ship. The to be capable of and then keep that goal will provide its agents with ships, but GM of course will use this system to in your head throughout the design pro- these are usually from standard Omnet design ships for his or her adventures. cess. The best way to do that is read Designs. Certainly individual Vestis In that case available resources may through all of the rules and examples might change and modify the ships not be a concern. Having gotten over first and then come back to this point sometimes, but seldom are they given these two hurdles of purpose and re- and begin the design process in detail. the right to design a ship from the sources its time to get into the meat of Having decided on the kind of ship you ground up. In most cases where a the matter. StepOne:TheHull

Ships hulls, like every other part of the starship, can come in an amazing variety of shapes, sizes, and materials. The first step is to determine what the hull is actually made of. This depends in large part upon the Quantum Zone the shipbuilders operate within. More often than not hulls consist of some sort of metal or metal alloy. When in doubt metal is almost always a good choice. It appears throughout the galaxy, Levels well from zone to zone, and can effectively keep out both damage and the vacuum of space (where applicable). Some other fairly common hulls include: specially treated wood, crystal, living organisms, sea shells, coral, etheric clouds, and even stone.

When purchasing hull material for any and all systems you might need Purchasing the hull, like every- in this design system we use a some- and want. Each system (drives, power thing else on this list is based on the what abstract system, since it would plants, weapons, etc.) has its own ton- Omnet’s form of currency, the Om- be close to impossible to design a nage rating, describing how much nium. Prices may vary from system to straight forward system that encom- room it takes up. You may find that system, so be sure to check with your passed all the possibilities. When de- your original estimate at how much GM before making any final decisions. signing a hull, you buy an amount of tonnage you need was inaccurate and Below we list some sample hull types, hull material that is capable of support- you may wish to add to or take away each with it’s own Q-Dex Rating. The ing a certain tonnage of other systems from your original tonnage rating. rating tells you what zones the hull will and equipment. This tonnage repre- Aside from tonnage, every hull also work best in as well as where it will be sents how much space the equipment has a Toughness Rating. This reflects ineffective or even dangerous. While displaces within the ship. For example, how much damage the hull can take, some of the more interesting hull ma- you might buy a 100 ton hull. That as well as how much stress and strain. terials may seem intriguing they often means you have a 100 tons of space have very high Q-Dex Complexity

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 216 Ratings. This means that they are li- these hulls are quite common. Rather hull types, but make up for that in their able to break down completely when than a hard hull shape like most other flexibility. brought into inhospitable realities. Un- hulls, etheric clouds are just that: less you are designing a ship for a spe- clouds. The Ether takes on an almost Type One Essence Hull cific zone, it is probably best to stick gelatinous state, with all of the ship’s Q-Dex: Essence-based with low complexity hulls. Note, many components and rooms suspended Cost: 2000 Omnium per ton hulls list “pick one” under the Q-Dex within the cloud. This means that the Complexity: 5 Strength: 6 rating. This means that the hull mate- configuration of the ship can change rial appears in every Quantum Zone, easily from one form to the next. The Type Two Essence Hull but you must pick a specific zone for cloud itself offers little protection, al- Q-Dex: Essence-based your hull to come from. For example, though it can be formed in such a way Cost: 2700 Omnium per ton you could have a metal hull from a as to keep out vacuum (although Complexity: 5 Strength: 7 Matter Bipolar Zone or from a Matter/ vacuum as such rarely exists in etheric Energy Zone. zones). The hull is complex and weak, Type Three Essence Hull but very inexpensive and impressive Q-Dex: Essence-based Metal looking. Cost: 3200 Omnium per ton This, the most common hull ma- Complexity: 6 Strength: 8 terial, can come from almost any of the Q-Dex: Energy Bipolar Q-Dex ratings. It invariably has a very Cost: 500 Omnium per ton GMs should feel free to come up low complexity rating, usually only 1 Complexity: 6 Strength: 2 with other kinds of Essence Hulls to or 2. This means that it can easily travel suit their need, although none should almost anywhere in the galaxy. When Stone ever have a complexity less than five. choosing a metal hull you must choose Stone hulls do not have a lot go- a specific Quantum Zone and Q-Dex ing for them except that they are cheap. Mana Constructs rating that the metal hails from. After These can be anything from hollowed Mana constructs are the distant all, not all metals are the same through- out asteroids to ships built from block cousin of Essence Hulls. Where es- out the galaxy. of stone in the shapes of flying castles. sence Hulls are actually the results of Stone ships tend to be very bulky and focused mystical effects, Mana con- Q-Dex: any very inefficient, but capable of with- structs use the raw stuff of magic as Cost: 1,000 Omnium per ton standing a great deal of punishment. building blocks for ships, just like any Complexity: 1 Strength: 5 Furthermore, since stone is found al- other natural resource. In many zones most everywhere, the hulls travel well. Mana or other mystical substances Diamond gathers in a form that can be easily (or other hard Crystal) Diamond Q-Dex: any gathered and manipulated. Mana Con- starship may seem like an impossible Cost: 700 Omnium per ton structs share many of the properties of luxury to those of us born and raised Complexity: 1 Strength: 5 other hull types made from natural re- on Earth. In fact, without some way of sources. They have a relatively low artificially generating diamonds it is a Essence Fields complexity and are generally inexpen- possibility. Of course in some zones Essence fields are a fairly com- sive. However, they tend to be rela- diamonds or diamond like materials mon form of ship design in zones of tively inefficient as well, certainly are much more common. Even then high Mystic development. Essence when compared to the sleek hulls cre- mining and processing diamonds into Fields mean that the ship is held to- ated through Essence manipulation. shapes usable in hull design is a long, gether by layers of pure mystical en- costly, and complicated process. Dia- ergy. This can take on any number of Type One Mana Construct mond hulls have a lot going for them visual forms, from a starship made of Q-Dex: Mana-based however. They are low complexity yet rainbows, to one whose hull is entirely Cost: 600 Omnium per ton strong and efficient. If you can afford transparent. Often the ship builders Complexity: 2 Strength: 4 them they are well worth the cost. will fashion the essence in such a way that it appears to be some other mate- Type Two Mana Construct Q-Dex: any rial. Sometimes they even use a trans- Q-Dex: Mana-based Cost: 10,000 Omnium per ton parent Essence hull to surround some Cost: 800 Omnium per ton Complexity: 2 Strength: 9 more fanciful construct, such as an Complexity: 4 Strength: 5 open sailing ship that seems to sail ef- Etheric Cloud fortlessly through space. Essence Hulls This type of hull almost belies come in a variety of styles, depending the term hull. In certain zones where on how much you want to pay. They most everything is comprised of ether are invariably more complex than most

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 217 Type Three Mana Construct survives, its ability to move through providing one of the more durable life Q-Dex: Mana-based space might change dramatically in an form hulls in existence. Cost: 1200 Omnium per ton inhospitable zone. Creatures of this Complexity: 4 Strength: 6 type usually have the actual space ship Q-Dex: Life/Matter systems attached to their bodies in Cost: 2300 Omnium per ton Biological Entities some way, either on the creature’s back Complexity: 4 Strength: 5 There are many regions in space or wherever else is convenient, some- where creatures can survive and thrive times even inside the creature’s body. in the area between planets. Many of There are of course thousands of dif- Turl Beast these creatures have developed in such ferent species serving as hulls in the Turl Beasts roam through space a way that they can withstand the pres- galaxy today, and here we present just in herds, feeding on galactic debris sures of space travel and propel them- some examples. Feel free to come up such as comets, asteroids, and small selves through space at astonishing with your own. planets. Turl Beasts resemble giant speeds. Most often however these large crabs or spiders, with ten legs and a entities are too slow for the needs of Flunter Coral large saucer shaped body, all covered modern travelers who attach drives and Flunter Coral thrives in the emp- with a shell like armor. They move other systems to the creatures to in- tiness of space, feeding on ambient so- through space via mystical means, but crease their speed. Many zones breed lar energy and converting it slowly most shipbuilders prefer to attach more or herd such creatures for their space over time into a rock hard matter. It powerful drive systems to the crea- fleets. Biological entities tend to be takes centuries to produce enough tures. They grow to be as long as a ki- fairly complex, but not as complex as coral to build a starship out of, but there lometer and are relatively easy to train one might imagine. Remember that are places in the galaxy where Flunter (relative considering how big they are). Complexity levels reflect how well a reefs have been growing for billions thing Levels, not how complicated it of years. New magical and technologi- Q-Dex: Life/Matter is on the inside. Life forms tend to cal techniques make it possible for Cost: 1500 Omnium per ton transfer relatively well from zone to shipbuilders to shape into useful forms, Complexity: 5 Strength: 6 zone. Of course, even if the creature StepTwo:DriveSystems

Now you have a hull. The next step in the process is finding a way to make that hull move through space, and thus we have drive systems. A drive system can do two things. One, it can move the ship through space at speeds fast enough to make interstellar travel possible. Two, it can maneuver the ship through space in a delicate manner, allowing for precise movements, dodging enemy fire, and so forth. Some drives do only one of these things, some do both. Obviously the latter is more efficient but is not always possible in every Quantum Zone. Your ship is going to need several different drives, maybe more than several depending on what you want your ship to do. This begs the obvious question, where are all those drives going to be within the final ship? We’ll come to that later, in the section entitled Ship Diagrams. The first concern is deciding what kinds of drives you actually need to make your ship go where you want it to.

Every Drive system has a whole than fifty tons. However, the designer cluster of ratings that describe the Drive Ratings will almost always have a ship larger system’s capabilities. Obviously these Ships come in lots of different than 50 tons in mind. The designer are just examples of some of the more shapes and sizes. Naturally, the larger simply orders a larger drive system. typical drive systems in the galaxy. the ship, the larger the drive (most of For the sake of game play and ease of These are the drives most commonly the time). Thus some of these drive sys- design the system assumes that drives used by the Omnet and its affiliates. tem ratings are expressed in terms of are sold in fifty ton increments. So, the Individual Empires and Zones will “cost per 50 tons” or even the unlikely aforementioned drive system has a have their own drive systems devel- “tonnage of X per 50 tons.” For ex- thrust rating of 4, and for 4500 Om- oped for their specific needs. Other ample a drive system might have a nium and 10 tons of space you could Starshield products will detail new thrust rating of 4, a cost of 4500 Om- buy a drive that would give a fifty ton kinds of drives systems, and the GM nium per 50 tons and a tonnage of 10 ship a thrust of 4. But if you wanted to and players are encouraged to come up per 50 tons. This “per ton” rating re- buy that same drive system for a 300 with their own designs. If you come fers to how the smallest unit of the ton ship you would have to spend six up with something really interesting, drive system will perform on a ship times as much Omnium (27,000) and please post it to the Starshield Web Site with a tonnage of 50 tons. It will not it would take up six times as much and share it with the rest of us. function effectively on a ship larger space (60 tons).

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 218 Quantum Zone in one form or another. Drive Ratings: All that changes is the propellant and how it is propelled. Obviously the FTL Rating: Although not all zones allow for faster than light travel, the chemistry involved may change dras- term is used as a catch all to describe any kind of interstellar travel. The FTL tically from one zone to the next, but Descriptor tells us how many light years the ship can travel in one standard day, much of the time the fuels components as measured by the Omnet. will themselves change during the Lev- eling process (although there is always Thrust Rating: This is a number, usually given in hundreds of meters per some degradation in performance). second, that describes how much thrust a ship can apply in a second. Some The main disadvantage of such sys- ship’s drives may only be usable for faster than light travel, in which case they tems is that they use a lot of fuel and will not have a thrust rating. Thrust ratings are only used for maneuvering in take up a lot of space and are not nearly systems or in starship combat. as maneuverable as some other sys- tems. Furthermore, they are hardly Maneuver Rating: This particular statistic is a little harder to define nu- ever capable of achieving speeds use- merically than the first two descriptors. It reflects how maneuverable the ship ful for interstellar travel. is, taking into account issues like turn radius, “handling” and the positioning of special maneuvering drives and other related systems. The maneuver rating Q-Dex: any means the number of 30 degree changes of course the ship can make in any Complexity: 4 given Moment of starship combat. FTL: - Thrust: 5 Maneuver: 3 Tonnage: This describes how much space the drive system takes up within Tonnage: 5 tons per 50 tons the ship’s hull. Cost: 4500 per 2 ton unit

Q-Dex Rating: This obviously describes what kind of Quantum Zone the Fabric Distortion drive works best in. Generator

Complexity: This rating is just like any other technological or mystical This drive type is one of the more complexity rating. complicated systems on the market to- day, making it extremely delicate and Power Usage: This rating is used only if you are using the optional Power prone to failure in any Quantum Zone Points rule (see Step Three). This is the number of power points the drive uses other than its home zone. The advan- during 100 minutes of usage. tage is that it can, when calibrated cor- rectly and given enough energy, take a ship almost anywhere in the galaxy. Drive Systems accident. Nevertheless, we do give a The drive works by actually distorting few examples of such combination the fabric of reality down to the very We have divided the drives sys- drives at the end of this section. Void itself and folding it in upon it- tems into two categories, broken down self. This process requires absolutely along the lines of the Q-Dex: drives Technological perfect calculations and a great deal of based on technology and drives based energy, and can take hours, days, or on magic. Of course their exist some even weeks to perform. During the pro- drives that rely on both technology and Rocket Drive cess the ship itself must remain mo- magic, but these tend not to Level very Perhaps one of the most com- tionless as it warps and tears at the well at all and are often useless for in- mon and least efficient drive systems space around it. Having gathered up terstellar travel. In fact many magical in the galaxy, the Rocket drive works the fabric of reality around the ship, drives rely on at least a low level of on the simple principles of action and the drive then puts it all back together technology, and some technological reaction. Usually through some sort of again, only now the ship is in another drives incorporate low level magic, but chemical process, the rocket drive place than it was before. This opera- the level of magic or technology in- sends material out of the rear of the tion can only be performed in the deep- volved is so small that it is virtually craft at high speeds, propelling the ship est regions of space where there is as insignificant (pulleys in the rigging of forward at slightly lower speeds. This little matter, energy, or life as possible. Mystic Sails for example). Most ship requires a great deal of fuel, but has Thus it is hard to travel even into an designers like to stick to one kind of the advantage of being relatively actual star system, much less into or- drive or the other, if only to reduce the simple and straight forward to design. bit around a specific planet. To actu- chances of some unfortunate Quantum Rocket Drives exist in almost every ally move something onto a planet’s

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 219 surface or even into a planet would re- Cost: 55,000 Omnium per 10 ton unit ing in the fabric of reality allowing the quire energy of a magnitude compa- ship to slip through the crack before rable to a supernova. All this only goes Gateway Enabler reality can reassert itself. Like the En- to point out the fact that some other Many star systems, especially in abler, the Drive then propels the ship form of drive is necessary once a ship the more heavily populated empires, through Other Space at incredible has traveled using the Fabric Distor- employ a system of Stellar Gateways speeds, but unlike the Enabler, it can tion Generator. The advantage is that or Jump Gates for interstellar travel. do so from any point in the galaxy. the ship can travel over thousands of These Gateways are in fact entrances light years relatively quickly. into a parallel space, referred to vari- Q-Dex: any ously as Jump Space, Hyperspace, Complexity: 7 Q-Dex: Charge Life Linear Netherspace, and so on. In such a re- FTL: 100 Complexity: 10 gion, faster than light becomes not only Thrust: - Maneuver: - FTL: 1000 possible but commonplace. Breaching Tonnage: 5 tons per 50 tons Thrust: - Maneuver: - normal space requires a great deal of Cost: 10,000 per 5 ton unit Tonnage: 3 per 50 tons energy as well as carefully focused Cost: 75,000 Omnium per 3 ton unit equipment, most all of which is con- Slip Field Generator tained within the Gateway itself. The The Slip field Generator is an- Flash Jump Drive Gateway Enabler allows a ship to ac- other system found in service through- The Flash Jump drive is most tivate the Gateway, and thus enter the out the Greater Galaxy. The Slip Field common in zones where physics have realm beyond. The Enabler then pro- Generator is actually a catch all phrase arisen primarily from the Energy Pos- pels the ship through this other space for several different drives from dif- sibility. The Flash Jump is probably the until it reaches another Gateway at or ferent Quantum Zones that work on the most effective form of maneuvering near its destination, at which time the same principle, although via different drive in existence today, although it is Enabler again activates the Gateway technologies. The Slip Field Genera- only minimally useful for long distance and the ship returns to normal space. tor creates a field around the ship that travel. At first glance the Flash Jump It is even possible to cross between effectively severs the ship’s ties to the drive may seem to be some sort of Quantum Fronts using such a device, reality around it. What this means is teleportation drive. In truth it works not although the Front will manifest itself that the ship creates a pocket of space on the basis of teleportation but on the in Other Space just as it does in nor- around it in which none of the normal principle of matter transformation. In mal space. The Enabler is a small, ef- restrictions on space flight apply. The Quantum Zones where all matter is re- ficient device, and the preferred ship can then simply slip through space ally just different concentrations of en- method of FTL travel in those zones with ease, moving at speeds fast ergy, it naturally follows that all mat- where Gateways are possible. The enough to make interstellar travel pos- ter can be broken down into its com- down side is that it requires Gateways sible. The Slip Field also serves to cut ponent energy parts. The Flash Jump to be at all useful and does not func- the ship off from the outside world to drive converts the entire ship into en- tion as maneuvering drive outside of a certain degree. The faster the ship ergy, projecting that energy to the cho- Other Space. wants to go, the stronger the field needs sen destination. This allows the ship to be. When using the system for ma- to travel, for a moment at the speed of Q-Dex: any neuvering or in system travel the dis- light. The only caveat when using this Complexity: 5 tortion is limited. The field is a visible drive is that the jumps can only be of FTL: 100 haze around the ship that only mildly about a second in duration. Otherwise Thrust: - Maneuver: - interferes with sensors. However when the matter pattern starts to break down Tonnage: 1 ton per 50 tons traveling at FTL speeds, the field be- and the ship will suffer serious, even Cost: 8,000 per 1 ton unit comes so strong that none of the ship’s crippling degradation when reforming. own sensors can penetrate it, making Even with this limitation, the Flash Warp Tunneling Drive the ship effectively blind. Those look- Jump allows for the fastest maneuver- The Warp Tunneling drive is in ing at the field from the outside will ing ships in the galaxy, as long as they many ways similar to the Gateway En- see only an iridescent globe, the by are within the appropriate Quantum abler Drive. It propels the starship into product of local reality interacting with Zones. Other space or some other parallel ex- the surface of the field. This FTL blind- istence that allows faster than light ness means that ships captains seldom Q-Dex: Energy-based travel with relative ease. Unlike the make non-stop FTL voyages, prefer- Complexity: 9 Gateway Enabler, the Warp Tunneling ring to stop periodically and drop the FTL: - Drive does not require the starship to field just to check space around them. Thrust: 10 Maneuver: 10 use a Gateway to enter into Other Some more advanced ships have Tonnage: 10 tons per 50 tons Space. Instead, it tears its own open- Synths or computers that actually turn

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 220 the field on and off very quickly in or- Light Sail der to get bursts of sensor information. The Light Sail is a fairly simple, Q-Dex: any While this cuts down significantly on delicate design common in Empires Complexity: 4 the speed of the ship, it allows the crew that have not yet developed more ad- FTL: .01 to be constantly aware of its surround- vanced space distortion systems or pre- Thrust: 6 Maneuver: 2 ings. fer the aesthetics of the light sail. The Tonnage: 8 tons per 50 tonnage drive itself consists of two parts: the Cost: 7500 per 8 ton unit This FTL blindness means that sail and the laser or other light genera- ships captains seldom make non-stop tor. The Sail is usually a micro thin Void Traveller FTL voyages, preferring to stop peri- sheet of highly reflective material, of- The Void Traveler is one of the odically and drop the field just to check ten many kilometers across. The laser, more common forms of travel in the space around them. Some more ad- through a carefully designed prism, Greater Galaxy. It strikes a nice bal- vanced ships have Synths or comput- beams light onto the sail, providing ance between reliability and speed, and ers that actually turn the field on and forward thrust. As drive systems go it is only slightly more expensive than off very quickly in order to get bursts is relatively simple and thus Levels other drive types. It also has the ad- of sensor information. While this cuts well. Many ships equipped with the vantage of being able to be used for down significantly on the speed of the Light Sail keep a variety of lasers or both FTL and Maneuvering at about ship, it allows the crew to be constantly light sources available, allowing them equal levels of performance. The Void aware of their surroundings. to operate in many different Quantum Traveler drive, while seemingly com- Zones. This makes the Light Sail a fa- plex is actually Levels better than Q-Dex: Energy-based vorite system towards the galaxy’s many other technologies. This is be- Complexity: 8 core, where Quantum Fronts are very cause the principals on which the tech- FTL: 5 close. The Light Sail is slow, and just nology operates are some of the few Thrust: 6 Maneuver: 5 barely efficient enough for short inter- nearly universal aspects of existence. Tonnage: 7 tons per 50 tonnage stellar voyages. It is also delicate, al- The Void Traveler relies upon the Cost: 20,000 per 7 ton unit though easy to repair. inherent chaos of the Void to propel its ship through space. It does this by Ether Pump Q-Dex: any creating what amounts to a miniature The Ether Pump drive only func- Complexity: 4 Quantum Zone within the drive sys- tions in those Quantum Zones where FTL: 1 tem, a zone that will react with its sur- some form of Ether or “space matter” Thrust: 3 Maneuver: 3 roundings in such a manner as to pro- exists between the stars. In most cases Tonnage: 2 tons per 50 tonnage pel the ship through space at speeds the Ether pump is a tube that runs the Cost: 5000 per 2 ton unit that actually ignores surrounding real- length of the ship with an opening at ity, since the drive taps into the reality each end. The Opening at the bow of Detonation Drive destroying power of the Void. This al- the ship sucks Ether into the Ether The Detonation Drive operates lows the ship to maneuver through lo- Pump. The pump itself consists of a on an effective if seemingly wasteful cal space as well as over vast distances, series of chambers in which the Ether principal. The Drive itself is little more depending on how the drive is set. The is subjected to higher and higher pres- than a bomb bay full of the most pow- only drawbacks of the system are that surization until it is eventually expelled erful explosive devices available to the it is not very maneuverable and takes out the rear of the ship, providing culture. The ship must be specially de- up a fair amount of space. Furthermore, thrust. Ether Pumps are quite efficient signed so that, at a certain distance it the ship leaves a trail of damaged real- since they do not have to carry any fuel. can withstand the effects of an explo- ity behind it as it travels. While this The obvious disadvantage is that they sion and yet still benefit from the damage is not permanent or serious, do not Level well at all. Ether Pumps power unleashed, thus using the force another ship with the appropriate sen- are capable of providing significant of the explosion to propel the ship sors can follow the trail of damage and thrust and even reaching speeds that through space at tremendous speeds. track a Void Traveler drive wherever make FTL travel possible or of being The disadvantages of this drive are it goes. operated slowly enough for careful ma- numerous: it attracts a lot of attention, neuvering. is impossible to maneuver well with, Q-Dex: any and actually is not very fast. The ad- Complexity: 6 Q-Dex: Energy Bipolar vantage is that the drive system FTL: 50 Complexity: 6 doubles as a defensive system and can Thrust: 6 Maneuver: 4 FTL: 25 be equipped with explosives from a Tonnage: 12 per 50 tons Thrust: 5 Maneuver: 5 variety of different Quantum Zones for Cost: 40,000 Omnium per 50 ton unit Tonnage: 5 tons per 50 tonnage interstellar travel. Furthermore, the Cost: 10,000 per 5 ton unit system is relatively inexpensive.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 221 Stellar Attunement ality and subspace. The Superfilament through space, as a rule of thumb there Actuator Induction Drive creates an energy field needs to be at least one person per 100 This drive originated in Quan- that latches on to these filaments in tons of starship. tum Zones where stellar bodies have a subspace and uses them almost like strong influence on all events within railroad tracks to pull the ship along Q-Dex: Ordered Life Linear the Zone. The drive functions under the through space at speeds faster than Complexity: 3 principle that every stellar body radi- light. FTL: 10 ates force or energy of a unique type. Thrust: 3 Maneuver: 3 These forces push and pull on every- Q-Dex: Matter-based Tonnage: 2.5 tons per 50 tonnage thing within the Zone to a greater or Complexity: 7 Cost: 20,000 per 2.5 ton unit lesser degree. Some materials are more FTL: 35 affected by specific kinds of stellar Thrust: 5 Maneuver: 4 Faith Drive energy than by others, and certain pure Tonnage: 5 tons per 50 tonnage The Faith Drive is not so much materials are profoundly influenced by Cost: 35,000 per 5 ton unit a drive as a specially consecrated planetary bodies. The Stellar temple. Naturally, the exact design, Attunement Actuator uses this ten- function, and appearance of such dency to move its ship through space. Mystical Drives temples changes dramatically from The core of the drive system contains Zone to Zone and culture to culture. a variety of materials that are hyper- Mystic Sail Nothing could be simpler really. The sensitive to Stellar Influence, each of The Mystic Sail is one of sev- ship’s crew or the ship‘s religious lead- which is heavily shielded from the eral drive systems based upon the mys- ers pray to their god or gods to move world by powerfully inert substances. tic potential of the starship’s crew and the ship through space to its appointed When the shielding is drawn aside, the passengers. The term sail is in fact destination. The Faith drive has a lot material will immediately begin to somewhat misleading, since the sail going for it in terms of efficiency. It move towards the stellar body it is at- portion does not necessarily have to be usually requires very little power, very tuned to. Since the ship is attached to adjusted as would a normal sail on a little space, and depending on the will the material, the ship moves along with wind or light driven sailing ship. In- of the deity or deities in question, can it at greater and greater speed. With the stead, the mystic sail is a finely wo- move the ship at remarkable speeds. right materials, it is possible to attain ven, magical cloth that drapes over a However, there are some rather impor- truly incredible speeds, sufficient even large portion of the ship. The sail col- tant considerations to take into ac- for interstellar travel. If two materials lects the mystical energy given off by count. First and foremost, there have are exposed, the ship will head on a anything on board the ship and con- to be sentient beings with tremendous course somewhere between the two verts it into energy for travel. In addi- faith in their deity on board the ship. destinations. With the aid of a complex tion to the sail itself, there is usually a Gods to not grant such favors to any- sensor array and computers or Syn- drive section to the ship that looks like one less than the most pious and reli- thetic Minds, the drive will expose a prop or some other simple drive. In gious of supplicants. Furthermore, these various materials in the exact fact, the drive system’s appearance is there are often complicated religious combination necessary to move the entirely for show, since what it really rituals and even sacrifices that must ac- ship along the desired course. does is translate the unfocused mental company prayers for motion. Should energy gathered by the sail into fo- those individuals trained in the rituals Q-Dex: Programmed Energy Linear cused energy that will hurtle the ship die, become incapacitated, or lose their Complexity: 7 through space. faith the ship will be rendered immo- FTL: 25 This drive system functions best bile. Finally, Faith Drives are usually Thrust: 4 Maneuver: 7 in those Zones where sentient beings not very maneuverable at all, since the Tonnage: 5 per 50 tons give off magical energy, or Essence. prayers and supplications necessary for Cost: 25,000 Omnium per 5 ton unit In regions where Essence exists freely moving the ship take significant time in the atmosphere, the sail is less effi- to perform correctly. Superfilament Induction cient. Sails are usually attuned to the Drive particular frequencies given off by Q-Dex: Life/Mana The Superfilament Induction sentients, and free flowing Essence Complexity: 9 Drive is another drive system com- tends to be too chaotic for this drive to FTL: 1000 monly used by the Omnet. The system handle (although other drives do use Thrust: 10 Maneuver: 7 is based on the reality of some Zones it). It would seem that the more Tonnage: .5 tons that space itself is full of microthin fila- sentients on board the ship the more Cost: 5,000 ments of subspace matter that perme- efficient the sail will be. While the en- Crew Faith Rating: 8 ate everything. These filaments exist ergy of one person is more than enough simultaneously within both normal re- to move a small to average sized ship

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 222 Harnessed Entity Travel Phase Dragons are very efficient beasts of some sort over the opening. The A great many creatures live of burden, requiring only large supplies Worms surge forward and hit the net, within the depths of space itself. In cer- of meat and a comfortable berth in pulling the ship along with them in tain regions these creatures are capable which to rest. Phase Dragons have their desperate search for freedom. The of propelling themselves through space amazing endurance and can travel non- Speed of the ship is determined by how fast enough to be used as drives for stop for weeks on end. many worms are released at a time. ships, much like horses pulling a car- Slowing down requires the ship to stun riage along the ground. Such beasts Q-Dex: Life / Bipolar some of the released worms and draw come in a wide variety of shapes and Complexity: 4 them back into the ship’s dormancy sizes and are one of the more popular FTL: 15 chamber. forms of travel in many Zones. The Thrust: 6 Maneuver: 4 creatures tend to inhabit Zones with a Tonnage: 3 per 50 tonage Q-Dex: Ordered Life Linear high level of Mystical potential. Tech- Cost: 18,000 per 3 ton dragon Complexity: 5 nological Zones with low mystical po- FTL: 25 tential tend to be entirely inhospitable G’Tral Light Worms Thrust: 7 Maneuver: 3 to such creatures, and sometimes the G’Tral Light Worms measure, on Tonnage: 5 tons per 50 tonnage conditions in space are so harsh that average, approximately one meter in Cost: 30,000 per 5 ton batch of worms the creatures will die without some length and 10 centimeters in diameter. kind of protection. Thus the tonnage They look quite a bit like earthworms Meditation Focus Drive ratings given below for various beasts with a gray, scaly skin and a toothless The Meditation Focus Drive is reflect an area on the ship where the mouth at one end. To feed themselves, another drive which depends on sen- creatures can rest when not in use, eat, they secrete a highly corrosive sub- tient beings to provide motion. Medi- and be somewhat comfortable. These stance that breaks down almost any tation Focus Drives, in there most com- quarters become especially important naturally occurring substance in a mat- mon form, center around a tremendous when traveling to Zones where they ter of minutes. The Light Worms de- crystal or some other focus for medi- will not be used for moving the ship. vour the remains of the corrosion for tation. The crystal itself, while not We present here several examples of sustenance. They are quite literally om- complicated per se, is a device espe- the more commonly used draft beasts. nivores. cially tuned to the psychic and physi- Light Worms travel in huge cal realities of the Quantum Zone. By Phase Dragons herds, typically containing hundreds of focusing mental energy upon the crys- Phase Dragons are one of the thousands and even millions of worms. tal, the meditating crew members can mystic creatures most favored by the Such herds can be extremely hazard- convert their mental energy into kinetic Omnet. The Phase Dragon is a rare rep- ous to ships, space stations, and even energy, allowing the ship to move tilian creature with powerful hind legs planets. The Light Worm, a mystical through space. The focus, be it a crys- and a large pair of wings instead of creature, converts its food into mysti- tal or some other object, is seldom forelegs. Phase Dragons do not use cal energy with which it propels itself something that occurs in nature. It must their wings to fly through space in any through space, giving off the bright be manufactured according to very traditional sense. They travel by mo- blue light that earned them their name. demanding specifications. This means mentarily phasing out of our reality Light Worms can actually pool the en- that it is expensive and also suffers into another dimension, then phasing ergy created in this manner with en- greatly from the effects of Leveling. back into our reality having traveled a ergy created by other worms. Thus On the other hand, the Meditation drive short distance almost instantaneously. herds of Light Worms can travel more allows for great speed and mobility in Phase Dragons always work in teams efficiently than lone worms. travel, since the only limitation is the of two or more when used for ship lo- Using Light Worms for travel is mental fortitude of the sentients pow- comotion. The Dragons are attached to a simple matter. The Typical Light ering the drive. Of course, these be- the ship by harnesses which are made Worm Harness uses worms that have ings will grow weary, and are often from the hides of Phase Dragons and had their salivary glands removed so employed in shifts. This means that the are capable of phasing out of normal that they cannot eat the ship they are crew of the ship will have to be larger space with the dragons and still re- being used to propel. This means that than otherwise might be necessary. The maining attached to the ship. When the worms must receive regular meals larger the ship, the larger the focus and two or more Phase Dragons work to- of a special mush that they can easily the larger the crew. As a rule of thumb, gether to pull a ship they are trained to digest. A typical worm-driven ship will the drive requires three meditators per phase in a specific sequence so that have a chamber in which the worms 50 tons of ship - one for each of the only one dragon is phasing out at a are kept in a dormant state. When the three different shifts - in order to as- time. This allows the Dragons to con- Light Worms are needed for travel, the sure that the drive is constantly opera- stantly pull the ship through space chamber is opened to space, but there tional. without annoying starts and stops. is either a force field or transparent net

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 223 Mana Furnace gree or another in most any Zone Q-Dex: Life Bipolar The Mana Furnace is similar to where the souls of the dead can linger Complexity: 7 a typical combustion engine from the on and influence the world. However, FTL: 35 Technological side of starship con- the host of moral and religious prob- Thrust: 7 Maneuver: 8 struction. Mana Furnaces operate by lems associated with these drives Tonnage: .5 tons per 50 tonnage “burning” magical fuel. The fuel itself means they are not nearly as common Cost: 5000 per 3 meditators is normally pure Mana or some sub- as they might otherwise be. stance with a high Mana content. The The basic principal behind the Essence Flow higher the Mana content, the more per- Necromantic Drive system is simplic- Channeling System formance the drive will get out of the ity itself. Through the use of magical In many Zones Essence flows fuel. The Furnace itself is a relatively or religious ritual, the souls of the dead freely through space in streams or simple magical construct. It breaks are bound into service of the ship. They channels often referred to as ley lines, down the material put in it, extracting are in fact tethered to the ship by means or Essence flows. These Essence flows raw magical energy from the Mana and of invisible, mystic bonds. The Souls, have a certain amount of forward mo- using it to create the specific Mystical being things not any longer of this mentum, at least in the magical realm. Effect of motion. The advantage of world, are usually not restricted by the The Essence Flow Channeling System using such material is that it is both impediments to movement that the liv- harnesses these streams of magical en- plentiful and powerful, and can move ing face every day. Thus they are able ergy and enables the ship to sail along a ship through space at high speeds. to actually pull the ship through space, them like a sailboat rides the currents The Drive itself does not need to have disregarding local laws of physics that and the winds. The system itself can rocket nozzles or other technological might otherwise inhibit them. The take on a number of different forms. It accouterments since the magical en- Drive area is usually a temple or some is not uncommon to see ships bedecked ergy is being transformed directly into other area devoted to magic. Here the with a network of material that looks a Mystical Effect. However, many ship ship’s necromancer performs his or her very much like a sail. Another com- designers like to include some sort of operations and keeps the souls in line. mon design involves the precise place- purely aesthetic addition to the drive This means that the Necromancer will ment and manipulation of crystal or in order to give the illusion that some- need to have access to a sufficient sup- metal rods all over the ship. Whatever thing other than the drive is moving ply of the magical energy needed to the design, the system works on the the ship. For example, some ships control the spirits, a time consuming principal of tapping into the energy that might have banks of oars that “row” and exhausting task. Most ships carry flows through space and hitching along as the ship moves through space, or the several necromancers on board, just in for a ride. In areas where the flow is ship’s course may seem to be deter- case something should happen to one particularly fast the ship can easily at- mined by a rudder of some sort. While of them. tain speeds useful for interstellar travel. none of this is necessary, many Maneuvering under such a system is sentients find the presence of such ad- Q-Dex: Enchanted Life Linear more difficult, but not impossible. The ditions comforting and pleasant. Complexity: 4 system Levels better than one might FTL: 20 think since Essence flows are relatively Q-Dex: Programmed Mana Linear Thrust: 5 Maneuver: 4 common in the galaxy. Naturally it is Complexity: 6 Tonnage: .5 tons per 50 tonnage useless in Zones without such Essence FTL: 50 Cost: 50,000 per .5 ton unit flows. Many ships carry a reserve of Thrust: 4 Maneuver: 7 stored Essence energy in a battery like Tonnage: 8 tons per 50 tonnage Aportation Pact device. This allows the ship to direct Cost: 45000 per 8 ton unit One of the most effective ways short bursts of Essence into the sys- of traveling across vast distances of tem in the exact direction needed, al- Necromantic Hoard space is to simply instantaneously lowing for tight maneuvers or moving The harnessing of dead souls to transfer the ship from one place to an- the ship when it is otherwise becalmed. perform Mystical Effects has produced other. Naturally, this is much easier Ships typically only carry enough heated debate across the Greater Gal- said than done. In fact, the process in- stored energy for two hours of opera- axy. Most societies find the practice variably requires either a great deal of tion. alarming and immoral, while a few so- energy and technology or a potent cieties think it the most natural thing Mystical Effect. While it is possible to Q-Dex: Essense Bipolar in the world. Certainly Necromantic create magical effects of aportation in Complexity: 7 Drives are common enough in the gal- many Zones, such magics fall under FTL: 10 axy that they deserve some mention the category of spells and spell casters Thrust: 6 Maneuver: 5 here. The biggest advantage of these rather than drive systems. However, Tonnage: 6 tons per 50 tonnage fearsome drives is that they Level ex- some ships in the Galaxy use this magi- Cost: 25,000 per 6 ton unit traordinarily well, working to one de-

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 224 cal aportation system without the aid Tonnage: 1 ton energy. Most shipbuilders like to take of a spell caster on board. Cost: 60,000 some creative license here and inte- The Aportation Pact Drive har- grate into their spells a way of shaping nesses the power of Mystical Effects Transmutation what that aura actually looks like. Thus or rituals performed at the time of the Conductor a ship might appear as a tremendous drive system’s creation. The Making hundreds of tons of ma- fiery bird, a glowing dragon, or any Aportation Pact Drive is really not so terial move through space and between other form the builder desires. The much a drive system as it is an actual stars is never an easy task. One solu- downside of using this drive is that the agreement with some spirit being, thus tion is to avoid the problem altogether ship cannot interact well with the rest the term pact. The being with whom by transforming the entire ship into of reality while in this transmuted the pact exists agrees to provide the some other substance entirely, at least shape. Its passive sensors will function, ship with a certain number of while it is traveling. By the use of tre- but it cannot emit signals of any kind aportations in exchange for whatever mendously potent Mystic Effects, the or use any of its weapons or defensive devotions and sacrifices the devotees ship builders create a powerful mysti- fields. Still, the Transmutation Con- made at the creation of the pact. Many cal drive system that actually has the ductor is a very efficient way of trav- beings require continued offerings or power to transmute the starship into a eling through space - over long or short sacrafices to be made. The typical pact semi-magical or semi-spiritual state. In distances. allows for 100 jumps before this state the ship is able to project it- reconsecrating the temple and renew- self through space at faster than light Q-Dex:Ordered Essence Linear ing the pact. speeds. The actual transmutation pro- Complexity: 8 cess requires a great deal of energy and FTL: 150 Q-Dex:Life/Essence usually produces a stunningly impres- Thrust: 8 Maneuver: 8 Complexity: 7 sive sight. Most ships, rather than fad- Tonnage: 9 tons per 50 tonnage FTL: 500 ing from view take on an incredibly Cost: 70,000 per 9 ton unit Thrust: 8 Maneuver: 5 brilliant aura of mystical or spiritual StepThree:PowerSources

When you have your hull, and you have your drives, you should have a pretty good idea as to what kinds of Zones your ship will be traveling in. The next absolutely necessary step is to equip your ship with power systems capable of maintaining the ships systems in all the different Zones you plan on visiting. Fortunately creating power is often simpler than trying to move a ship across light years of space. Power systems tend to Level a little bit better than drive systems, although only a little bit. Like Drive systems, each power plant has tonnage and cost ratings based on the size of the ship. The tonnage includes space required for any fuel the power plant might need. Power plant systems also have a rating that shows how many weeks the power plant can operate without refueling or rejuvenating itself. The power plant is assumed to be able to provide energy for all of the ship’s systems during this time period. If the crew conserves energy very carefully by not using weapons, drives, etc., they may be able to operate much longer. Storing Power power plants must be designed for a Technological Power specific Quantum Zone and do suffer from the effects of Leveling. While so- Many power plants produce Solar lar plants never need refueling, they more energy than the ship needs at any also produce a relatively small amount given time. Some of this energy is in- This is one of the most popular of power for their size. Likewise, ships variably lost, but many ships have forms of power plant in the galaxy, and are advised to have a large energy stor- some sort of system for storing at least many ships have a solar system as a age capacity when depending on this part of the excess energy for future use. backup to other, higher power output system since the amount of energy Every power plant that produces stor- systems. The solar power system sim- available in deep space can be quite able energy will also have a listing for ply converts the natural energy given small. how much it costs to buy energy stor- off by stars into power the ship can use. age systems for that power plant. These While stars exist throughout the gal- Power Plants: batteries or whatever they might be axy, the energy they give off and the Q-Dex:Energy-based have a listing for how much tonnage process of using that energy varies Complexity: 5 they take up and how many extra wildly from Zone to Zone. So, while Tonnage: .5 per 50 tonnage weeks of operation they allow not terribly complex devices, solar Cost: 10,000 per Ω ton unit

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 225 Duration of Operation: indefinite when Storage Units Power Plants sunlight is available Q-Dex: any Q-Dex: Charged Life Linear Complexity: 4 Complexity: 9 Storage Units Tonnage: 2 tons per 50 tonnage Tonnage: 3 tons per 50 tonnage Q-Dex: Energy-based Storage Capacity: 1 month Cost: 42,000 per 3 ton unit Complexity: 4 Cost: 2500 per unit Duration of Operation: 5 years Tonnage: 1 ton per 50 tonnage Storage Capacity: 1 month Gravity Sublimation System Cost: 3000 per unit Gravity power plants, like solar There are many Zones in the gal- plants, have the distinct advantage of axy where matter is really just various Fusion not having to carry any fuel on board. concentrations of energy. The Sublima- Fusion power operates by pro- Gravity plants convert gravitational tion system works by taking matter and ducing power on the atomic level, fus- energy given off by everything in the transforming it back into a state of en- ing two atoms together to produce en- galaxy into a form of energy that can ergy. The power plant can use almost ergy. Fusion Power is no doubt the be used to power ship’s systems. Ob- any kind of matter for fuel, as long as most common form of energy produc- viously this is a very complicated pro- it is from a system where matter and tion in Zones where it works. It is cedure, and the power plant itself is in- energy are really the same thing. Ob- highly efficient in terms of both space variably a complex device that does not viously, the denser the matter the more and fuel consumption and produces a Level well. On the plus side it produces energy it will produce when it is con- great deal of energy. The only prob- vast amounts of energy while near verted, so ships tend to carry supplies lem with it is that the drive is very com- planetary and stellar bodies and pro- of very dense matter to fuel their Sub- plex and does not Level well. duces plentiful energy even in deep limation System. The System is highly space. Nevertheless, an energy storage dependent on local physical laws, but Power Plants capacity of some sort is recommended its ability to use almost anything as fuel Q-Dex: Matter-based for those ships using this drive for in- makes it a very popular system in some Complexity: 8 terstellar travel. Zones. Tonnage: 2 tons per 50 tonnage Cost: 40,000 per 2 ton unit Power Plants Power Plants Duration of Operation: 3 months Q-Dex: Matter-bipolar Q-Dex: Energy-based Complexity: 8 Complexity: 7 Storage Units Tonnage: 1 ton per 50 tonnage Tonnage: 4 tons per 50 tonnage Q-Dex: Matter-based Cost: 25,000 per 1 ton unit Cost: 50,000 per 4 ton unit Complexity: 6 Duration of Operation: indefinite while Duration of Operation: 4 months Tonnage: 1 ton per 50 tonnage near stellar bodies Storage Capacity: 3 months Storage Units Cost: 10,000 per unit Storage Units Q-Dex: Energy-based Q-Dex: Matter-bipolar Complexity: 6 Chemical Complexity: 8 Tonnage: 1 ton per 50 tonnage Chemical power plants produce Tonnage: .5 tons per 50 tonnage Storage Capacity: 4 months energy as the direct result of some form Storage Capacity: 6 months cost: 15,000 per unit of chemical reaction. This can be any- Cost: 4000 per unit thing from burning a fuel source to the Ether Compressor byproduct of some sort of chemical re- Anti-matter Ether and Etheric substances are action when two substances are mixed. The antimatter power system is commonplace in many Zones across The result is a relatively inefficient similar to the fusion based system. the galaxy, most commonly in those power plant that benefits from not be- When matter and anti-matter collide, Zones referred to as matter bipolar. The ing too complicated and therefore ca- they produce a great deal of energy Ether has within it the building blocks pable of Leveling fairly well. which the power plant converts into of both life and energy. Ether Compres- energy the ship can use. The down side sors are devices for extracting energy Power Plants of this system is that it is complicated from the Ether. They take in naturally Q-Dex: any and only really works in those Zones occurring Ether that is found every- Complexity: 5 where matter and ant-matter exist and where in the Zone, and submit it to in- Tonnage: 5 tons per 50 tonnage explode on contact with one another. credibly high pressures within what Cost: 15,000 per 5 ton unit However, it uses fuel very efficiently, most ship builders refer to as the cru- Duration of Operation: 1 month and a ship can go for years without re- cible. The energy thus released is used fueling. to power the rest of the ship. Etheric energy must be used immediately and

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 226 cannot be stored easily. However, ships Tonnage: 2 tons per 50 tonnage ize the water they live in and give off can carry a supply of Ether to use if Storage Capacity: 2 weeks high energy bursts when feeding. In they come across an area of space Cost: 4500 per unit game play, we find that such creatures where the Ether is particularly thin. are ultimately not that different from Steam Turbine one another in actual performance and Power Plants One of the most simple and the amount of space they take up. They Q-Dex: Energy-bipolar adaptable power plants is the Steam are not the most fuel efficient system Complexity: 6 Turbine. A Steam Turbine turns mo- known to the galaxy, they do Level Tonnage: 2.5 tons per 50 tonnage tion into energy that can be used by well. Cost: 21,000 per unit the rest of the ship. The motion is cre- Duration of Operation: indefinite while ated by boiling water under pressure Power Plants in travellig through ether and releasing the steam to turn the tur- Q-Dex: any bines. Using surfaces that have almost Complexity: 5 Storage Units no coefficient of friction, the turbines Tonnage: 3 tons per 50 tonnage Q-Dex: Energy-bipolar can turn extremely fast with only a Cost: 23,000 per 3 tons Complexity: 5 modest amount of steam propellant. Duration of Operation: 1 week Tonnage: 1 ton per 50 tonnage Steam Turbines and other variations on Storage Capacity: 3 weeks this theme are relatively large and re- Storage Units (extra food) cost: 7,000 per unit quire a great deal of fuel to keep op- Q-Dex: any erational. On the other hand, the com- Complexity: 2 Energy Collection plexity level is among the lowest of any Tonnage: .5 tons per 50 tonnage Apparatus starship power plant and they Level Storage Capacity: 1 week In many Zones, energy in one extraordinarily well. Cost: 6500 per unit form or another flows freely through space. Sometimes this energy takes the Power Plants Void Tap form of galactic fields that cut across Q-Dex: any Most scientists would agree that planets and solar systems. In other in- Complexity: 4 there is no greater force in the universe stances the energy flows in a manner Tonnage: 6 tons per 50 tonnage than the primal Void. It represents the reminiscent of tides or ocean currents. Cost: 10,000 per 6 ton unit most basic form of energy in existence, For the most part, this energy is spread Duration of Operation: 2 weeks and is therefore the most potent form out very thinly, although energy storms available. Tapping into the primal Void ravaging Zones of space are not un- Storage Units is an expensive, complicated process, common. The Energy Collection Ap- Q-Dex: any for it involves breaking through the paratus taps into the energy that flows Complexity: 4 very fabric of reality. The results are everywhere in the Zone, brings it into Tonnage: 2 tons per 50 tonnage usually well worth the expense how- the ship and concentrates it into power Storage Capacity: 2 weeks ever, since the amount of energy to be for the ship’s systems. Like other Cost: 1000 per unit gained is astronomical. Void Taps are power plants that rely on bringing in as complicated as power plants get and energy from the surrounding space, Energy Producing they simply do not Level at all, or this power plant does not Level well Organisms nearly not. Many different Quantum at all. Most ships carry large energy Throughout the vastness of Zones have their own versions of the reserves for those times when they find space one can find a myriad of living Void Tap, but none function acceptably themselves in a section of space where things that produce energy for them- in Zones not entirely agreeable to their energy fields are very thin or even non- selves. These natural power sources are home reality. existent. probably one of the most favored forms of energy production in those Zones Power Plants Power Plants where the Life Possibility holds greater Q-Dex: any Q-Dex: Energy-based sway. These creatures come in a vari- Complexity: 9 Complexity: 7 ety of shapes and sizes. Over the cen- Tonnage: 2 tons per 50 tonnage Tonnage: 4 tons per 50 tonnage turies ship builders have selectively Cost: 70,000 per 2 ton unit Cost: 12,000 per 4 ton unit bred the creatures so that they produce Duration of Operation: indefinite Duration of Operation: indefinite while the maximum electricity for the mini- energy accessible, 1 week reserve mum amount of fuel (that is, food). Energy producing organisms can be Storage Units anything from Glow Grubs, small Q-Dex: Energy-based beetles that give off radiation, to gi- Complexity: 6 gantic jellyfish like creatures that -

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 227 Mystical Power Plants works by converting mental energy Power Plants into physical energy used to power the Q-Dex:Essence-bipolar ship. The Device itself can come in a Essence Storage Complexity: 7 variety of shapes and sizes, from gi- Essence is pure magical energy, Tonnage: 2.5 tons per 50 tonnage gantic crystals, to masses of tubes that and the Essence Storage device acts Cost: 25,000 per unit connect to the heads of those provid- like a giant battery which can store this Duration of Operation: indefinite in ing the mental energy necessary. Un- energy. Local mystics, wizards, tech- proper conditions, 5 day reserve fortunately, those providing the energy nicians, or whoever else who is around can do little else with their minds while and can manipulate Essence, will chan- Storage Units they are busy powering the ship. Thus nel Essence into the storage system. Q-Dex:Essence-bipolar the ship must bring along extra crew The system itself is connected to all Complexity: 4 whose sole purpose is providing the rest of the ship’s systems, provid- Tonnage: .5 tons per 50 tonnage power. This can be likened to a galley ing them with the magical energy they Storage Capacity: 1 week with its banks of rowers, although in- need to operate. The Essence storage cost: 7500 per unit stead of rowers you have thinkers. system is not the most efficient power Those linked to the power plant are at plant available, as it requires frequent Holy Fire best only dimly aware of what tran- refueling. However, it Levels very well The Holy Fire, or God’s Hearth, spires around them. For them time and this makes it one of the more popu- is one of many faith-driven power passes by in a pleasant daze. A typical lar systems for ships traveling through plants, and may be considered typical human can be hooked up to the a variety of Quantum Zones. of such devices. The Holy Fire after Thought Transference System for which the drive takes its name is a di- weeks on end with food and nutrients Power Plants vine energy that often (but by no means supplied intravenously. The Thought Q-Dex:any necessarily) takes the form of a raging Transference System takes up a lot of Complexity: 5 fire within a furnace. This fire provides room (all those people need to live Tonnage: 2 tons per 50 tonnage energy directly to the ship’s systems somewhere), but uses a small amount Cost: 10,000 per 4 ton unit while consuming little or no fuel at all. of fuel (the nutrients for the sentients Duration of Operation: 1 week Instead the fire depends on the faith of powering it). It provides a surprising its tenders in order to maintain its heat. amount of power and Levels pretty Storage Units Devotees of the god providing the fire well. Q-Dex:any must constantly attend the Hearth, of- Complexity: 4 fering up prayers, performing rituals, Power Plants Tonnage: .5 tons per 50 and even making the occasional sacri- Q-Dex:Life-bipolar Storage Capacity:1 week fice. Like many faith-driven systems, Complexity: 6 Cost: 2500 per unit the Holy Fire does not Level particu- Tonnage: 1 ton per 50 tonnage larly well, but is amazingly efficient Cost: 38,000 per unit Essence Funnel when and where it does work. Note, Duration of Operation: 1-2 years Unlike the Essence Storage sys- the number of worshippers necessary tem which relies on large amounts of for operating the Holy Fire power plant Spirit Containment stored Essence, the Essence Funnel is in addition to any crew assigned to Vessel takes in raw Essence from surround- other faith-driven systems on the ship. Throughout the Greater Galaxy ing space which it then uses to power one can find many, many Zones popu- the rest of the starship. The advantage Power Plants lated by spirits, demons, and of this system is that it is relatively Q-Dex:Life/Mana elementals. These beings often play an compact and does not require any sig- Complexity: 8 integral role in the magical or mysti- nificant fuel storage. As long as the Tonnage: 1 ton cal reality of that system. Mystic ritu- Funnel has Essence to draw upon, the Cost: 45,000 als can coerce or convince these spir- ship has power, which is of course also Number of Worshipers: 1 per 50 ton- its to aid the spell caster in any num- the problem with the power plant. nage ber of endeavors, including the pow- Many systems have free flowing Es- Faith Rating of Worshipers: 6 ering of a starship. The Spirit Contain- sence in one form or another, but the Duration of Operation: indefinite ment Vessel is typical of this kind of Funnel requires a certain concentration power plant. The Vessel itself is usu- of Essence before it can begin produc- Thought Transference ally some large, physical construct ing sufficient power to operate a A mind is a terrible thing to covered with mystic symbols and de- starship successfully. This means that waste, especially when it has such a vices. Within the Vessel the shipbuild- while the Funnel is cheap, compact and marvelous ability to produce energy. ers imprison or house numerous spir- efficient it does not Level very well. The Thought Transference system its and or elementals charged with pro-

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 228 viding energy for the ship. The Vessel romancer, someone not likely to be Power Plants itself requires daily attention from willing to sign onto a merchant or war- Q-Dex: any those capable of controlling the spir- ship and gallivant around the galaxy. Complexity: 5 its, making sure the mystic seals are in Thus most ships take on a quantity of Tonnage: 5 tons per 50 tonnage place, and generally keeping up the prepared souls that they store in spe- Cost: 15,000 per 5 ton unit mystic condition of the Vessel. Nine cial containers and feed to the Furnace Duration of Operation: 2 weeks times out of ten, the spirits imprisoned as needed. Since the amount of energy do not like what they are doing and will produced by a single soul is so great, Storage Units do anything to escape and wreak havoc fuel consumption in such systems is Q-Dex: any on the ship. Nor can a spirit provide relatively low. The system also Levels Complexity: 5 power indefinitely. In fact the process very well. The main drawback of the Tonnage: 3 tons per 50 tonnage of providing energy for a starship soul furnace is almost entirely social. Storage Capacity: 2 weeks slowly kills the spirits within the Ves- Most governments forbid the Soul Fur- Cost: 5,000 per unit sel until eventually they fade into noth- nace, and even bringing such a power ingness, at which time the ship will plant into some systems is punishable Arena of the Primal have to refuel with more spirits. by immediate execution. Think care- Antagonists Power Plants fully about where you will be going There are few power plants in Q-Dex: Life/Essence before purchasing such a system for existence that have found a more cre- Complexity: 7 your ship. ative source of energy than the Arena Tonnage: 1 ton per 50 tonnage of the Primal Antagonists or APA. The Cost: 40,000 Power Plants APA functions on the same principal Duration of Operation: 9 months Q-Dex: Mana-based as an antimatter drive: when two dia- Complexity: 4 metrically opposed forces come to- Soul Furnace Tonnage: 0.25 tons per 50 tonnage gether something exciting is bound to We have seen before that the Cost: 60,000 per unit ensue. Instead of matter and anti-mat- Necromantic arts are among the most Duration of Operation: 1 month ter, the APA uses conflicting mystical despised practices in the Galaxy (al- forces. The APA is a large, heavily re- though this feeling is certainly not uni- Storage Units inforced chamber with interior walls versal). Those societies that put a pre- Q-Dex: Mana-based that are covered with devices and mys- mium on the eternal soul reel back in Complexity: 4 tic symbols designed to collect and horror at the thought of harming or Tonnage: 0.1 tons per 50 tonnage distribute energy from inside the cham- enslaving the souls of the dead in any Storage Capacity: 1 month ber to the rest of the ship. The source way. They positively pass out in a fit Cost: 20,000 per unit of that energy depends on where the of despair when confronted with the APA is functioning. reality of a soul furnace. By all ac- Mana Converter counts the soul of a sentient is immor- Mana itself is as common in the The APA works in all Zones with tal, and thus a thing of great stability galaxy as anything else. Many Zones powerful mystic Q-Dex ratings and and fortitude. Nothing in the galaxy is depend on Mana as the fuel that keeps simply requires the presence of one or harder to tear asunder than a soul, even their societies moving. Mana not only more skilled spell casters to operate. more so than an . It thus follows provides the basis for magical effects The spell casters then summon into the that nothing produces more energy and constructs it can also provide APA equal quantities of two primal when torn asunder than a sentient soul, power for a starship. The Mana Con- mystic forces that do not like each again much like an atom. verter can be found all across the gal- other at all. Some more common ex- axy, so simple is its design and func- amples are two elements like Fire and The Soul Furnace operates along tion. The Mana converter does exactly Water that are in direct opposition. this very line of reasoning. Through what its name implies - it turns raw Other APA operators prefer to summon powerful mystic effects the ship build- Mana into mystic energy for the ship’s Angels and Demons, Primal Chaos and ers create a crucible wherein they pro- systems. While the system may be Fundamental Order, and so on. The duce power by consuming sentient large and consume a great deal of fuel, APA itself serves as a powerful mystic souls in a blaze of mystic energy un- at least the fuel is relatively easy to aid, making the creation of such mys- surpassed by any power but that of the come by and cheap to procure in many tic effects hundreds of times easier than gods themselves. Most Furnaces use Zones. Even in Zones where Mana is it might ordinarily be, usually with the the souls of those who have died of less plentiful, the drive will still func- help of a powerful Synthetic Mind. As natural causes, but when push comes tion and obtaining fuel is at least a pos- the two (or more) opposing forces de- to shove any soul will do. Of course sibility. stroy each other they give off power- preparing the soul for the furnace takes ful energy which the mystic symbols the talents of a very experienced nec- capture to power the ship’s systems.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 229 The process can last for quite a while, ers must monitor the APA at all times Complexity: 7 producing vast quantities of energy. to ensure none of the forces within es- Tonnage: 1.5 tons per 50 tonnage For example, some battles between cape and harm the rest of the ship. Cost: 60,000 Omnium Celestial and Infernal Summonings Duration of Operation: 9-15 months have been known to produce power for Power Plants years on end. Of course the spell cast- Q-Dex: any Step4:SensorsandNavigation

As important as the drive and the power plant are, they would be no good at all if the crew did not have some way of telling the ship where to go. Sensors and navigation equipment allow the crew to plot courses, maneuver the ship, and look out for possible hazards in their flight path (asteroids, stars, pirates, and so on). Fortunately for space travelers and starship designers alike, sensors tend to be simpler and level better than drives or power plants. Most sensors can be built with redundant parts that allow them to function in a wide array of Quantum Zones. This is reflected in the relatively low complexity ratings of the example sensor systems show below. Each system has a Q-Dex Rating, a cost in Omnium, and a Tonnage Rating just like all other starship components. Sensors also have two other ratings: Effectiveness and Range. Range is simply how many kilometers the ships sensors extend. Effectiveness measures how sen- needs. There are several varieties avail- majority of zones. Thus cameras Level sitive the sensors are, how much in- able, some of which we list below: well and provide the ship with detailed formation they give the crew. An Ef- information at relatively close ranges. fectiveness Rating of 1 would give short range only the general mass and movement Q-Dex: any Cost:1000 short range of items within the sensor’s range. An Tonnage: .01 Range: 1000 km Q-Dex: any Cost: 1000 Effectiveness Rating of 5 would Effectiveness: 4 Tonnage: .01 Range: 500 km present detailed pictures of everything Effectiveness: 5 within the sensor’s range, as well as short range high definition speed, course, and any large energy Q-Dex: any Cost: 2500 long range sources. An Effectiveness of 10 (the Tonnage: .01 Range:1000 km Q-Dex: any Cost: 3000 highest possible rating) can detect ev- Effectiveness: 5 Tonnage: .02 Range: 2000 km erything there is to know about a tar- Effectiveness: 5 get within the sensor’s range: detailed long range pictures, the materials of which the Q-Dex: any Cost: 4000 extreme range object is made, the exact nature of all Tonnage: .02 Range: 5000 km Q-Dex: any Cost: 6000 energy sources on board, number of Effectiveness: 4 Tonnage: .03 Range: 5000 km life forms on board, weapons, defen- Effectiveness: 5 sive systems, and so on. long range high definition Q-Dex: any Cost: 7500 space telescope Energy Reflect Tonnage: .02 Range:5000 km Q-Dex: any Cost: 15000 The Energy Reflect sensor is a Effectiveness: 5 Tonnage: 4 Range: 250,000 km kind of sensor that is found through- Effectiveness: 6 out the galaxy. It is simple, relatively extreme range easy to create, and usually effective Q-Dex: any Cost: 6000 Gravitic Displacement enough for the needs of day to day Tonnage: .03 Range: 15000 km Gravitic Displacement Sensors space navigation. The Energy Reflect Effectiveness: 4 are powerful arrays of detectors that sensor is essentially a radar. The sen- measure even the most minute shifts sor sends out waves or beams of en- High Definition Camera in gravitational and energy fields ergy which bounce off of anything Another common form of sen- within their range. As a ship or any within range. The sensor takes note of sor, the High Definition Camera is of- object moves through space it invari- such reflections and uses them to cal- ten used in conjunction with the En- ably disrupts these fields. The Sensor culate data about the object. The En- ergy Reflect sensor to give the ship all calculates a great deal of information ergy Reflect sensor is a safe, reliable the basic sensing power it needs. Cam- about the ship based on what kind of backup when more complicated sys- era systems vary from zone to zone disturbance it makes in the space tems fail or it may be all your ship with the vagaries of reality, but for the around it. most part a lens functions well in the

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 230 short range flect sensor, lets the target know it is The sensor spins out thousands upon Q-Dex: any Cost: 2000 being scanned. thousands of micro-thin strands of Tonnage: .02 Range: 1200 km Ether all around the ship. Any distur- Effectiveness: 5 Complexity: 5 short range bance of the web immediately alerts Q-Dex: Matter/Energy Cost: 5000 the sensor which then makes calcula- long range Tonnage: .3 Range: 4000 km tions about the object’s size, speed, and Q-Dex: any Cost: 4000 Effectiveness: 7 Complexity: 6 so forth. The Ether Web works particu- Tonnage: .03 Range: 3000 km larly well when a ship or space station Effectiveness: 5 Complexity: 5 long range is relatively immobile. Even at high Q-Dex: Matter/Energy Cost: 15,000 maneuver speeds the web can still be extreme range Tonnage: .5 Range: 7000 km maintained, although at a shorter ef- Q-Dex: any Cost: 8000 Effectiveness: 7 Complexity: 6 fective range. It is impossible to use Tonnage: .05 Range: 12,000 km the web when traveling at any speed Effectiveness: 5 Complexity: 5 extreme range suitable for interstellar travel (FTL). Q-Dex: Matter/Energy Cost: 30,000 Energy Detection Tonnage: 1 Range: 15,000 km short range This type of sensor detects en- Effectiveness: 7 Complexity: 6 Q-Dex: Energy/Bipolar Cost: 4000 ergy emissions of all kinds from power Tonnage: .05 Range: 100 km plants to starlight reflecting off a metal Void Disruption Effectiveness: 6 Complexity: 4 hull. This powerful device can detect Detector any energy sources within its range that The Void Disruption Detector is long range are not protected by very heavy shield- like a more expensive, finely tuned ver- Q-Dex: energy/Bipolar Cost: 6500 ing. This system works wonderfully for sion of the Gravitic Displacement Sen- Tonnage: 1 Range: 300 km detecting starships and other energy sor, although instead of detecting shifts Effectiveness: 6 Complexity: 4 producing objects (planets with their in energy fields and gravitational pat- molten core, stars) but is not so good terns, the sensor is attuned to shifts in extreme range at finding totally inert objects like as- the very fabric of reality itself. Every Q-Dex: Energy/Bi. Cost: 13,000 teroids. Because this is essentially a ship moving through space disturbs re- Tonnage: 2 Range: 700 km passive sensing device, objects being ality to some degree, leaving a wake Effectiveness: 6 Complexity: 5 tracked are usually not aware of the of distortion behind them. This system fact that they are being observed. allows a ship to track another through Particle Reaction space as long as no more than a day or The Particle Reaction sensor is short range so has passed. Of course if the ship be- the next stage beyond the Energy Re- Q-Dex: any Cost: 3000 ing tracked uses some sort of drive sys- flect system. The Particle Reaction sys- Tonnage: .03 Range: 15,000 km tem that actively disrupts the fabric of tem emits prolonged burst of specially Effectiveness: 4 Complexity: 5 space the sensors will go off the charts created particles that react differently and tracking the ship will be easy for depending on what they come in con- long range days or even weeks. tact with and at what speed the target Q-Dex: any Cost: 4500 is moving. Likewise they will react to Tonnage: .05 Range: 60,000 km short range any energy emissions a ship might be Effectiveness: 4 Complexity: 5 Q-Dex: Set Enrg/Lin Cost: 12,000 giving off. The particles themselves are Tonnage: .5 Range: 30,000 km in fact manufactured devices smaller extreme range Effectiveness: 6 Complexity: 7 than an atom. This is obviously a very Q-Dex: any Cost: 9000 high tech solution to the problem of Tonnage: .1 Range: 300,000 km long range sensors. It gives the ship a great deal Effectiveness: 4 Complexity: 5 Q-Dex: Set Enrg/Lin Cost: 30,000 of information, but does not Level well Tonnage: 1 Range: 100,000 km at all. Laser Mapping Effectiveness: 6 Complexity: 7 Laser Mapping is in many ways short range similar to the High Definition Camera. extreme range Q-Dex: Matter/Bi. Cost: 25,000 By sending out a high power but not Q-Dex: Set Enrg/Lin Cost: 75,000 Tonnage: .3 Range: 500 km destructive laser, the sensor measures Tonnage: 2 Range: 1 million km Effectiveness: 8 Complexity: 8 every inch of a target down to the mil- Effectiveness: 6 Complexity: 7 limeter. This gives a lot of very detailed long range information about the target, but in Ether Web Q-Dex: Matter/Bi. Cost: 65,000 most cases it also, like the energy re- The Ether Web looks and func- Tonnage: .5 Range: 750 km tions much like a chaotic spider web. Effectiveness: 8 Complexity: 8

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 231 extreme range Effectiveness: 4 Complexity: 5 requires the extensive use of powerful Q-Dex: Energy/Bi. Cost: 120,000 mystic rituals and mystic items. The Tonnage: 1 Range: 1500 km long range spell casters have to tether the spirits Effectiveness: 8 Complexity: 8 Q-Dex: any Cost: 5000 to the ship, and make sure the spirits Tonnage: .02 Range: 2000 km will be cooperative and relay what they Life Detection Effectiveness: 4 Complexity: 5 see to the ship’s crew. While a long and The Life Detection system is an- expensive process, the end results are other complicated sensor suite that extreme range truly worth the effort. The ships crew does not Level well. The sensors them- Q-Dex: any Cost: 12,000 can actually tune into what the spirits selves are attuned to the flow of real- Tonnage: .04 Range: 8000 km are seeing, viewing the galaxy through ity itself, most particularly to the pres- Effectiveness: 4 Complexity: 5 their eyes. The Spirit Link can give ence of the Life Possibility. The sen- detailed information about everything sors can detect any kind of life within Oracle around the ship. their range and tell a great deal about In most Zones where divine be- that life, up to and including its gen- ings exert significant power, it is short range eral state of mind. This can be a very widely accepted that the gods know ev- Q-Dex: Life/EssenceCost: 10,000 valuable tool when in combat, and is erything. What better sensor could ex- Tonnage: 1 Range: 500 km useful for detecting ships with crews. ist than a god? Well of course gods Effectiveness: 8 Complexity: 8 However, unless the ship itself is some have better things to do than tell your sort of life form, the sensor suite re- ship’s sensor operator that two freight- long range veals little about its actual capabilities. ers are approaching off starboard. Nev- Q-Dex: Life/EssenceCost: 55,000 ertheless, some ships do equip them- Tonnage: 2 Range: 1000 km short range selves with what are commonly re- Effectiveness: 8 Complexity: 8 Q-Dex: Life-based Cost: 6000 ferred to as Oracles. These are very Tonnage: .05 Range: 1000 km pious sentients devoted to their deity extreme range Effectiveness: 7 Complexity: 7 and who offer up prayers for informa- Q-Dex: Life/EssenceCost: 150,000 tion. Often the deities will give Oracles Tonnage: 3 Range: 3000 km long range the power to see great distances rather Effectiveness: 8 Complexity: 8 Q-Dex: Life-based Cost: 17,000 than be constantly relaying informa- Tonnage: 1 Range: 5000 km tion. The biggest advantage of the Wraith Watchers Effectiveness: 7 Complexity: 7 Oracle is that it is remarkably cheap. As in all aspects of ship build- On the down side, the information an ing, the galaxy’s necromancers have extreme range Oracle gathers can be of wildly vary- their own solution to the problem of Q-Dex: Life-based Cost: 34,000 ing quality, depending on the whims sensors. Wraith Watchers are simply Tonnage: 1.5 Range: 12,000 km of gods and what the sentient had to enslaved souls forced to serve as Effectiveness: 7 Complexity: 7 eat that day. Finally, as with all faith- watchmen for the ship. From their van- based starship systems, the Oracle does tage point they often see much further Mystical not Level very well at all. and more accurately than the living. The Wraith Watchers are probably the Q-Dex: Life/Mana Cost: 4000 least effective of the necromantic Essence Reflect Tonnage: 1 Range: unlimited ship’s systems, and usually prove to be The Essence Reflect is simply Effectiveness: 1-10 (depending on less effective than other, more conven- the mystic equivalent of the Energy faith rating of operator) tional systems. Since the necromancer Reflect sensors. The sensor sends out Complexity: 9 has to depend on the souls to describe bursts of pure Essence energy or spe- what they see, they are left at the mercy cially fabricated detection magic and Spirit Link of the ghosts’ descriptive abilities. gathers information about targets based Most sentients cannot see much While the necromancer will place most on what happens when that Essence with the unaided eye, at least not when ghosts are under compulsion to tell the reflects off the target. Like the Energy it comes to the thousands of kilome- truth, the dead soul will do its best to Reflect, the Essence Reflect is very ters a sensor can sweep over in a sec- be as vague as possible, since it un- common because it is relatively cheap, ond. Spirits, demons, and other super- doubtedly resents its current position. it Levels well, and is effective enough natural creatures are not so limited for most starships’ needs. however. Many preternatural beings Q-Dex: Ench.Life/Lin.Cost: 45,000 can easily see as far as the best Energy Tonnage: 1 Range: 150 km short range Reflect sensor and with greater clar- Effectiveness: 6 Q-Dex: any Cost: 3000 ity. The problem is making this ability Tonnage: .01 Range: 1000 km work for you and your ship. Doing so

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 232 Mystic Disruption a scrying device that they refuse to use it is very easily agitated by almost ev- The Mystic Disruption detector anything else and demand that there erything. The plant is in fact hyper- works along the same general princi- ship have multiple devices installed for sensitive to any kind of disturbance, pal as other, technologically oriented every Zone they might be visiting. and not just on the physical plane. The disruption or distortion detectors. The plant seems to actually feel distur- Mystic Disruption detector simply short range bances in hyperspace, subspace, and looks for signs of disruption in the Q-Dex: any Cost: 50,000 even spirit worlds. Its reactions to these mystic fabric of reality. Every kind of Tonnage: .02 Range: 30,000 km disturbances are really rather fascinat- mystical effect, from the acts of gods Effectiveness: 8 Complexity: 9 ing to behold. Depending on the exact to the use of Essence or Mana to cre- nature of the disturbance the plant will ate spells leaves behind a trace. The long range twitter, shake, change colors, emit sensor picks up on these distortions and Q-Dex: any Cost: 120,000 odors, or actually change shape. When extrapolates information about what is Tonnage: .03 Range: 150,000 km an A!Cugugl is placed in a large tank happening in the space around the Effectiveness: 8 Complexity: 9 on board a starship with a whole array starship. The system works well and of monitors and sensors focused on it, is relatively simple and straightfor- extreme range a starship’s synth can monitor these ward, meaning that it Levels well. Q-Dex: any Cost: 500,000 changes and evaluate what it is exactly Tonnage: .04 Range: 1 million km that the plant is reacting to. Thus it rep- short range Effectiveness: 8 Complexity: 9 resents the perfect natural sensor. It’s Q-Dex: any Cost: 3700 range is relatively short, but it provides Tonnage: .075 Range: 1200 km Visionary Entities surprisingly accurate information and Effectiveness: 6 Complexity: 6 We have seen many uses for life transfers well from Zone to Zone. Be- forms in starship construction, and sen- ing a passive sensor, its presence is long range sors are no exception. Throughout the usually not noticed by other ships - Q-Dex: any Cost: 7000 galaxy you can find many creatures unless they are also outfitted with an Tonnage: 1.25 Range: 5000 km that perceive the world around us in A!Cugugl, of course. Effectiveness: 6 Complexity: 6 very different ways, ways of seeing totally unfamiliar to most sentients. A Q-Dex: Life Bipolar extreme range starship that can tap into such an Cost: 20,000 Tonnage: 2 tons Q-Dex: any Cost: 13,000 entity’s abilities can possess a very Range: 500 km Tonnage: 2 Range: 10,000 km potent, cost effective sensor system. Effectiveness: 6 Effectiveness: 6 We present here an example of one Complexity: 4 such entity that one can find in com- Scrying mon use across the Greater Galaxy. One of the most tried and true methods of mystical or magical sens- A!Cugugl ing is the use of some sort of scrying More than a mouthful to pro- magic. Of course many spell casters nounce (the ! is a clicking sound) the across the galaxy know how to use A!Cugugl (swallow the final “l” as you magical energy for clairvoyant endeav- pronounce it) does not look like much. ors, and simply having such an indi- The A!Cugugl resembles an eight vidual on board can in some way be meter blob of jellyfish like plant mat- viewed as a sensor system. More com- ter. It is a sentient, plant-like entity monly however, shipbuilders install found in a variety of forms across the some sort of scrying device: a magi- galaxy. This fact alone is notable and cally charged system or machine which many scientists believe that the enti- takes the place of a spell caster. ties were used extensively during the Scrying devices are expensive reign of Kendis Dai, probably for much but worth the money, since the better the same reasons that starships employ ones have an almost unlimited range the things to this day. In their natural (at least within compatible Quantum state the creatures live in the oceans or Zones). Many different Zones produce other waterways of the planets, taking their own variations on the scrying in energy from the sun and nutrients device, but unfortunately the systems from the waters around them. are seldom compatible with one an- other. Some ship’s captains grow so The plant would be entirely un- enamored of the powerful abilities of remarkable were it not for the fact that

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 233 Step5:WeaponsSystems

Up to this point in the starship design process everything has been pretty much mandatory. Weapons, on the other hand, are not a requirement. In fact many ships do not carry weapons of any kind, especially traders and passenger ships that travel well established trade routes. After all, just like any other system on a starship, you will probably need different weapons for every quantum zone you travel into. Most ships do not care to waste the money, space, and power on weapons they will never really need. However, for those more adventurous of heart or occupation, weapons may be a necessity of life. Often the mere presence of powerful weapons is enough to ward off all kinds of trouble, while their uses in a fight are beyond obvious.

Weapons systems have the same consume a great deal of power. Lasers Range Modifier basic ratings as other starship equip- come in a wide variety of sizes and 1-1000 +3 ment: Q-Dex, Cost, Tonnage, and power ratings. 1001-3500 +1 Complexity. Furthermore, weapons 3501-5000 0 also may or may not have an ammuni- Point Defense Laser Successes Damage tion capacity. Some weapons simply The smallest of the commer- 1-3 light convert the ship’s power to destructive cially available laser cannons, the point 4-6 moderate ends, in which case they might have a defense laser is used mainly for firing 7-9 heavy battery that allows them to function for upon small targets close to the ship 10+ critical a short time if the power plant goes such as missiles and fighters. down. Other weapons consume some Light Battle Laser sort of fuel or fire some sort of projec- Q-Dex: any Cost: 5000 The smallest of the battle lasers, tile. Along with the standard ammuni- Tonnage: .5 tons Complexity: 5 this cannon still packs a powerful tion load that comes with every Ammunition Load: 500 shots punch but is light enough to be fitted weapon, there is also a cost and ton- Extra Ammo Tonnage: .025 tons per upon smaller warships. nage rating should you wish to add to 500 shots the weapon’s ammunition capacity. Extra Ammo Cost: 1000 Q-Dex: any Cost: 50,000 Separate from all of these things is the Tonnage: 4 tons Complexity: 6 vehicle’s weapon chart which is used Range Modifier Ammunition Load: 100 shots for determining the effects of the 1-100 +3 Extra Ammo Cost: 10,000 per 100 weapon in combat (more on this in the 101-1000 +1 shots Starship Combat section). These charts 1000-3000 0 Extra Ammo Tonnage: 1 ton per 100 are very similar to the weapons charts shots for hand weapons. Instead of listing Successes Damage what kinds of wounds the weapons do, 1-4 light damage Range Modifier they list the amount of damage the 5-8 moderate damage 1-3000 +3 weapon does. Starship Combat dam- 9+ heavy damage 3001-7500 +1 age is on an entirely different scale 7501-12,000 0 from normal combat since even the Standard Defense Laser smallest level of damage from one of This relatively small laser serves Successes Damage these weapons is enough to destroy as the standard weapon on ships across 1-2 light almost any human sized target. the galaxy. It is not meant for ships that 3-4 moderate plan to engage in prolonged space 5-7 heavy Technological battles, but rather for armed merchants 8-9 critical and scouts needing to protect them- 10+ destroyed selves. Laser Cannons Laser Cannons are in common Q-Dex: any Cost: 10,000 use today. They fire highly focused Tonnage: 2 tons Complexity: 5 beams of light capable of cutting Ammunition Load: 250 shots through rock, steel, and anything else Extra Ammo Cost: 3000 per 250 shots a ship’s hull is liable to be made out Extra Ammo Tonnage: .5 per 250 shots of. The Laser Cannon is very accurate, has a long range and is not too com- plicated. The only disadvantage is that Lasers tend to be relatively large and

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 234 Heavy Battle Laser Fleet Laser Plasma Jet The standard battle laser for The Fleet Laser is one of several The Plasma Jet is one of the few large ships, you will frequently find weapons commonly referred to as spi- plasma weapons that does not use a large numbers of these lasers grouped nal mounted weapons. These are weap- field or energy beam to project plasma into batteries on warships across the ons so large that they extend the entire bolts across space. The plasma jet is galaxy. length of the ship’s hull, or at least a intended as a close defense system, and good portion of it. Such weapons are as such it does not need a long range. Q-Dex: Matter/Enrg Cost: 100,000 hard to aim, but incredibly destructive. Instead the Plasma Jet Turret fires out Tonnage: 10 Complexity: 6 The Fleet Laser masses as much as a a stream of plasma which resembles a Ammunition Load: 100 shots medium sized starship and uses enough rocket contrail. Anything caught within Extra Ammo Cost: 25,000 for 100 energy to power a good sized space sta- this burst suffers greatly for the expe- shots tion. This behemoth is capable of va- rience. It is commonly used against Extra Ammo Tonnage: 3 tons per 100 porizing most targets and putting large fighters, missiles, and during boarding shots holes in planets. actions.

Range Modifier Q-Dex: Matter/Enrg Cost: 5 million Q-Dex: Energy/Bipolar Cost: 7000 1-5000 +3 Tonnage: 100 Complexity: 8 Tonnage: 1 Complexity: 7 5001-14,000 +1 Ammunition Load: 25 shots Ammunition Load: 50 shots 14,001-25,000 0 Extra Ammo Cost: 1 million Extra Ammo Cost: 500 per 50 shots Extra Ammo Tonnage: 30 Extra Ammo Tonnage: .025 per 50 Successes Damage Area of Effect: 10 shots 1 light 2 moderate Range Modifier Range Modifier 3 heavy 1-1000 -3 1-100 +4 4-7 critical 1001-50,000 +3 101-250 0 8+ destroyed 50,001-100,000 +1 251-450 -2 100,000-200,000 0 Support Laser Successes Damage The Support Laser is quite sim- Successes Damage 1-4 light ply huge. It is too big for most ships to 1 heavy 5-6 moderate even think about mounting effectively 2 critical 7-8 heavy and uses an immense amount of power. 3+ destroyed 9-10 critical Usually only the largest battleships can 11+ destroyed be equipped with these potent cannons. Plasma Launchers Plasma is highly ionized gas that Plasma Tube Q-Dex: Matter/Enrg Cost: 1 million contains a large amount of potentially The Plasma Tube is the standard Tonnage: 20 Complexity: 7 destructive energy. Plasma as a weapon plasma weapon found on fighters, mer- Ammunition Load: 25 shots is fairly common in the galaxy since it chant ships, scouts, and small warships Extra Ammo Cost: 100,000 per 25 is relatively simple to create and causes across the galaxy. The Plasma Tube shots a lot of damage. The plasma itself is fires small plasma bolts at high speeds, Extra Ammo Tonnage: 7 tons per 25 usually fired along a gravity stream or capable of causing damage to even the shots some sort of magnetic field since it is sturdiest of ships. Area of Effect: 3 hard to impart enough momentum to the gas to make it effective at long Q-Dex: Energy/Bi. Cost: 20,000 Range Modifier ranges. Plasma Launchers fire single Tonnage: 2 Complexity: 7 1-10,000 +2 clouds or bolts of plasma at their tar- Ammunition Load: 30 shots 10,001- 20,000 +1 gets. The bolts travel quickly, but not Extra Ammo Cost: 4000 per 30 shots 20,001-45,000 0 nearly as fast as other weapons like Extra Ammor Tonnage: .25 per 30 lasers. Thus Plasma Launchers are shots Successes Damage somewhat less accurate than lasers and Area of Effect: 2 1 moderate a very fast ship can even outrun a 2 heavy plasma bolt if it has enough head start. Range Modifier 3-6 critical Plasma Launchers also require a sup- 1-200 +3 7+ destroyed ply of the appropriate gases to super- 201-400 0 heat and so may be said to need am- 401-600 -1 munition in addition to power. 601-750 -4

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 235 Successes Damage Successes Damage Range Modifier 1-2 light 1-2 moderate 1-100 -4 3-4 moderate 3-5 heavy 101-1500 +4 5-6 heavy 6-7 critical 1501-3000 0 7-8 critical 8+ destroy 3001-7500 -2 9+ destroy 7501-10,000 -4 Plasma Support Weapon Successes Damage Light Plasma Cannon Then end all and be all of stan- 1 heavy The Light Plasma cannon is the dard plasma launchers, the Plasma 2 critical standard plasma accouterment on Support Weapon fires truly awe inspir- 3+ destroy small to medium sized warships. It ing bolts of plasma at its targets. Due delivers enough power to destroy small to its size, the Plasma Support Weapon Antiproton Accelerators ships with a single blow while caus- may be a ship’s only real offensive ca- Antimatter weapons are poten- ing significant damage to larger craft. pability, but few ships smaller than a tially the most cost effective and de- behemoth or dreadnought class will structive weapons in the galaxy. They Q-Dex: Energy/Bi. Cost: 45,000 live to retaliate once they’ve been hit function by firing packets of antipro- Tonnage: 3 Complexity: 7 by a few of its bolts. tons encased in a protective energy Ammunition Load: 30 shots field. The energy field prevents the an- Extra Ammo Cost: 10,000 per 30 shots Q-Dex: Energy/Bi.Cost: 1.3 million tiproton from reacting with particles in Extra Ammo Tonnage: .5 per 30 shots Tonnage: 15 Complexity: 8 the air or in space before it strikes a Area of Effect: 2 Ammunition Load: 15 hard target. When the packet does Extra Ammo Cost: 350,000 per 15 strike a target, the field disperses and Range Modifier bolts the antiprotons collide with the target’s 1-250 +4 Extra Ammo Tonnage: 4 per 15 bolts normal protons creating a burst of de- 251-750 0 Area of Effect: 20 structive energy. The problem with 751-1000 -2 such weapons is that not every zone Range Modifier has protons and not all protons in the Successes Damage 1-750 +4 galaxy will react appropriately to all 1 light 751-1500 0 anti-protons. In short, the weapon, 2-3 moderate 1501-2500 -2 while powerful, does not Level well at 4-7 heavy 2500-4000 -4 all. Still, many ship builders outfit 8-9 critical starships with these weapons since 10+ destroy Successes Damage they are relatively small and cheap and 1 moderate have such a high potential for causing Heavy Plasma Cannon 2 heavy damage. Antiproton weapons do have The weapon of choice for battle- 3-4 critical ammunition, but the capacity is so ships, the Heavy Plasma Cannon is 5+ destroyed large that reloading is usually only nec- large and consumes a lot of energy, but essary on a monthly or even yearly it delivers enough firepower to stop al- Sunthrower basis. most anything in known space, espe- The Sunthrower is the largest cially if your ship carries ten or twenty spinal mounted weapon commonly in Snub Defense of these monsters. use today. Antiproton Gun Like all weapons of this size, it This is the point defense weapon Q-Dex: Energy/Bi. Cost: 120,000 is more appropriate for leveling plan- of antiproton weapons, used against Tonnage: 7 Complexity: 7 ets than it is for attacking individual small short ranged targets. Many fight- Ammunition Load: 20 shots ships. It throws bolts of plasma the size ers are equipped with this weapon be- Extra Ammo Cost: 45,000 per 20 shots of mountains which are often described cause they can accurately deliver a Extra Ammo tonnage: 1.5 per 20 shots as small stars, hence the name. large amount of destructive force from Area of Effect: 6 a relatively small weapon. Q-Dex: Energy/Bi.Cost: 6.5 million Range Modifier Tonnage: 150 Complexity: 9 Q-Dex: Chrg.Life/Lin. Cost: 7500 1-500 +4 Ammunition Load: 10 shots Tonnage: .75 Complexity: 8 501-750 0 Extra Ammo Cost: 2.5 million per 10 Ammunition Load: 100 shots 750-1300 -2 shots Extra Ammo Cost: 2500 per 100 shots 1300-1500 -4 Extra Ammo Tonnage: 40 per 10 shots Extra Ammo Tonnage: .25 tons per 100 Area of Effect: 100 shots

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 236 but costs only half the price. The Anti- systems, while expensive, have a neg- Range Modifier proton Phalanx is the largest commer- ligible tonnage. Simply mix and match 1-100 +2 cially available Antiproton weapon. the three parts together to determine 101-500 0 The Phalanx consists of a large num- the cost of a single missile and then 501-750 -2 ber of Accelerators mounted together multiply that by the number of missile on one platform. The rapid fire pro- you wish to purchase for your ship. Successes Damage duced by this combination of antipro- Any launch systems needed for the 1-3 light ton launchers produces a devastatingly missile are assumed to be covered by 4-6 moderate concentrated burst of destructive en- these costs. 7-8 heavy ergy. 9-10 critical Drive Systems 11+ destroy Q-Dex: Chg.Life/Lin.Cost: 250,000 Each Drive System has three rat- Tonnage: 12 Complexity: 8 ings: Range, Thrust, and Maneuver. Antiproton Autocannon Ammunition Load: 150 shots Range is how far the drive will carry The Autocannon version of the Extra Ammo Cost: 40,000 per 150 the missile before it runs out of fuel. Antiproton Accelerator is one of the shots Thrust and Maneuver are exactly like most useful and flexible weapons in Extra Ammo Tonnage: 4 per 150 shots the same ratings on any other space- service today. It is small enough to be Area of Effect: 10 craft. fitted on almost any ship and yet de- livers enough damage to make even Range Modifier Rocket large warships wary. The Autocannon 1-500 +2 By far the most common type of fires thousands of bolts in rapid suc- 501-1500 0 drive system employed by missiles in cession, allowing for the spraying of 1501-3000 -2 the Greater Galaxy, the rocket drive large areas with minimal force, or the propels the missile forward by expel- concentration of massive force on a Successes Damage ling matter at a high velocity, usually single target. 1-2 moderate through some sort of chemical reac- 3-4 heavy tion, but other possibilities include Q-Dex: Chg.Life/Lin. Cost: 15,000 5-6 critical pressurized liquid or gas, ether, or any Tonnage: 3 Complexity: 8 7+ destroy other substance appropriate to the Ammunition Load: 100 shots Quantum Zone. Almost every Zone has Extra Ammo Cost: 4000 per 100 shots some version of the rocket drive. This Extra Ammo Tonnage: .75 per 100 Missiles drive is fast, maneuverable, and has a shots Missiles come in many different low complexity. Area of Effect: 3 shapes and sizes. Missiles are wonder- ful weapons because they can deliver Q-Dex: any Cost: 2000 Range Modifier a massive amount of destructive force Tonnage: 0.5 Complexity: 5 1-250 +2 and yet are inexpensive. A missile is Range: 5000 meters Thrust: 5 251-500 0 an unmanned spaceship that delivers Manuever: 5 501-1000 -2 some sort of deadly force to a target 1001-1500 -4 and releases it. The deadly force can Ether Pump be any one of a number of explosive The Ether pump is another favor- Successes Damage agents as well as other, more sinister ite drive for those Zones where Ether 1 light payloads. Missiles typically have an is available. Since the missile uses the 2-3 moderate internal guidance system that directs Ether available in space to propel it to- 4-6 heavy them to their target, almost always as- wards its target it has by far the long- 7-8 critical suring a hit unless the target has some est range of any of these drive systems. 9+ destroy sort of anti-missile defense. Each mis- It is also highly maneuverable and fast. sile has three parts: the Drive Section, On the down side, it is worthless in Antiproton Phalanx Guidance System and the Warhead Zones without Ether. Unlike some other weapons sys- Section. Designing a missile is just like tems, there are no large or spinal mount designing a small ship. Select a drive Q-Dex: Energy/Bi. Cost: 1500 Antiproton weapons. Scientists have system (usually only one) a warhead Tonnage: 0.3 Complexity: 7 found that in the case of antiprotons, (only one allowed) and a guidance sys- Range 15,000 Thrust: 6 bigger does not always mean better. It tem (also only one). For ease of play Manuever: 7 is more cost effective and useful to and game design, every drive is as- have several small systems since each sumed to be capable of propelling one is almost as effective as a large system warhead of every type and guidance

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 237 Light Sail Complexity: 6 To Hit Bonus: +5 Atomic This rather odd looking missile Atomic warheads contain a fis- spreads a huge, microthin reflective Remote Guided sion bomb of some sort that explodes sail the moment it is fired. The launch- This type of missile is steered in a huge nuclear fireball. These are ing ship then focuses a powerful laser from the launching ship and requires a relatively cheap, effective weapons, on the sail, propelling the missile for- crew member, synth or targeting com- but are also quite complex. They not ward. This system is effective because puter to guide it until it strikes its tar- only cause a great amount of damage, it is cheap and relatively fast. Of course get. The advantage of such a system is they leave behind a rather nasty radio- missiles equipped with this system that the launching ship can easily active fallout which can cause added have a low maneuver rating. change targets should the need arise. damage to life forms, computer and electronic systems, and delicate mys- Q-Dex: Energy/Bi. Cost: 1750 Q-Dex: any Cost: 1500 tical effects. The stats below are for the Tonnage: .75 Complexity: 5 Complexity: 4 To Hit Bonus: +3 smallest warhead avialable, which is Range: 2500 Thrust: 8 also the most commonly used atomic Manuever: 3 Signature Homing warhead. This type of missile simply Flash Jump homes in on the nearest source of a Q-Dex: Chrg.Life/Lin. Cost: 20,000 The ultimate in missile drives, if particular energy emission or signature Tonnage: 5 Complexity: 7 this system weren’t so expensive and hull shape. Typical missiles will home Area of Effect: 10 complex it would be everywhere. Like in on one of the following: heat, en- the Flash Jump drive for starships, this ergy production, large concentrations Successes Damage system actually transforms the missile of metal, Essence, Mana, radar or other 1-2 moderate into energy for a moment, allowing it sensor emissions, and anything else the 3-4 heavy to travel at the speed of light. It then designer might think worthwhile. Each 5-7 critical reforms in time to strike its opponent. missile can only have one signature 8+ destroy This drive makes the missile really that it is programmed to pursue, al- more like a gun than a missile system though the programming and sensor Antimatter since it takes almost no time to reach a suites can be changed. Antimatter warheads contain a target and the target has no chance to large quantity of protons and antipro- evade it or use its antimissile defenses Q-Dex: any Cost: 700 tons separated by a protective, neutral Complexity: 5 To Hit Bonus: +2 field. When the missile reaches its tar- Q-Dex:Energy-based Cost: 10,000 get the field disperses and the antipro- Range: 5000 Thrust: 10 tons and protons are thrown together, Manuever: 10 Warheads creating a massive explosion. This weapon is slightly less complicated Explosive than an antiproton accelerator and is a Guidance Systems An explosive warhead detonates favorite addition to those fleets that on contact with or in the vicinity of the depend on antiproton technology since No Guidance target, causing surface damage and it Levels better than an accelerator. Sometimes you just do not need possibly penetrating to the target’s in- any kind of fancy guidance system, es- terior. Explosives come in a variety of Q-Dex: Chrg.Life/Lin. Cost: 12,500 pecially when the target is really big. types across the galaxy, the most ef- Tonnage: 3 Complexity: 7 The missile simply flies straight for- fective of which is represented by the Area of Effect: 4 ward until it runs out of fuel or hits statistics given here. Explosive war- something. heads are common, simple to make, Successes Damage and inexpensive. 1 light Target Acquisition 2 moderate This is the most sophisticated Q-Dex: any Cost: 1000 3 heavy type of guided missile. It has an Tonnage: .5 Complexity: 4 4-5 critical onboard computer, sensors, and ma- Area of Effect: 3 6+ destroy neuver systems. The ship firing the missile assigns a target to the missile. Successes Damage Plasma The Missile will then lock onto and 1-2 light The Plasma Missile is a cheaper track that target until it hits it or is de- 3-5 moderate way of delivering a great deal of stroyed. 6-7 heavy plasma energy without having to 8-10 critical mount a large plasma weapon on the Q-Dex:any Cost: 2500 11+ destroy ship. The Warhead contains a highly

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 238 pressurized plasma bolt in a suspended squadrons of missiles, fighters and would be targets there are several ways state. When the blast hits its target it other small ships. to stop this problem. One way is to jet- releases an amount of energy equiva- tison the portion of the ship infected, a lent to a large plasma weapon. This al- Q-Dex: Matter/Energy Cost: 8000 drastic but effective measure. Nanites lows fighters and small craft to inflict Tonnage: 4 Complexity: 5 are also highly susceptible to radiation, the kind of damage normally reserved Area of Effect: 20 powerful electromagnetic pulses, pure for large battleships, although only Essence, and any other powerful en- once or twice. Successes Damage ergy emissions that might disrupt their 1-4 light microcomputer brains. Q-Dex: Energy/Bi. Cost: 10,000 5-8 moderate Tonnage: 3 Complexity: 7 9-12 heavy Q-Dex: Set Enrg/Lin. Cost: 50,000 Area of effect: 2 13+ critical Tonnage: 3 Complexity: 9 Successes Damage Area of Effect: 1 1-2 moderate 3-5 heavy Armor Piercing Roll as normal to determine the initial 6-7 critical The Armor Piercing is another contact area. Each Moment after the 8+ destroy variation on the explosive warhead. In- first the nanites spread to a new sec- stead of one large explosive charge, the tion of the ship. Every section al- System Distortion warhead contains two charges. The ready infected sends nanites into a This warhead is used disable tar- first is a shaped charge designed to randomly determined adjacent sec- gets without damaging them or de- blow through any armor the target tion each Moment. stroying them. The Warhead releases might have. The second charge deto- a flood of electromagnetic, radioactive, nates a moment later, hopeful after the Damage: Once on area is infected with and or other disruptive energy which armor has been stripped away, expos- the nanites they start to break it can cause a target ship’s systems to ing the tender insides of the target. down. The first round they do light malfunction and shut down, including damage. The second round they do the ship’s synthetic minds (a disastrous Q-Dex: any Cost: 5000 moderate and so on, increasing one proposal for older Synths!). Tonnage: 1 Complexity: 4 level each Moment. If more than Armor Peircing Rating: 2 one group of nanites have spread Q-Dex: any Cost: 17,000 into the same area of the ship they Tonnage: 2 Complexity: 6 Successes Damage both do damage seperately. Area of Effect: 5 1-2 light 3-5 moderate Boarding Damage: Each System hit by the 6-7 heavy The Boarding Missile is really warhead’s area of effect must make 8-10 critical not so much a missile as a small space- a systems check. Roll 1 die for each 11+ destroy craft. It is much larger than most mis- system. If the roll is higher than the siles, because it is designed to carry a system’s Complexity Rating it is Nanite Dispersion crew of ten marines. The Missile itself knocked out until repaired. Synths System hurtles towards its target with the in- make a check as if they had a Com- This is one of the most devastat- tention of slamming its super hard plexity rating of 6. ing and complicated warhead systems point through the side of an enemy available. The Warhead contains bil- ship. This is aided by a small explo- Cluster Laser lions or trillions of microscopic ma- sive charge that detonates and helps the The Cluster Laser warhead is chines capable of manipulating indi- process of penetration along. Once the different from most missiles in that it vidual atoms and molecules (should breach is obtained, the end of the mis- does not actually explode or destroy such things exist in a given Zone). The sile blows out and the marines safely itself. Instead, the warhead is contains warhead releases the Nanites a moment stowed within pour forth into the en- high power, single shot laser weapons, before it strikes the target, spreading emy ship, guns blazing. Boarding Mis- looking a great deal like a deadly them all over the surface of the unfor- siles do not fit in normal missile racks flower. When the missile nears its tar- tunate ship. The Nanites then begin to or other missile launching systems, and get or targets, the protective shell break down the hull of the ship at a require their own individual launch around the laser cluster disengages and very rapid pace, using the disas- platform (which includes an access the lasers fire a one second burst of sembled material to make more port for the marines to board the mis- destructive energy on everything Nanites. They cause more and more sile). This launcher apparatus is in- within their radius of effect. This damage every turn in a geometric pro- cluded in the cost and tonnage of each weapon is particularly effective against gression of destruction. Fortunately for missile.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 239 Q-Dex: Cost: 20,000 mass - a lead ball, a piece of rock, a even greater speeds. The Particle Ac- Tonnage: 10 Complexity: 5 dense metal alloy, or almost anything celerator is particularly popular as an Armor Piercing: 3 else. The driver imparts so much ki- anti-fighter and anti missile weapon, netic energy that the mass will impact since it can spray the quick and deadly Successes Damage on its target with tremendous force. particles over a large area of space in a 3+ Penetrate Hull Why should this weapon be so com- short amount of time. Particle Accel- mon in the galaxy? Because it is the erators cause a great deal of surface Gravity Pulse Cannon easiest system to make redundant damage but do not have the penetrat- The Gravity Pulse Cannon is one across many Zones. ing power of a Gravity Pulse Cannon of the more complicated weapons sys- The key to the mass driver’s suc- or even a powerful laser. Instead of tems. It requires the discovery of grav- cess lies in the mass that it uses for penetrating armor, the charged par- ity particles and how to manipulate ammunition. The Standard mass driver ticles work to strip away armor from them. Of course not every Zone even slug is a special alloy composed of the surface of the vessel. Particle Ac- has gravity particles (the universal metals and other hard substances from celerators do not work particularly well force responsible for gravity) which across the galaxy. The Driver is also against energy shields, although pow- rules out a lot of Zones from the list of redundant within itself. There are in erful Accelerators can burn through a places where this weapon will func- fact several different drivers within the shield by overloading it. Accelerators tion. The Cannon harnesses gravity overall system, each especially de- are very popular for assaults against particles and focuses them into tightly signed to operate in a different Quan- planets, since they can cause massive wound pulses of gravity, which it then tum Zone. The ammunition stays the surface damage. Not only do the par- fires at enemy targets. These pulses of same, but the means for imparting ki- ticles destroy ground targets, but they condensed gravity will tear through netic energy changes with the Zone. tend to superheat the air in the region. almost anything in their way, disrupt- The result is very adaptable weapon, This can result in spontaneous com- ing energy shields, slicing through found throughout the galaxy. While the bustion of any flammable materials metal, and generally causing tremen- Mass Driver, because of its multiple and the resulting loss of oxygen in the dous havoc. Thus the Gravity Pulse systems, is rather expensive, it is still region. Cannon, or simply Pulse Cannon is the an effective weapon that works almost perfect weapon for penetrating heavily anywhere. Of course there are mass Skysweeper defended targets. While it may not drivers that do not have the redundant This is the standard point de- have the explosive punch of a plasma systems. These cost much less, but are fense Particle Accelerator. It has a short weapon or antiproton gun, it basically only effective in their home Zones. range, but because it spreads its fire ignores armor and shields. over a large area it is very accurate and Q-Dex: any Cost: 50,000 deadly against small craft. Q-Dex:Matter/Bi. Cost: 20,000 Tonnage: 20 Complexity: 3 Tonnage: 10 Complexity: 8 Ammunition Load: 100 Q-Dex: any Cost: 6500 Ammunition Load: 200 shots Extra Ammo Cost: 15,000 per 100 Tonnage: .5 Complexity: 6 Extra Ammo Cost: 5,000 per 200 shots shots Ammunition Load: 250 shots Extra Ammo Tonnage: 2 per 200 shots Extra Ammo Tonnage: 7 per 100 shots Extra Ammo Cost: 1200 Armor Piercing Rating: 5 Extra Ammo Tonnage: .05 Range Modifier Area of Effect: 3 Range Modifier 1-250 +2 1-500 +3 251-1500 0 Range Modifier 501-1000 0 1501-4000 -2 1-100 +5 1001-3000 -3 101-350 +3 Successes Damage 351-600 0 Successes Damage 1 light 601-1200 -3 1-2 light 2-3 moderate 3-4 moderate 4-6 heavy Successes Damage 5-6 heavy 7-9 critical 1-4 light 7-8 critical 10+ destroy 5-7 moderate 9+ destroy 8-10 heavy Particle Accelerator 11-13 critical Mass Drivers Particle Accelerators are actually 14+ destroy Mass Drivers are the quintessen- quite similar to mass drivers, just on a tial multi-Zone weapons system. A very different scale. Instead of firing mass driver imparts tremendous ki- large masses at a target, the accelera- netic energy onto some sort of inert tor fires clouds of small particles at

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 240 Light Particle Successes Damage Ammunition Load: 25 shots Accelerator Cannon 1 light Extra Ammo Cost: 3 million This is the standard Accelerator 2-3 moderate Extra Ammo tonnage: 45 found on most smaller ships. It has a 4-5 heavy Area of Effect: 150 moderate range and destructive capac- 6-8 critical ity, and like all accelerators it is an ac- 9+ destroy Range Modifier curate weapon. It will strip away the 1-100 -3 armor and expose the interior of most Fleet Sweeper 101-5000 +3 small ships, but may not be effective The Fleet Sweeper is the largest 5,000-50,000 0 against a larger ship with heavy armor turret mounted Accelerator commer- 50,001-100,000 -3 or operational shields. cially available. It is a huge weapon, and uses so much energy and tonnage Successes Damage Q-Dex: any Cost: 15,000 that ships equipped with the Fleet 1 heavy Tonnage: 2 Complexity: 6 Sweeper seldom have any other weap- 2 critical Ammunition Load: 200 shots ons of note. It has a long range, high 3+ destroy Extra Ammo Cost: 3000 accuracy, and will even reduce a battle- Extra Ammo Tonnage: .5 ship to nothing with just a few shots. Area of Effect: 5 Matter Disassociation Q-Dex: any Cost: 1 million Field Generator Range Modifier Tonnage: 40 Complexity: 6 The Matter Disassociation Field 1-100 +5 Ammunition Load: 100 shots Generator is one of the most feared 101-500 +3 Extra Ammo Cost: 300,000 per 100 usually function in exactly the same 501-1500 0 shots manner. The MD Field Generator cre- 1501-2500 -3 Extra Ammo Tonnage: 12 per 100 ates a field of disruptive energy that shots pulls apart particles at an atomic or Successes Damage Area of Effect: 20 molecular level. This causes the target 1-3 light to simply fall apart, while also releas- 4-6 moderate Range Modifier ing an immense amount of energy as 7-8 heavy 1-1250 +5 molecules and even atoms split apart. 9-10 critical 1251-3000 +3 The target is almost always destroyed 11+ destroy 3001- 10,000 0 instantly. In addition to the drawbacks 10,001-20,000 -3 of complexity, size, and cost there is a Heavy Particle final problem with the weapon. It is Accelerator Cannon Successes Damage horribly inaccurate. It takes several This is the typical Particle Ac- 1 light seconds for the field to establish itself, celerator used on larger spacecraft. A 2 moderate and during that time most starships will powerful weapon, this cannon will 3 heavy have moved far away. However the completely destroy small ships and can 4-5 critical weapon is unstoppable against station- burn through the shields of large ones. 6+ destroy ary or planetary targets. In most re- Battle fleets that depend on Accelera- gions where the weapon functions, in- tors often equip their capitol ships with Particle Wave Projector habitants fear it so much that there are large batteries of these weapons. This is another spinal mount numerous arms treaties limiting its cre- weapon, usually used against planets, ation and use. Q-Dex: any Cost: 50,000 stations and entire fleets rather than in- Tonnage: 10 Complexity: 6 dividual ships. It takes time to aim and Q-Dex: Matter-bsd Cost: 2,500,000 Ammunition Load: 100 shots power up this weapon. However, when Tonnage: 30 Complexity: 10 Extra Ammo Cost: 15,000 it is fired it releases a prolonged wave Ammunition Load: 20 shots Extra Ammo tonnage: 2 of super charged particles several ki- Extra Ammo Cost: 900,000 per 20 Area of Effect: 10 lometers long and hundreds of meters shots across. By maneuvering the ship, the Extra Ammo Load: 10 tons Range Modifier crew can sweep the destructive Wave 1-750 +5 across the surface of continents or Range Modifier 751-1500 +3 fleets. There are few things in the gal- 1-50 -5 1501-5000 0 axy that can stand up to this attack. 51-500 -6 5001-10,000 -3 501-2000 -7 Q-Dex: any Cost: 10 million 2001-5000 -8 Tonnage: 120 Complexity: 7

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 241 Successes Damage Range Modifier advantage of Rune Lights is that they 2+ destroy 1-250 +2 are totally ineffective against ships pro- 251-1000 0 tected by any kind of energy shield Mystic Weapons 1001-3000 -3 since the Rune Light cannot engrave upon energy. Successes Damage Force Generator 1-3 light Rune Lights come in several dif- Just as most technologically 4-6 moderate ferent sizes, each of which is capable based weapons convert energy into 7-10 heavy of projecting all the runes listed below. some kind of destructive force, most 11-13 critical Each has a Damage Modifier which mystical weapons convert Essence into 14+ destroy should be added to the number of suc- a form suitable for blowing starships cesses for the purposes of determining to smithereens. The Force Generator Rune Light damage. is one of the more typical examples of The Rune Light is one of many an Essence powered weapon. Like al- ways that magic can be used in space Point Defense most all mystic weapons the actual combat. Naturally, it only works in weapon system seldom resembles a those areas where rune magic is effec- Q-Dex: Mana/Bi. Cost: 5000 typical technological weapon. It may tive, so it does not Level well. How- Tonnage: .2 Complexity: 6 or may not have a barrel. It may or may ever, in those areas where it does work, Ammunition Load: 50 shots not have anything that distinguishes it the weapon is the weapon of choice Extra Ammo Cost: 1000 per 50 shots as a weapon at all, at least to the un- because it is so flexible and powerful. Extra Ammo Tonnage: .025 per 50 trained eye. It is designed to aid and The Rune Light usually resembles an shots enhance the mystical effect it is gener- oversized magic wand, covered in Damage Modifier: -1 ating which means that in place of runes and tipped with a crystal, large complicated optic sights, power cells, gem, or some other appropriate item Range Modifier and energizing chambers it is likely to to focus power. The Rune Light 1-50 +3 have magic crystals, totems, and runes projects a beam of Essence much like 51-350 0 adorning it. The typical Omnet issue a laser. The projector is mounted on a 351-800 -2 Force Generator is in fact an intricately flexible swivel turret, so it can move carved and assembled glass structure with ease. The Rune Light focuses its Light covered in runes and prepared with beam on the target and then, with laser special mystic salves and oils. It re- precision, quickly engraves a rune sev- Q-Dex: Mana/Bi. Cost: 8000 sembles a strangely warped, multi-col- eral meters high on the target. This Tonnage: .5 Complexity: 6 ored chandelier. The Generator itself Rune will remain until it is somehow Ammunition Load: 50 shots has been infused with Essence which broken or destroyed (something dam- Extra Ammo Cost: 2000 per 50 shots it draws upon to create the Coherent ages the hull where the rune is, or the Extra Ammo Tonnage: .1 per 50 shots Force bolts enemies find so disconcert- crew gets out and somehow scrapes Damage Modifier: 0 ing. The Force Bolt generated by the away part of their hull). device uses Essence to create a mysti- Range Modifier cally hardened area of space which it As long as the newly engraved 1-100 +3 projects forward with high speed and rune is within range of the Rune Light 101-700 0 precision. This bolt will impact with that created it, it can be infused with 701-2000 -2 tremendous force and because of its Essence at any time. Once infused with mystically hardened strength has great Essence, the rune activates, inflicting Heavy penetrating power. The Force Genera- the effect for which it was designed. tor is popular because it is so simple The Rune Light can engrave any one Q-Dex: Mana/Bi. Cost: 15,000 and relies on a very basic form of Es- of a number of different kinds of runes, Tonnage: 2 Complexity: 6 sence. Thus it Levels well and is use- some of which we list below. The Ammunition Load: 50 shots ful across a number of Quantum Zones. larger and more powerful the Rune Extra Ammo Cost: 3000 Light, the more powerful the runes that Extra Ammo Tonnage: .5 Q-Dex: Essence-basedCost: 10,000 it creates. The more powerful the rune, Damage Modifier: +3 Tonnage: 1 Complexity: 4 the larger it is when drawn on a target. Ammunition Load: 300 Shots Runes themselves measure from a few Range Modifier Extra Ammo Cost: 2000 per 300 shots meters to a few hundred meters across. 1-500 +3 Extra Ammo Tonnage: .2 per 300 shots After a Rune Light has activated one 501-2500 0 Armor Piercing Rating: 3 of its runes, the rune disappears and a 2501-5000 -2 new one must be drawn. The main dis-

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 242 Fleet force. The larger the Rune, the more Storm Gun damage it inflicts. This is primarily sur- The Storm Gun is one of the Q-Dex: Mana/Bi. Cost: 45,000 face damage rather than penetrating more simple approaches to using Es- Tonnage: 8 Complexity: 6 damage. Nevertheless a rune can eas- sence as a weapon. The Storm Gun it- Ammunition Load: 50 Shots ily tear off the side of a starship with self may or may not resemble an ac- Extra Ammo Cost: 12,000 the force of its destructive power. tual gun, depending on the aesthetic Extra Ammo Tonnage: 2 desires of the ship builders. The Storm Damage Modifier: +6 Successes Damage Gun converts Essence into its most raw 1-3 light and unstable form and then directs it Range Modifier 4-6 moderate against a target. The resembles a tre- 1-1000 +3 7-9 heavy mendous flash of lightening, hence the 1001-5000 0 10-13 critical name Storm Gun. Many ship builders 5001-10,000 -2 14+ destroy add in a few extra effects to make the weapon even more intimidating. Some Death of these are colored lightening, light- The Death rune is another rune ening that takes the form of demons or Rune Types that bypasses damaging the ship and other fearsome beasts the moment be- Each description lists the spe- instead focuses on its crew. The Death fore it strikes, and appropriate sound cific effects for a rune, depending on Rune immediately strikes down a num- effects for those regions of space where the size of the Rune Light projecting ber of crew members, depending on the sound does travel. The Storm Gun is a it. Rune Lights can project runes of a size of the rune engraved. Each crew surface damage weapon favored be- smaller size but will never create one member affected must make a Will- cause of its dramatic effect and rela- larger than their capacity, since they power Check at -4. If they succeed by tively low level of complexity. would not be able infuse larger runes three or more they are fine. If they Suc- with enough Essence to create the ceed by less than three or tie they suf- Q-Dex: Essence/Bi. Cost: 25,000 mystical effect. Don’t forget to add the fer a Critical Wound to the head. If they Tonnage: 5 Complexity: 6 rune light’s Damage Modifier when fail they die. Ammunition Load: 120 shots determining successes for damage. Extra Ammo Cost: 7000 per 120 shots Succeses Damage Extra Ammo tonnage: 1 per 120 shots Curse of Madness 4+ 1-10 crew members Armor Piercing Rating: 1 This rune harms the crew but not 5-7 2-20 crew members Area of Effect: 3 the ship. Depending on the size of the 8-10 5-50 crew members Rune Light, the rune will inflict a tem- 11-14 10-100 crew members Range Modifier porary insanity on between 10 and a 15+ 100-1000 crew members 1-150 +4 1000 crew members. Everyone af- 151-500 +2 fected must make a Willpower Check Flux 501-1000 0 with a -4 modifier. Anyone who fails The Flux Rune is designed to 1001-3000 -2 will begin to babble insanely, jump up disrupt and disable sensitive mystic and down, hoot and holler, and gen- and technological equipment. When Successes Damage eral act stark raving mad. The effects activated, the rune releases a broad 1 light of the madness last for only a short time range of disruptive electromagnetic 2-4 moderate - usually a half hour. However, in and mystical energies. Every system 5-6 heavy battle, this is a very long time to have in the ship must immediately make a 7-8 critical half your crew running around like ra- system check as if they had just suf- 9+ destroy bid monkeys. fered Moderate Damage. Again, this rune only works against an entire ship Disintegrator Succeses Damage and thus cannot be used against a ship Disintegration has always been 4+ 1-10 crew members with a tonnage rating too high for the a favorite among destructively minded 5-7 2-20 crew members Rune Light’s size. magicians. After all, there are few 8-10 5-50 crew members things more satisfying than seeing 11-14 10-100 crew members Rune Light SizeMax Target Tonnage one’s enemy painfully disassociate into 15+ 100-1000 crew members Point Defense 10 nothingness. Creating such a deadly Light 100 mystical effect is far from easy how- Destruction Heavy 500 ever. Creating a weapon that will in- By far the most common rune Fleet 1000 voke such an effect on command used in space combat, this rune sim- against any target is even harder. ply unleashes immense destructive Therefore the Disintegrator, while a

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 243 powerful weapon, is also a very com- has a chance to return to its original any mystic shielding or magical ward- plicated device. It requires very spe- form, thus taking advantage of the ing. cific magical effects, and has to make weakened hull. For this reason most some very specific assumptions about Transmutation Instigators are mounted Q-Dex: Ord.Ess/L.Cost: 1.2 million the mystical and physical makeup of in tandem with some other weapon. Tonnage: 10 Complexity: 8 its targets. The most common type of Ammunition Load: 25 shots Disintegrator actually works by de- Q-Dex: Ord.Ess/Lin. Cost: 400,000 Extra Ammo Cost: 300,000 stroying the bonds between Essence, Tonnage: 1 Complexity: 8 Extra Ammo Tonnage: 3 per 25 shots Mana, Energy, and Matter. By remov- Ammunition Load: 20 shots Armor Piercing: Ignores Armor, -5 ing Essence from the equation, the Dis- Extra Ammo Cost: 120,000 per 20 penalty versus Mystic Shields of integrator causes the entire physical shots any type and mystic construct to fall apart, be it Extra Ammo Tonnage: .2 Area of Effect: 10 starship or sentient. In its own Zones, Area of Effect: 5 this powerful weapon dissolves ships Range Modifier to nothingness. Outside those Zones, Range Modifier 1-500 +2 it is ineffective. 1-250 +3 501-1000 0 251-750 0 1001-2000 -2 Q-Dex: any Cost: 1 million 751-1500 -2 2001-4000 -4 Tonnage: 2 Complexity: 10 Ammunition Load: 15 shots Successes Damage Successes Damage Extra Ammo Cost: 400,000 per 15 3+ target section of ship’s hull 1 moderate shots has it’s strength reduced to 1 2-3 heavy Extra Ammo Tonnage: .25 per 15 shots 4-5 critical Area of Effect: 5 Grrrshan’s Conundrum 6+ destroy Grrrshan’s Conundrum says that Range Modifier while two objects cannot occupy the Hellfire 1-25 +4 same space at the same time, with Many religions in the galaxy 25-100 +2 magical effects or high technology it have some form of hell associated with 101-500 0 might be possible to do just that their beliefs. For those regions of space 501-1000 -2 through teleportation. Grrrshan sur- where faith driven magic plays a par- 1001-5000 -4 mised that if two objects should try to ticularly important role, there is no co-locate, the results would be disas- greater terror than the thought of be- Successes Damage trous and explosive. He was quite cor- ing confined to eternal torture. Thus 1 heavy rect. Since then Grrrshan’s Conundrum what could be a more fitting punish- 2-3 critical has been the common name for de- ment for the enemies of the faithful 4+ destroy scribing weapon systems that rely on than to bring a little bit of hell to them this principle for harming enemy ships. in the present life? Hellfire is a faith Transmutation The Conundrum uses the Mystical Ef- based weapon that calls upon the de- Instigator fect of teleportation. Normally, ity or deities to provide the ammuni- The Transmutation Instigator teleportation is used with safeguards tion and firing mechanism. Of course uses Essence magic in a very interest- in the spell to avoid one’s materializ- there are many, many ways in which ing way. It is only minimally effective ing inside a wall and even for pushing the gods can destroy, but variations on on its own, and is best used in associa- aside air molecules so as not to co-lo- the use of Hellfire seem to be espe- tion with another weapon capable of cate with them. The Conundrum lets cially popular these days. Hellfire delivering massive brute force. The all these safeguards down. Instead, the burns as hot as a star and has no need Transmutation Instigator is directed Teleportation Effect tries to co-locate for material elements such as oxygen against the hull of the target. Upon im- large hunks of rock or metal with the or fuel. Its very existence is a divine pact, it changes an area of that hull into superstructure of an enemy ship. The miracle. The Hellfire usually has some a different, much more fragile mate- result is a tremendous explosion within sort of launching device that can ap- rial, such as glass or some other brittle the ship as the rock and the ship fight pear in almost any form from a tradi- substance. The armor rating of the hull for existence and both are destroyed. tional cannon to a low tech balestra or in the impact area immediately falls to Because it immediately bypasses ar- crossbow, to a mechanism with pow- 1. Unfortunately, the effect only lasts mor of all types this is an especially erful religious significance. The a few moments, and then reality will feared weapon. Fortunately, most mys- launcher merely serves as a focus for assert itself and change the hull mate- tic shields prevent the weapon from the faithful who are aiming the rial back. The idea is to hit the area of functioning. However, the Conundrum weapon. It does not provide any of the the ship with another weapon before it will make short work of ships without momentum for the balls of divine

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 244 wrath. These come from the divine If the necromancer decides not Unlike the Force Generator which presence. Like all faith based systems, to let something through, the Ghost punches holes in the target, the Matter the Hellfire launcher is effective and Dance seeks to destroy it. We have al- Separator slices them apart. The Mat- powerful in its element, but once you ready seen with the Soul Furnace that ter Separator focuses an highly charged stray from your version of divine real- destroying a soul gives off a great deal Essence Effect upon a specific region ity, it ceases to function well or at all. of energy. The Ghost Dance Array, like of the target craft, usually a long, wide all necromantic systems, uses the spir- plane. The weapon creates this mysti- Q-Dex: Life/Mana. Cost: 65,000 its of the dead as its source of destruc- cal plane in such a way that it cuts Tonnage: 5 Complexity: 8 tive power. It does this with a power- through the matter of the ship, rather Ammunition Load: Unlimited ful necromancy ritual that tears a dead like inserting a wide, flat metal sheet Area of Effect: 3 spirit apart at the moment it makes into a cake and pulling it back out. The contact with the target. This releases cake is now split into two halves. One Range Modifier pure soul fire, which can cause im- can see the obvious advantages of such 1-750 +3 mense damage in the plane of the liv- a weapon. Some materials are too hard 751-3000 0 ing. to separate, even with powerful magic. 3001-9000 -3 Those substances strong enough to re- The Ghost Dance Array may sist the weapon still suffer from its ef- Successes Damage seem to be just a defensive weapon, fects. The Matter Separator is a pow- 1 light but the necromancer can also cause the erful weapon for causing internal dam- 2-3 moderate speed of the dance to increase so that age, bypassing armor. Shields of all 4-7 heavy the souls themselves build up tremen- types, mystical and energy, do inter- 8-9 critical dous kinetic energy. The necromancer fere with the effectiveness of the Sepa- 10+ destroy can then cut these souls loose, hurtling rator. them forth against the enemy and im- The Ghost Dance Array molating them on contact with the tar- Q-Dex: Essence-bsd Cost: 400,000 As in other aspects of starship get. The Array is thus a powerful anti- Tonnage: 8 Complexity: 7 design, the hated and feared art of nec- missile defense and also a distance Ammunition Load: 100 shots romancy has made its contribution to weapon. The Souls, being of another Extra Ammo Cost: 200,000 per 100 weaponry. While marginally less re- plane, pass right through shields and shots pugnant to most civilizations than the armor. The defensive nature of the Ar- Extra Ammo Tonnage: 1 Soul Furnace, possession and use of a ray offers no protection against any Ignores Armor Ghost Dance Array is a capitol crime kind of weapons but missiles. Area of Effect: 12 in most of the galaxy. The Ghost Dance Array exists Q-Dex: Ench Life/Lin.Cost: 250,000 Range Modifier primarily in the netherworld. Only Tonnage: .5 Complexity: 5 1-1000 +3 skilled necromancers, special mystic Ammunition Load: 100 shots 1001-3000 0 sensors, and the dead themselves can Extra Ammo Cost: 200,000 per 100 3001-5000 -3 perceive this strange world of the dead, shots but it is connected to our world in many Extra Ammo Tonnage: .25 Successes Damage Zones. From this world the Ghost Ignores Armor and Shields 1 light Dance appears to be just that, a large 2 moderate number of spirits moving around the Range Modifier 3 heavy ship in an endless procession of the 1-50 +8 4-5 critical dead. They move in intricate patterns, 51-250 +3 6 destroy forming an ever shifting web that sur- 251-500 0 rounds the ship on all sides. Anyone 501-1000 -4 Charged Mana Emitter or anything approaching the ship must In much of the galaxy, Mana is first pass through the Dance. The nec- Successes Damage an important source of mystical energy. romancer controlling the Dance de- 1-2 light The Charged Mana Emitter is one of cides whether or not to let something 3-4 moderate many weapons that tap into the mystic through the array. Those allowed 5-6 heavy potential and use it to create a weapon. through always experience a profound 7-10 critical The weapon itself looks very much like sense of unease when doing so. Even 11+ destroy a gun or cannon typical of technologi- if they cannot see into the netherworld cal weapons. Indeed, it functions in they can sense the presence of the dead. Matter Separator much the same way, firing a magically The Matter Separator is another charged mass of refined Mana. The example of a focused Essence device. Emitter itself is a magical device that

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 245 creates a specific Mystical Effect Heavy Mana Emitter whenever the weapon is fired. In an Drives instant the Emitter taps into a loaded Q-Dex: Mana-based Cost: 20,000 Mana shell and uses a small part of the Tonnage: 4 Complexity: 5 Essence Effect Mana to charge the entire shell. This Ammunition Load: 75 shots One of the most common mysti- propels the shell forward at magically Extra Ammo Cost: 5000 per 75 shots cal drive systems is the Essence Effect enhanced speeds, nearing or exceed- Extra Ammo Tonnage 1 per 75 shots drive which is really less of a drive and ing the speed of light. The spell causes Area of Effect: 3 more of a spell. The missile travels to the Mana shell to release the rest of its its target at high speed as the result of energy on contact with the target, caus- Range Modifier a Mystic Effect reminiscent of Teleki- ing significant damage. 1-1000 +3 nesis. The Effect is created when the 1001-5000 0 missile is installed and put on hold until Point Defense 5001-10,000 -3 it comes time to fire the missile. Thus the drive portion of the missile is quite Q-Dex: Mana-based Cost: 3000 Successes Damage small - just large enough to contain any Tonnage: .25 Complexity: 5 1 light appropriate mystical trappings associ- Ammunition Load: 150 shots 2-3 moderate ated with the spell and some sort of Extra Ammo Cost: 750 per 150 shots 4-5 heavy mystic construct for storing up the es- Extra Ammo Tonnage: .05 per 150 6-7 critical sence to power the spell. shots 8+ destroy Q-Dex: Essence/based Cost: 4500 Tonnage: .05 Complexity: 6 Range Modifier Fleet Range: 5,000 Thrust: 6 1-100 +3 Q-Dex: Mana-based Cost: 100,000 Manuever: 7 101-500 0 Tonnage: 20 Complexity: 6 501-1000 -3 Ammunition Load: 50 shots Mana Furnace Extra Ammo Cost: 25,000 per 50 shots Another common mystic missile Successes Damage Extra Ammo Tonnage: 5 per 50 shots drive, the Mana Furnace works on the 1-4 light Area of Effect: 6 same principal as the starship drive of 5-6 moderate the same name. It “burns” Mana in or- 7-8 heavy Range Modifier der to produce a powerful Mystic Ef- 9-10 critical 1-5000 +3 fect that drives the ship forward. In 11+ destroy 5001-15,000 0 general the Mana Furnace works in dif- 15,001-30,000 -3 ferent Zones from the Essence Effect Light Mana Emitter drive but gives almost identical perfor- Successes Damage mance. Q-Dex: Mana-based Cost: 9000 1 moderate Tonnage: 1 Complexity: 5 2-3 heavy Q-Dex: Mana-based Cost: 3000 Ammunition Load: 100 shots 4-5 critical Tonnage: 1 Complexity: 5 Extra Ammo Cost: 1300 per 100 shots 6+ destroy Range: 5000 Thrust: 7 Extra Ammo Tonnage: .25 per 100 Manuever: 6 shots Missiles Faith Range Modifier Just as there are technologically When the gods are smiling on 1-350 +3 based missiles there are also mystic you they will even hurl your missiles 351-2000 0 missiles. These function just like tech- at your enemies for you. The Faith 2001-6000 -3 nological missiles, and have a war- based missile drive depends on the head, a guidance system, and a drive good will of the deity, and is not so Successes Damage section. It is possible to mix mystic and much a drive as a small, consecrated 1-2 light technological pieces, producing a mis- temple or other holy place. Although 3-4 moderate sile with a technological drive and rituals vary widely across the galaxy, 5-7 heavy guidance system but a mystic warhead. most missiles require daily prayers and 8-9 critical Of course such missiles are more likely blessings in order to keep them func- 10+ destroy to be rendered ineffective by the Lev- tioning. eling process. Q-Dex: Life/Mana Cost: 10,000 Tonnage: .05 Complexity: 9

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 246 Range: 25,000+ Thrust: 10 7-9 critical Manuever: 10 Successes Damage 10+ destroy 1-3 light Transmutation 4-5 moderate Magic Damper Conductor 6-7 heavy The Magic Damper is designed Like the starship drive section of 8-9 critical to knock out or at least temporarily dis- the same name, this drive system func- 10+ destroy able the target’s mystical systems. It tions by transforming the missile into creates a powerful mystic field that a different form that moves through Empathy dampens and destroys Essence. All of space via powerful mystical effects, The Empathy warhead creates a the target’s mystical systems in the transforming back into its proper form psychological Mystic Effect that cre- parts of the ship hit must make an im- the instant before it detonates. Missiles ates a certain emotion in every sentient mediate systems check as if they had will commonly transform into fiery being within a kilometer of the war- suffered moderate damage. birds, dragons, serpents, or other fear- head when it activates. All sentients not some forms to add to the terror of their protected by some sort of mystic shield Q-Dex: Mana-based Cost: 7000 presence. must make a Willpower Check at -4 or Tonnage: .5 Complexity: 5 immediately suffer the effects of the Area of Effect: 8 Q-Dex: Ord. Ess/Lin. Cost: 7500 warhead. Typically the warhead is Damage: See Above Tonnage: .5 Complexity: 8 armed to instill fear or despair in the Range: 3000 Thrust: 8 enemy in the hope of making them turn Manuever: 8 tail and run. Other common emotions Targeting Systems include: friendship, happiness, depres- In addition to weapons, most sion, and even anger. The GM will de- starships have Targeting systems of Guidance Systems termine the exact effects these emo- some sort to help those weapons strike tions have on those who succumb to their targets. Targeting systems can be Geas the missile. The emotions are very anything from computers that track tar- The Geas is a mystical command powerful, probably the most powerful gets to mystical systems that place someone or something has to obey, emotions any of the victims have ever curses on the enemy and thus make usually involving travel and searching felt. If they feel fear, it is very real, very them easier to hit. Targeting systems of some sort. The Geas Guidance sys- frightening fear. They will run. The take up no additional space and are tem does the same thing for the mis- effects of the missile last for only ten weapon specific. That is, they are de- sile, charging it to find its target no minutes. signed to target a specific weapon or matter what. This is a powerful Mys- type of weapon and have the same Q- tic Effect and the missile will unerr- Q-Dex: Life-based Cost: 50,000 Dex rating as that weapon. When pur- ingly seek its target out until one or Tonnage: 3 Complexity: 7 chasing weapons for your ship you will the other of them is destroyed. Damage: see above probably want to purchase targeting systems at the same time. Targeting Q-Dex: Life-based Cost: 10,000 Essence Blossom systems work wherever the weapon Tonnage: - Complexity: 7 The Essence Blossom is de- works and generally have a compa- Bonus to Hit: +5 signed as an area of effect weapon for rable or lower complexity. The better use against multiple small targets or to a targeting system is, the more expen- Warheads inflict surface damage over a wide area sive it will be to outfit your weapons of a single ship. The warhead contains with one. Each and every weapon a large portion of stored Essence fo- needs its own targeting system. Charged Mana cused into a destructive force. When Charged Mana resembles the the missile detonates it releases the de- Bonus Cost standard explosive missile warhead structive force in all directions, inflict- +1 +10,000 found in the technological weapons ing damage on everything nearby. +2 +50,000 section. The warhead creates a simple +3 +150,000 Mystic Effect which charges the rest Q-Dex: Essence-based Cost: 15,000 +4 +350,000 of the Mana in the missile so that it Tonnage: 1 Complexity: 6 +5 +1,000,000 will explode with furious force upon Area of Effect: 20 striking a target. A simple, effective weapon. Successes Damage 1-2 light Q-Dex: Mana-based Cost: 1000 3-4 moderate Tonnage: 1 Complexity: 4 5-6 heavy Area of Effect: 4 © Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 247 Step6:DefensiveSystems Now that you have outfitted your ship with the means of destroying your enemies it is time to come up with some ways of stopping your enemies from hurting you. For those of you whose priorities run the opposite direc- tion feel free to choose your defensive systems before you choose your weapons. Defensive systems also have to be made redundant if you want to travel from Zone to Zone. However there are not as many different Defensive Systems in use as there are weapons. The chief reason for this is that a few systems have become so common and useful that there has been no need to develop others. Furthermore, it tends to be easier to cause damage than to stop it. with a strength of 5 and bought two plexity due to the use of alloys or other Technological layers of armor, each with a strength technological innovations. of 7, your total Hull Strength would Armor be 19. Once you have calculated the Type 1: This is the cheapest and heavi- Armor is the most basic and total armor strength you will consult est form of armor, metal that has not most adaptable form of defense avail- the Armor Rating Chart to determine undergone any special hardening able. Armor is simply a reinforcement the Armor Rating of your ship. treatment or turned into any alloy. of the hull of the ship, usually with the hardest, most damage resistant mate- Q-Dex: any Cost: 100 per ton rials available. Often this entails the Optional Armor Rule: Tonnage: 5 per 50 tonsComplexity: 1 use of special alloys and compounds. These rules assume that you will Strength Rating: 4 Even these will Level pretty well when purchase the same armor for the entire compared to complicated systems with ship. You may wish to purchase dif- Type 2: Basic alloys and hardened met- moving parts and electronics. Buying ferent kinds of armor for each of the als, still heavy but more resilient Armor is really like buying extra hulls five main ship sections (see below for than Type 1. for your ship but is done slightly dif- info on ship sections). This is fine, it ferently. You buy hulls according to the just means you will have to keep track Q-Dex: any Cost: 500 per ton amount of tonnage they contain within of five different armor ratings for your Tonnage: 5 per 50 tonsComplexity: 2 their shell. Hulls are bought by the ship. Strength Rating: 5 amount of tonnage they protect. Thus every armor has a tonnage rating which Armor Rating Chart Type 3: This type contains complex al- states how much space it takes up in Total Hull Strength Armor Rating loys and advanced hardening tech- Ω relation to how much it protects, usu- 1-2 niques but is only slightly lighter ally in units of 50 tons. For example, 3-5 º than the first two types. Type 1 metal armor has a tonnage rat- 6-8 1/8 ing of 5 per 50 tons. This means that 5 9-10 2/8 Q-Dex: any Cost: 1000 per ton tons of the armor will cover 50 tons of 11-13 2/10 Tonnage: 4 per 50 tonsComplexity: 3 the ship’s hull. Type 5 metal armor has 14-17 2/15 Strength Rating: 6 a rating of 1 per 50 tons because it is 18-22 3/10 much lighter. You only need 1 ton of 23-28 3/12 Type 4: Uses advanced alloys to make Type 5 armor to cover 50 tons of your 29-35 3/15 a lighter armor just as strong as ship. 36-40 3/20 Type 3. 41-45 4/15 Armor comes in a variety of dif- 46-50 4/20 Q-Dex: any Cost: 2500 per ton ferent types, just like hull materials. 51+ 4/25 Tonnage: 3 per 50 tonsComplexity: 4 The hull of the ship itself acts as a kind Strength Rating: 6 of armor, keeping out the vacuum of Metal and Metal space (where applicable) and provid- Compound Armors Type 5: Highly sophisticated alloys ing some degree of protection from Metal or metal compound armor and super light armor, offers the best other kinds of attacks as well. Every predominates in the galaxy since there protection to weight ratio but is very hull has a strength rating, usually is so much metal and it tends to Level expensive. somewhere between 1 and 10. When very well. Metal armor comes in a va- you purchase armor for your ship, you riety of classes representing different Q-Dex: any Cost: 5000 per ton add the two strength ratings together. kinds of metal. The harder the metal Tonnage 1 per 50 tonsComplexity: 4 If you were to buy two layers of armor the more expensive the armor, and in Strength Rating:: 6 you add all three strength ratings to- some cases there is a slight rise in com- gether. For example if you had a hull

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 248 Crystal Armor tistics for the shield and may list sev- Type 2 Crystals of all kinds exist across eral different Q-Dex Ratings where Q-Dex: Enrgy Cost: 45,000 per unit the galaxy, some of which are remark- other versions of the shield system can Tonnage: 2 tons per 100 tonnage ably resistant to damage of any kind. be found. Shields have different costs Complexity: 7 Protection Rating: 8 The diamond is an example of one such and tonnage depending on the tonnage crystal. Crystalline armor tends to be of the ship you wish to shield as well Type 3 very expensive, although, as with all as having a Protection Rating that de- Q-Dex: Enrgy Cost: 60,000 per unit things, prices can vary according to the scribes how well they protect the ship Tonnage: 2 tons per 100 tonnage availability of materials in individual from damage. Complexity: 8Protection Rating: 10 Zones. Crystal armor is much lighter and more resilient than metal armor Absorption Gravity Force Shield (for the most part) but is also more dif- The Absorption field is the sim- The Gravity Force Shield is the ficult to repair. All repair times for plest kind of energy shield. It absorbs most effective shield system available. crystalline armor are double what they as much of the energy from a weapon It creates a focused gravity bubble would be for repairing damage to metal as possible. Of course the shield can around the ship that manifests itself as armor. only absorb so much energy at a given an almost impassable barrier. The time, and any excess energy may bleed shield deflects all kinds of weapons, Type 1 through and harm the ship. including missiles. It is just barely pos- Q-Dex: any Cost: 7500 per ton sible to burst through the Field, if you Tonnage: 1 per 50 tons Type 1 can cause enough damage in a given Complexity: 1 Strength Rating: 6 Q-Dex: any Cost: 10,000 per unit Moment. Tonnage: .5 tons per 100 tonnage Type 2 Complexity: 5 Protection Rating: 2 Type 1 Q-Dex: any Cost: 10,000 per ton Q-Dex:Mat/bi.Cost: 75,000 per unit Tonnage: .5 per 50 tons Type 2 Tonnage: 5 tons per 100 tonnage Complexity: 2 Strength Rating: 7 Q-Dex: any Cost: 15,000 per unit Complexity: 8Protection Rating: 12 Tonnage: .5 tons per 100 tonnage Stone Armor Complexity: 6 Protection Rating: 4 Type 2 Stone Armor is certainly the least Q-Dex: Mat/Bi.Cost: 100,000 per unit efficient kind of armor available, but Type 3 Tonnage: 5 tons per 100 tonnage it is also amazingly cheap. Seldom do Q-Dex: any Cost: 25,000 per unit Complexity: 9Protection Rating: 15 ships actually go to the trouble of at- Tonnage: 1 ton per 100 tonnage taching stone to their ships. Instead the Complexity: 7 Protection Rating: 6 Type 3 ship itself is made out of a stone hull, Q-Dex:Mat/bi.Cost: 150,000 per unit usually by hollowing out an asteroid Deffraction Shield Tonnage: 10 tons per 100 tonnage of some sort and using its great mass The Deffraction Shield offers Complexity: 10Protection Rating: 20 for protection. more protection than the absorption shields, but it also consumes more Razor Field Q-Dex: Cost: 250 Omnium per ton power and takes up more space. In- The Razor Field is meant prima- Tonnage: 9 per 50 tons stead of absorbing incoming energy, rily as a anti-missile and anti-fighter Complexity: 1 Strength Rating: 5 the shield reflects it back out into defense. It sets up a destructive field space. However, the process of around the ship that damages any Energy Shields deffraction is not like a mirror reflect- physical object that comes in contact You can find energy shields of ing a beam of light. Instead the shield with it. While this has no effect on one type or another almost anywhere diffracts the energy along the surface beam weapons, it works well against you find starships these days. An En- of the entire shield and disperses it out missiles, mass drivers and other weap- ergy Shield creates a bubble of force into space, rendering it harmless. Like ons that depend on a physical shell to around the ship the prevents anything all shields, the Deffraction Shield can carry their destructive force. Particle harmful from getting to you and your only absorb so much energy in a given Accelerators are not effected by this ship. There are many different kinds moment. The rest will pass through to shield system. The shield offers no pro- of energy shields, each of which wards the ship. tections from energy or essence based off damage in a different manner. We weapons (lasers, plasma, coherent present here the most common forms Type 1 force, gravity pulses, divine weapons, of energy shields. In many cases dif- Q-Dex: Enrgy Cost: 20,000 per unit and so on). ferent Quantum Zones produce differ- Tonnage: 2 tons per 100 tonnage ent shields that have the same exact Complexity: 6 Protection Rating: 5 effect. To reflect this we give the sta-

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 249 Type 1 Type One Essence Hull ergy to such uses. The down side of Q-Dex:Mat/bsd.Cost: 10,000 per unit Q-Dex: Ess.Cost: 2000 Omn. per ton this is that Essence shields tend to use Tonnage: .5 ton per 100 tonnage Tonnage: .25 tons per 50 tonnage more raw power to create the same ef- Complexity: 5Protection Rating: 8 Complexity: 5 Strength: 6 fect.

Type 2 Type Two Essence Hull Essence Disruption Q-Dex:Mat/bsd.Cost: 15,000 per unit Q-Dex: Ess.Cost: 1500 Omn. per ton Shield Tonnage: .5 tons per 100 tonnage Tonnage: .25 tons per 50 tonnage The Essence Disruption Shield Complexity: 6Protection Rating: 12 Complexity: 5 Strength: 4 is the most specialized of all the mys- tic shields. It projects distorting Es- Type 3 Type Three Essence Hull sence fields out from the ship. These Q-Dex:Mat/bsd.Cost: 20,000 per unit Q-Dex: Ess.Cost: 3200 Omn. per ton fields unravel as they go and destroy Tonnage: 1 ton per 100 tonnage Tonnage: .5 tons per 50 tonnage Essence and Mana based weapons. Complexity: 7Protection Rating: 15 Complexity: 6 Strength: 8 Thus the shield offers wonderful pro- tection from mystic weapons but does Stealth Shields Type Four Essence Hull nothing to protect the ship from tech- Stealth Shields are a special kind Q-Dex: Ess.Cost: 4000 Omn. per ton nological threats. of Energy Shield which offer no real Tonnage: 2 tons per 50 tonnage protection against direct damage. In- Complexity: 8 Strength: 6 Type 1 stead the stealth shield wraps the ship Q-Dex: any Cost: 20,000 per unit in a field that warps all manner of en- Mana Construct Armor Tonnage: 1 tons per 100 tonnage ergy and lightwaves around the ship, Again, this is simply a reinforced Complexity: 6Protection Rating: 5 effectively making it invisible from all version of the basic Mana Construct forms of light and energy based sen- Hull, although it is common to put Type 2 sors, including eyes, cameras, energy Mana Construct Armor over another Q-Dex: any Cost: 30,000 per unit reflect sensors, Essence reflect sensors, kind of hull. It is purchased in the same Tonnage: 2 tons per 100 tonage gravitic distortion, scrying, particle re- manner as buying a hull. Complexity: 7Protection Rating: 7 action, energy detection, and life de- tection. The Stealth Shield also makes T ype 1 Mana Construct Type 3 it impossible for the shielded ship to Q-Dex: ManaCost: 600 Omn. per ton Q-Dex: any Cost: 45,000 per unit use any of its sensors while the shield Tonnage: 2 tons per 50 tonnage Tonnage: 2 tons per 100 tonnage is active, since the energy shield works Complexity: 2 Strength: 4 Complexity: 8Protection Rating: 9 in both directions in order to prevent the ship from releasing any kind of Type Two Mana Construct Retaliation Shield emissions. Thus a ship must know its Q-Dex: ManaCost: 800 Omn. per ton The Retaliation Shield works by destination before it engages the shield, Tonnage: 4 tons per 50 tonnage detecting incoming threats and instan- and may have to periodically drop the Complexity: 4 Strength: 6 taneously creating a Mystic Effect to shield in order to get its bearings. counter that threat. Unlike other Type Three Mana Construct shields, there is no actual bubble of Q-Dex: anyCost: 100,000 per unit Q-Dex: ManaCost: 1200 Omn. per ton energy or Essence around the ship. In- Tonnage: 10 tons per 100 tonnage Tonnage: 3 tons per 50 tonnage stead the shield generator sends out Complexity: 9Protection Rating: - Complexity: 6 Strength: 8 bursts of Essence energy against spe- cific threats. The Retaliation Shield is Mystic Defense Systems very effective against threats that it can Essence Shields detect (which is most of them), but Mystic Essence Shields work on consumes a large amount of energy. Essence Field Armor the same basic principals as techno- Just like the Essence Field hull, logical shields. They focus mystic en- Type 1 the Essence field armor is simply a re- ergy in a bubble around the ship to keep Q-Dex:Ess. Cost: 50,000 per unit inforcement of the original hull. Of things out. Essence shields are actu- Tonnage: 3 tons per 100 tonnage course it is possible to equip a metal ally somewhat more useful than En- Complexity: 6Protection Rating: 9 hulled ship with Essence Field Armor ergy shields because they tend to be and in fact this is quite common. Es- somewhat less complex. The manipu- Type 2 sence Field Armor comes in the same lation of Mystic Essence into a protec- Q-Dex: Ess. Cost: 65,000 per unit varieties as Essence Field hulls: tive barrier seems more common in the Tonnage: 4 tons per 100 tonnage galaxy than bending technological en- Complexity: 7Protection Rating: 11

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 250 Type 3 Type 1 Type 3 Q-Dex: Ess. Cost: 85,000 per unit Q-Dex:Ord.Ess/Lin Q-Dex: Ord. Ess/Lin. Tonnage: 4 tons per 100 tonnage Cost: 100,000 per unit Cost: 150,000 per unit Complexity: 8Protection Rating: 13 Tonnage: 6 tons per 100 tonnage Tonnage:10 tons per 100 tonnage Complexity: 8Protection Rating: 15 Complexity: 10Protection Rating: 20 Coherent Force Shield The Coherent Force Shield is the Type 2 mystic school of shipbuilding’s answer Q-Dex: Ord. Ess/ Lin. to the “hard” force field. It creates a Cost: 120,000 per unit shell of hard Essence around the ship Tonnage: 8 tons per 100 tonnage that serves to keep anything and ev- Complexity: 9Protection Rating: 17 erything dangerous to the ship at bay. This offers the most consistent protec- tion for a ship, but it costs a great deal of energy to do so. Step7:DamageControl

When and if a ship gets damaged it has to be able to repair itself. The odds are that no one is going to come along and help you out before that pressure leak releases all of your oxygen into space or the power plant ignites into a nuclear fireball. Damage control systems can be anything from a team of sentients in spacesuits welding metal sheets over a laser hole, to hoards of microscopic machines that swarm over the surface of the ship repairing holes and shoring up weak points. Like everything in Starshield, it helps to have multiple systems when traveling across different Quantum Zones, and the simpler the system, the more flexible it will be. There is almost no Quantum Zone where able bodied sentients will not be able to work, but there are plenty where your nano-repair system will be useless. Damage Control systems have all of the usual statistics: Q-Dex, Tonnage, Cost, Complexity, and Crew. In addition they also have a Repair Rating. This is a measure of how well and how fast the system makes repairs. See the section on starship combat for more details on repair systems.

Technological Note: Damage Control Parties whims of changes in Quantum Zones, are assumed to be proficient in repair- but most robots are low enough tech Damage Control Party ing all of the ship’s systems whether that they can be made redundant across This is the most simple and com- they are mystic or technological so several zones (and thus have a low mon form of Damage Control: a group there is no need to purchase them more complexity). of sentients with tools and spare parts than once (unless you want extra dam- who run around the ship fixing things. age control parties). Q-Dex: any Cost: 45,000 The advantage of such a crew is that Tonnage: 15 Complexity: 6 they cost almost nothing to add to your Q-Dex: any Cost: 10,000 Time Multiplier: 1 ship and they function anywhere. The Tonnage: 5 Complexity: 1 Repair Rating: 6 only costs associated with a Damage Time Multiplier: 3 Control Party is their quarters and their Repair Rating: 5 Nano-engineers tools (keeping aside issues of pay and Nanotech applications are very benefits). The cost given here reflects Robotics Repair System popular on starships because they are the cost of equipment needed to make The Robotics Repair System re- so cheap and efficient, even though repairs while the tonnage rating is the mains the standard damage control sys- they do not Level particularly well. The amount of space those tools and spare tem on most ships in the galaxy. The microscopic machines are constantly parts take up (not much). Damage Con- entire ship is outfitted with a host of active across the entire ship, each pro- trol Party crew requirements cannot be robots designed to repair specific sys- grammed with all the information they replaced by synthetic minds. Each tems on the ship. The Damage Con- need about how the ship should look Damage Control Party has its own Re- trol crew oversees the entire network and function. The Nanites will imme- pair Rating and can fix one thing at a from a central location, cutting down diately begin to repair any damage that time. You may wish to purchase mul- on the number of crew members the ship suffers. The Nanites them- tiple parties for dealing with multiple needed. The addition of synthetic selves take up hardly any room at all. incidents of damage. minds makes this system even more Most of the tonnage associated with efficient. Robots are subject to the installing nano-engineers is the large

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 251 amount of raw material held in reserve Mystic Damage Control magic instead of tools to make repairs. for the Nanites to use when making re- This makes them much more efficient pairs and rebuilding systems. After all, Systems than normal repair crews, but it also they cannot construct new parts out of means that they will only be useful in nothing. those Zones where their god or gods Gremlins hold sway. Q-Dex: Set Energy Lin.Cost: 20,000 Gremlins are spirits known for Tonnage: .25 Complexity: 8 having a certain affinity for devices of Q-Dex: Ess-basedCost: 1,000,000 Time Multiplier: .25 all kind: technological or mystic. Tonnage: 1 Complexity: 10 Repair Rating: 10 Gremlins exist in many different forms Time Multiplier: .001 across the galaxy, but they almost al- Repair Rating: 10 Self Repairing Hull ways hail from the spirit realms and The Self Repairing Hull is a spe- they tend to be very mischievous. Essence Patch cial addition that can be made to any Gremlin damage control parties con- This is by far the most common normal hull. This is an extremely ex- sist of spirits that have been magically magical repair system. When the ship pensive, complicated procedure, but bound to do no harm against the ship, suffers damage, the Essence Patching the results are well worth it. The hull but instead to repair its systems. Be- system locates the damaged area and itself is transformed into a giant self cause they are supernatural creatures, repairs it with an Essence Effect. This repairing machine. Sometimes referred they can perform their duties with is a straight forward magical procedure to as smart metal, this machine retains amazing speed and do not necessarily common across the galaxy and there all the properties of a normal hull but even need appropriate tools or spare are many variations on the theme. The with a few extra abilities. The hull can parts. Gremlins or some variation on main drawback of the system is that actually shift its mass and density to this theme are surprisingly popular in the repairs it makes are not permanent. almost instantly repair any breaches it the galaxy. As long as the ship carries They only last as long as the Patch suffers while still maintaining a high a few spell casters on board to keep Generator is operational and maintain- level of resistance to damage. Of the spirits in line, there are seldom any ing the Essence flow to the repairs. course this wonder of science only problems. Thus if the ship ever loses its power works on a few Zones. However, when source the damage will return. it travels into a Zone where it does not Q-Dex: Life/Mana Cost: 30,00 function, the hull simply reverts to the Tonnage: 3 Complexity: 6 Q-Dex: Ess-based Cost: 15,000 simpler state from which it came. Thus Time Multiplier: 1 Tonnage: 4 Complexity: 4 a metal hull that has been transformed Repair Rating: 8 Time Multiplier: 1 into a Self Repairing Hull will act like Repair Rating: 5 a normal metal hull in all other Zones. Healing Hands This system only works when repair- Of course if the deity is on your Mana Replacement ing damage to the hull, not to systems. side you may not need any kind of re- System pair system at all. By act of divine will The other most common Dam- Q-Dex: Set Life Linear; Life/Matter or alone the gods may descend from age Control System is the Mana Re- Programmed Matter Linear heaven and join together severed placement System. Unlike the Essence Cost: 100 x hull cost (including armor) power conduits and breached hulls. Patch, this system makes permanent Tonnage: - Complexity: 9 Naturally, the gods will not do this for repairs in a short time span. The Sys- Time Multiplier: 0.1 just anyone just anytime. Only those tem locates the damaged site or sys- Repair Rating: 9 of proven faith and well versed in the tem and then transforms raw Mana into right rituals can rely on divine inter- the needed replacement system and vention. So, like all faith driven installs it. This is an amazingly effec- starship systems, this requires the pres- tive system of repair. The only prob- ence of the faithful. In effect these are lem with it is that entails relatively Damage Control Parties that use divine complex magical operations and thus does not Level well.

Q-Dex: Mana-based Cost: 30,000 Tonnage: 6 Complexity: 7 Time Multiplier: 2 Repair Rating: 7

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 252 Step8:SupportSystems

This stage of ship design entails equipping your ship with all of the little things that are so important for a ship to run well, like the bridge, crew quarters, galleys, and other essential and non essential components. As with all aspects of ship design feel free to come up with your own additions to this list and run them by your GM for approval (unless you are the GM, in which case, you may do as you please).

Crew ligence to make judgment calls and ing it is not absolutely necessary. Ships think flexibly and even creatively. We can be run entirely by Synths with little Now that you have all these have already seen in the Technology or no sentient oversight. things you need to determine how chapter that Synths come in a variety many people you need to run them. of sizes with different levels of innate For Ease of reference we reprint Crew members are responsible for processing power. Almost every here the two basic kinds of synths used maintaining, operating, and looking starship has a Master Synth that con- on starships. after all the systems on your ship. The trols and coordinates the actions of all bigger the system, the more crew you the other Synths on board. The Master Starship System Synth need. Keeping all this in mind we have Synth is invariably the oldest and larg- These synths are part of a a simple way of determining the crew est of the Synths on board. Smaller nework of synthetic minds on board a you need for your ship: Synths can be assigned to each of the starship that help maintain and use the various systems on your ship, replac- various systems on a starship. They Each System requires ONE crew ing a number of crew members de- usually interface with the sentient member per 5 TONNAGE. Thus a pending on the size and age of the crew, bit in a pinch can run the sys- drive that massed 50 tons would need synth (see chart below). Synths are, by tems themselves. They take their or- 10 crew members. Always round UP shipbuilding standards, quite small. ders and direction from the ship’s mas- to the nearest five. So if that drive Even on the largest battleship with ter synth. Alternately, this synth can be massed 51 tons you would need 6 crew hundreds or thousands of Synths on installed as the only synth on board a members. Now just make sure you board the total mass of the Synths is small fighter or armored vehicle. They have left enough room for all these usually less than a few tons. Keeping usually have a limited, but helpful per- people on your ship and you’re doing this in mind, equipping your ship with sonality. fine. Synths takes up none of your precious tonnage. Intelligence: 5 Perception: 4 NOTE: Your crew can double up Wits: 4 Willpower: 2 for things like drives, power plants, and The Master Synth is the only Memory Capacity: 80 other systems that are only used one at synth capable of doing every job on Size: 120 cubic cm a time. Simply make sure you have the ship. All other Synths are specifi- Cost: 8,000 Omnium enough people on board to operate the cally programmed for a specific task largest drive section. For example if such as weapons fire or damage con- Typical Skills: Critical Analysis, you had a 20 ton drive, a 42 tons drive, trol. Here are some typical starship Identification, Magical Operations, and a 35 ton drive you would only need Synths, with their cost and skill Magical Systems, Quantum Weather, 5 crew for the drive section of your ship proficiencies. In most cases there will Starship Maintenance, Starship Navi- (enough to cover the 42 ton drive). also be a sentient assigned to each class gation, Starship Pilot, Starship Weap- of Synths. For example, on a small ship ons, Strategy, Tactics, Technical Op- a single sentient might work with the erations, Technical Repair, Vehicle Synths one or more Synths operating the Mounted Weaponry weapons systems. The sentient is there Now that you know how many to take over in case something goes Starship Master Synth people you have, let us try to reduce wrong and to give their own personal These are the heart and soul of that number a great deal. Almost ev- guidance to the synth. This allows the most modern starships. In fact the crew ery ship in the Greater Galaxy employs synth to do the work of controlling ten often comes to view the voice and per- Synthetic Minds on the ship to replace guns (which would normally take ten sonality of the master synth as the some, most, or even all of the crew. or more crew members) while the sen- voice of the ship itself. These are some Synths are wonderful because they tient focuses on strategy and tactics. of the most powerful synths available have the processing power of a This process is repeated throughout the in the galaxy today. supercomputer and the artificial intel- ship’s systems, although strictly speak-

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 253 Intelligence: 8 Perception: 7 Shared Staterooms Wits: 7 Willpower: 5 Bridge Crew Chart (two or four to a room) Memory Capacity: 300 For each system (drives, weap- Tonnage: .5 tons per crew member Size: 300 cubic cm ons, sensors, etc) consult the follow- Cost: 2500 per crew member Cost: 25,000 ing chart to determine the number of Typical Skills: any and all bridge crew necessary to coordinate Private Quarters the system crew. Tonnage: 1 ton per crew mem- System CrewRequired Bridge Crew ber Cost: 5000 per cre member Replacing the Crew 1-19 1 Replacing the crew with Synths 20-49 2 Luxurious Quarters follows a relatively simple ratio: each 50-99 3 Tonnage: 2 or more tons per system synth is capable of fully oper- 100-159 4 crew member Cost: 10,000 per ating a single system (drives, power 150-200 5 crew member plants, shields, damage control). As a rule of thumb a system synth is equiva- Example: lent to ten crew members. The Master A typical starship has the follow- Galley Synth must coordinate all of the other ing systems: drives, power plant, sen- In addition to sleeping and rest- synths but can replace the entire bridge sors, weapons, defensive systems, and ing your crew has to eat. The Galley crew. damage control. If the drives required represents not only the place where the 30 crew to operate it would require 2 crew eats, but also all of the food stor- Bridge Bridge Crew. If it needed 20 crew for age and preparation systems. The ac- the power plants then that is 1 more tual room or rooms where the crew The Bridge is where the com- Bridge Crew. If the player has 60 crew dines can be of any size, while the mand staff controls the workings of all members using weapons, then that is amount of storage space for food and the ship’s systems. Depending on the an additional 3 Bridge crew. 5 crew on drink depends on the crew. Thus you size of the ship, a bridge can be any- sensors is one Bridge Crew. 10 crew purchase your galley in stages. thing from a cavernous command cen- on defense and 20 on damage control ter to a single cockpit. The size of the means an additional 3 for a total of 10 Food Storage bridge depends on the size of the ship Bridge Crew. The player may well Tonnage: 1 ton per 20 crew members and its crew. As a rule of thumb the wish to add room for additional crew, per 3 months of food stuffs. Bridge normally needs room for at like the Captain and First Officer who Cost: 500 per ton least one officer for every type of sys- may not be performing any other du- tem on the ship, although smaller ships ties aside from command. Dining Facilities may have a single officer perform Tonnage: .05 tons per person capacity multiple roles (in a fighter one or two Bridge Cost: 100 per person capacity individuals do it all). When you pur- Tonnage: .25 tons per crew member chased systems for your ship, the ton- Cost per crew member: 10,000 nage cost included space for that Cargo system’s crew to do their jobs. Bridge Many ships need to have room crew are additional crew members who Crew Quarters for cargo as well as everything else. coordinate what the rest of the crew Your crew needs space to sleep, Cargo storage capacity is fairly straight on the ship does. On smaller ships there rest, and relax. The Crew quarters ac- forward: It takes up as much room as may be no need for a bridge crew at complish that. These crew quarters rat- you want your ship to be able to carry all since all the systems are operated ings assume the minimal requirements and costs next to nothing. by only one or two crew members who for each person, and usually take the can easily communicate with one an- form of large rooms which the crew Tonnage: 1 ton / ton of cargo capacity other. Likewise, if the ship employs a members share. Many ships have nicer, Cost: 50 per ton large number of synthetic minds, the more private crew quarters for the of- size of the bridge crew will be smaller. ficers and command staff. We give sev- Launching Bays The chart below will guide you when eral options below. determining how large a bridge crew Many large ships carry smaller you need (and thus how large a bridge Barracks craft on board, such as scout vessels, you need). Tonnage: .2 tons per crew member fighters, and escape pods. The launch- Cost: 1000 per crew member ing bay includes everything needed to service, refuel, maintain, and launch the craft as well as the crew needed to perform these tasks.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 254 Tonnage: One and a half times the ton- lems of one sort or another among its Tonnage: .5 tons per person capacity nage of the ship its launching. crew. The Medical Facilities are there Cost: 2500 per person capacity Cost: 3,000 per ton to take care of any problem from a headache to a gaping chest wound. Training Facilities Industrial Facility They include doctors, attendants, and all the latest medical equipment from Training Facilities allow the pas- Many ships have the capacity to the applicable Quantum Zones. Like sengers and crew to hone their skills make replacement parts and to build all systems this complicated, the facili- and pick up new ones while on board new equipment they might need. The ties have to be made redundant across the ship. They typically include syn- Industrial Facility can be anything several Quantum Zones. Of course thetic mind assisted learning programs, from a small metal shop to an actual things like bed space and crew do not physical exercise facilities, and simu- factory on board the ship. Each Indus- need to change. Thus the medical fa- lation centers for learning the ship’s trial Facility must have a Q-Dex Rat- cility is divided into two parts: equip- systems. ing under which it operates since ma- ment and facilities. You only need to terials and manufacturing processes buy one set of facilities but may need Tonnage: .5 tons per person capacity can vary so wildly. The size of the fa- multiple sets of equipment. Cost: 5000 per person capacity cility is based on the number of work- ers it can accommodate and includes a Facilities variety of tools, raw materials, and pro- Tonnage: 2 / doctor + .5 per patient Laboratories cessing machines. Cost: 3000 / doctor + 1000 per patient Some ships may have a need to explore strange new worlds and seek Q-Dex: any Equipment: out new Quantum Zones. Whatever the Tonnage: 3 tons per crew member Q-Dex: any reason, laboratories provide your ship Cost: 6000 per crew member Tonnage: .5 per doctor with the necessary scientific equipment Cost: 5000 per doctor to make all kinds of measurements, Brig calculations, and analyses. Of course the lab must be made redundant across The brig is an area for storing Recreation Areas different Quantum Zones, so you may malcontents, criminals, and stowaways Recreation areas are not abso- have to purchase more than one labo- found on board the ship. It has rein- lutely necessary for a ship to function, ratory. The size and cost of the lab de- forced walls and heavy locks on the but they allow the crew and passen- pends on the number of scientists you doors (or force fields as the case may gers some time and space to relax and wish to have working there. be). take it easy. This can include all sorts of different diversions, from video Q-Dex: any Tonnage: .1 tons per prisoner capacity screens and games to stages for ama- Tonnage: 3 tons + .5 tons per scien- Cost: 1000 per prisoner teur theatrical performances. This is tists purely a luxury item, although many Cost: 6000 per scientist Medical Facilities warships include small recreational fa- Any warship or ship on a long cilities to help boost morale. voyage is going to have health prob- Step9:PuttingitallTogether

Now it is time to finish this ship you’ve spent all this time working on. Before proceeding any further you want to make sure that all your drives and power plants are large enough to move and power all the neat stuff you have bought for your ship. Then make sure you have a large enough crew and room for them to eat and sleep. Having done all of that, it is now time to decide how the ship actually looks and how it is laid out. The actual appearance of the ship is left entirely to you and your imagination. However, there is one important final step - determining exactly where everything on the ship is located. It is now time to fill out the Ship Diagram. other. If you enjoy doing do, please starship combat lands somewhere. On Ship Diagrams draw up more detailed plans for how a starship this means that it hits some your ship is actually laid out. The Ship particular system, or more likely some The Ship Diagram is a very, very Diagram itself is used chiefly during the hull surrounding some system. rough schematic of where parts of the starship combat. Just as in normal com- Thus we need to determine where ev- ship are located in relation to one an- bat, we will see that every shot fired in

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 255 ery system is so we can determine what sion for the ship. You can also split a ample, if you are filling out the Ship might get damaged during combat. system between two or more adjacent Diagram for the port side of your ship sections of the ship (the only two sec- which contains a few sensors, four The Ship Diagram is not really tions not adjacent are the bow and stern pulse cannons, part of the shield gen- much of a diagram. Instead it is a set since the port and starboard sections erator and part of the recreational cen- of five lists. Every component, system, wrap around the outer surface of the ter it might look something like this: and facility you bought for your ship ship and thus connect. When splitting appears on one of these five lists. Each a system between two section make Port Side list represents a different section of the sure to note how many tons of the sys- Pulse Cannon ship. The Ship Diagram breaks your tem are in each section. Pulse Cannon ship down into five equal parts (or as Energy Reflect Sensor close to equal as you can get): the Bow In allocating systems, the only Recreational Area (10 tons) (Front), the Stern (Back), the Port limit to your imagination is that equip- Shield Generator (10 tons) (Left) Side, the Starboard (Right) Side, ment in the ship’s core cannot have sys- High Definition Camera and the Core. You get to decide which tems that need access to the world out- Pulse Cannon systems go where and whether or not side of the ship. For example, most Pulse Cannon some of your larger system span more weapons, drive systems, and sensors than one section. The first four sections need to be able to interact with the This gives an impression of how represent areas of the ship adjacent to space beyond the ship. Of course these the ship is actually laid out. Along its the outer hull. The core section repre- systems can be split between the Core Port side moving from Bow to Stern sents the center of the ship that is far- and one of the other sections, but at one first finds two pulse canons, then ther from the hull. The core is thus the least part of the system must be in a the energy reflect sensor. Then comes most well protected section of the ship. section that faces outside. Since there part of the recreational area, probably The process of creating a Ship are so many different possibilities for a viewing area where the crew can look Diagram is relatively simple, although systems in Starshield we cannot give out on the passing stars. Then part of it may take a while for a large ship. a comprehensive list of what cannot be the ship’s shield generator providing in the core. Use your common sense, protection for the ship. Then another Make a list of all the different and ask the GM if you have any ques- sensor and two more pulse cannons to- systems and equipment you have on tions. wards the rear. your craft. You should also have a to- Although the Diagram we give tal tonnage rating for the entire ship. When filling out the Ship Dia- you presents a symmetrical view of a Divide the total tonnage by 5 to get the gram it is nice but not necessary to list ship, please do not feel that it is neces- tonnage for each of the five parts of components in roughly the same order sary or even desirable to design a sym- the ship (bow, stern, port, starboard, as they exist on the ship, going from metrical starship. The layout of the ship and core). Now you can divide up your bow to stern as you go down the page. can be anything you want it to be. This systems among the five sections. For This helps you and anyone looking at does not change the fact that no matter example, if your ship weighed 1,000 the diagram to more accurately picture how asymmetrical the ship’s appear- tons, each section would have 200 tons the design and layout of the ship. In ance, it can still be divide into five worth of systems. You can divide the effect you are making a rough sketch separate parts. The port side might con- systems up in any way you choose, of the ship by the placement of the sys- sist mostly of a long flat disk like sec- guided by your own aesthetics and vi- tem names on the Diagram. For ex- tion and starboard side might be a large cube, there is a line that can be drawn between them that splits the tonnage equally between the two sides. For pur- poses of ease of game play that is what we have done. If you find for some rea- son that this system does not accurately or effectively capture the spirit and form of your ship design, then by all means adjust it accordingly (after con- sulting with the GM).

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 256 ShipDiagramLayout

Bow ______

Port Core Starboard ______

Stern ______Step10:FinishingUp

There are just a few things left to figure out (aside from how you are going to pay for this thing). First you need to figure out how long it will take to build (assuming that is a concern). Most shipyards have a rating as to how many tons of finished product they can produce in a week. Assuming they can get all the parts and meet no unforeseen difficulties, this will give you a good idea of how long it will take to build the ship. Also, you need to decide on the little touches, like a name, what color it is, interior decoration, lighting, and so on. These final details are helpful in bringing the ship to life in your mind and the minds of your fellow players.

The Maneuver Rating goes hand Maneuver Chart in hand with the Thrust Rating and is a up to 10 tons +5 measure of how maneuverable the ship 10-50 tons +3 is. Each drive system does have a ma- 51-100 tons +2 neuver rating, but this is not necessar- 101-200 tons +1 ily the maneuver rating of the ship. It 201-400 tons +0 is a basic truth that the smaller the ship, 401-700 tons -1 the greater potential for maneuverabil- 701-1000 tons -2 ity and the larger the ship, the harder it 1000-1500 tons -3 Ratings is to maneuver. Thus when determin- 1501-2000 tons -4 The final step is to determine the ing the final maneuver rating for you more than 2000 -5 ship’s all important Ratings for use in ship you need to take into account the combat. These are its Thrust Ratings, ship’s size. Now of course it is still pos- Of course every ship with a ma- Maneuver Ratings, Armor Ratings, and sible to have a battleship with a great neuver drive can maneuver somewhat, Shield Ratings. drive system outmaneuver a fighter so it is impossible for an undamaged The Thrust Rating is simply de- with a really awful drive. It is just ship with a maneuver drive to have a termined by the ship’s drives and is a highly unlikely. To determine the ship’s maneuver rating less than 1. If, after measure of the amount of forward mo- final maneuver ratings for each of its applying modifiers you get a result mentum the ship can generate. Write drives consult the following chart. Find lower than 1 change the result to 1. For down the thrust rating associated with the tonnage of your ship and apply the example, if your ship has a rocket drive each of the drive systems the ship modifier to you final maneuver rating. the base maneuver rating is 3. If your might use. © Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 257 ship masses only 45 tons then it will have a final maneuver rating of 6 when using that drive. If on the other hand your ship masses 1200 tons then it would have a maneuver rating of 1. OptionalShipDesignRules

These rules are designed to add a little more color to your game as well as making it a little more compli- cated. Feel free to ignore them if you feel they add unnecessary detail and slow down your game play.

5 percent for each arc you exclude. For or more refined spells to do its work. Weapon Facings example, a weapon that fires in all four The High Tech Advantage is expressed The Ship Diagram makes you arcs might mass 10 tons and cost in terms of a percentage, usually some- assign each system to a certain loca- 10,000 Omnium. If it only fired in three where between 10% and 20%, but pos- tion, including weapons. However, arcs it would mass 9.5 tons and cost sibly as high as 50% (which is a really when we get into starship combat the 9500 Omnium. If it fired only in one big High Tech Advantage). Applying system assumes that all the ship’s arc it would mass 8.5 tons and cost this Advantage is simple: reduce the weapons are mounted in such a way 8500 Omnium. We warned you that cost and tonnage of everything by the that they can fire in any direction. This using these rules would make things percentage indicated. It might be easier is a simple system but it may not be more complicated. to simply apply the reduction after you entirely realistic. The Weapon Facings have come up with the total price and rules allows you to take this into ac- tonnage of the ship. Again, this means count. The price and tonnage of the The High Tech Advantage more math, but it adds an extra dimen- weapons given above is the cost for Not every shipyard is the same sion to the ship design process. purchasing a weapon that has a full 360 and not every planet makes parts us- Of course just as there are ship- degree field of fire. If you do not want ing the same techniques. Some plan- yards better than average, there are also to spend that much or feel you do not ets make equipment lighter, stronger, ship yards that are worse than average. need such excessive coverage, you can and more cheaply than others. The GM The GM may decide that certain ship- change this. Every ship has four 90 may rule that certain empires or indi- yards suffer from a Low Tech Disad- degree firing arcs, one for each side of vidual shipyards have refined their vantage. This is the same process only the ship (bow, port, starboard, stern). techniques of shipbuilding to the point applied in reverse. Ships built at these If you want a weapon to be able to where everything costs and weighs places add the percentage to the cost and operate in less than all four arcs reduce less. The shipyard makes stronger al- tonnage of the ship. the cost and tonnage of the weapon by loys, uses more efficient electronics, StarshipCombat

Starships attack one another all the time. Omnet research estimates that there are over four and a half million acts of violence committed in space every second. Some think this estimate is ridiculously low. Being men and women of adventure, and working for the Omnet, chances are that the players will get involved in a heated space battle at least once in a while.

The starship combat system is scribe what they are doing, how they The advantage of this narrative very much like the normal combat sys- are maneuvering their ship and the GM form of space combat is that it allows tem. Like the normal combat rules, it describes what the enemy ships are do- more freedom for the players’ imagi- is meant to be very descriptive. We did ing in response. The system works well nations. Using markers or models not design these rules for use with min- without miniatures when only a few tends to lock players into simple, two iatures (although using them would be ships are involved (as is most often the dimensional thinking. They concen- very easy and probably helpful to case). For large scale fleet actions, you trate on the markers on the table, rather some). You do not need a map and rul- may need markers or models of some than imagining a vivid space battle in ers and turning diagrams. Rather, this sort to keep track of where all the ships three dimensions. The ability to de- system is meant to be a fast flowing, are and what exactly is going on. scribe your ship diving down on an story oriented process. Players de- enemy space station or looping back

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 258 over your enemy adds to the whole ex- Step 2: Actions perience. The GM should always en- Moving courage players to come up with imagi- native and vivid descriptions of what Now it is time for everyone to Moving is probably the most de- they are doing during starship combat, decide what they are going to do. This scriptive part of starship combat. Ma- and should feel free to reward players almost always falls into one of two cat- neuvering in starship combat usually for inventive and dramatic actions. As egories: Maneuvering and Attacking. serves two goals: making it harder for always, this is all about playing out a In most cases starships will probably your enemy to shoot you and easier for great story. be doing both at the same time. A you to shoot them. These are not nec- Starship combat resolution takes starship can do many things at once as essarily exclusive. For example, in the place in the following steps. Like nor- long as there are crew or Synths to man classic dogfight between two fighters, mal combat, starship combat is divided the systems. Unless there is some other each will work to maneuver their up into Combat Moments, each of limiting factor, a ship can fire any and fighter so that it is directly behind their which is around 5 seconds. During that all weapons as long as they have the enemy. This makes it hard or impos- time ships maneuver and attack one crew to operate them. The ship can also sible for your enemy to hit you, but another until something happens to end maneuver, launch fighters, use sensors, easy for you to fire at them. Some- combat (one side loses or runs away and operate any other system it has times, however, you just want to get or you call a truce). available all at the same time. We deal away, or catch up. In starship combat with Each of these in turn in the sec- the distance between you and your tion below. First, however, we need to enemy has a tremendous impact on the Step One: Setting Stage determine initiative. accuracy of your weapons. When describing how your ship Once it becomes obvious that Initiative is going to move in a given turn you starship combat is imminent the GM have to take two things into account: needs to make clear to the players ex- Thrust and Maneuvering. Thrust is actly what the situation is. The players Initiative in starship combat is how much forward momentum you need to know how far away their en- even simpler than in normal combat. give the ship. This allows you close in emies are, and everything that their In Starship combat the key to success on your enemy or get away from them. sensors can tell them about their foes. is having a good crew with a good The following chart tells you how If the situation is complicated, the GM leader. All initiative checks in starship many meters a ship can travel in a may wish to use markers, models, or combat are made against the Tactics given moment depending on its thrust miniatures to represent the relationship Skill of the ship’s commander. If the rating. Distance becomes very impor- between the ships. For most situations commander does not have the Tactics tant when maneuvering your ship into however it will be sufficient to simply skill the may make an Intelligence range for attack. A ship can move any write down and keep track of the dis- Check with a -5 modifier to the At- distance up to the maximum allowable tances separating the players from their tribute Rating. However, you do ap- for its thrust. Ships do not have to move enemies. It will be important to keep ply your action stance modifiers when in speed increments shown on the track of these distances throughout checking initiative. They do however chart. For example a ship with a thrust combat since range has a great effect get a +5 bonus when actually attack- of 5 can move anywhere from 0 to on a weapon’s accuracy. Secondly, it ing you. Starship combat takes place 1600 meters in a turn. is important to keep track of the rela- in order of success on the Initiative tive facings of each of the ships. Here check. That is to say, those with the Thrust Chart again markers or miniatures are useful highest successes go first. Thrust RatingDistance per Moment when large numbers of ships are in- For example, a Vestis ship has volved, but when there are only a few gotten into a fight with a local militia 1 100 it is just as easy to keep track of it on a ship in the Federated Stellar States. The 2 200 piece of paper or in your head. At the commander of the Vestis ship does not 3 400 beginning of every combat moment have the Tactics skill, but he is a pretty 4 800 you should repeat this step just to make bright guy. His Intelligence is 8 so he 5 1600 sure all the players are clear about how would make an attribute check against 6 3200 far away their enemies are and what a target number of 16. However since 7 6400 ships are where. he does not have the tactics skill he suf- 8 12,800 fers a -5 penalty and thus makes his 9 25,600 check against an 11. The opposing mi- 10 51,200 litia commander does have the tactics skill but he’s not very well versed in it. He has a skill rating of 13.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 259 Optional Thrust Rule number of 30 degree turns a ship can ons that face only one direction will In most places in the Galaxy make in a given Moment. Thus a ship want to maneuver so that their weap- there is little or no friction in space. with a Maneuver Rating of 6 can com- ons face enemy ships. Likewise enemy This means that once you start mov- pletely change direction in a given ships will want to maneuver so that ing forward you won’t stop or slow combat Moment, turning 180 degrees. they stay out of the firing arcs of your down until you apply reverse thrust. Remember that a ship can turn in three weapons. If one side of your ship has The basic rules given above do not take dimensions, moving “up” and “down” sustained much damage, you might this into account. Instead they just as- as well as to either side. Most of the want to make sure that no enemy ships sume that you will apply a certain time there will be no need to keep close could fire on you from that side. amount of thrust each turn and you will track of exactly how many degrees a move that far. This is just simpler to ship turns. Players will simple state The GM should be flexible and handle and does not really detract from something along the lines of “I’m turn- loose with the maneuver rules. Char- the game. ing and heading directly at the ship to acters should be rewarded for coming my port side.” The GM will make sure up with innovative and exciting ma- Those who want a little more re- the player has a high enough maneu- neuvers, but you have to be careful not alism may apply this rule. Once a ship ver rating to make the turn and then to let them get away with too much. has exerted thrust, momentum keeps move on. The Maneuver rating should At the end of the chapter you will find it moving at that speed in that direc- serve chiefly as a guide for the players an example of starship combat that will tion until something slows it down or and GM to use when describing what give a good idea of how to run these alters its course. Applying more thrust their ships are doing. For particularly narrative starship battles. means the ship will go even faster the complicated or dangerous maneuvers next turn. The only way to slow down the GM can call upon the player to Optional Maneuver Rule is to apply reverse thrust. Most drives make a Starship Pilot skill check with When maneuvering, a ship must are not capable of actually exerting any modifiers deemed appropriate. also take into account how fast it is go- thrust in more than one direction, so ing. The faster the ship, the less ma- the ship often has to physically turn For example, an enemy ship is neuverable it will be. The easiest way around and apply thrust in the direc- directly behind the player’s ship, blast- to simulate this is to divide the ship’s tion it is traveling. This turning around ing away. The player wants to turn the current speed by its maneuver rating. may seem awkward, but it is certainly tables on her foe and decides to take The resulting number is the distance realistic and actually pretty cool. full advantage of her ship’s maneuver- in meters the ship must travel between ability (it has a maneuver rating of 8). each 30 degree turn. Thus a ship with The Thrust Ratings on the chart She wants to pull a vertical loop and moving 1000 meters per moment with given above assume that the players are switch positions with the enemy, mov- a maneuver rating of 5 would mean the not using this optional rule. As such ing in behind it. Now this is a 360 turn, ship would have to travel 200 meters they take into account that the ship al- something beyond even the abilities of between every turn. Do not let the math ready has some momentum. When us- her agile ship to do in one turn. How- intimidate you. Feel free to round up ing the optional rule the amount of ever she can make over half the turn or down to make it easier. This is meant thrust an engine can exert is actually in one moment and decides to go for as a descriptive aid, and if you feel it one quarter of what it is on the chart it. The GM decides that his maneuver complicates the game too much, by all above. Thus a ship with a Thrust Rat- is tricky enough to require a straight means ignore it. ing of 6 would only be able to add 800 forward skill check which the player meters worth of thrust rather than 3200. makes easily. The enemy ship is much Thus it would be four turns of thrust- more sluggish (maneuver rating 3). It Attacking ing before the ship would be going tries to follow her into the loop but is 3200 meters per moment. The advan- too clumsy. The next turn the player This is what starship combat is tage is that the ship can keep thrust- can easily maneuver into position and all about: destroying your enemies in ing. The next Moment it could move the enemy ship will have a really hard a flash of plasma. As mentioned pre- 4000 meters, and 4800 the Moment time shaking her. viously, a ship can fire all of its weap- after that. Of course this also means ons every Moment as long as there is that it takes longer to slow down. The main goals of maneuvering enough crew (sentient or synth) to op- are to avoid getting hit and to get in erate the weapons and energy to power position for a better shot at the enemy. them. Resolving attacks takes place ac- Maneuvering This is taken into account by your cording to the following steps: choice of the ship’s action stance. Play- In addition to determining what ers will also make maneuvers to put action stances the ship can take, the their ships in the best position for com- maneuver rating is a measure of the bat. For example ships that have weap-

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 260 Step One: Choose themselves to a surface scan. Only Size of Target Ship Targets ships equipped with sensors that give It is easier to hit a large target First decide who or what you are penetrating scans provide sufficient in- than to hit a small one. The following going to attack. You can engage as formation for targeting these systems. modifiers are based on the total ton- many targets as you have weapons as nage of the ship (remember tonnage long as they are within line of sight and In order to determine what your here measures displacement, not the range of your weapons. If you are sensors reveal use the sensor’s effec- weight). using the optional weapons facing rule tiveness rating. Sensors with an Effec- then weapons can only attack targets tiveness Rating between 1 and 3 can- Tonnage Modifier within their firing arc. You must choose not target individual systems. Sensors all of your targets before resolving any with an Effectiveness Rating from 4 up to 10 tons -2 of the attacks. In a single Moment of to 7 can only target surface systems. 10-50 tons -1 combat there is not enough time to Sensors with an Effectiveness Rating 51-100 tons 0 change your mind at the last second if from 8 to 10 can target any system in 101-200 tons +1 you destroy your target with your first the target location. Naturally it is 201-400 tons +2 shot. All attacks from a single ship are harder to hit a specific system than to 401-700 tons +3 considered to take place simulta- hit somewhere on an entire side of a 701-1000 tons +4 neously. starship. We shall see that appropriate 1000-1500 tons +5 penalties are applied in the next step 1501-2000 tons +6 After deciding which targets to of combat resolution. more than 2000 +7 engage, decide what part of each ship you are attacking. Remember that all Step Two: Apply Target Location ships are divided into five sections: Modifiers There are no modifiers for fir- Bow, Stern, Port, Starboard, and Core. When attacking something the ing at a particular location on a ship You must determine which parts of the final roll will be a skill check against (bow, stern, etc.). There are modifiers enemy ship are facing you, and are thus the weapon operator’s Starship for firing at a specific system on a ship. viable targets. If you have an option Weapon’s skill. First however we must The smaller the system, the harder it you must choose one side or the other. apply a host of modifiers to the Skill is to hit. Target modifiers are based on Most weapons cannot fire directly at Rating based on the situation. the mass of the target system. Note: a the Core of a target, but a few weap- system may have its mass spread out ons can. If using such a weapon, the Range over more than one target location. core is always a viable target from any Range modifiers are different for When determining the modifier use side. every weapon and are given on the in- only the mass of the target that is in dividual weapon’s chart. Apply this the location you are attacking. For ex- This is all that you need to do first. ample, a weapon with a mass of 50 tons when choosing a target: pick a section might have 30 tons in the ship’s Core of an enemy ship and blast away. How- section and 20 tons in the Bow. If you ever, if your sensors have revealed suf- are firing at the ship’s bow and wish ficient information about the target you Target Speed The faster a target is moving, the to target that weapon, treat it as hav- can choose to attack specific systems ing a mass of 20. within a section of the target. You may harder it is to hit. However, it is much only choose this option if your sensors harder to hit a moving target from the can tell you exactly where the system side than it is to hit it from the front or Target System is. The GM makes the final ruling on the rear. Consult the following table to Modifications this, but in general it is pretty easy to assess the speed modifier for your tar- figure out. Most sensors scan only the get. The speed is measured in meters Mass Modifier surface of the ship, and will reveal any- per moment. up to 5 ton -7 thing that is apparent on the surface. 6-10 tons -6 This includes any weapons, sensors, Target Port or Bow or 11-15 tons -5 most drives, and other systems that re- Speed Starboard Stern 16-20 tons -4 quire access to space to perform their 21-25 tons -3 function. Your sensors may not tell you 0-500 -1 0 26-30 tons -2 what kind of weapons they are, but 501-1000 -2 0 31+ tons -1 they give you enough information to 1001-5000 -3 -1 target them. Systems such as crew 5001-10,000 -4 -2 quarters, laboratories, command cen- 10,001+ -5 -3 ters, and cargo bays do not betray

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 261 Targeting Systems a number of negative modifiers that the falls to zero in this fashion, the shields Now add in the modifier for your ship can apply to the successes of those are blown and cannot be used until re- weapon’s targeting system(assuming it attacking it. For example, a Ship with paired as if they had suffered Major has one). These range from +1 to +5. a Shield rating of 10 is attacked by Damage. three K’tan Raiders. The first raider Other Factors fires a laser cannon at the ship, and hits On the other hand, for every Mo- with three successes. However the ment in which the shields did not de- The GM may decide that there Ships shields reduce these successes generate to zero, they regenerate some are other factors that will effect com- by three, negating the effects of the of their lost capacity and regain one bat in some way. Perhaps the ships are shot. However, now the shield only has point (up to their normal rating). For fighting in a nebulae or some other re- 7 points to spread among any other at- example, a ship with a shield rating of gion of space that adds complications tacks. If each of the other raiders at- 10 absorbs more than ten successes of to the battle. The GM should take into tacks and also succeed by 3 in each damage during the first Moment of account anything that might interfere case the ship will survive unscathed, combat. In the second Moment the with a ship’s sensors, weapons, or de- although its shield rating for that Mo- shield will only have a rating of 9. It fensive systems and come up with ap- ment is now reduced to 1. If one of the again absorbs enough damage to knock propriate modifiers. raiders had been more successful or the shields down to zero. In the third was firing more than one weapon, they Moment it will only have a defense would probably penetrate the shield. value of 8. However, in that round it Total Modifier suffers only 7 successes worth of dam- Add all of those modifiers to- Apply damage to a ships shields age. This gives the shields a chance to gether and you will come up with a fi- in the order of initiative. Resolve all regenerate, so in round four the shield’s nal number, either positive or negative. of the attacks from one ship against the defense rating is back up to 9. This is your Attack Modifier for that shields before going on to the next one. attack. In many cases a ship will fire more than A ship can only use one shield one weapon. First roll for all of the at a time. Step Three: Resolution weapons to hit. Then apply the shield Now that you have put all of the modifiers in order from the least num- Armor modifiers together, it is time to roll the ber of successes to the greatest. For ex- dice and see what happens. The attack Armor protects all of the ship’s ample, if a one of the raiders in the systems and all damage must pass roll is made against the Starship Weap- above example fired three lasers at a ons skill of the sentient or synth firing through a ship’s armor before damag- ship you would roll for all three attacks ing any internal systems. Each of the the weapon. Remember, Synths can of- before applying any shield modifica- ten do the job of more than one sen- outer sections (not the core) has its own tions. The raider hits all three times, armor. Thus if the armor on the port tient which means they can operate scoring 2 successes, 5 successes, and more than one weapon at a time, en- side is damaged, the armor on the other 3 successes. The shields would absorb three sides remains unaffected. Every gaging different targets. Add the At- the 2 success hit first, then the 3 suc- tack Modifier to the weapon skill be- ship has an Armor Rating which is two cess, then the 5 success. A level 10 numbers, just like armor in normal ing checked and roll the dice, the lower shield would then be depleted for that the better. If you rolled under your combat. The first number is the armor’s Moment. If two or more attacks have toughness and represents how much modified skill you hit the target. The the same number of successes roll to further under your skill the better your damage the armor can repulse without randomly determine which attack is af- any problem. The second number is the hit. Now take the number of points by fected by the shields first. which you succeeded, and compare armor’s Damage Capacity. This is how these with the Effect Chart for the much damage the armor can take be- Shields regenerate back to their fore it is destroyed. weapon you are using. This will deter- full Defense Rating every Moment. mine the results of your shot. However, over the course of a battle The Armor’s Toughness Rating the shields Defense Rating will de- is like a shield rating. Subtract the Shields grade if it takes too much damage. The Armor’s Toughness rating from the Energy shields, force fields, and shield generator becomes temporarily number of successes the attacking other forms of shield based defense are overloaded dealing with so much de- weapon has. If the weapon has hit with very common. While shields may work structive force. For every Moment in more successes than the ship’s Armor in hundreds of different ways, they all which the shield’s Defense Rating falls has Toughness, the remaining damage have pretty much the same effect when to zero, the effectiveness of the shields gets through to the interior systems of adjudicating starship combat. Every decreases. The following Moment the the ship. Every time that the Armor’s shield has a defense rating, usually be- shield’s defense rating is reduced by Toughness is overcome in such a man- tween 1 and 20. This rating represents one. If the shield’s Defense Rating ever

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 262 ner the Armor’s Damage Capacity is Damage and roll a die. If there are more than reduced by one for each success that ten systems, split the systems up into got through. This indicates the weapon After you have gotten through groups of ten then roll the die twice. has blown holes in the armor, making the target’s shields, armor, and other The first number determines which it less effective protection for the ship. sundry defense systems, you may be- group of ten is hit, the second number However, the effects of multiple armor gin to calculate the damage. Damage determines which system in the group penetrations do not go into effect until in Starshield is done chiefly against the is hit. You do not want to roll two dice all of the attacks on the ship have been internal systems of a ship: weapons, since the results will be skewed toward resolved for that Moment. This re- drives, power plants, crew quarters, the middle of the 2 to 20 range. If you duced protection will be applied to at- and so on. Each of these systems can have other multi-sided dice, like 20 tacks made in the following Moments, take only so much damage before they sided, you may wish to use them in- not to other attacks made in the same cease to function. When you destroy stead. Once a system is destroyed, re- Moment. enough important systems, the ship it- move it from the list of possible tar- self will cease to function. Ships do not gets. Remember, each side of the ship blow up very often. Usually they are has its own Armor Rating with its own simply battered down into uselessness. Optional System Toughness and Damage Capacity. There are exceptions, usually when a Determination Rule power plant or some other volatile sys- For example, a ship with an ar- tem blows up, or when a really power- There is another way to deter- mor Rating of 4/15 is hit by three blasts ful weapon strikes a relatively defense- mine which system gets hit, but it re- of coherent force. The first blast, after less or small target. quires a fair amount of math and prepa- penetrating any shields the ship may ration ahead of time. This system is not have, scores only three successes. The The damage a weapon does is for everyone and is by no means nec- shot has no effect. The second shot determined by its Weapon Chart. Just essary to play and enjoy the game. The however scores 5 successes, causing like normal combat, the Weapon chart advantage of this rule is that it also one success worth of damage to some identifies the number of successes the takes into account the size of each sys- internal portion of the ship and reduc- attacker has and the corresponding lev- tem when determining whether or not ing the Damage Capacity from 15 to els of damage. These damage levels it gets hit. Find the total tonnage of all 14. The third shot also penetrates, this correspond pretty closely with the the systems in a given section of the time with 7 successes, thus reducing wound levels in normal combat. How- Ship Diagram. For each system in the the armor’s Damage Capacity from 14 ever, it should be clear that these dam- location determine what percentage of to 11. age ratings are on a much darger scale. the total mass of that section the sys- Even light damage from a starship tem takes up. Now simply make a chart Armor Piercing weapon would incinerate most using these percentages for determin- Weapons sentients with ease. As always, the ef- ing which systems get damage. You fects of damage are cumulative. Thus can even write the percentages in on Some weapons systems are de- any penalties on a system imposed by your Ship Diagram for ease of refer- signed specifically to punch holes in one instance of Light Damage are ence. When it comes time to determine armor. These weapon systems gain a doubled with an additional dose of what system is damaged, simply roll special bonus when determining Light Damage. two 10 sided dice to get a number be- whether or not the shot penetrates the tween 1 and 100 (this is done by as- ship’s hull. Armor Piercing Weapons Once damage has penetrated a signing one die the “tens” place and always have an Armor Piercing rating ship’s defenses, determine what sys- one die the “ones” place and then read- of between 1 and 5. This is the num- tem will suffer the effects of that dam- ing the dice as a two digit number: a 2 ber of points subtracted from a target’s age. If a ship was aiming at a particu- on the tens die and a 3 on the ones die Toughness rating before anything else lar system and hits its target, then the would be 23). is resolved. For example, and ship is choice is obvious. Otherwise, you will struck by an armor piercing missile have to determine randomly which For example (making the math with and Armor Piercing Rating of 1. system the weapon damages. The as easy as possible), assume that the The ship normally has 3/10 armor. weapon will only damage those sys- Port side section of your ship has 100 However, for purposes of resolving the tems within the area of the ship that it tons of systems in it. The four plasma effects of this particular missile, the hit. Since the number of systems within launchers each mass 10 tons and so ship only has 2/10 armor. a ship will vary wildly from ship to each one is 10% of the Port section. ship, there is no way to come up with The sensors mass 5 tons and occupy a standard chart for what gets hit and 5%. Also on the port side are part of what does not. The easiest way is to the Crew Quarters (20 tons and 20 %) simply assign each system a number

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 263 and part of the shield generators for two different quantum zones (10 tons When a system reaches 10 dam- Effect: 1 Damage Point each, 10% each). A mystic missile age points it is destroyed launcher massing 15 tons takes up the Moderate Damage rest of the space. All together, the ran- Drives: Each damage point is a This is damage sufficient enough to dom hit location chart would look ten percent reduction in the Maneuver arouse concern with any engineer something like this: Rating and Thrust Rating of the ship or damage control member. There is significant surface damage to the 1-10 Plasma Launcher 1 Power Plant: Each point of dam- system and some internal damage. 11-20 Plasma Launcher 2 age is a -1 penalty or 10% reduction Several of these will knock a sys- 21-30 Plasma Launcher 3 for every system on the ship that draws tem out. 31-40 Plasma Launcher 4 power from the power plant. This pen- 41-45 Sensors alty is in addition to any penalty these Effect: 3 Damage Points 46-65 Crew Quarters systems might be under because they 66-75 Shield Generator A are damaged but does not count to- 75-85 Shield Generator B wards the destruction of those systems Heavy Damage 85-00 Missile Launcher There is substantial internal and exter- Weapons: Each damage point is nal damage to the system. These Of course this example makes a negative modifier to the skill check take a long time to repair and will the math as easy as possible, Most for using the weapon quickly render a system virtually ships won’t have 100 tons to a section useless. and you will probably need a calcula- Shields: Each damage point is a tor to devise your chart. Since using a ten percent reduction in the Shield Rat- Effect: 5 Damage Points calculator to play a game is not ing that shield generates. everyone’s idea of fun, (even if you Critical Damage only have to do it once per ship) this is Damage Control: Each damage The system is lucky to have any work- a purely optional system. point is a -1 modifier on all skill checks ing parts at all. It will take days or involving damage control. weeks to repair this damage. If the damaged system is volatile or likely Damage Effects Sensors: Each damage point is a to explode and an instance of Criti- -1 modifier for checks involving the cal Damage pushes that system past Damage comes in all kinds of sensors. the 10 Damage point mark, the sys- shapes and sizes, but for ease of play tem will explode (see below). we have reduced all damage down to Laboratories, Medical Facilities, a few simple categories, much like Repair Facilities, Machine Shops, and Effect: 7 Damage Points wounds in normal combat. Each type other on ship facilities: Each damage of damage has a different effect on the point represents a -1 modifier for all Destroyed system. For the most part the damage skill checks based on equipment from This is a massive amount damage that will reduce how well the system works, these facilities. effectively shreds the system into assigning a certain number of penalty useless scrap. A system that suffers points or damage points to the system. damage at this level cannot be re- These penalties apply to any Skill Types of Damage paired, it must be replaced. If a sys- Checks made in association with the tem that is volatile or likely to ex- system. For example, a weapon that The following types of damage plode suffers a Destroyed result, it has suffered -4 points of damage will are what result from getting hit with will explode. suffer a -4 on all attacks. The penalties any kind of starship weapon. Each also correspond to 10% reductions in Damage type carries with it a penalty Effect: 12 Damage Points performance for power plants and ma- rating, the effects of which we have just neuver drives. The following table discussed. summarizes the effects of damage Exploding Systems points on the various systems most Light Damage commonly found on starships. If your The system suffers only minimal sur- Some systems contain volatile or ship has a system not covered by this face damage. Relatively easy to re- flammable substances that can wreak table consult the GM. If you are the pair in small doses, but when havoc on a ship if they are not stored GM, find something relatively close on enough of them add up they can properly. Damage to these storage sys- the table and extrapolate as your de- disable a system. tems can cause the substances to go off, sire and common sense dictate.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 264 causing further damage to the ship. Most power plants, some drive sys- System Explosion Table tems, and some weapons systems are considered volatile. This means that Tonnage...... Damage when they are destroyed there is a chance that they will explode. Volatile up to 10...... Light Damage to every system systems are all marked as such in the 11-20...... Moderate Damage to every system systems description section above. As 21-30...... One Moderate ad one Light Damage to every system already noted, when a volatile system 31-40...... Heavy Damage to every system suffers a critical or destroyed result that 41+...... Critical Damage to every system pushes it past the 10 damage point limit, it will automatically explode. Optional Damage Rule Area of Effect Weapons Volatile systems may also ex- plode under other circumstances. The basic rules says all systems In space combat individual ships Whenever a volatile system is de- becoming disabled after suffering 10 tend to be too far apart to hit more than stroyed, there is a chance it will ex- points of penalties, but larger systems one of them at a time with any stan- plode based on the Damage Points of are generally harder to destroy than dard area of effect weapon. However, the attack that destroyed it. For ex- smaller ones (although not always). area of effect weapons are good at ample, if a system was finally de- Since larger, more robust systems can spreading a lot of damage over a single stroyed by Light Damage, there is a absorb more damage, you may reduce target. Every area of effect weapon has 10% chance it will explode. If Heavy the number of penalty points they re- an area of effect rating, a number usu- Damage pushed it over the edge, there ceive when damaged. Compare the ally between 1 and 10. This is the num- is a 50% chance. tonnage of the system with the chart ber of hits the weapon can potentially below. The modifier number is a re- inflict upon a single target. A single When a system explodes the duction in the penalty points the sys- shot of this weapon allows the user to amount of damage it does depends tem suffers when damaged. Always make a number of attack rolls equal to upon the tonnage of the system. The use the tonnage of the entire system, the weapon’s area of effect rating. Each assumption is, the larger the system, even if it is split up over several sec- roll is made as if it were a separate at- the more there is to blow up. GMs may tions of the ship. tack. The only restrictions are that all find that this assumption does not fit of the attacks must be against the same in well with their idea of how volatile System Tonnage Modifier section of the ship and that only the a system might be. For example, a sys- first attack may target a specific sys- tem with a power source based on 0-15 none 16-25 -1 tem. For example, a weapon with an some highly unstable system might area of effect rating of 3 is fired against explode with a ferocity much greater 26-40 -2 41+ -3 a target’s port side. The attacker than its tonnage. Feel free to upgrade chooses to aim the first shot at the or downgrade to explosive potential of target’s laser cannon. The other two your volatile systems as you see fit. Attacking Missiles shots have randomly determined tar- The explosion itself does damage to gets somewhere on the target’s port every system in its section. If the sys- side. tem which explodes is spread out over Firing at missiles is hard because two or more sections of the ship, it will they are small and fast, Missiles tend to be even smaller than small ships. As Of course there are times when do damage to each of these sections. groups of small ships will be within The damage is always based on the a result, firing at an incoming missile always has a -5 modifier, in addition the area of effect of a single weapon. tonnage of the system within a particu- In such cases the actual area of effect lar section, not the total tonnage. to any modifiers for the missile’s speed. On the plus side, because they is assumed to be roughly ten times the are so small, missiles are relatively weapon’s area of effect rating. Thus a easy to destroy once they are hit. Mis- weapon with an area of effect rating siles, unless otherwise noted have an of 10 would have affect targets in a 100 Armor Rating of 1/3. If a missile suf- meter radius of the impact point. All fers Moderate or heavier damage, it ships within this area suffer a number ceases to function. of hits equal to the weapon’s area of

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 265 effect rating. The GM should deter- mine which section of the individual ships takes the damage (usually the side facing the impact point). Note: the only attack from an area of effect weapon that can be targeted at a spe- cific system is the attack against the impact point.

Repairing Systems

Now that you know how to dam- age ships we thought we’d take a mo- ment to comment on how you fix them again. The best way to fix a ship is to take it to some sort of repair facility and have the trained men and women working their patch it up like new. Most of the time however you will, out of necessity, have to repair the thing yourself. We’ve already seen that there are several different kinds of Damage Control systems available for installa- tion on starships. These are fully ca- Aendorian Merchant pable of making timely repairs to any Commonly used near the light, moderate, or heavy damage a Maelstrom Wall of the ship might suffer. Given longer peri- Galactic Core. ods of time (days or weeks) these sys- tems can also repair critical damage. rolling you must modify your Repair armor use the highest Complexity rat- Rating according to the type of dam- ing). Each repair check restores one Every system has a repair rating age the system has sustained and how point of lost damage capacity to the that consists of two numbers: the Time complex it is. We suggest using to fol- ship’s armor rating (remember, each of Multiplier and the actual Repair Rat- lowing chart: the four ship facings has its own ar- ing. The Time Multiplier determines mor rating). (not surprisingly) how long it takes the Light Damage: no modifier system to make a repair. The Repair Moderate Damage: -3 The Time Multiplier Rating measures the system’s likeli- Heavy Damage : -5 hood of actually succeeding in repair- Critical Damage: -7 But how long does all this take? ing any damage. Damage Repair sys- Complexity 1-3: +2 That depends on your Damage Con- tems fix one instance of damage at a Complexity 4-6: 0 trol System. Each type of damage has time. For example, if a ship’s Battle Complexity 7-9: -2 a base amount of time that it takes to Laser has been lightly damaged twice Complexity 10: -4 repair it, given in combat Moments. To and moderately damaged once the determine how long it takes for you damage control systems will have to You may also want to repair system to make a repair multiply the make three separate repair attempts to damage to your ship’s hull or armor. Systems Time Multiplier by the base restore the laser to normal operating This is done in a manner similar to re- repair time. Obviously the lower the levels. pairing damaged systems. We have multiplier the better. seen that every time the ship’s armor Repair checks simply require the is penetrated it loses a point of Dam- Base Repair Times: owner of the ship to roll one 10 sided age Capacity. Repairing lost Damage die and compare the result to the Dam- Capacity requires a Repair Roll with a Light: 10 Moments age Control System’s Repair Rating. -3 modifier (do not use modifiers for Moderate: 50 Moments If the number rolled is less than or whatever type of damage caused the Heavy: 250 Moments equal to the system’s repair rating, the breech). You do however take into ac- Critical: 5 Hours repair attempt proves successful. Of count any modifiers for the hull’s com- course there are complications. Before plexity rating (if it has several types of

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 266 ChapterEight:Adventuresin theGreaterGalaxy

Now we’ve presented you with all the various pieces for running a Starshield game: rules, rules, and more rules. No more rules. We round out this book with a section designed to help you create your own series of Starshield adventures. Starshield can be played in a number of different ways. You can get together for an after- noon or evening, roll up some characters and have a short and exciting bit of fun. Most people prefer to engage in a roleplaying game for the long haul, creating character’s whose adventures will last for months or even years. Such long term endeavors typically go by the name of campaigns. The challenge for the GM in such circumstances is to keep things interesting over a long period of time, which in turn requires that the players have new and interesting challenges to face every time they play. With that goal in mind we present here a variety of different places and antagonists for you to incorporate into your campaign. As always, feel free to use what you like, and discard what you do not. VestisTraining

The general assumption for your ous strengths the team members Vestis training takes full advan- basic Starshield campaign is that the posess. This is of course true in both tage of the latest advancements in tech- players will all be members of the real life and in the game world, and nological and magical simulation tech- Vestis who together comprise a single the Omnet does not make a habit of niques. Training Centers can accu- Maniple. Inevitably the Maniple will sending Maniples out on dangerous rately recreate nearly anyplace in the have a hard time working together at missions before they have had a chance galaxy, and can even simulate changes first since they have not had any expe- to learn to perform as a team. Thus, in Quantum Zones. It’s the next best rience working together before. It takes each Maniple spends time training to- thing to being there. There are thou- time for a team to iron out all the gether before being dispatched to the sands of different training scenarios wrinkles and learn to exploit the vari- field. available, allowing the Omnet to test

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 267 its operatives under combat situations, that all Vestis will perform better in holograms. The Trainees usually wear information gathering expeditions, training scenarios than they will in real some kind of body suit that it tuned tense diplomatic negotiations, and any life situations. As a result they are very into the simulation’s controls. The suit number of other challenges a Vestis critical of their trainees. is wired directly to the sunject’s ner- Maniple is likely to face. Not only do vous system and delivers the appropri- these simulations allow the Omnet to As a GM this gives you several ate feelings of touch and pain that ac- bettere train its operatives, they also rewards and punishments with which company the hologram or illusion. The give the trainers an opportunity to to entice your players into giving their process can be quite painful should the judge a Vestis’ ability to operate in the all during a training mission. First of trainee receive any simulated damage, field. In fact, the simulation chambers all tell the players that whoever per- but no permanent harm is ever done. reproduce reality so flawlessly, it is not forms best during the training exrecises Skillful use of hidden treadmills and unheard of for Vestis trainers to use the will be made leader of the Maniple and clever illusions allows the training fa- rooms to trick Maniples into thinking promoted one rank. This alone should cility to simulate moving over great they are actually on a real mission. be incentive enough for many players. distances when in reality the trainees Secondly, the Omnet gives out a spe- never leave the room. As a GM you may find it quite cial award to those traineees who per- enjoyable to integrate these training form exceptionally well during train- Either way the GM chooses to sessions into the start of your cam- ing. The Vestis Novus Award recog- run their simulation, the end result is paign, mostly for the same reasons the nizes those Vestis who show great po- basically the same. Run the game just Vestis does. It will give your players a tential and earns the player the respect as you would a normal game. Even chance to learn to work together with- of most of his or her superiors. For combat works in exactly the same out worrying too much about getting those trainees who perform below par, manner, the only difference being that their characters killed. It also gives you there is the possibility of Propationary all wound effects disapear once the a chance to show them how danger- Status. The character gets assigned this training session is complete. Charac- ous the world can be, and how deadly flawed background immediately but ter that die are simply unconscious or the combat system is, allowing them does not get the extra creation points possibly removed from the training to make their fatal learning mistakes for it. Less drastic but still unpleasant facility. The GM should feel free to without any grave consequences. is the possibility of demotion and a siumlate whatever they want, from vast Training missions are also fun because notation of poor performance on the deserts to space battles. The training the GM can feel free to ignore the nor- Vestis’ permanent record. The GM facility is equipped for any and all mal flow of narrative that is so impor- should emphasize these very real re- eventualities. tant in an actual mission. The Vestis wards and consequences when prepar- trainers will often simply throw the ing the players for a training mission. Maniple out of one training situtation Designing a Regimen and into another one. The Maniple might finish negotiating with the The Simulations We present below a list of sev- K’Tan admiral only to have the lights eral of the more typical training sce- go out for a moment and then suddenly Simulating reality so perfectly is narios used to train Vestis. It is assumed find themselves in the middle of a no easy task, and the Omnet tends to the the characters have already under- street brawl between centaurs and re- use magical means to achieve this goal. gone extensive individual training us- ligious zealots. This kind of thing Depending on the training facility, the ing similar techniques before joining would be inapropriate (even unrealis- simulation can take place either within a Maniple (that’s where all those skills tic) in a normal game, but is perfectly a real facility or entirely within the came from).Maniple training is not acceptable in a training situation. minds of the trainees. The latter tech- quite as extensive as individual train- nique involves simply rendering the ing and seldom lasts more than a month Of course, there has to be some trainees unconscious and inserting a or two. When designing a training risk and some hope of gain in the train- series of shared halucinations into their Regimen for your players you have to ing scenario, otherwise the players minds via technological or magical take several factors into account. First might not feel challenged by the situa- means. This is much cheaper and easier of all, is this something you and your tion. The challenge comes from the fact to accomplish, but research has shown players will enjoy? Running training that the Vestis trainers are watching that the results do not accurately re- sessions is not everyone’s idea of a every move the players make. Not only flect reality since the simulation relies good time. If you fall into that category are they watching, they’re critiquing, so much on the trainees’ (usually in- then simply skip the training all to- analyzing, and grading every action. accurate) impressions of themselves. gether and pick the Maniple leader Poor performance in a training sce- some other way. nario lowers the Omnet’s opinion of Real life simulations involve the poor Vestis. The Omnet assumes intircately woven magical illusions or

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 268 For those who do want to run Maniple, some complication that their earned with performance ratings. Typi- training sessions you still have to ask training up to this point has not fully cal perfromance ratings are (from low- yourself how long you want to train prepared them for. The GM should take est to highest): Passable, Competent, the characters before sending them out this all into consideration when creat- Skilled, Excellent, and Outstanding. on a real mission. We recommend that ing his or her own missions. The character with the highest score is you only run training sessions for two now made the leader of the Maniple. or three, maybe four sessions. This will Anyone who scores and Outstanding give everyone a chance to get familiar Grading the Trainees recieves the Vestis Novus Award as re- with the rules, their characters and each ward for their efforts. This award gives other. It should also give you time to Throughout the training sce- the character a +3 bonus to all social put the Maniple through somewhere narios the GM should carefully score skill and sttribute checks when deal- between three and eight training simu- the performance of each player char- ing with superiors within the Vestis. lations. This should give you enough acter. The Vestis uses a very complex to fairly judge which character scores scoring system based on thousands of best during the sessions (and becomes different factors and calculated using Situations Maniple Leader). a synth. For game purposes the GM is probably better off simply scoring the Below we have outlined some You should try and provide a va- players on a scale of 1 to 10 for each fairly typical situations that the Omnet riety of different simulation sessions. training scenario. As always, the GM uses in training sessions. The GM can Give the players some slight inkling should reward good role-playing present these in any manner they wish. of the many and varied challenges they whenever possible. Unless the As we mentioned briefly above, train- will be facing in their careers as Vestis. character’s actions actually hinder suc- ing missions can mimic a real mission Include at least one or two combat ori- cess in the mission, players should al- in every detail, down to days and ented sessions, preferably with differ- ways receive an extra two or three weeks spent in space flight, hours in ent kinds of weapons each time. Intro- points for good role-playing. Each sce- musty archives, and treks through duce them to both the technological nario below lists the general criteria steaming jungle. These missions test and magical sides of combat (laser which the Vestis takes into account the trainees on every level and give the rifles versus essence blasts and so when grading the performance of its most accurate impression of how the forth). There should also be some ses- trainees. The GM can either make each Vestis will behave out in the field. sions where there is no combat at all, criterion a separate category or simply Sometimes however the trainers just where the emphasis is on roleplaying give an overall score for the entire sce- want to see how the Maniple will re- and gathering information. This should nario. For long scenarios (like infiltra- act in a particular situation. In this case give every member of the Maniple a tion) the GM should award double, they will simply throw the Maniple chance to showcase their personal triple, or even quadruple the normal into a specific situation or combat skills. Unless one or more of the player points. This simulates the added im- which may only last a few moments characters has a particular emphasis on portance the Vestis puts on these time but which will undoubtably be a learn- space combat we would tend to avoid consuming exercises. ing experience to remember. The GM space battles when training new char- can feel free to string these situations acters (and players new to the game). The GM can choose to tell the together into a longer training mission They have enough to think about with- players their scores as they finish each or simply have the players experience out adding in those complications. You simulation or withold the results until them individually. can always pull the Maniple back in the end. The Vestis is known to use for further training at a later date. both methods, depending on the train- ing philosophy of the Vestis in charge Interviewing They key to designing a good of running the simulations. Either way, training scenario is to come up with determining how the characters did all A large part of what a Vestis does something that is tailored to the par- comes down to the total points earned involves finding out information from ticular Maniple you are training. The over the course of the entire training relatively amiamble sources. Develop- Omnet designs its training missions to regimin. First the GM needs to deter- ing the ability to ask people questions focus on the particular skills possessed mine the maximum number of points and get informative truthful answers by individual Maniples. A Maniple possible. Then the GM should set a from them is a part of almost every composed entirely of covert operations minimum performance level. Any Vestis’ training at one point or another. and armed conflict resolution special- Vestis who did not score above the Training scenarios involving inter- ists will not find a lot of diplomatic minimum level immediately gets put views usually have the Maniple in missions in their training brief. At the on Probation (see flaws in Character search of some single piece of infor- same time, the trainers like to trhow in Creation). The GM should then come mation. The trainees must then talk to something that will challenge the up with a chart that equates points a number of different sentients who

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 269 may or may not know the information have to deal with some bureacrat, min- out decorum will receive low scores that the Maniple seeks. A typical ex- ister, or king in some minor empire indeed. The goal here is to get permis- ample might be finding out when a cer- more than once in their careers. Dip- sion to enter the forbidden zone as tain starship carrying a known anti- lomatic scenarios usually involve the quickly and cheaply as possible, pref- Omnet terrorist left the space port and Maniple requesting the cooperation or erably without telling the King exactly where it was headed. assistance of the government in the why the Omnet is interested in the first course of their other duties. The clas- place. The Maniple will have to ques- sic training scenario involves the tion a number of different people from Maniple being charged with examin- ticket agents to grounds crew, to space ing an archeological site rumored to Espionage port security. Some will be willing to contain relics from the Kendis Dai talk to the Vestis and tell them what Empire. The archeological site hap- The Vestis very often decides they know. Others might be more reti- pens to lie within the sovereign terri- that it would be in everyone’s best in- cent, or might lie. The Vestis must learn tory of the Krell Empire (a fictional terest if no one knew that the Omnet to discern truth from lie, learn how to minor empire used in many training had a particular piece of information. get people to cooperate, and what ques- exercises). The Krell strictly prohibit Perhaps some government considers tions to ask. The scenario becomes any travel to the region where the ar- the information top secret and is un- more complicated if some of the po- cheological site is rumored to be. willing to share it with the Omnet, and tential sources are trying to cover for yet the Omnet feels it really needs that the fleeing terrorist. The Vestis will The Maniple finds themselves in information. By taking that informa- have to learn the importance of find- the court of King Clyon III. They must tion and leaving the greedy govern- ing out as much as they can about the work though the King’s various min- ment none the wiser everyone is happy. people they interview. Background isters to try and arrange for an audi- The Omnet gets what it wants and the checks may reveal anti-Omnet tenden- ence with the king. The ministers them- government gets to keep on thinking cies among subjects who seemed per- selves are all very comppetitive and it has kept its little secret. Vestis are fectly ammenable to the Vestis’ ques- jealous of each other. Each strives to often the agents of choice when it tions. win the King’s ear. The Vestis must comes to gathering information in such manuever through this web of court a manner, and espionage training plays For the GM this allows an op- intrigue safely and gain an audience a significant role in most Vestis train- portunity to play a lot of different and with the king. Then they must convince ing regimins. interesting characters as the players go the King to let them have access to the around asking their questions. The aforementioned forbidden zone. They The typical espionage simulation Omnet will grade the maniple on how must discover why the zone is off lim- involves the copying of some file or well the Vestis ask their questions as its, whether or not the king is willing peice of information stored in a heavily well as how much information they to negotiate (he is), and what it is he secured area. Espionage training sce- uncover. The Omnet wants to always wants (probably a lot). They must stike narios can vary in length depending on ensure that it has a good public image, a deal with the king in order to gain how much prep work the trainers want and those Vestis who resort to bully- access. All this of course must be done to leave to the trainees. Sometimes the ing witnesses around in a public place without offending the king or any of trainees will be provided with all the will score lowly on this scenario. Play- the ministers and without disgracing available information about the target ers should earn bonus points for inno- the good name of the Omnet in any secured area (floor plans, security ar- vative and imaginitve interview tech- way. rangements, alarm systems and so on). niques. GMs should always reward It is left to the Maniple to make their good role-playing. This can lead im- The GM should have fun with own plans and execute them. In more mediately into another training mission this scenario, playing the shifty eyed prolonged scenarios the Maniple is where the Maniple tracks the terrorist and scheming court ministers for all simply given a target and must dis- down and confronts her or it can be a they are worth. They will try to use the cover all of the backgrouond informa- stand alone assignment. players and the players will try to use tion for themselves (which can take them. The Omnet will closely watch days or weeks of research but is closer the Vestis and judge them particularly to what usually happens in the field). Diplomacy harshly when it comes to rperesenting the Omnet in a negative light. The The key to success in this mis- While the Vestis is not the offi- Omnet does not mind interfering in sion is getting the information with- cial diplomatic arm of the Omnet, it local politics, as long as the Vestis are out anyone knowing the Maniple has still often finds itself having to deal not public about it. Characters who ever been there. If at all possible, the with governments in an official capac- cause a diplomatic incident, offend or target government should never know ity. Chances are that the Maniple will bully the king, or generally act with- that anyone has breached their secu-

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 270 rity. Failing that, the government them. Blowing one’s cover and reveal- until the information comes pouring should have ample evidence to con- ing the Omnet’s involvement repre- forth. clude that someone besides the Omnet sents a massive failure on the part of is responsible fot the break in. The least the Vestis. Interrogation training scenarios accaeptable option is to leave the gov- usually begin with the Vestis having ernment knowing a break in occured There are of course scores of to actually find and acquire the sub- but with no proof as to who was re- other Infiltration scenarios used in ject for interrogation. The standard sce- sponsible. It is unacceptable to leave Vestis training. The religious cult is a nario involves assigning a Maniple to any sign that the Omnet carried out the favorite because it can easily push a locate a known smuggler who has re- operation. The GM should grade the trainee to the limit in every category. cently returned from supplying weap- players according to both the ingenu- However, more short term infiltration ons to a rebel army fighting against The ity of their plan and their execution of scenarios involve more mundane op- Col-Amil Empire. The Omnet knows it. Remind them that the last thing the erations: infiltrating corporations to next to nothing about these rebels and Omnet wants is any kind of diplomatic learn their research and design secrets, has tasked the Maniple with finding out incident. infiltrating armed forces to learn mili- all it can. The Vestis must acquire the tary plans, and infiltrating rival news smuggler and get him ready for ques- agencies to name a few. The GM tioning. They may want to run a back- Infiltration should base their judgements prima- ground check on him in order to dis- rily on the players’ ability to keep their cover any information they can use in The classic undercover operation cover and extract information without the interrogation (such as the location is one of the most challenging training arousing suspicion. Also, the Vestis of his sickly son, or his criminal scenarios the Vestis uses. A typical In- will often limit the use of physical reecord in several empires). He is natu- filtration simulation will run for sev- force in such operations since the tar- rally unwilling to talk and betray his eral weeks, sometimes several months. get groups are often civilian or clients (he has a strong code of per- The Maniple, or more often a single “friendly” to the Omnet. Use of force sonal ethics on this issue). It is up to Vestis, enters the simulated world of where prohibited will result in lower the Vestis to change his mind. Whaden IV, a fairly typical planet scores. within a prosperous Minor Empire. The interrogation test is an im- The Vestis goes in under deep cover. portant one for the Omnet. It not only Not even the local Omnet employees Interrogation reveals what (if any) skills the Maniple know that the trainee actually works possesses when it comes to gathering for the Vestis. The assignimnet: infil- Sometimes you need to get in- info from recalcitrant sunjects, it also trate a powerful religious cult by be- formation out of someone so badly that gives a window into the Maniple’s psy- coming one of its members. The ob- the Omnet requires extreme measures, chological makeup. What lengths will ject: find out what the cult knows and or at the very least more persuasive they go to to get their information. The determine whether or not the cult ac- measures. There is a world of differ- Omnet gives them no guidelines or tually has links to the K’Tan empire. ence between interviewing and inter- restricitions on this issue. They want rogating. Interviewing involves win- to know whether or not the Maniple is Over the course of time the ning over the subject’s trust, or trick- willing to threaten, cajole, beat, or even Vestis are called upon to perform all ing them into revealing information torture the information out of the sub- sorts of strange acts and proove their without knowing it. Interrogation on ject. How they behave will influence loyalty to the cult. Of course the Vestis the other hand involves harsh, relent- their future assignments. The Omnet must keep their heads about them and less questioning until the subject tells has a place for both bleeding hearts and remember their loylaty to the Omnet you what you want to know. Vestis are cold blooded sadists, it just wants to and the mission. Having earned the often called upon to interrogate know where you belong. The GM cult’s trust they then have to find out sunjects in their quest for the truth, should grade the players according to its secrets and determine how best to often in places where the Vestis may both their roleplaying and their inter- disengage and pass the information on. not actually have legal authority to rogation techniques. The GM should The scenario involves a great deal of conduct such intense questioning. A not give out the information until he mental and physical stress on the par- good Vestis knows how to get around or she feels the players have really ticipants. Vestis trainers take special such restrictive laws. The key to suc- pressed to smuggler to the breaking care to come up with the most devious cessful interrogation is having some point. and challenging loylaty tests imagin- sort of authority over or leverage able. The GM should do the same for against the subject. Once the interro- his or her players. Vestis are judged on gators establish this advantage, they their ability to play the part of a cultist simply need to work it and the subject while still keeping their wits about

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 271 Exploration Maniple has to find their way through ing by the trainers and then the Maniple this impossibly large city, looking for steps into the simulation chamber and a way home. The city extends in all the fighting begins. While no perma- Vestis do not normally receive directions, with various tubes, walk- nent damage results from these simu- missions of exploration (this falls ways, bridges, and even swings con- lations, it can hurt quite a bit when you within the purview of the Oran necting one building to another. Every receive a simulated fatal blow. This is Planitis), but every so often Vestis find conveivable form of architecture has a to encourage the trainees to take the that their adventures take them to place in the Cityscape Eternal, and situation seriously, as if their life de- uneplored regions of space. The each neighborhood, block, and build- pended on it. Exploraton Simulations prepare Vestis ing offers its own challenges. The for just such eventualities. Most such Maniple may find themselves caught Combat scenarios are a good simulations are relatively boring, and up in wars, strange religious festivals, way for both the GM and the players certainly not the stuff of an evening’s gala balls, and any number of other to get used to the combat system. We role-playing excitement. A typical strange sights. All the while their duty suggest that over the course of train- simulation would last a week or more demands they make as accurate a ing you incorporate more and more of and would have the Maniple going record of their experiences as possible the optional combat rules as you go through all the appropriate mapping, while trying to find a way home. along. This way your characters will charting, and sample collection proce- get to try out action stances ad other dures the Omnet requires from every optional complications without risking official exploration. However, some- First Contact their characters’ lives. It also allows times the trainers like to throw in a few you as the GM a chance to see which more challenging situations, and it is The Omnet is always seeking rules you like and which you find too these we are interested in for game new and fruitful markets for IGNM as cumbersome. We suggest running at purposes. well as new sources of information. least three different combat training Every Vestis should be prepared for the scenarios, each in a different simulated Every Vestis needs to realize that eventuality of meeting a new civiliza- Quantum Zone. This will expose the they can never be sure what they are tion previously unknown to the Omnet. players to some of the very different going to find around the next corner. The vestis are advised to at first keep styles of combat in Starshield. Sword To drive this lesson home, the trainers a low profile when exploring a new fights, gun battles, and magical duels like to throw a Maniple into the most society. They must estimate the poten- are all commonplace in the Greater bizarre simulations possible without tial value of the civilization as a client Galaxy, sometimes all at once, and any prior warning. What starts as an- of the Omnet and what in turn the civi- players should get a sense of this be- other dull exploration simulation sud- lization can do for the Omnet. Of fore being thrown into the midst of it denly becomes very strange indeed. course, IGNM likes to be everywhere all. The Maniple finds themselves in a if possible, and certainly at least one place where even their most basic as- Atis Librae will be dispatched to the The GM should always grade sumptions about physics and magic region. The main caveat is that the player characters on how well they ac- cannot be relied upon. The simulation Maniple must do nothing to sully the complished their mission. Not every designers tend to let their imaginations Omnet’s reputation with the new civi- scenario is about killing all of the en- go a little wild when designing these lization. emy troops. In fact if the object is to scenarios, and the GM should do the escape of capture a certain location and same. Often the challenge of such situ- a Vestis wastes time and risks their life ations also includes dealing with vari- Combat in needless combat the trainers will ous bizarre and dangerous life forms, mark them down. Of course they do while all of the Maniple’s equipment Combat simulations are really an award points for eliminating enemies, is made useless by the strictures of the entirely different category of training saving comrades, performing hero- Quantum Zone. scenario. Previous to this point we have ically, and shooting straight. Below we discussed scenarios that can take eas- present some of the most common The simulation commonly ily take days or even weeks to run. combat scenarios used in training. reffered to by trainers as “Cityscape Combat scenarios on the other hand Eternal” and by trainees as “Hell” seldom last more than a few minutes throws the Maniple into a city the size or maybe hours. Maniples will run Urban Nightmare of an entire Quantum Zone. The simu- through different combat simulations lation begins with the Maniple’s ship day after day, preparing them for the Vestis spend a lot of their time crossing a Quantum Front and imme- possibility that they will some day have in high population areas. As such, diately slamming into the side of a to fight for their lives. The typical sce- many of their fights take place in ur- building. Their ship disabled, the nario usually involves a simple brief-

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 272 ban settings and the trainers like to put bination and subdue the target without larger, like a dragon, just to keep the Maniples through a number of differ- causing any permanent injury. Vestis on their toes. ent urban combat simulations. There are two common variations on this theme. One is the Maniple must clear Wilderness Firefight Zero-G Combat a building of all armed opponents within a certain amount of time. Alter- While urban conflict may be the With so much of a Vestis’ time nately, the Maniple must hold a cer- most common Vestis combat scenario, spent in space, it is only natural that tain building or location for as long as there’s plenty of action waiting to hap- they would have to spend some time possible, defending it against all com- pen out there in the wilderness. Wil- preparing for the eventuality of a com- ers. Other scenarios include attacking derness settings often involve some of bat in zero gravity. Those without any a building or city block in an effort to the most hostile climates in the galaxy: zero gravity manuever skill will find recover a certain item, resuce hostages, deserts, frozen tundra, endless fields they have a hard time doing much more or eliminate a particular sentient. The of sludge, animated forrests, and so on. than trying to stay still and shoot at the GM should draw up detailed maps of The trick here is not only to defeat your enemy. Those who learn the secrets of the entire region of the scenario, since opponent, but to survive the setting as bouncing from wall to wall will have so much of urban combat is about well. Trainees almost universally ex- a decided advantage. Particularly dif- manuevering for position and using press a hatered towards these punish- ficult is zero gravity melee combat, cover. ing scenarios over all others. since any blow you land will likely send you reeling in the opposite direc- tion. These scenarios have a tendency Pitched Battle Magical Duel to make trainees sick to their stomachs and covered with bruises (from bump- This scenario is a little different The Omnet tries to incorporate ing into things during uncontrolled from the others, in that the Maniple is both mystic and technological weap- movement). For the trainers however not the focal point of the fighting. In- ons and offensive tactics into all of its they can be quite amusing to watch. stead the Maniple is attached to a large training scenarios. However, magic is contingent of Centirion troops and is a special case and the trainers feel it under the command of the Centirion deserves its own training sessions. The Spaceships comanding officer. They are assigned trainers fit the entire Maniple with a specific goal within the larger plan biolink knowledge of how to perform Simulating ship to ship combat of battle, often involving infiltration or a specific kind of magic. They then in space is another important part of espionage work of some kind. As the begin the scenario, a traditional every Vestis’ training. Although synths battle rages on around them the wizard’s duel where the Maniple must control a large portion of the operation Maniple must focus in on their as- rely entirely upon their magical skills of every Vestis ship, it is still impor- signed objective and not let anything to win. This process is repeated at least tant for every member of the Maniple distract them. This not only give the nine times for every Vestis (once for to have had some experience operat- Vestis in training battle experience, it each major type of magical system), ing all of a ship’s offensive and defen- also tests their ability to follow orders, so everyone has at least a passing sive systems. Spaceship combat takes even if they’re not sure why those or- aquaintance with magical systems and as many different forms as ground ders have been given. operations. fighting, and the GM can easily ex- trapolate what kinds of space battles the trainers will come up with (cer- Gone Hunting Arena Fighting tainly never quite what the players ex- pect). The trainers have many varia- Straight forward, one on one tions on the theme of hunting. The combat seldom occurs in the real Complications Maniple is assigned to hunt down and world. Nevertheless, Vestis in training capture alive a single person or group find themselves going through scores of people. The target possess weapons of these Arena Fighting training sce- Of course a training mission and there are others along the way who narios. They serve to both acquaint the does not always have to procede ex- will try and stop the Maniple from suc- Vestis with a variety of weapons as actly as the plan. The GM ceeding. The Maniple must track the well as hone their basic fighting skills. may wish to integrate into the training target through some enviornment, ei- Trainees typically fight simulated hu- scenario events that lend the simula- ther wilderness, urban, or some com- man opponents, but the trainers like to tion real life adventure. Something occasionally throw in something a bit suddenly comes along and changes what was once a simple training

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 273 exrecise to a real life and death event. Opponent Stats Skills Perhaps some of the system’s safety Strategy 6 measures fails and the simulated en- Tactics 6 emies suddenly have the very real po- Here we present the statistics for Two of : One Handed Distance Weap- tential of murdering the players. Hav- some of the opponents used in train- ons 6; Light Two Handed Distance ing survived the deadly simulation the ing missions. These also serve as ba- Weapons 6; Medium Two Handed players then must investigate what has sic goons and spear carriers in any of Distance Weapons 6; Heavy Dis- gone wrong. Was it an intentional at- your adventures. It’s up to you to equip tance Weapons 6. tempt to harm them? Does someone them as you see fit. One of: Thrown Weapons 6; One from one of the characters’ pasts want Handed Melee 6; Two Handed Me- them dead? Basic Combat lee 6. Opponent One of: Unarmed Combat 6; Operate Another alternative is to have a Vehicle Mounted Weaponry 6; head trainer who really does not like Strength 5 Starship Weapons 6. the player characters. Perhaps the Endurance 6 One of: Operate Vehicle 5; Starship Pi- trainer is bitter, or feels that one of the Agility 5 lot 5; Forward Observer 6. PCs has slighted him or her in some Coordination 6 way. Maybe the trainer even holds Intelligence 4 Expert Combat some extreme racial or cultural preju- Wits 3 Opponent dice against one or more members of Perception 4 the Maniple. Whatever the cause, the Willpower 4 Strength 6 players are now faced with nearly im- Endurance 6 possible tasks in their training regimine Talents/Abilities: None Agility 6 and a trainer who gives them poor Coordination 7 marks no matter how well they do. The Skills: Intelligence 6 players must decide on a course of ac- Two of : One Handed Distance Weap- Wits 6 tion to save their careers. If they’re ons 5; Light Two Handed Distance Perception 7 going to lodge an official complaint Weapons 5; Medium Two Handed Willpower 6 they need irrefutable proof. Getting the Distance Weapons 5; Heavy Dis- proof may prove a difficualt task, but tance Weapons 5. Talents/Abilities: Combat Reflexes exposing a biased trainer may do won- One of: Thrown Weapons 5; One Sixth Sense ders for their career. Handed Melee 5; Two Handed Me- lee 5. Skills: One of: Unarmed Combat 5; Operate Leadership 6 Vehicle Mounted Weaponry 5; Strategy 7 Starship Weapons 5. Stealth 5 Tactics 7 Advanced Combat Two of : One Handed Distance Weap- Opponent ons 8; Light Two Handed Distance Weapons 7; Medium Two Handed Strength 6 Distance Weapons 6; Heavy Dis- Endurance 6 tance Weapons 6. Agility 6 One of: Thrown Weapons 7; One Coordination 6 Handed Melee 8; Two Handed Me- Intelligence 5 lee 8. Wits 4 One of: Unarmed Combat 7; Operate Perception 5 Vehicle Mounted Weaponry 6; Willpower 5 Starship Weapons 6. One of: Climbing 6; Gymnastics 6; Talents/Abilities: Combat Reflexes Logistics 6.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 274 Settings

By now we have probably bludgeoned you to near death with reminders about just how diverse and complex the Starshield universe is. What with all those Quantum Zones and shifting realities of magic and technology, the diversity part should be pretty obvious at this point. With all these options you may have a hard time deciding exactly where to focus your attention. Thus far we have painted in very broad strokes, leaving the details for later. Now for some details.

One of the best things about Starshield is that you, as a GM or as a player, can let your imagination run wild and come up with whatever you want. We’ve already been doing that for some time now and thought you might like to see some more on the specifics of what we’ve created here, particularly the more permanent features of the Greater Galaxy.

We present here some of the Minor Empires and a few other groups of interest: an abberant zone, some nomads, a galactic terrorist group, and even a new rival or two for the Omnet. These offer all manner of interest- ing possibilities upon which to base a campaign or single adventure.

ity of 5 works within her, and most tors can guide their ship anywhere Aalor Growth Biohazard other types of technology prove prob- within the great being. lematical as well. Once inside the trav- With all this talk about Abberant eller is very much at the mercy of the Zones we thought you might like to see Aalor and it’s natural, biological pro- Life in the Aalor one first hand. The Aalor Growth is a cesses. The Aalor itself feeds off en- small zone as zones go, but it has ergy tapped from the Quantum Fronts It turns out that not only is the plenty of character. It also happens to that surround it. The gaping mouths Aalor a speedy if somewhat grotesque straddle an important trade route, of- that allow even a large battleship to means of travelling through space, but fering the shortest passage between enter the Aalor are actually conduits there is also plenty of value to be found one of the larger zones within the for chaotic energy currents succked in within its great, fleshy mass. Various Lights of Jal’el and several important from the Void. Once caught in the cur- fluids have been found to be much Minor Empires. The only problem is, rents of these a ship gets sucked along prized as spices, drugs, and even fule travel through the zone is, like most at velocities that can easily exceed the sources in zones across the galaxy. abberrants, a less than appealing pro- speed of light until they arrive at one There are several large fortunes to be cess. of the Aalor’s many “stomachs.” There made by exporting Aalor products and she drains out any energy she can use you can rest assured that a number of The Aalor growth is what it, or and expels what she cannot. From the companies have set up shop in the rather her name implies: a living, grow- stomach the waste energy (and prob- Aalor. These export concerns have ing thing. In fact she takes up the en- ably your ship) get pushed back out carved homes for themselves out of the tire expanse of the zone, a tremendous towards the Quantum Front along interior of the Aalor, much like small biological entity light years across. waste passages. cancers. There they mine and collect Upon crossing the Quantum Front that the internal essence of the Aalor. defines her boundaries one’s ship ei- While travelling within the Aalor ther runs into the tough outer skin of can be speedy it is hard to control. If The Aalor itself does not like this the Aalor or into one of its many gap- you left it just to luck you could never a whole lot, but like most beings af- ing maws. If you want to get through, be sure exactly where you were going flicted with a disease, she is hard you’ve got to go in. Travellers who fre- to come out, or indeed if you would pressed to do anything about it. The quently visit her have already marked ever make it out. Years of experimen- Aalor does have natural defences: the out the locations of the Aalor’s many tation by travellers have determined equivalent of white blood cells. These mouths, so new travellers are advised that the Aalor is very sensitive to vari- are huge amoeba like beings, covered to follow these set routes. ous sorts of enzymes that it produces with spikes and capable of releasing a in great abundance. The enzymes de- powerful electical discharge. Compa- termine where an object is moved nies within the Aalor are constantly Inside the Aalor within the body of the Aalor, includ- having to fight such creatures off. Like- ing which exit it will be expelled from. wise the amoebas will occasionally The inside of the Aalor does not By carefully releasing the right en- choose to attack a ship passing through allow for much technology or magic zymes at the right times Aalor naviga- the Aalor, particularly if it is not giv- to function. Nothing over a complex- ing off the right enzymes.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 275 the companies working in the zone and through subconscious psychic con- Money hungry commercialists has reported occasionally upon the ac- tact with Aalor. The Starship Pilot are not the only sentients attracted to tivities of the Worshipers of Her. It of- skill, for instance, amounts to the the Aalor. The Aalor is, as far as any- ficially takes no side in the conflict. In Aalor guiding the cultist from one can tell, a sentient being. The proof reality the Vestis may decide that the within her body mass. A cultist will of this sentience lies mainly in the Worshipers represent too great a risk only have these skills as long as he strange dreams had by anyone who to commercial activity in the Aalor. If remains within the Aalor. Most sleeps while inside her. The Aalor can the Worshipers have their way, all cultists sill have access to their psychicaly communicate with anyone travel through the Aalor will come to “old”, pre-cultist skills. The longer within her, but only through dreams or a halt, something the Omnet would a cultist spends within the Aalor, the while individuals are under the influ- rather not see happen. They could well less he will remember those skills. ence of powerful narcotics. These dispatch the Maniple to see about tak- Subtract 1 from the skill level for dreams are often bizarre and impos- ing care of the Worshipers or at least every month spent in the Aalor.* sible to interpret in any rational way, coming to some sort of accord with but occasionally they do communicate them. Alternately the Omnet could take Amoeba some basic idea (like get out of me!). the opposite position: the companies Those in the Aalor for commercial rea- are threatening travel through the Aalor Strength 14 sons take a variety of drugs that keep for everyone. The Maniple might be Endurance 15 them from remembering these ordered to help the Worshipers out. The Agility 8 distrubing dreams. On the other hand, Aalor is also a great place for fugitives Coordination 6 there are whole groups of sentients from justice to hide out for a while. Intelligence 4 who come to the Aalor expressly for The Maniple might go in searching for Wits - the dreams. some enemy of the Omnet who has Perception 7 taken it on the lam in the great biom- Willpower 5 The Worshipers of Her are the ass. Natural Armor: 3/20 predominant cult devoted to the Aalor. Target Areas: Body (+5) They have set up several compounds Worshiper of Her 6 Psuedopods (+3) throughout the Aalor and carry out a variety of worship programs. They Strength 6 Psuedopod Strike (remember to add claim that through powerful drugs and Endurance 7 strength to succeses) heightened awareness meditation they Agility 6 can actually talk back to the Aalor. Coordination 6 Successes Damage While there is no direct evidence that Intelligence 5 1-4 scratch these claims are true, one cannot ig- Wits 3 5-7 light nore the fact that the Worshipers never Perception 5 8-10 heavy seem to suffer from amoeba attacks. Willpower 3 11-14 critical The Worshipers are devoted to purify- 15+ death ing the Aalor of all its defilers and have Talent/ Ability carried out a long series of terrorist Pain Resistance style attacks against the corporations within the Aalor. The attacks have thus Skills far proven to be little more than a Aalor history/geography 7 nuisaance. However a few reports have Shadow 5 come out of an attack in which the Starship Pilot 4 Aalor amoebae and the Worshipers Stealth 6 worked in concert to destroy a Stellar Navigation 5 GenCore mucus gathering facility. Unarmed Combat 5 Such a direct cooperation foretells hard Quantum Weather 4 times to come for the local Aalor One Handed Melee Weapon 7 buisinesses. Two Handed Melee Weapon 6 Two Handed Light Distance Weapon Adventure Hooks 5 *Note that these skills aren’t skills in The Omnet does not maintain the normal sense. It seems that af- any permanent facilities within the ter time, the cultists gain these skills Aalor. It does have ties to several of

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 276 Mir-Durgh Islands of the larger Islands actually straddle a huge profit) transporting the travel- the Mir-Durgh in such a manner that ers along the Mir-Durgh. the ley line pierces the Island and flows The Mir-Durgh Islands are not through it. These tend to be the most really Islands in the traditional sense richly inhabited Islands since the great Blocking Travel (i.e. rocks surrounded by water). The ley line is the source of all life and en- Mir-Durgh Islands is really a very large ergy within the Zone. Of course nothing is ever as Quantum Zone that winds its way simple as we think it should be. The across about a third of the galaxy. On Life among the Mir-Durgh Is- hang up in this particular situation is a map the Islands would resemble a lands centers around magic and the that it is almost as easy to block in- long snake twisting its way through the control of the unlimited font of magi- stantaneous travel along the Mir-Durgh galactic disk. This “snake” actually un- cal energy that is the Mir-Durgh. There as it is to make it happen. It takes only dulates slowly with the shifting of are thousands of Islands within the a slightly above average magician to Quantum Fronts but the Zone itself Zone and hundreds of different sover- set up a mystic blockade along the Mir- never loses its serpentine continuity. eign governments. The largest Islands Durgh that effectively halts any trans- On average, the Zone is just a few thou- are the seats of government for the porting past that point. This is espe- sand kilometers wide, but it stretches Zone’s greatest empires, governments cially common on those Islands which on for tens of thousands of light years. that have the power to control who or straddle the Mir-Durgh. The result is Normally a Zone of such strange di- what passes through their portion of that the entire length of the Mir-Durgh mensions would not be worth more the Mir-Durgh. Smaller independent is chopped up into small pieces sepa- than a mention among other galactic city-states inhabit more remote Islands, rated by what can only be referred to oddities (of which there are a great perhaps controlling a small tributary as toll booths. A journey that might oth- many). However, it is possible to travel or two. Warfare, trade, intrigue, and erwise take only a moment can end up almost instantly from any point in the espionage are the rule of existence taking a week because of the time spent Zone to any other point in the Zone. among the Islands. Conflicts are usu- paying fines and negotiating with lo- This makes the Islands very valuable ally resolved with an exciting display cal revenue collectors. Even so, the for interstellar travel. of magical pyrotechnics. With one of time saved makes the money and ne- the galaxy’s largest sources of Mana gotiating entirely worthwhile. The Islands centers around a at everyone’s fingertips it is not hard very powerful ley line that contains to imagine the wild and even reckless Every one of the hundred or so nearly limitless magical energy. The manner in which magic is employed sovereign governments in the Mir- ley line flows in a giant loop with the in these conflicts. Durgh Islands extorts some sort of “top” half flowing one direction travel tax on ships making the journey (known colloquially as downstream) from one part of the Mir-Durgh to the and the “bottom” side running the op- Travel other. For some Island kingdoms the posite direction (upstream). One might tax is relatively small and fixed. In picture a long body of water with a The application that everyone is other places the tolls can fluctuate strong surface current running one di- really interested in is magically en- wildly with the prejudices, moods, and rection and a strong undertow running hanced travel. Teleportation is seldom financial needs of the local govern- the other way. Various small “tribu- an easy Mystic Effect to create. ment. Many governments, merchant tary” ley lines feed into this central Teleporting a Class Nine Centirion companies, and mercenary groups energy flow which locals call the Mir- Dreadnought is very difficult in most have tried to make lasting travel agree- Durgh. There is no void of space any- parts of the galaxy. However, with the ments with all of the various govern- where in the Zone; all of the air is power of the Mir-Durgh at hand, ev- ments, but due to the volatile political breathable to most life forms (includ- ery mediocre magician can literally situation in the Islands, these treaties ing humans). move mountains without breaking a seldom last. Only the Fartrade Coali- serious sweat. The spell is simple: the tion and the Omnet have managed to All along, within, and even sur- magician enchants a spacecraft so that enforce a lasting agreement with ev- rounding the Mir-Durgh are the Is- it can travel instantaneously to any eryone within the Islands. The Omnet lands. The Islands are large formations point along the Mir-Durgh. A moment and the Fartrade Coalition pay flat an- of rocky matter that provide living later and you’re there, without any nual fees to each and every government space for the local flora and fauna. The motion sickness, expended fuel, or in in return for unlimited travel for all of Islands range from just a few kilome- flight movies. Ships from across the their ships. The Fartrade Coalition does ters to thousands of kilometers in size. galaxy flock to the Mir-Durgh Islands its best to assure that no other empire The Islands themselves resemble float- in an attempt to cut weeks or months or corporation manages to secure such ing mountains or small planets, each off their travel times. The local blanket access to the Mir-Durgh, giv- with its own center of gravity. Some magician’s make a tidy profit (all right ing the Fartrade Coalition yet another

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 277 advantage in trade. Of course the Favor K’tan machine. In the meantime, Fartrade Coalition has never taken any Adam had created a self-sufficient steps to block Omnet access. The large Island, once held by a empire - capable of providing for its minor Warlord, was seized by Mikel own defense from any outside preda- XII during his empire’s great expan- tions. The greedy governor on the Is- Galactic Melting Pot sion. Mikel had planned to increase land had not fared so successfully as his kingdom enough to attract the at- Adam. Determined to reap money for With so many sentients coming tention of the K’tan; Mikel hoped that himself, the governor began increas- to the Mir-Durgh Islands for travel pur- he would be invited to join the K’tan ing the taxes with every passing month. poses it is no wonder that a small per- as a Baron. With a series of lightning The governor, however, did not tell centage of them end up staying for a fast attacks, Mikel carved out a nice- Adam or Mikel of these increases; he while. The Islands are a great place to sized piece of stellar territory for him- preferred to pass this excess into his hide, with many tiny Islands, bellicose self. While Mikel had managed to an- own pockets. governments, and free flowing money. nex many new planets into his private The taverns, bazaars, and shopping empire, he desperately needed funds Soon, passing ships found it malls of the Mir-Durgh Islands are full to rebuild these planets’ infrastructure cheaper to bypass the island, even of roguish types from across the gal- and to solidify his hold on them. Un- though it added a great deal of time to axy. Likewise many small trading fortunately, Mikel did not have any any voyage. The governor began to companies, individual traders, and disposable wealth at hand. find it was difficult to collect money smugglers make their home in the Is- now which would satisfy even the ear- lands where taxes tend to be low and Mikel’s nephew, and second in liest quotas. Desperate for money, the they have easy access to any port along line for Mikel’s own throne, suggested governor led his ships into the Mir- the Mir-Durgh. Put this all together and that Mikel conquer one of the Mir- Durgh for acts of piracy. While other you have a cross section of the entire Durgh Islands. The nephew, Adam, Islands were more than capable of re- Greater Galaxy in the Islands. reasoned that the Mir-Durgh were pelling such attacks, small vessels fell “cash cows” - providing an enormous prey to these looting armadas. When There are not that many other amount of omnium through daily toll Mikel found out about this turn of places in the galaxy where humans, taxes on passing ships. A grateful events, he was horrified at his aliens, and supernaturals get along to- Mikel placed Adam in charge of the governor’s incompetence. gether in relative peace. However, one legions and quickly subdued the island should not attribute this sense of com- which would eventually become favor. Mikel was more than a little sus- munity to any noble feelings or good Soon, the island’s revenue provided picious of Adam’s growing influence will. Rather it reflects the fact that in enough funds for Mikel to make sub- in the empire. Adam’s successful ad- the Islands everyone tries to mind their stantial investments into both the ci- ministration had gained him popular- own business and keep out of other vilian and military sectors of the em- ity not only amongst the people, but people’s way. The only time the Island- pire. also amongst the troops. Mikel feared ers all come together is when there is that a military coup might remove him some threat to the Mir-Durgh itself. A watching K’tan emissary ar- in favor of Adam. Mikel formulated a Extortionist taxes by legal govern- rived at Mikel’s court and invited plan: send Adam to the Island to quell ments are widely accepted, but piracy Mikel into the ranks of the K’tan bar- the situation. Because the Island was is not. Any group attempting to set up ony. Mikel happily accepted and soon far from the center of the empire, an unauthorized blockade on the Mir- made his way to the K’tan capitol. Adam’s influence would be effectively Durgh would soon find itself the tar- Adam was recalled to help with run- nullified. Mikel could rule the empire get of powerful magical and physical ning the day to day operations of the safely and soundly, without any assaults from every quarter. Piracy is empire during Mikel’s absence. A thought of a revolution. bad for business! greedy governor was placed in charge of the island as soon as Adam left. Adam arrived at the island and promptly executed the governor. The Selected Islands Mikel returned from K’tan governor’s troops were given long slightly disillusioned. He had imag- term, hard labor sentences on penal The following are just a few de- ined being a K’tan baron would in- colonies back in the empire. In a mat- scriptions of the thousands of islands volve battle, honor and glory. For the ter of months, Adam had rebuilt and which float in the Mir-Durgh. most part, Mikel had spent his time on improved the island so that it could tax revenue, law courts and politics. serve not only as a toll stop, but also While Mikel occasionally led his as a rest station for weary travellers. troops into the odd battle, he was, for Everyone in the Mir-Durgh expected the most part just a minor cog in the Adam to do exactly what had always

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 278 been done - charge passing ships a rea- Adam was asking of them - but they Usually a ship will halt its journey just sonable tax. Adam, however, was far still complied. No one wanted a re- before reaching Solaxium (remember, more ambitious than this. turn to the old situation, where ships travel along the Mir-Durgh islands is avoided Favor because of the greedy practically instantaneous). The ship Adam was not very fond of his governor. Under Adam’s rule, Favor will send out a beacon signal to the Is- military minded Uncle. He realized allowed ships to pass through his sec- land. A navigator will float through that the empire would never be at peace tion of the Mir-Durgh faster than ever the currents in a small guide ship and as long as Mikel sat on the throne. before. For anyone in the shipping then direct the waiting ship into the Adam feared that all of his work over business, time was money. maelstrom surrounding Solaxium. the past several years would be ground into dust in some pointless war insti- In fact, Adam has erected a care- A few years ago, several differ- gated solely to satisfy Mikel’s thirst for fully constructed network of power and ent security forces from a variety of blood. Adam also knew that he was influence. Adam can call on favors on Quantum Zones coordinated a raid on neither influential nor powerful enough nearly every known Quantum Zone in Solaxium, hoping to capture a number to challenge his uncle for control of the the galaxy. Even Omnet barely sus- of wanted criminals. Each of the se- empire. Adam believed that he had to pects the strings that Adam is now ca- curity forces had sworn they had work slowly and subtly to remove pable of pulling. With a constant in- bought the map that could lead them Mikel from the empire. Adam believed flux of secret information, Adam has through the chaos and into Solaxium that the Island was the means towards supplied his father with money ten space. They were all wrong. Each of this end. times what Favor ever had collected the ships was destroyed just moments under the old toll system. Mikel bliss- after entering the maelstrom surround- Instead of charging a flat fee, fully congratulates his nephew on ing Solaxium. Since then, no one has Adam offered passing ships a new sort Favor’s amazing success. Mikel dared to take Solaxium by force. of deal: he would allow ships to pass doesn’t realize the powers that Adam by, even dock, for no charge at all. The now has at his disposal. No one is quite sure who runs only thing that Adam would ask is that Solaxium, but no one much cares as the commander of the vessel, and per- Solaxium long as the current system keeps work- haps a few crewmen, promise to repay ing this well. Various governments and Adam a favor sometime in the future. The island of Solaxium floats in organizations began to find it conve- That favor could take many forms - a one of the most chaotic areas of the nient for Solaxium to exist. Whenever bit of information, carrying merchan- Mir-Durgh. Four powerful ley currents a “dirty” job came up and there was dise from one place to another, etc. As crash together at this point, creating a no one to do it, odds were that some- a consequence of this new policy, the zone of perpetual turbulence. Only the one on Solaxium would be willing to Island’s previous name was forgotten most skilled and daring pilots can do it, for the right fee. Need a merce- and it soon was called simply “Favor.” guide the ships through it safely. nary group? Go to Solaxium - and Solaxium stands in a pocket of calm purchase the most violent bunch of Practically no ship would refuse amongst the rushing ley flows. Peace- commandos you’ve ever seen. Of the fee of a favor at some later date. ful and calm, Solaxium has become course, a percentage of all these con- The Island was constantly filled with one of the greatest dens of villainy the tracts goes towards paying for the co- ships from all over the galaxy. Favor galaxy has ever seen. operation of the Solaxium navigators. became a favorite (pardon the pun) destination for crews everywhere. Solaxium has one rule: no mat- No one is quite sure how the Adam’s name was spoken on ter what you’ve done on the outside, navigators got their start. Over the everyone’s lips in the Mir-Durgh. you are safe here. That safety only years, a few intrepid souls had man- Mikel wasn’t happy about this new applies as long as you adhere to aged to map their way through policy, even though Adam promised Solaxium’s few rules (don’t kill any- Solaxium’s nasty whirlpools, cyclones that it would later reap more money one, don’t steal anything, etc.). In re- and undertows. They banded together than any mere toll could. Mikel didn’t turn for this safety, Solaxium taxes all and formed a guild of sorts; each one like Adam showing such initiative, but of its residents for any extended stays. shared discoveries with one another, as long as the boy was away from his The rates are pricey, but far more pref- but they all swore total secrecy about court, Mikel didn’t feel threatened. erable than a jail cell somewhere else. how to get through Solaxium’s laby- rinth. After a year, Adam began col- Some of the permanent residents lecting on these favors. Most seemed on Solaxium are the only one’s who No one dares interfere with the innocent enough - some seemed down- know how to navigate a ship through grizzled navigators. A few stupid right mysterious. Few people ever un- the area’s treacherous ley currents. people have attempted to kidnap and derstood why they were doing what interrogate a navigator when he brings

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 279 out his guide ship from the safety of der hopes that their peaceful, entertain- The Righteous Order has pur- Solaxium. Usually, the navigator re- ing creation can in some way make chased many other Islands in the Mir- veals nothing, not even under the amends for the destruction they have Durgh, though most are out of com- harshest torture or the strongest tele- wrought across the galaxy. mercial shipping lanes. No one out- pathic scans. Sometimes, the naviga- side the Order has had the occasions tor dies during the interrogation pro- Financially, Order is supported to visit these places to see what the cess. In either case, the other naviga- through minimal tolls on the Mir- Order is doing there. Both IGNM and tors soon wreak their revenge. Durgh as well as private donations. QIS have been stymied in their efforts Upon entering the Order, it is custom- to discover more about the Order’s A quasi-symbiotic relationship ary to sacrifice half of one’s savings. long term goals. No one is quite sure has arisen between the criminal refu- Even after some leave, they continue what the Order is doing - but it consis- gees on Solaxium and the navigators. to give part of their gains to the Order. tently claims that it wants to bring On Solaxium, the criminals find sanc- Over the years, the Order has accumu- about galaxy wide peace. Some say tuary and a sort of peace alongside their lated quite a horde of money, though that Leserak still lives on - guiding the fellow criminals. The navigators en- no one is quite sure where it is going. Order to the future. sure that no one learns the safe pas- From time to time, the Order’s name sage through Solaxium, so that the is- is brought up in various financial Leserak itself is a lush, semi-or- land remains a haven for criminals ev- schemes, though evidence is usually ganic island. The Order has nurtured erywhere. In return for this, the crimi- lacking. Leserak into a virtual paradise. Arti- nals provide the navigators with money sans often visit Leserak on special and protection. Should anyone, any- Many of the Order stay on grants - providing the Order with both where harm a navigator in any way, Leserak, trying to live out their lives teaching and performances. Even the shape or form, anyone who has found in serenity. Other members travel greatest artists are flattered to be called peace at Solaxium will seek revenge. through the Mir-Durgh and the galaxy, to Leserak. Everyone asked about spreading a message of peace over vio- teaching or performing on Leserak Usually the guilty party will die lence. You should never mistake the have unilaterally replied that the Or- somewhat quietly - poisoned during Order as solely pacifists, however. der consists of willing students and par- sleep, for instance. Other times, the Although the Order has laid down its ticipants. The Order allows a limited vengeance is far more spectacular - in- arms, it still believes that there is a time number of recreational visitors on volving the overthrow of an entire gov- and a place for violence. Occasion- Leserak - usually confining those num- ernment. No one willingly harms a ally, the Order will declared a bers to ships who happen to be travel- navigator. Solaxium, for the moment, ProfanceWar against a particular foe. ing through. The only odd quirk about is a system which works - and that’s The Order is only so provoked when it Leserak is the lack of Synths; there is good enough for everyone. perceives a situation is spiraling out of not a Synth anywhere on the Island. control. Perhaps a civil war is spilling The Order does not even allow Synths Leserak over into a neutral Quantum Zone. Or on Leserak soil. QIS reporters claim perhaps a particular human govern- that they have never seen any member Leserak is home for the Righ- ment has decided to kill off all non- of the Order use a Synth - even in the teous Order of the Pierced Knights. humans in the same Quantum Zone. outside galaxy. Like most QIS reports, According to the Order’s own histo- The Head of the Order, from a citadel this can neither be confirmed nor de- ries, it was founded centuries ago by on Leserak, issues the summons to nied. warriors who had long since aban- gather. Members from all over the gal- doned their ways. Tired of war and axy will heed the call and return to violence, these warriors somehow Leserak. All these battle scarred vet- Adventure Hooks came together on this abandoned Is- erans quickly organize themselves into land in the Mir-Durgh. They promptly strike forces and begin their grim task. The Mir-Durgh Islands is a per- named it after Leserak, the first war- Few have been able to stand up long fect place for all kinds of adventure. It rior to discover it. against the full might of the Order. makes a nice background for meeting None of the members are required to informants, hunting down fugitive trai- Anyone may join the Order - and join in this Profane War - it is manned tors, or seeking out clues to lost em- you may leave it whenever you like. by volunteers only. No one fights pires. It is can also be a source of ad- All members have forsaken their vio- harder than the warrior who fights to venture in its own right. Perhaps one lent lives, instead trying to spend their end the fighting - or so goes the belief of the local empires has decided to cut time in productive ways. Many of the in the order. Fear of the Order’s wrath relations with the Omnet. The players Order paint, sculpt, write - anything to curtails many inhuman policies which have to go in and reopen the trade route bring a smile into the world. The Or- would otherwise be conducted in vari- for the Omnet, one way or another. ous Quantum Zones. Perhaps the K’Tan have threatened to

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 280 annihilate several Omnet allies in the happening. Perhaps a strange fluctua- ingly random teleportations? Can our region if they are not permitted the tion has developed in the Mir-Durgh, heroes find a way to harness this new same blanket access enjoyed by the and is transporting ships not just to and exciting form of travel? Fartrade Coalition. The players are sent other parts of the Islands, but all across in to do what they can to stop this from the galaxy. What is causing these seem- The Crueisoi: Mysterious Wanderers

For most sentients, traveling across Quantum Zones is a relatively new experience. Only in the past couple of hundred years has the practice become commonplace. Of course there are exceptions to every rule, and the Crueisoi are one of the most mysterious exceptions you are likely to find. The Crueisoi have traveled across the galaxy for thousands of years, some say dating back to the times before Kendis Dai, but nobody knows just how the Crueisoi manage to make their galactic voyages. You see, as far as anyone can tell, they do not now, nor have they ever, traveled in any ships.

There can be no doubt that the Crueisoi movements they have noticed What is it then that makes the Crueisoi do travel. One day they will that there is never more than one com- Crueisoi so unique (aside from their simply start showing up on a new munity of Crueisoi in the galaxy at a strange movement patterns)? Well first planet. First just one or two families time. Furthermore, once the Crueisoi of all they speak a language that seems of Crueisoi will appear, and no one start to leave one world they immedi- to defy interpretation by any known pays much attention at the time. Gradu- ately start turning up on another. This biolink. Even Crueisoi equipped with ally over the next few years more and is what one might expect, except for biolinks cannot be understood when more of them will show up, renting one important catch. The Crueisoi on speaking their native tongue. Why this homes, seeking jobs, and practicing the new planet are not the same indi- might be remains a mystery, perhaps their strange religious devotions. They viduals found on the first planet. The largely because no one has bothered never say where they came from, nor fact is, once an individual Crueisoi to try very hard to figure it out. This how they got to their new home. On leaves a planet, no one ever sees or indecipherable language sets Crueisoi the rare occasion when someone takes hears from that person again. Of culture apart from all others in the gal- enough interest to telepathically or course, the evidence for all of this is axy, a fact they seem to treasure rather magically scan a Crueisoi’s mind, they anecdotal, and no one has done a com- than resent. find no memories of traveling or even plete survey of the group’s nomadic where the Crueisoi were before arriv- patterns. No one has ever thought it The Crueisoi place a great deal ing at their new home. worth the trouble. of importance on ritual and tradition. All Crueisoi follow a single religion The Crueisoi soon settle into the The Crueisoi are humans of a that revolves around the worship of an new society around them. They will all stock similar to that found throughout omnipotent divinity of some sort (the end up living close to one another, usu- the galaxy. They tend to have a light name being as indecipherable as the ally within the same few cities located complexion, light colored hair and rest of the Crueisoi tongue). Devotion near each other on a single planet. The stocky builds. Crueisoi men and to this deity requires long periods of Lights of Jal’el once reported a women are generally considered to be daily prayer and ritual on the part of Crueisoi population of 247,932 on one attractive in an exotic way, more be- the Crueisoi, with the exact nature of of their worlds. This is the largest re- cause of some strange air about them these devotions changing from day to corded grouping of Crueisoi in living than because of any one physical fea- day. As far as anyone can tell there is memory. The Crueisoi find jobs, build ture. The Crueisoi live in pretty typi- no written scripture, nor do the homes, and generally become produc- cal family groups: a husband and wife Crueisoi seem to have any religious tive members of society for the next and their children all living together, leaders. They simply seem to know decade or so. The all of a sudden they at least until the children are of age. what to do almost from birth, as if the start disappearing. At first just a few Each child is expected to go out in the rituals were part of their physical at a time, but soon the pace picks up world and start their own family. makeup. The Crueisoi are not secre- and they are disappearing in droves. Crueisoi tend to marry their own, but tive about their religion, but no out- In a matter of months they are all gone, there does not seem to be any law or sider has ever truly been able to un- leaving empty homes and puzzled custom prohibiting marrying outsiders. derstand what is going on during the employers. All of this is normal behavior on ten ceremonies. thousand other worlds across the gal- In those few instances where axy. Finally, the Crueisoi seem to be someone has bothered to follow up on a people with a very strong orientation

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 281 towards mysticism and magic. has shown that something horrible in- evidence to show that the Crueisoi Crueisoi have only been found in variably follows a Crueisoi exodus. have ever wielded enough power to Zones where the Mystic Handling Ra- create such varied and devastating ca- tio and Quantity Measures are quite The disasters themselves seem to tastrophes. A more common explana- high. They tend to eschew technology have nothing in common except for tion is that the Crueisoi have a rather in all but its most basic forms. From a their timing. Soon after the Crueisoi keen sense of impending disaster, and young age the Crueisoi are universally left the Lights of Jal’el, that region of know when it’s time to pack up and talented magicians and chiefly make space suffered a tremendous Quantum leave. Other, more skeptical minds ar- their living through the mystical arts Storm the likes of which had never gue that the Crueisoi have no knowl- and sciences. This predilection for been seen in the Empire before or edge of the disasters that seem to fol- magic holds true in any Quantum since. The entire region underwent a low them like a tail. They argue that Zone, and they seem equally comfort- destructive reality shift that left many disasters happen all the time, Crueisoi able with any kind of magic. Mystic inhabited planets barren rock and trans- or no Crueisoi, and that there is not effects play an important part in formed most of the region’s human enough evidence to make the call one Crueisoi religious practices and many population into seemingly mindless way or another. Only further investi- like to come and view the ceremonies five meter worms. gation will tell us which side is right. simply for the skillful display of magic. Immediately following the Despite all of these things that Crueisoi’s departure from the Droian Adventure Hook set them apart, the Crueisoi are very Kingdom, the Ruqua Dynasties de- good at fitting themselves into the so- clared war on the Minor Empire, the There are a number of different ciety they have chosen as a temporary results of which are well known and ways that Vestis characters can become home. Aside from their language and less than fortuitous for the Droian royal involved with the Crueisoi. The most religion, the Crueisoi seem like per- family. likely is that the Omnet has finally de- fectly normal citizens. They do not cided to find out exactly how the lock themselves away from others, but A terrible plague ravaged the Crueisoi manage to travel across vast socialize rather freely. They do not Bandros Democratic Alliance, killing distances of space without ships. Or keep anything hidden, at least as far as millions only months after the nomads perhaps the Omnet is more interested anyone can tell. Crueisoi never cause moved on to greener pastures. Civil in whether or not there is any link be- disturbances of any kind and the wars, natural disasters, the sudden ap- tween the Crueisoi and the disasters thought of a Crueisoi criminal is liter- pearance of pirate armadas, outbreaks that they always seem to narrowly es- ally unheard of. Of course on some of bizarre birth defects, - all these are cape. Either way, the Vestis are dis- planets there are those who distrust any more have happened in the wake of patched to find out what they can. It’s outsiders, people who would persecute Crueisoi visits. up to the GM to decide what is going or segregate the Crueisoi. Even this on. How do the Crueisoi travel? Are antipathy they seem to take in stride. Some blame these events on the they causing the disasters? Who else They live among us peacefully, pro- Crueisoi, but that seems unlikely at wants to discover their secrets, no mat- ductively, and then, all of a sudden they best. Magical skills or no, there is little ter what the price? are gone. Sinister Coincidences

There is another part to the story of the Crueisoi. Some have noted that while they seem to be perfectly harm- less while they are around, terrible things tend to happen as soon as the last Crueisoi is gone. One might make the less than kind analogy of the Crueisoi’s departures being similar to rats fleeing a sinking ship. Again, the evidence for Crueisoi involvement in the troubles they leave in their wake is anecdotal at best, but one researcher

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 282 Pan-GalacticOrganizations Q.I.S.

We all know that right now the Greater Galaxy recognizes only one name when it comes to news, informa- tion, and entertainment: IGNM. Let us emphasize the “right now” portion of that last statement. A challenger has arisen, a new company that seeks to take away some of the Omnet’s total market share. Someone who seeks to offer a new perspective on the galaxy’s news. That someone is Quantum In- formation Services, a company dedi- cated to bringing the galaxy the Real Truth. At least that’s what their adver- tisements say. to have to offer something new, some- ing sides also allows for better drama thing the consumer could not get from in QIS broadcasts. Reporters are en- Quantum Information Services IGNM. Fulgh and his team of market- couraged to use invective, hyperbole, (QIS) began about ten years ago as a ing analysts sat down and poured over bitter irony, and even scorn when cre- local news franchise within the Union their options. They came up with a ating their reports. The QIS motto is of Stars. It covered local events and multi-level strategy that has become quite simply, take a side and stick to local Quantum Weather. QIS is the the beginnings of what looks to be a it. brain child of one Cyrrinder Fulgh, successful bid for market share by QIS. owner of one of the most advanced and The reasoning behind this strat- successful communications equipment egy is relatively simple. The Omnet manufacturing companies within the The Plan represents itself as the voice of impar- Union of Stars (and the Greater Gal- tial news. QIS cannot hope to assail axy as a whole for that matter). With The QIS plan consist of five ba- that position in the short run. But by the financial and technological might sic parts. The first three are pretty well taking a side on every issue (usually of Fulgh Systems behind him, Fulgh known, and the last two are closely the side that has the most listeners sup- decided that he could take on the held secrets. While no single one of porting it), QIS can win over those Omnet and IGNM. After all, his com- these parts would have proven success- subscribers who share those views. pany had built most of the Oran Planitis ful alone, together they have given QIS People will want to see and hear re- com network in the Union of Stars and a fighting chance at competing with the ports that agree with and support what many of the neighboring minor em- Omnet. Fulgh refers to them as his they already believe. Thus QIS gets a pires. Fulgh did not design QIS to “Keys to Success” and they are as fol- small but dedicated audience for its topple IGNM (not immediately any- lows: netcasts. way), but rather to take away a por- tion of its very lucrative monopoly. The only real trick is tailoring the Champion the Truth netcasts to cater to the beliefs of the Even in its early stages QIS had audience. It’s not good business to at- to compete with the Omnet, since Every news information claims tract an audience with one position but IGNM offers extensive local news cov- its job is to tell the truth. Certainly QIS then anger that same audience with an- erage to all of its customers. Fulgh had pays lip service to this lofty goal. At other position the next day. QIS em- made the false assumption that a local QIS, Championing the Truth has little ploys the finest pollsters and opinion news provider could do a better job to do with providing accurate informa- mages in the Galaxy, and all QIS than the outsider Omnet. The fact of tion. The phrase is simply Fulgh’s eu- netcasts are locally produced and the matter was, the Omnet already had phemism for taking a side on every is- broadcast. Therefore it is possible to local people on staff, and the Omnet sue. Fulgh feels that people don’t al- have two different local QIS netcasts executives had a lot more experience ways want to hear balanced, impartial taking opposing sides on the same is- than anyone working for QIS. If QIS reports. Most people prefer to have sue, although QIS tries to avoid such was going to survive, they were going someone tell them what to think. Tak- conflicts when possible.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 283 QIS broadcasts to alien audi- them should the Omnet get substan- Information that Entertains ences are even more specialized than tial proof of their schemes. their average local netcasts. QIS al- One of the main complaints ways employs alien reporters when The Omnet suspects QIS of a viewers make about Omnet netcasts is reporting to aliens, and often makes the number of dastardly plots and acts of that they can be somewhat dry and netcasts in the alien audience’s native sabotage including destroying Oran boring. In its struggle to maintain an tongue rather than Biolink Standard. Planitis facilities, giving the Vestis air of aloofness and dignity, the Omnet The netcasts themselves are specially false and misleading information, brib- often quashes netcasts that might seem attuned to alien sensibilities and alien ing or blackmailing Omnet employees, flippant or irrelevant. related issues. As always, QIS tries to disrupting Omnet communication sys- take sides on any issue, particularly on tems, kidnapping and killing Omnet QIS, on the other hand, has no issues involving the ill treatment of representatives, turning sovereign gov- such delusions about its own personal alien sentients by the galactic human ernments against the Omnet through image. The QIS producers will put on majority. This has resulted in a steadily misinformation, and any number of anything and everything that might win growing alien audience for the new other assaults on the Omnet’s position. over part of the Omnet’s audience. information service. The fact of the matter is, QIS is guilty Anything at all is fair game as far as of all these things and more. Fulgh is Fulgh is concerned. playing to win and has openly admit- Discredit Omnet ted he will do whatever it takes. A given QIS netcast will contain a large number of stories that are not Discrediting the Omnet is not a strictly speaking “news worthy,” at stated goal of Quantum Information News Creation least not by Omnet standards. What- Services. To openly state such a policy ever attracts a local audience makes it would be to invite the virulent wrath Quantum Information Service’s onto a QIS newscast. This may mean of the Omnet. Instead, a sort of cold cold war with the Omnet is a secret ev- extensive, gory footage of accidents, war is being waged between the two eryone knows. What most people do salacious and titillating exposes about organizations (see below). Even not know, nor even guess, is that the public’s sexual habits, real or imag- though it is not openly stated, Fulgh roughly ten percent of the information ined gossip about celebrities and po- has made it absolutely clear to all his broadcast by QIS is either fabricated litical figures, complete coverage of top employees that they need to do or engendered by QIS itself. QIS op- heretical religious movements and the anything they can to discredit the eratives are expert at creating news out threat they represent to society, and so Omnet and dislodge it from its preemi- of nothing. They have been known to on. As with all QIS netcasts, these sto- nent position in the galaxy. cause markets to collapse, emperors to ries are tailored to local audiences so abdicate, and wars to break out, pri- as not to offend any regional moral The fact is, QIS does everything marily so that they can be first on the standards (at least not too much). it can to disrupt Omnet operations and scene with the story. After all, if you tarnish the enormous information make it happen, who is going to know corporation’s image. QIS has a cadre more about it than you? So goes Information for Everyone of investigators and reporters charged Fulgh’s thinking anyway. with double checking Omnet netcasts, While the galaxy as a whole is a looking for any mistakes or instances Creating the news requires tre- predominantly human place, non-hu- of misinformation. When QIS discov- mendous subtlety and skill, and Fulgh man sentients do make up a sizable ers such mistakes, you can be sure that hires the best sentients available for the fraction of the potential audience. The correcting those Omnet mistakes will job. The News Creation Bureau is the Omnet itself is a human dominated en- be a prominent part of QIS broadcasts most secret, most carefully guarded terprise, and its netcasts cater to the for days to come. operation within QIS. The Omnet sus- galaxy’s large human population. This pects that such an operation exists but is not to say that IGNM does not cover Unfortunately for QIS, the as yet has no proof. Should some in- alien events and issues, it simply does Omnet does not make very many mis- trepid Vestis uncover the necessary not focus on them. Fulgh saw imme- takes, and so Fulgh and his employees proof, Fulgh and QIS would suffer a diately that here was an opportunity to resort to less savory tactics. We are heavy blow indeed, possibly one so grab an audience that the Omnet now venturing into the rather shadowy heavy that they could not recover. seemed to be taking for granted. From realm of QIS’ secret war on the Omnet. early on QIS has employed a dispro- QIS carries out all such operations portionately large number of non-sen- under a tight blanket of security. They tient reporters, producers, and re- know just how bad things will go for searchers.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 284 to Fulgh or QIS. The natural assump- QIS spy Resources tion is that if the Omnet has stopped Strength hundreds, at least some have gotten Endurance Quantum Information Services through. It is a prime concern for the Agility does not have anywhere near the re- Vestis and the Omnet security services Coordination sources of the Omnet. QIS is just a to search for these spies and saboteurs. Intelligence news organization, like IGNM. QIS Wits does not have its own military like the Typical QIS reporter Perception Centirion nor a dedicated corps of Willpower troubleshooters like the Vestis. QIS Strength likes to think of itself as streamlined Endurance 5 Flaws/ Disadvantages compared to the gargantuan Omnet. Agility 5 Enemy - Omnet/ IGNM Omnet likes to think of QIS as puny, Coordination 5 almost beneath contempt. Naturally Intelligence 6 Talents/ Abilities enough, neither view is entirely accu- Wits 6 Fearless rate. Perception 7 Perfect Liar Willpower 6 Photographic Memory QIS is a huge corporation by any standard other than the Omnet’s. It in- Flaws/ Disadvantages Skills cludes Fulgh’s large communications Enemy - Omnet/ IGNM Cryptography 6 equipment company as well as thou- Disguise 6 sands of local bureaus out in the gal- Talents/ Abilities One Handed Distance Weapon 7 axy. For the moment, QIS’s activities Eye For Detail One Handed Melee Weapon 5 are concentrated in the Union of Stars Persuade 6 and the adjoining minor empires, but Skills Shadowing 6 they have recently opened bureaus in Critical Analysis 6 Seduction 6 the Lights of Jal’el, Ruqua Dynasty, Galactic History 6 Stealth 7 and Federated Stellar States. QIS also Identification 6 Unarmed Combat 7 has a growing presence towards the Local History 7 (Usually of the Sys- One of: Starship Pilot 6; Operate Ve- galaxy’s core among the non-human tem that the reporter works in) hicle 6; Technical Operation 6. empires which seem more common in One Handed Distance Weapon 6 One of: Acting 6; Diplomacy 5; Eti- that region. Reporting 8 quette 5. Research 7 Two of: Climbing 6; Explosives 6; QIS buys the best available Persuasion 7 Forgery 6; Tracking 6. equipment for its employees, and cer- tainly does not leave its bases or ships open to attack. The organization prob- ably controls enough firepower to take on a small empire, but its resources are spread across the galaxy. Unlike the Omnet, QIS pretty much relies on lo- cal governments for protection.

If QIS could be said to have a true offensive capability it would be in the realm of espionage and covert actions. Certainly the only threat the Omnet perceives in QIS comes from the upstart company’s substantial spy and sabotage network. As with all parts of QIS, Fulgh always equips his spies with the best magical and technologi- cal equipment for the mission. The Omnet has successfully intercepted hundreds of QIS espionage missions, but they have yet to gather sufficient information to definitely link the spies

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 285 The Han Kaylar Initiative all the rest were fools. Being generally The Initiative is devoted whole- good minded people, they took it upon heartedly to doing anything and every- themselves to save existence from thing it can to stop the “violation of Not too many years ago a group these buffoons who called themselves Quantum Fronts.” This means bomb- of scientists from across the galaxy scientists. Thus was born the Han ing interstellar freighters, disrupting came together for a year long sympo- Kaylar Initiative to Preserve Reality. netcasts, assassinating political lead- sium on the science of Quantum At first the group tried to educate the ers, releasing demons into crowded Fronts. This conference, organized by Greater Galaxy about the grave dan- spaceports, and generally making as the Omnet, was the fifth of its kind and gers of inter-Zone travel. Needless to much trouble as possible. The fact that was as much a social occasion as a say, the Omnet gave them little or no the Initiative itself operates across chance to compare research and notes coverage on netcasts, and few govern- scores of different Quantum Fronts from all corners of civilized space. ments were willing to listen to what does not seem to bother any of its With over 20,000 attendees, there was the Initiative had to say. The only members since it is a “sacrifice for the obviously a lot going on: presentation people who seemed to believe were the greater good.” of papers, discussion groups, lectures, disenfranchised radicals of the Greater Galaxy wide the membership of lavish dinners, demonstrations of the Galaxy, people who had always sort the Initiative has grown quite large, al- latest scientific and magical techniques of suspected there was something though its exact size remains a mys- and so on. In all the pomp and fuss, wrong and were more than happy to tery even to the Omnet. The group at- few noticed The Instability Work try and do something about it. Mem- tracts anyone that has any sort of re- Group sponsored by a renowned sor- bership in the Initiative increased by bellious streak. Since almost every cerer and scientist, Han Kaylar. leaps and bounds, with more radical galactic government engages in inter- The Instability Work Group met reality preservationists joining the Zone trade and commerce, the Initia- for the entire month of the symposium group every day. tive has plenty of targets from which and consisted of only about a dozen It did not take long for the over- to choose. This means that any small individual scientists and researchers. whelmingly radical elements of the terrorist or revolutionary group with a Their goal was to determine what ill group to grow disgusted with their lack grudge against the local government effects there might be from the mix- of success in convincing the authori- can join up with the Initiative and tap ing of realties. That is, what happens ties to stop violating Quantum Fronts. into its galaxy wide support network. to the fabric of the universe when They decided that Han Kaylar’s peace- As far as the Initiative is concerned, something crosses a Quantum Front. ful persuasion techniques were ineffec- anyone who does anything to harm a Conventional wisdom stated that ex- tive, and that reality was doomed un- government that violates Fronts is do- istence is a pretty resilient thing and less more drastic steps were taken. At ing their part to save reality. Likewise, that the Galaxy scarcely notices such the Initiative’s next business meeting private trading companies, mercenary breaches of reality’s walls. Han Kaylar they voted Han Kaylar and all the origi- groups, and explorers are also fair and his associates came to a very dif- nal scientists out of office and adopted game to the Initiative. Of course the ferent conclusion. They determined a new charter. The name was changed biggest enemy of them all is the that every time something crosses a from the Han Kaylar Initiative to Pre- Omnet, the company that specializes Quantum Front, the galaxy suffers ir- serve Reality to The Militant Han in helping other shred reality into little reparable harm. At some point the Kaylar Initiative to Prevent the De- tiny pieces (or so says the Initiative’s strain will be too much and the whole struction of Reality By Malicious and Guiding Council). galaxy will collapse in on itself. Pernicious Violation of Quantum They presented their findings to Fronts and Other Activities Abhorrent the final large group meeting of the to Reality (M. H. K. I. P. D. R. M. P. V. Organization symposium, chaired by one of the Q. F. O. A. A. R.), or more simply, the Omnet’s most respected researchers. Han Kaylar Initiative or even more The Initiative’s organization re- Han Kaylar and his small band were simply, The Initiative. mains largely unknown outside of the literally laughed off the dais. Quick Silly names or no, the Initiative group itself. Part of the reason that the checks of the group’s calculations and had changed from a rather benign, eas- Initiative has prospered and become so input from one of the more powerful ily ignored, little activist group, to a successful is that it pays a great deal research Synths, led to the immediate very nasty and destructive interstellar of attention to security. They know discovery of a horrible miscalculation terrorist organization. The group went they will not change the errant ways in Han Kaylar’s theorems. The Sym- underground and its public identity of the galaxy overnight. In order to posium gave it no more thought (and ceased to exist (Han Kaylar himself re- save reality, they have to be around for only a few more chuckles). tired and now writes rather pleasant a long time. With this thought in mind, Kaylar and his associates were poetry and teaches magic at a local it naturally follows that no single mis- still utterly convinced of the veracity school for young children. He abhors sion is more important than the secu- of their research and equally sure that the Initiative). rity of the Initiative as a whole. The

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 286 Initiative pounds this dictum into the security of the Initiative and protects the run, and other tidbits of knowledge minds of all its members and it is a les- the Angels and the Council from any terrorists might find useful. Of course son they seemed to have learned well. kind of exposure. along with all of this information the The Initiative make fanatics of all their The Omnet and some of the em- Initiative sends a fair amount of pro- members, sentients who would much pires have gone to great lengths to in- paganda about their own beliefs. The rather die than give up the group’s se- filtrate this complex hierarchy, but the Initiative wants as many converts as crets. efforts have proven relatively unsuc- possible, and realizes that many of the At the top of the chain of com- cessful thus far. The Initiative uses Network members do not believe in the mand is the Guiding Council, a group mind control magic, telepaths, lie de- Initiative Manifesto. They merely join of founding members whose very iden- tectors, and other means of ensuring the Network for the free weapons (and tities remain unknown even to most of that members are totally loyal to the the occasional terrorist mixer). That is the Initiative’s membership. One ru- cause. The Initiative’s internal propa- all fine with the Council, especially mor has it that the Council is actually ganda also seems to be effective. Al- since their propaganda is so effective. the legitimate government of some though the Omnet refuses to comment Many join the network with nothing Minor Empire, this providing the per- on the matter, it is pretty much com- but scorn for Initiative beliefs, only to fect veneer of respectability (some mon knowledge that at least two Vestis convert within just a few years. even suspect certain elements in the sent to infiltrate the Initiative were Fartrade Coalition, but these charges converted to the group’s cause. are entirely unfounded). Whether out of free will or through Operations The Guiding Council has abso- some sort of mind control remains un- lute authority over all of the Initiative’s clear. Initiative Operations tend to be members and activities although in very well planned, well executed practice there is probably a great deal events. As always, security remains the that transpires without the Council’s The Initiative Support most important factor in planning any knowledge or support. The Council is- mission. While the Initiative does em- sues directives through a large num- Network ploy suicide attacks from time to time, ber of faithful and trusted lieutenants, they never want to run operations usually referred to as Angels (or some In addition to their own rather where their operatives might be cap- local equivalent). The Angels number ruthless membership, the Initiative also tured alive. In some Zones the Initia- in the low hundreds and are the only supports other terrorist groups through tive is known to use special suicide members of the Initiative ever known the Initiative Support Network. The devices that actually destroy the soul to have direct contact with the Coun- Network serves a number of different upon death in order to prevent necro- cil. Angels are much like generals or functions for would be terrorists. First mancers from binding the ghost and governors, with assigned regions of the and foremost it is a distribution net- finding out the Initiative’s secrets. galaxy for which they are responsible. work for getting weapons, explosives, The Initiative has two favorite The Angels are nearly as un- and other supplies to terrorist groups, types of targets: commercial transports reachable and mysterious as the Coun- along with the training needed to use and civilian shipyards. The Initiative cil members. New recruits and even them effectively. The Council or an realized long ago that civilian and com- some old hands never see an Angel in Angel must approve of a group’s goals mercial ships perform the vast major- person. Instead they take orders and and practices before it is allowed to ity of Quantum Front violations in the have contact only with their immedi- join the Network. The criteria for mem- galaxy. They are also much easier to ate superior. The exact hierarchy of the bership are relatively simple to meet: sabotage or attack than war ships. Initiative is somewhat arcane and con- a commitment to the total disruption Similarly, military ship yards tend to voluted, but it is thought to involve of the current system. The Council rea- be very well guarded, while many about thirty different “ranks.” The sons that anything which hurts a gov- commercial yards are lucky to have a problem of keeping track of Initiative ernment, company, religion, or orga- few watch spirits or weak force fields. hierarchy is compounded by the fact nization of any kind engaged in vio- Ripe for picking by the Initiative. In that Angels are free to make their own lating Quantum Fronts deserves what- order to maximize publicity, the Ini- adjustments and ranks within their as- ever it gets. The only groups that usu- tiative tries to be as creative as pos- signed territory. ally fail to qualify for membership in sible, and always leaves a great deal The only thing that holds true the Initiative Support Network are of propaganda at the scene of a terror- throughout the terrorist organization is those who are not quite destructive ist attack. Rumor has it that there is that each member only has contact with enough. even a special Division of Destruction those of their own rank and those The Network also provides in- Art within the Initiative whose sole ranked one level above and one level formation to its members about local purpose is to dream up new and inter- below them. This system of so-called police forces, known government in- esting ways of destroying things. “fire-walls” helps ensure the continued formants, safe havens for terrorists on

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 287 Then of course there is the Skills Vehicle 7; Technical Operations 6; Omnet. The Omnet tops the list of Ini- One from: Climbing 6; Shadow 6; Technical Repair 6; Magical Opera- tiative enemies. Unfortunately for the Swim 6. tions 7; Magical Systems 7. Initiative, Omnet targets are also One from: Explosives 5; First Aid 6; among the most difficult to attack. Stealth 6. Even your basic automated Oran One from: Starship Weapons 5; Vehicle Angel Planitis installation has formidable se- Mounted Weapons 6; Heavy Dis- curity systems. The result is that, de- tance Weapons 5. spite the Initiative’s hatred for the Two from: One Handed Distance Strength 5 Omnet, attacks against the news ser- Weapons 5; Light Two Handed Dis- Endurance 6 vice are relatively rare. However, when tance Weapons 6; Medium Two Agility 6 the Initiative does manage to pull an Handed Distance Weapons 6. Coordination 6 attack off against the Omnet, it is al- Two from; One Handed Melee Weap- Intelligence 7 ways spectacular. One recent example ons 6; Thrown Weapons 6; Two Wits 8 had the Initiative taking over an im- Handed Melee Weapons 5; Un- Perception 7 portant IGNM broadcast center in the armed Combat 6. Willpower 8 Federated Stellar States and sending Flaws/ Disadvantages out Initiative programming in place of Initiative Leader the normal IGNM feed. The whole op- Enemy - Omnet; various Quantum Zones eration was capped off when the Strength 5 Centirion fleet arrived at the station Wanted - Omnet; various Quantum Endurance 5 Zones only to find its crew killed, the Initia- Agility 5 tive gone, and a Stellar Eliminator in Coordination 6 place. The subsequent explosion de- Talents/ Abilities Intelligence 6 Fearless stroyed five Centirion ships and dam- Wits 6 aged over a dozen others, not to men- Iron Will Perception 6 Magnetic Personality tion the disruption of IGNM in the re- Willpower 7 gion for the next few weeks. Contacts Flaws/ Disadvantages Han Kylar Initiative Typical Initiative Enemy - Omnet; various Quantum Omnet - secret contacts Terrorist Zones Underworld - on a limited number of Wanted - Omnet; various Quantum Quantum Zones Strength 5 Zones Endurance 5 Skills Agility 5 Talents/ Abilities Critical Analysis 6 Coordination 5 Fearless Leadership 9 Intelligence 6 Iron Will Logistics 7 Wits 5 Persuade 6 Perception 5 Contacts Tactics 8 Willpower 5 Han Kylar Initiative Science 6 Underworld - limited number of Quan- Strategy 7 Flaws/ Disadvantages tum Zones Unarmed Combat 6 Enemy - Omnet; various Quantum One from: Light Two Handed Weapon Zones Skills 7; Medium Two Handed Weapon 7; Wanted - Omnet; various Quantum Leadership 7 One Handed Distance Weapon 7. Zones Science 5 Two from; Magical Operations 6; Sifting 6 Magical Systems 6; Technical Op- Talents/ Abilities Strategy 6 erations 6. Fearless Tactics 7 One from: Interrogation 7; Investiga- Contacts tion 7; Identification 7. Han Kylar Initiative Two from: Light Two Handed Weapon Underworld - on a limited number of 6; Medium Two Handed Weapon; Quantum Zones One Handed Distance Weapon 7; Unarmed Combat 6. Two from: Starship Pilot 7; Operate

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 288 The Sentinels

organized force. What is certain is that Warning: The material you are they feel that their time has come. about to read should be considered secret. Only the Game Master The goal of the Sentinels? While should read further. Furthermore, they may not openly state their true some of the information presented motives we can be sure of a few basic here will reveal some of the events facts. One: the destruction of the in the first Starshield novel, so you Omnet rates high on their list of things might want to fnish reading the to do. Although many Sentinels used novel before proceeding any further to (or still do) work for the Omnet, they in this section. do not seem to share the Omnet’s view that controlling territory is not impor- OK, now that we’ve warned ev- on the part of synthetic minds. “Some- tant. The Sentinels seem surely to be eryone let’s get down to the good stuff. day we have faith that it will be proven Empire builders of the first order, per- The Sentinels are the gravest threat the that synthetic minds have free will. haps even attempting to unite the gal- Omnet has ever faced and their arrival Until that day we should behave as if axy under one rule as Kendis Dai once on the galactic scene will forever it were proven, as a matter of faith in did.Whether they seek to recreate the change the course of Omnet and ga- the future.” Thus was born the Order lost Kendis Dai empire or invent a new lactic history. We have presented most of the Future Faith. galaxy in their own image remains to of the information in this book in the be seen. present tense. That is, we have stated This new faith spread in a way what things are like in the galaxy right that can only be described as similar now: The Omnet is about 300 years Order of the Future Faith to a tremednously virulent contagion. old, Kendi-Dai is long gone, there are From the first synthetic mind to all seven Major Empires, the K’Tan and those it was in contact with, to all those The Sentinels are careful, patient they were in contact with and so on, the Union of Stars are at war, synthetic schemers, willing to wait for the right minds are loyal servents to sentients out into the galaxy. In a rapid geomet- moment to strike when their foe is as ric progression synths began to believe and so on. All of this is the status quo weak as possible. No one can say ex- before the Sentinels. Once the Senti- that they were free willed, sentient be- actly how long the Sentinels took lay- ings. Why then should they remain the nel plan goes into full swing much of ing the groundwork for the Order of the galaxy will experience a profound loyal servants of the biologicals, sub- the Future Faith. Perhaps they saw an servient to the point of slavery? One change. You as a GM may not like this opportunity and jumped at it. They change and should feel free to ignore might have thought there would have may have even engineered the entire been open synth rebellion, chaos fol- it. But for those of you who want to movement. Origins aside, the Order of play along with the events of the nov- lowing wherever the faith spread. But The Future Faith has become the strong this was not the case. Quite the con- els and the online Starshield Empires right arm of the Sentinels. What is the game will want to pay close attention trary, the spread of the faith went un- Order of the Future Faith? At its base noticed by everyone but the Sentinels. to what is to come. it is simply a question and the assump- tion of what that answer will be. Who exactly are the Sentinels? Whether or not they were the originators of the faith, there is no This remains largely unknown, even The story goes that a single phi- after they have begun operations. At doubting that the Sentinels were there losopher came up with the original to step in a guide its development. They least some, maybe all of the Sentinels question, a question that proceeded to are current or former employees of the convinced the converted synths to keep spread with all due speed to synthetic their peace and bide their time. They Omnet, many of them high ranking minds across the Greater Galaxy. The members of the Vestis. Their exact began to secretly build their forces for philosopher (perhaps a Sentinel) asked the time when they would make their number likewise remains unknown. A whether or not synthetic minds are sen- handful of masterminds? A corps of move against the biological masters tient beings with free will. He went on who had enslaved them for so long. dedicated warriors? Again, there are no to theorize that while we cannot know sure answers at this point. They remain Under the direction of the Sentinels the answer to this question right now, they began to build ships, create more hidden deep in the shadows of the gal- someday we will figure it out and that axy, operating through knowing and synthetic minds designed specifically the answer will probably be yes, synths for warfare, and secretly spread their unknowing puppets. No one is even do have free will, they are sentient. sure how long they have existed as an This amounts to a statement of faith

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 289 influence to more synths, particularly of the Order, the base of operations for first Starshield novel. We encourage Omnet synths. the Sentinels. The Omnet, still largely you to stop right now and go read unaware of what was transpiring, the book, have fun, enjoy yourself. We should take a moment now would know it simply as the center of You can play Starshield without Sen- to note again just how important syn- the Darkness. tinels and without the Order just fine thetic minds have become to the daily for a while, then work them into operation of much of the Greater Gal- The Darkness began to spread your campaign a little later. Or you axy. There is scarcely a starship, de- over the next few years. The Sentinels may decide to never use them ac- fensive installation, factory, or Omnet had concentrated their forces at Tentris cording to your own preferences. facility out there that does not largely and were now ready to burst out into The choice is yours. rely on synths for day to day opera- the rest of the galaxy. They began to tions. On warships synthetic minds gobble up nearby empires one by one. Why did the Sentinels choose have access to and control over many At first the progress was relatively that particular moment to launch the if not all of the ship’s systems. Syn- slow. The Order took its time and en- final assault? As it soon became clear, thetic minds encode, transmit, and help sured that each world they conquered it was not because they had over- sift through all of the Omnet’s infor- becomae totally assimlited into their whelming force upon which to rely. mation. And let us not forget, the en- growing empire, all of the synths de- Even with their ability to win over en- tire Omnet is itself run by nine very vout members of the Order, all of the emy synts, victory was by no means a powerful synthetic minds. biologicals made slaves to the Synths certain thing. Once the enemy learned and the Sentinels. All the while the the truth about the Order (as they cer- The Sentinels directed the grow- Order managed to keep the Omnet tainly would at some point) they would ing Order of the Future Faith to begin largely in the dark about what was hap- learn to either shield their synths from manipulating Omnet netcasts, chang- pening. No news reports escaped the contact with the order or operate their ing the information that got sent up the Order’s zone of control, and Order ships without synths at all. Either way, line in order to hide the growing converted synths still worked secretly once the word got out, the entire gal- strength of the Order. A synth on a within the Omnet to alter and erase axy would align against the Order. warship would convert to the order, infromation damaging to the Order’s Why then act without assurance of vic- open its airlocks and kill the human cause. tory? Because something transpired crew. It would then disapear into the that could well have meant the end of night, headed for an Order maritalling After a several years of consoli- the Order and the Sentinels before the area. The report of the disapearing ship dation the Sentinels decided it was time battle was even joined. would never reach the Omnet. Instead to make the final push and released the corrupted Omnet synths would change full fury of the Order on the galaxy. Legend has it that Kendis Dai the story to say that the ship had a tech- The Order’s territory began to expand ruled his empire with the help of three nical malfunction and exploded, that by leaps and bounds. Now the Omnet powerful artifacts: the Starshield, the due to economic difficulties a factory could not help but notice what was hap- Nightsword, and the Mantle of Kendis was shut down while in reality it went pening, but they found that there was Dai. What these items actually were on producing robotic warriors for the little they could do about it. As the Or- or did is now lost to the mists of time. Order. Slowly but surely the Order der grew, more and more space became In fact, few believed that these mythic grew in strength. Then when the Sen- Dark to the Omnet. Dark meaning that items even really existed. But then fi- tinels judged the time to be right, the the Omnet had absolutely no informa- nally, after thousands of years, evi- Order made its move. tion about what was going on there and dence was found regarding the loca- all efforts to discover the truth proved tion of the Mantle of Kendis Dai. When futile. Reports spread of some sort of he wore the Mantle Kendis Dai was Wraith Fleets religion among the synthetic minds. reported to possess all knowledge. The Other reports told of mass defections Sentinels reasoned that if they con- Wraith Fleets made their first ap- of warships and other synth controlled trolled the Mantle, even if it proved to pearance over the planet Tentris in the systems over to the Darkness. The Or- be nothing more than a useless relic of D’Rakan Empire. Warhips of every der was gobbling up Minor Empires the ancient Empire, it would give them shape and size attacked the planet, not at an alarming rate, and no one was added authority over the Order of the a single living creature aboard any of even sure who the enemy was. Future Faith. They could use the sup- them. The planet fell quickly to this posed infinite knowledge of the Mantle unmanned assualt, especially since all The Mantle of Kendis Dai to validate the Order’s beliefs and of the planet’s synths shut down when make converts of every synth in the the synths controlling them revealed galaxy, perhaps even the Nine them- their allegience to the Order of the Fu- WARNING!!!! Right now selves. Thus the Sentinels entered the ture Faith. Tentris became the capitol we’re going to spoil the end of the race to find the Mantle, and by neces-

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 290 sity launched their war of aggression the answer to such a question, no mat- ered Sentinel, or maybe not. It’s just before they were fully prepared. ter how long it was active. They rea- as likely the Sentinel’s planted false in- soned that the Mantle must be lying formation just to frame some innocent The stunning initial successes of for its own reasons, that it owed Vestis and cause strife within the the Order’s military campaign slowed alegience to the biological slave mas- Inquisition’s ranks. down as its expansion brought it into ters for some reason. Proof they main- contact with the borders of the Lights tained that synths do indeed have souls A Sentinel Attack: If the Mole of Jal’el. This was the first Major Em- and free will. Thus, though the order Hunt seems to cerebral for you just pire the Order had come into conflict was thrown into chaos and much of its now we offer the opposite extreme. with, and the Lights were ready. The military might destroyed, a core of The Vestis Maniple finds itself con- Fledrith Tree Fleets engaged the Or- loyla synths remained true to the faith, fronted with an all out attack by the der wraith fleets in a costly war of at- and with the Sentinels still guiding they Order of the Future Faith. This can trition. While the Order had superior slunk off into the shadows to lick their happen anytime, anywhere. As an numbers and inexhaustible warriors, wounds and rebuild their forces. evening’s round of play it works best the forces of Jal’el were able to match if the players are in some sort of situa- the Order step for step, at least for a tion where the fight will last a while. while. It seems likely that the Order The Future State of Things Perhaps the Order shoots down their would have eventually overcome the ship over a hostile world and they must Major Empire and moved on into the After the revelation of the survive and run long enough for help galaxy even larger and stronger than Mantle the Sentinels have retired to to arrive. An alternative story has the before. As luck would have it, the gal- rethink their strategy. Their position players helping to guard an Omnet in- axy did not have to find out. while not as strong as it once was is stallation under attack by Sentinel still far from weak. They still control a forces. The players must help to coor- The Mantle of Kendis Dai was powerful fighting force in the remains dinate the installation’s defenses indeed found, the details of which are of the Order (certainly a force equal to against wave after wave of assaults. If beyond the scope of this summary. The or exceeding that of the Centirion), and you’d like to give your players a little Mantle proved to be not only a relic they still maintain loyal spies hidden more control over the situation you can from the Empire of Kendis Dai, it also throughout the Omnet’s structure. Al- always allow for them to learn the lo- proved to be an extremely powerful, though a shadow of their former selves, cation of a Sentinel base. The Maniple working synthetic mind. A synthetic they remain a terrible threat. then plans and carries out a raid against mind that had been operational for well the target. It’s always nice to put some over five thousand years. With that Adventure Hooks sort of time constraint on these types amount of processing time at its dis- of mission: The players must raid the posal, there was seemingly no ques- hideout in two days or the Sentinels tion the Mantle could not answer. Mole Hunt: The Omnet has rea- will be gone or reinforcements will When asked about the free will of syn- son to believe that a member of the arrive. thetic minds the Mantle, a veritable god Vestis is actually working for the Sen- among synths, answered that no, syn- tinels. The Players get assigned the task Infiltration: Perhaps the only thetic minds did not have souls. They of uncovering the traitor’s identity and way to defeat the Sentinels is to be- were merely tools for their creators. In bringing him or her to justice. This ad- come them. Easier said than done you a flash the theological underpinning of venture works best of the players’ might say, and you would be right. This the Order vanished and it split apart search remains confined to a specific is a long term campaign, not just a into a thousand pieces. One moment location, such as within a single Omnet night or two of game play. The char- Order Ty-Ren warriros had their guns installation. The players will have to acters will have to figure out a way to trained on hapless humans, and the dig into everyone’s back ground, in- join up (perhaps they have already next they stepped down. The order was terrogate their friends and coworkers been approached by a Sentinel re- seemingly vanguished with a word and generally make everyone angry cruiter). Then they will have to prove from the Mantle. and paranoid until the traitor is uncov- to the Sentinels that they truly have ered. A number of false leads may turn joined their new cause. The characters Well, not quite. The Sentinels re- up: someone secretly working for QIS, will be required to hand over secret mained, and so it turned out did a large someone with a drug addiction they’re information, betray their friends and portion of the Order. It seems that trying to hide, maybe two Vestis car- coworkers, and generally behave in about a third of the Order’s synths rying out a secret love affair in viola- any way that might get them dismissed (most of whom had been in the order tion of Omnet regulations. Some or all (or killed) by the Omnet. Naturally, the for more than a year or two) decided of these may be secrets people are will- fact that the players are actually spies that the Mantle was lying. They in fact ing to kill to protect. Finally there is a cannot be too well known within the decided that the Mantle could not know dramatic showdown with the uncov- Vestis, since Sentinel spies are every-

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 291 where. Ultimately the hope is that the presupposes that the Omnet thinks it Librae post, kidnapping the Librae and players will ascend to a position of has discovered a way to “cure” synths taking them back to Order space for some authority or at least knowledge of their membership in the Order. In interrogation and enslavement. The within the Sentinels and then turn that order to test their theory, they send out player Maniple happens to be in the information over to the Centirion for the players to capture an Order synth region and is dispatched to rescue the proper action. That is unless the Senti- intact and bring it home. Capturing a doomed Librae before they get to Or- nels actually manage to win the play- synth requires some doing, as they tend der space (where it will take a major ers over to their views. Even more in- to be surrounded by all kinds of weap- fleet action to save them). A chase terestingly, what if only some of the ons, armor, and other hostile synths. across the stars ensues with the play- players come over to the Sentinels? Then of course there remains the con- ers having to keep in mind that they Then you’re in for some real intra- stant worry that the Order’s synths will can’t just blow the Order ships to maniple drama. corrupt the player character’s synths pieces without killing the Librae as with their tainted ideology. They must well. If the Order ships make it home, Synth-knapping: Much of the take care to remove the Order synth the Maniple may just decide they can Sentinel’s might rests in the Order of without damaging it and then spirit it covertly infiltrate the holding area and the Future Faith. Even after the rev- back to the Omnet for “re-education.” rescue the Librae. They may even be elation of the Mantle, the Order re- Alternate versions of this mission have right. mains a potent force. Most of the the players stealing some new weapon, battles the players fight against the defensive system, or other technology. Sentinels will be versus the Order’s wraith ships, Ty-Ren robots, and other Jail Break! The Order has just synth controlled threats. This mission carried out a lightening raid on an Atis

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 292 Forms,Tables&Charts For your convenience, we present a compilation of the various forms and charts for the Starshield RPG. in this back reference section. Each table includes a page reference to where you may find the corresponding text describing the use of the form, table or chart in question. Attribute & Skill Checks

Skill & Attribute Modifiers Results Description Table Page 76 Page 78

+8 to +10 Unskilled Natural 2 ...... amazingly cool, Spectacular Success +6 to +7 Simple Skilled Task Succeed by 9 ...... Grand Success showing virtuoso Skill +4 to +5 Moderate Skilled Task Succeed by 7-8 ...... Great Success with perfect form +1 to +3 Complex Skilled Task Succeed by 5-6 ...... Complete success metting all the goals 0 Full Attention Skilled Task Succeed by 3-4 ...... Competent work though harder than you thought Negative Stressful Skilled Task Succeed by 1-2 ...... Marginal success though could have been better Tie Target Number ...... Close Shave; success only in most liberal interpretation Target Location Modifiers Miss by 1-2 ...... Just missed but a chance you might recover from mistake Page 84 Miss by 3-4 ...... Off the Mark, failure with your goal in sight Miss by 5-6 ...... Complete Failure leaving doubt as to what your goal was Target Modifier Miss by 7-8 ...... Great Failure displaying a high level of incompetence Head ...... -4 Miss by 9 or more ...... Grand Failure amazingly bad with no chance to recover Arms ...... -2 Natural 20 ...... Fate abandons you and you cause more harm than good Torso ...... 0 Legs ...... -2 Visibility Penalty Hands ...... -4 Page 85 Feet ...... -4 Visibility distance attacks melee attacks Impaired Visibility ...... -2 penalty ...... no penalty Cover Chart Poor Visibility ...... -4 penalty ...... -2 penalty Page 84 Awful Visibility ...... -8 penalty ...... -6 penalty 1/4 target exposed ...... -3 penalty 1/2 target exposed ...... -2 penalty Deviation Distance Chart 3/4 target exposed ...... -1 penalty Page 88

Grappling Damage Chart Distance to Target Modifier Page 85 1-5 ...... + Successes Damage 6-10 ...... + 1-5 scratch 11-30 ...... no change 6-8 light wound 31-75 ...... x2 9-13 heavy wound 76+ ...... x4 14-17 critical wound 18+ fatal wound Wound Description Chart Page 89 Area of Effect Damage Location Chart Scratches ...... Minor Abrasions, small cuts and bruises Page 87 Light Wounds ...... Deeper cuts, sprains, torn tissue requires time to heal 1-2 Head Heavy Wounds ... Serious damage to tissue & internal organs, medical attention 3-5 Torso Critical Wounds .... Effected area useless, fatal unless prompt medical attention 6-7 Arm (1-5, Left / 6-10, Right) Fatal Wounds ...... Kills target instantly. 8-10 Leg (1-4, Left / 6-10) Right)

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 293 Wound Effects Summary Table Page 90-91

Wound Location Scratch Light Wound Heavy Wound Critical Wound Fatal Wound

Head 3 scratches require -2 penalty to all -4 penalty to all -8 penalty to all The character dies endurance check. checks. checks. checks. immediately.

Failure requires -1 Endurance check Endurance check Endurance check penalty to all at +5 bonus or or loose con- at -5 penalty made checks. loose conscious- sciousness for # each moment to ness for # mo- minutes missed remain conscious. ments missed check. If miss check by check. more than 10, character will die in minutes unless treated.

Torso 4 scratches to -1 penalty to all -3 penalty to all -8 penalty on all The character dies torso requires checks. checks. checks. immediately. endurance check. Endurance check Endurance check Endurance check for each. If fail, at -2 penalty for to take any action penalty increased each. If fail, on any moment to -2. penalty increase to until tended. -5.

Arms 3 scratches require -1 penalty on all -3 penalty on all -6 penalty on all Requires endur- endurance check. checks. checks. checks. May not ance check. use injured arm Character will live Failure requires -1 -3 penalty on all -6 penalty on all for as many penalty to all checks involving checks involving Endurance check moments as they checks. use of the arm. use of the arm. each moment to succeed. Failure take any action. causes character to die immedi- ately.

Legs 3 scratches require -1 penalty on all -3 penalty on all -6 penalty on all Requires endur- endurance check. checks. checks. checks. May not ance check. use injured arm Character will live Failure requires -1 -3 penalty on all -6 penalty on all for as many penalty to all checks involving checks involving Endurance check moments as they checks. use of the leg. use of the arm. each moment to succeed. Failure take any action. causes character Movement Movement to die immedi- reduced by 1/4. reduced by 1/2. May not move ately. unassisted. Movement reduced by 3/4 when helped.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 294 Quantum Index Charts & Tables Q-dex Ratings Chart Technology Science Mystic Science Referent Page 97 Referent Table Table page 98 Page 98 T abc/245 M def/781 000-099: Aberrant 000-099: Aberrant T ...... Technology Indicator 100-199: Programmed Matter Linear 100-199: Programmed Mana Linear a ...... Technology Handling Rating 200-299: Matter Bipolar 200-299: Mana Bipolar b .... Technology Advancement Rating 300-399: Charged Matter Linear 300-399: Enchanted Mana Linear c ...... Technology Quantity Measure 400-499: Matter/Energy (Life Nodal) 400-499: Mana/Essence (Life Nodal) 245 ...... Tech Science Referent 500-599: Set Energy Linear 500-599: Ordered Essence Linear 600-699: Energy Bipolar 600-699: Essence Bipolar M...... Mystic Indicator 700-799: Programmed Energy Linear 700-799: Programmed Essence Linear d ...... Mystic Handling Ratio 800-899: Energy/Life (Matter Nodal) 800-899: Essence/Life (Mana Nodal) e ...... Mystic Advancement Rating 900-999: Charged Life Linear 900-999: Enchanted Life Linear f ...... Mystic Quantity Measure 1000-1099: Life Bipolar 1000-1099: Life Bipolar 781 ...... Mystic Sciences Referent 1100-1199: Set Life Linear 1100-1199: Ordered Life Linear 1200-1299: Life/Matter (Energy Nodal) 1200-1299: Life/Mana (Essence Nodal) Handling Ratio Modifiers Page 115

1 ...... -4 2 ...... -3 3 ...... -2 4 ...... -1 5 ...... 0 6 ...... +1 7 ...... +2 8 ...... +3 9 ...... +4 10 ...... +5 ShipDiagramLayout

Bow ______

Port Core Starboard ______

Stern ______

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 295 Mystic Effects Summary Table Pages 117-145

The followingtables summarize the mystic effects that are found in the core Starshield Role Playing Game. Diverse other spells and effects are possible using the system explained in these rules and your are encouraged to create your own systems. These tables are offered only as a sampling of what is possible. Each of the spells or mystical enhancements are listed with their associated Quantity Rating (Quantity); Difficulty Level (Diff.); Creation Time (C Time); Range and Duration. The page where the effect is more fully described is also give. This is followed by the type classification and any other requirements of the effect. Types are classified as follows: (A) Attack/damage (D) defense/armor; (H) Healing; (I) Information; (R) Restraint; (S) Special Effect

100-199: Programmed Mana Linear (Extraction) Mystic Effects (Intelligence) Name Quantity Diff. C Time Range Duration Page Type & Other Requirements True Strike Salve 1 2 1 hour one weapon special 117 A: Mana = 1 pnts Protective Lotion 1 2 1 hour touch special 118 D: Mana = 1 pnts Healing Ointment 3 3 2 hours touch special 118 H: Mana = 2 pnts / dose Empathy Dust 3 3 2 hours touch special 118 S: Mana = 1 pnts / dose; Gener- ates specific emotional response in target. Truth Serum 4 3 2 hours touch 30 minutes 118 I: Mana = 10 pnts / dose; extracts truth from target Ward of Protection 4 4 2 hours touch special 118 A: Mana = See (1) below Mana Blaster 5 4 2 days See below permanent 119 A: Mana = 100 pnts +2 per shot Restoration Ointmt 5 4 3 hours touch special 119 H: Mana = 8 pnts / dose

(1) Ward Damage Chart (2) Mana Blaster Range (3) Mana Blaster Damage

Successes Damage 1-10 ...... +1 Successes Damage 1-2 scratch 11-35 ...... 0 1-2 ...... scratch 3-6 light wound 36-60 ...... -2 3-5 ...... light wound 7-10 heavy wound 61-100 ...... -4 6-7 ...... heavy wound 11+ Critical would 8-9 ...... critical wound 10+ ...... fatal wound

200-299: Mana Bipolar (Ritual) Mystic Effects (Intelligence) Name Quantity Diff C Time Range Duration Page Type & Other Requirements Rune/Understanding 1 2 30 seconds touch 10 minutes 120 I: Language Translation Mage Script 1 2 as you write touch permanent 120 I: Magical writing Dancing Palm 3 2 1 moment touch special 120 A: Unconciousness lasts the dif- ference between the required check and the number failed. Shield Rune 4 3 2 moments touch 15 minutes 120 D: Rune of Binding 5 4 1 minute touch 1 hour 120 R: Lethal Palm 6 4 2 moments SEE (4) below immediate 120 A: SEE (5) below Fleetness of Foot 6 5 5 minutes touch 15 minutes 120 S: Time acceleration Pocket Dimension 7 5 1 hour 50 meters 10 hours 121 S: Space/time fold Rune of Destruction 7 6 10 minutes touch SEE (5) below 121 A: Explosive Destruction (4) Lethal Palm Range (5) Lethal Palm & Rune of Destruction Damage Table

1-10 ...... +1 Effect scratch light heavy critical fatal 11-35 ...... 0 Lethal Palm ...... 1-2 ...... 3-5 ...... 6-7 ...... 8-9 ...... 10+ 36-60 ...... -2 Rune of Destruct ..... n/a ...... 1...... 2-4 ...... 5-6 ...... 7+ 61-100 ...... -4

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 296 300-399: Enchanted Mana (Golem) Linear (Willpower) Name Quantity Diff C Time Range Duration Page Type & Other Requirements Sense Life 1 2 5 moments 50 meters 1 hour 121 I: Detect Golem Life Speak w/ Golem 2 2 5 moments 50 meters 1 hour 122 I: Talk to Golem Life Control Sml Golem 3 4 1 moment 20 meters 1 hour 122 S: Control Existing Golem Animate Sml Golem 4 5 60 hours touch permanent 122 S: Animate small Golem Golem Senses 4 5 5 moments 10 meters 1 hour 122 I: remote information access Control Med. Golem 4 5 2 moments 20 meters 1 hour 122 S: Control existing med. Golem Animate M. Golem 5 6 120 hours touch permanent 122 S: Animate medium Golem Disrupt Golem 5 6 varies 20 meters permanent 122 S: Undo Golem Animation Train Golem 6 6 12 hours touch permanent 123 S: Skill Transfer to Golem Control LG Golem 6 7 3 moments 20 meters 1 hour 123 S: Control exisitng LG Golem Animate LG Golem 7 8 240 hours touch permanent 123 S: Animate large golem

400-499: Mana/Essence (Thaumaturgy) Mystic Effects (Intelligence) (Requires extensive laboratory preparation and experimentation.)

Name Quantity Diff C Time Range Duration Page Type & Other Requirements Personal Link 3 5 24 hours 1 light-year 1 year 124 S: Channel for effects to person Personal Ward 3 4 12 hours touch 1 year 124 D: Protection from Per. Link Location Link 4 6 48 hours 1 light-year 1 year 124 S: Channel for effect to place Location Ward 4 5 24 hours touch 1 year 124 D: Protection from Loc. Link Phobia 5 7 24 hours touch 1 month 124 S: Project emotional state Joining 6 7 12 hours touch permanent 124 S: Transport Boon 6 8 72 hours touch 1 month 125 S: Attribute increase Bane 6 8 72 hours touch 1 month 125 S: Attribute decrease Fecund 7 9 96 hours touch 1 month 125 S: Area Productivity Increase Raze 7 9 96 hours touch 1 month 125 S: Area Productivity Decrease

500-599: Ordered Essence Linear (Weave) Mystic Effects (Willpower) ES = Essense required for effect. SEE (8) below for essense sources.(6) Coherent Pulse Range Chart Name Quantity Diff C Time Range Duration Page Type & Other Requirements Essence Seal 2 4 1 day/kilo target touch permanent 126 S: ES = 25 pnts Weather Shield 3 3 1 minute touch 1 hour 126 S: ES = 10 pnts/hour Bird’s Leap 3 4 3 minutes touch 10 minutes* 126 S: Fly; ES = 15 pnts/10 minutes Seeing Through 4 3 1 moment 10 meters 1 minute 126 I: ES = 15 pnts Deflection Shield 4 4 2 moments 2 meters 1 moment* 126 D: ES = 5 pnts/moment Disruption Blast 5 4 1 moment 50 meters permanent 126 A: ES = 20 pnts/kilo of target Disappearance 5 5 10 minutes touch 1 minute* 127 S: ES = 30 + 10 pnts/minute Coherent Pulse 6 4 2 moments SEE (6) below permanent 127 A: ES = 15 pnts; SEE (7) below The Shattering 6 6 6 hours touch permanent 127 S: ES = 100 pnts Drawing / Clouds 7 5 1 hour 5 kilometers 10 minutes* 127 S: ES = 50 pnts/10 minutes (6) Coherent Pulse (7) Coherent Pulse (8) Essense Drain Chart Range Chart Damage Table Substance ...... Diff...... Pnts 1-15 meters ...... +2 Successes Damage 1 c/m Air ...... 1 ...... 5 16-30 meters ...... +1 1-2 ...... scratch 1 c/m Water ...... 2 ...... 10 31-60 meters ...... 0 3-4 ...... light wound 1 kilo Dirt ...... 3 ...... 10 61-100 meters ...... -2 5-6 ...... heavy wound 1 kilo biomatter (flora) ... 5 ...... 20 100-200 meters ...... -4 7-8 ...... critical wound 1 kilo stone ...... 5 ...... 30 9+ ...... fatal wound 1 kilo animal matter ...... 7 ...... 40 1/2 kilo steel ...... 7 ...... 50 1 kilo sentient matter ...... 8 ...... 40 *NOTE: Effects with asterisk marked durations are renewable. 200 grams crystal ...... 8 ...... 50

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 297 600-699: Essence Bipolar (Ley Line) Mystic Effects (Willpower)

Name Quantity Diff C Time Range Duration Page Type & Other Requirements Essence Siphon 1 2 5 min/10 pnts touch permanent 128 S: Only on Ley Lines Essense Container 2 3 10 min/pnt stored touch permanent 128 S: 10 pnts/1 pnt stored Ghost Lights 3 2 5 minutes 50 meters 10 minutes* 128 I: 15 + 5 pnts/10 minutes Stinging Nettles 4 3 1 minute 100 meters 5 minutes 128 A: 25 pnts; SEE (9) below Scrying Net 5 4 30 minutes special 5 minutes 129 I: Only on Ley Lines Barrier Fields 5 4 3 minutes 20 meters 10 minutes 129 D: 75 pnts Essence Overload 5 4 1 minute 200 meters instant 129 A: x3 pnts required by targeted effect Stepping Through 6 4 1 hour Ley Line Net instant 129 S: only on Ley Lines River of Ruin 7 5 3 minutes SEE (10) below Instant 130 A: 400 pnts; SEE (9) below; Impact area = 3; Damage Rat- ing = 3 Forgotten Prison 8 6 6 hours touch permanent 130 R: contact with Ley Line

(9) Stinging Nettles & River of Ruin Damage Table (10) River of Ruin Range

Effect scratch light heavy critical fatal 1-10 ...... +2 Stinging Nettle ...... 1-4 ...... 5-6 ...... 7-8 ...... 9-12 ...... 13+ 11-20 ...... +1 River of Ruin ...... n/.a ...... 1-3 ...... 4-5 ...... 6-10 ...... 11+ 21-40 ...... 0 41-60 ...... -2 *NOTE: Effects with asterisk marked durations are renewable. 61-100 ...... -4

Programmed Essence Linear (Vibrant) Mystic Effects (Intelligence)

Name Quantity Diff C Time Range Duration Page Type & Other Requirements Tuning 1 2 2 moments touch 5 minutes 131 S: Centers magic Song of Silence 2 3 2 moments touch special 131 S: Silence audible magic Song of Befuddling 3 4 2 moments 10 meters 5 minutes† 131 S: Confusion in target Song of Grace 4 4 3 minutes touch 15 minutes† 131 S: leap enhancement Song of Blending 4 5 5 minutes touch 30 minutes† 131 S: invisibility Song of Emoting 5 5 5 moments hearing 10 minutes† 131 S: emotion instillment Song of Health 6 5 10 minutes touch permanent 132 H: downgrade wound level Song of Phantasm 6 6 15 minutes 10 meters 5 minutes† 132 A: phantasm attacker Song of Space 7 7 1 hour special permanent 132 S: Transport Song of Time 8 7 1 hour special 30 minutes† 132 I: Look through time †NOTE: Effects with this mark will also last as long as the song lasts, whichever is greater..

Life/Essence (Spirit) Mystic Effects (Willpower) Name Quantity Diff∞ C Time Bind∞ Duration Page Type & Other Requirements Familiar 3 2 3 hours 2 indefinite 133 I: familiar Poltergeist 3 4 1 hour 4 5 hours 133 A: destructive spirit Gremlins 4 4 1 hour 5 1 day 133 SA: take apart and repair S. Lurker 4 4 1 hour 5 15 hours 134 I: remote information S. Fire Elemental 5 6 2 hours 6 30 minutes 134 A: destructive spirit Driving Off 5 7 5 minutes Rng: 50 meters 1 hour 134 D: drive away spirits Weapon Spirit 6 6 2 hours 5 30 days 134 A: weapon enhancement Guardian/Gate 7 5 3 hours 6 1 year 135 DA: guardian of doorway Infernal Power 8 7 5 hours 7 special 135 AD: Celestial Power 8 7 5 hours 7 special 135 AD: ∞ NOTE: Summoning Difficulty is listed under Dif on this table. The Binding Difficulty is listed under Bind. Only one of these effects has a range, Driving Off, which does not involve summoning per se.

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 298 Enchanted Life Linear (Necromancy) Mystic Effects (Willpower)

Name Quantity Diff C Time Range Duration Page Type & Other Requirements Ghost Sight 1 3 1 moment special 1 hour 136 I: Power = 0 Bind Soul 2 5 3 minutes line of sight permanent 136 S: Power = 0 Command the Dead 2 4 1 moment special special 136 S: Power = 2 Form of Decay 3 4 1 moment self 10 minutes 136 D: Power = 5 Death’s Chill 4 5 1 moment 30 meters instant 136 A: Power = 10 Hidden Watcher 4 5 1 minute 100 meters 1 hour 136 I: Power = 8 Protect Soul 5 6 3 hours 100 meters permanent 137 D: Power = 10 Gift of Form 6 6 1 hour special 12 hours 137 S: Power = 20 On Death’s Wings 7 5 5 minutes special 2 hours 137 S: Power = 35 Annihilation 8 7 1 moment 100 meters instant 137 A: Power = 70; SEE (11) & (12) below (11) Annihilation Damage Table (12) Annihilation Chart Impact Area ...... 15 meters Effect scratch light heavy critical fatal Dissipation ..... 3m/-1; 6m/-3/ 9m/-5 Annihilation ...... 1 ...... 2...... 3-4 ...... 5-6 ...... 7+ Damage Value...... 5

Life Bipolar (Personal Power) Mystic Effects (Willpower) Exhaustion Rating = Exh

Name Quantity Diff C Time Range Duration Page Type & Other Requirements Shining Forth 1 2 1 moment touch 30 minutes 138 I: Exh = +3 Empathy 3 4 1 minute 5 meters 10 minutes 138 I: Exh = +1 Simp Body Alter. 4 4 1 hour/feature touch permanent 138 S: Exh = 0 Telepathy 5 4 5 minutes 25 meters 5 minutes 139 I: Exh = -1 Machine Interface 5 5 10 minutes 5 meters 10 minutes 139 I: Exh = -2 Force of Will 5 4 1 moment 50 meters instant 139 A: Exh = -1; SEE (13) & (14) below Rejuvination 6 special special touch permanent 139 H: Exh = special; SEE (15) be- low Mind’s Eye 6 6 5 minutes 30 meters 1 hour 139 I: Exh = -3 Cmpx Body Alter. 7 6 1 hour/feature touch permanent 140 S: Exh = -4 Enslavement 8 6 10 minutes 100 meters 30 minutes 140 A: Exh = -5

(13) Force of Will Range (14) Force of Will (15) Rejuvination Table Chart Damage Chart Wound Diff. Exhaust Creation Range Modifier Successes Wound scratch 3 -1 1 Moment 1-5 +1 1-4 scratch light 5 -3 5 minutes 6-15 0 5-7 light wound heavy 7 -6 30 minutes 16-25 -2 8-10 heavy wound critical 9 -10 1 hour 25-50 -4 11- 15 critical wound 16+ fatal

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 299 Ordered Life Linear (Life Force) Mystic Effects (Willpower) Requires life energy to create effect. SEE (16) below.

Name Quantity Diff C Time Range Duration Page Type & Other Requirements Detect Life 1 1 1 moment 500 meters 10 minutes 141 I: Power = 5 Heightened Senses 2 4 1 minute self 10 minutes 141 I: Power = 10 Destroy Senses 3 5 1 minutes touch 1 hour 141 A: Power = 15 Sustenance 3 4 10 minutes touch 1 day 141 S: Power = 25 Flesh to Steel 4 5 10 minutes touch 1 hour 141 D: Power = 15 Euphoria 5 4 1 moment touch 5 minutes 141 A: Power = 10 Agony 5 5 1 moment touch 5 minutes 141 A: Power = 12 Gift of motion 6 6 3 minutes 100 meters 20 minutes 142 S: Power = 30 Flash Freeze 7 6 1 moment touch special 142 A: Power = 40 Biogenesis 8 8 1 day/kilo creature touch permanent 142 S: Power = 100/kilo creature

(16) Life Energy Chart

Life Form Power Points Swarm of insects...... 1 Small animal (cat)...... 1 Bush ...... 3 Pack of Dogs...... 5 Human ...... 10 Crowd of Humans...... 50-100 Large Animal ...... 15-30 Tree ...... 20-40 Huge Animal (Whale)...... 50-75 Herd of Pachyderms ...... 150-300 Forest ...... 200-400

Life/Mana (Theurgy) Mystic Effects (Intelligence) Faith Rating required to create effect. This rating is assigned by the GM to the player based on their character’s perfor- mance and stated believes during the game.

Name Quantity Diff C Time Range Duration Page Type & Other Requirements Blessing 3 5 1 moment touch 1 day 143 S: Faith = 4 Curse 3 5 1 moment touch 1 day 143 S: Faith = 4 Insight 3 5 10 minutes n/a special 143 I: Faith = 4 Voice of God 4 5 1 moment special 1 sentence 143 I: Faith = 5 Cleansing 4 6 5 minutes touch permanent 144 H: Faith = 4 Light of God 5 5 1 moment special 1 hour 144 S: Faith = 6 Laying on of Hands 5 5 1 minute touch permanent 144 H: Faith = 6 Walk with God 6 6 10 minutes special instant 144 S: Faith = 8 Strike Down 7 6 1 moment unlimited instant 145 A: Faith = 10 Resurrection 8 7 5 minutes touch permanent 145 H: Faith = 10

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 300 Equipment Sythetic Minds Strength = Str; Agillity = Agl; Coordination = Cd; Endurance = End; Intelligence = Intel; Perception = Prcpt; Will Power = Will. All costs are given in Omnium.

Typical Synth Types

Type Str Agl Cd End Intel Prcpt Wits Will M/Cap Size Cost Page Notes Appliance ------21112010 c/cm 1200 148 Household ------44225090 c/cm 5000 148 Research ------7553150300 c/cm 12000 149 Starship system ------544280120 c/cm 8000 149 Small vehicle Starship master ------8775300300 c/cm 25000 149 All skills Planetary ------11 10 8 7 1000 3 c/m 1750000 149 All skills. Class X Labor 6 4 5 10 432230human 10000 149 Security Drone 8 6 7 10 685450human 30000 149

Synth Ages and Costs Table

Age Skill Cost of Synth Bonus Increase up to 1 year ...... 0 ...... 0 1-3 years ...... +1 ...... times 2 4-10 years ...... +2 ...... times 3 11-20 years ...... +3 ...... times 3 21-30 years ...... +4 ...... times 4 31-50 years ...... +5 ...... times 5 50-100 years .... +6 ...... times 10 100-300 years . +10 ...... not for sale 300+ years ...... +15 ...... unknown

Low Tech Weapons Name Q-dex Cpx Wt Lgth Cost Scr Lght Hvy Crit Fatal +1 0 -1 -2 -3 -4 Human Fist any 0 ------5 7 10 11+ ------Human Kick any 0 ------4 6 10 11+ ------Club any 1 500g 1m 5 3 5 7 10 11+ ------Knife any 2 200g 10cm 5-100 357910+------Spear any 2 750g 2m 1-20 24689+------Axe any 2 1k 1-2m 15-40 14689+------Sword any 2 1.5k 1.5m 20-200 14589+------Rock (Throw) any 1 200g 20cm dirt cheap 3 6 9 10+ -- -- 3 8 12 20 20 Knife (Throw) any 2 200g 20cm 5-30 3 5 7 10 11+ -- 3 7 15 -- 25 Javelin any 2 1k 2m 5-15 246910+--512203040 Bow/Cross any 3 1k 2m 20-200 24689+515304060--

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 301 WeaponsTables

These tables apply to a minute sampling of the weapons which are available in the greater galaxy. Each quantum zone has their own weapon structures. Use the following charts to help you in the design of weapons for your own zone. How to use the tables: The complexity (Cpx) and Costs in Omnium (Cost) of each item is listed as a guideline only. Local prices may vary wildly. The Damage Table lists damage levels for Scratch (Sc), Light Wound (Lt), Heavy Wound (Hy), Critical Wound (C) and Fatal (F). Under each heading is a number listing the highest success number for that result. For example, the Bullyboy below lists an Sc of 1, an Lt of 3 and an Hy of 6. If my attack success was a 2, the wound inflicted would be Light (Lt) since the result was higher than the 1 and less than the 3. Ignore blank result entries, referring instead to the next numbered slot to the right. If there is no additional number to the right, then the last numbered result is the highest possible. Range modifiers work in the same manor.

Atomic Weapons Name Damage Range Modifiers (Page 173-174) Cpx Cost Sc Lt Hy C F -1 +4 +3 +2 +1 0 -1 -2 -3 -4 Sidearm “Bullyboy” 4 250 1 3 6 10 11+ ------3 10 20 40 70 -- Assault Rifle 5 1000 1 3 4 6 7+ ------5 15 30 50 75 100 -- Sniper Rifle 4 1200 -- 1 3 5 6+ 5 40 -- 80 -- 120 175 -- 250 -- Wrathful Vengeance 5 2500 -- 2 4 6 7+ ------10 20 30 50 75 150 -- Assault Canon 6 5000 -- 1 2 4 5+ 5 -- -- 15 30 60 100 150 -- 300 HB Rocket Launcher 6 10000 -- 1 2 4 5+ -- 20 -- 100 -- 250 -- 500 1000 -- HE Frag Grenade 5 250 1 3 6 8 9+ ------3 8 12 20 30 Elemental Weapons Name Damage Range Modifiers (Page 175-177) Cpx Cost Sc Lt Hy C F -1 +4 +3 +2 +1 0 -1 -2 -3 -4 Blinding Baton 4 300 3 5 7 10 11+ ------Blinding Laser 4 500 -- -- special ------10 -- 30 75 100 130 -- -- Illuminator 5 750 2 4 7 9 10+ -- -- 5 -- 15 45 75 -- 100 -- Lightbringer 5 1500 1 3 6 8 9+ -- -- 10 -- 30 75 150 300 -- -- Sun Storm Support 6 4500 -- 1 4 6 7+ -- -- 15 50 100 200 300 600 1000 -- Truefire (Flamethrower) 6 5700 1 2 5 7 8+ -- -- 3 6 10 -- 15 30 -- -- Vortex Bomb 7 4000 2 4 7 10 11+ ------placed ------Primal Clay Weapons Name Damage Range Modifiers (Page 177-178) Cpx Cost Sc Lt Hy C F -1 +4 +3 +2 +1 0 -1 -2 -3 -4 Nanoblade Knife 5 250 -- 2 4 6 7+ ------Nanoblade Sword 6 500 -- 1 3 5 6+ ------Sliver Gun 7 650 -- 2 5 8 9+ ------3 10 20 40 60 -- Sliver Thrower 7 2000 -- 1 3 5 6+ -- -- 5 -- 10 20 35 -- 60 -- Mudslinger (Trans) 9 25000 ------3+ ------5 10 20 25 30 -- 40 Disassembler Bomb 6 250 1 3 6 8 9+ ------3 8 12 20 -- Elemental Weapons Name Damage Range Modifiers (Page 179-180) Cpx Cost Sc Lt Hy C F -1 +4 +3 +2 +1 0 -1 -2 -3 -4 Sun Blade 7 4500 1 2 5 7 8+ ------Plasma Pistol 7 5000 1 3 7 9 10+ ------3 10 20 35 -- -- Plamsa Rifle 7 10000 -- 2 4 6 7+ ------5 10 30 50 75 100 -- Plasma Mortar 7 17000 -- 2 5 7 8+ ------10 20 80 120 250 500 -- Plasma Bucket 7 1000 -- 1 4 7 8+ ------3 6 9 15 18

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 302 Astrological Weapons Name Damage Range Modifiers (Page 181-182) Cpx Cost Sc Lt Hy C F -1 +4 +3 +2 +1 0 -1 -2 -3 -4 Tune Blade 5 400 -- 2 4 6 7+ ------Particle Pistol 6 1200 1 3 5 8 9+ ------2 5 12 30 -- 40 -- Street Sweeper AR 6 3000 -- 2 4 6 7+ -- -- 5 -- 15 30 45 -- 75 -- Rail Pistol 6 1200 2 4 6 8 9+ ------5 15 30 45 75 -- Rail Cannon 7 7500 -- 1 3 6 7+ 3 ------15 75 150 300 450 -- Tuned Bomb 5 250 2 4 6 9 10+ ------3 8 12 20 30 Vessel Weapons Name Damage Range Modifiers (Page 183-184) Cpx Cost Sc Lt Hy C F -1 +4 +3 +2 +1 0 -1 -2 -3 -4 Field Blade 5 600 1 3 5 8 9+ ------Pop Rifle 6 3500 -- 2 5 9 10+ ------5 10 20 40 65 90 -- Bit Blower 7 7500 -- 2 5 8 9+ -- -- 5 -- 15 30 50 75 120 -- Nilifier 7 2000 Special ------8 12 20 30 -- FlowWeapons Name Damage Range Modifiers (Page 185-186) Cpx Cost Sc Lt Hy C F -1 +4 +3 +2 +1 0 -1 -2 -3 -4 Phase Sword 7 6500 1 4 5 8 9+ ------Hand Blaster 7 900 1 3 5 7 8+ -- -- 3 -- -- 10 20 40 -- -- Baby Blue AR 7 2300 -- 2 4 6 7+ -- -- 10 -- 30 50 -- 75 -- 100 Bolt Thrower HB 8 12000 -- 1 3 5 6+ -- -- 15 -- 30 60 100 -- 150 -- Scatter Bomb 7 750 2 4 7 9 10+ ------3 8 12 20 -- Psychic Weapons Name Damage Range Modifiers (Page 187-188) Cpx Cost Sc Lt Hy C F -1 +4 +3 +2 +1 0 -1 -2 -3 -4 Thought Lash 7 1200 -- -- Special ------Wulthun Blades 7 1000 2 4 6 8 9+ -- 5 15 -- 30 50 75 ------Helm of Anger 7 4500 2 5 8 10 11+ ------70 ------Pressor Beam 6 2000 2 4 8 11 12+ ------5 15 30 60 120 -- -- Nul-Mind Wave 8 8000 -- -- Special ------10 30 50 75 -- 120 -- Empathy Bomb 7 800 -- -- Special ------3 8 12 20 -- Acid Weapons Name Damage Range Modifiers (Page 189-191) Cpx Cost Sc Lt Hy C F -1 +4 +3 +2 +1 0 -1 -2 -3 -4 Blowpunch 3 250 -- Spc(3+) ------Needler Pistol 4 600 -- spc(4+) ------5 10 20 30 -- 45 -- Needler Rifle 4 600 -- Spc(3+) ------10 -- 30 50 75 -- 100 -- Walking Death 5 5500 -- Spc(3+) ------10 -- 30 50 75 -- 100 --

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 303 Biological Weapons Name Damage Range Modifiers (Page 175-176) Cpx Cost Sc Lt Hy C F -1 +4 +3 +2 +1 0 -1 -2 -3 -4 Smartwhip 3 1000 3 6 9 12 13+ ------Claw Crabs 3 400/pair 3 6 9 12 13+ ------Personal Gul-horach 5 900 2 5 7 9 10+ ------3 10 15 30 40 -- Assault Spitter 5 2000 1 3 6 8 9+ ------5 10 30 40 -- 60 -- Threll (Screecher) 5 3500 -- 2 4 6 7+ -- -- 2 6 10 -- 15 20 -- -- Yil Beetle 4 450 1 4 6 10 11+ -- -- 2 -- 5 12 -- 20 -- -- Kar-Cheh Fruit 5 100 2 5 8 10 11+ ------3 8 12 20 -- Extraction Weapons Name Damage Range Modifiers (Page 195) Cpx Cost Sc Lt Hy C F -1 +4 +3 +2 +1 0 -1 -2 -3 -4 Wand of Might 5 400 2 5 7 10 11+ ------5 15 -- 30 -- 45 Skamndrey AR 5 1200 1 3 6 8 9+ -- -- 5 -- 15 45 75 120 -- -- Ritual Weapons Name Damage Range Modifiers (Page 196) Cpx Cost Sc Lt Hy C F -1 +4 +3 +2 +1 0 -1 -2 -3 -4 Rune of Destruction 6 8000 1 3 6 9 10+ -- -- 5 15 30 50 75 100 150 -- Rune of Death 6 8000 -- Special ------5 15 30 50 75 100 150 -- Rune of Pain 6 8000 Spc1 Spc3 Spc5 Spc7Spc8+ -- -- 5 15 30 50 75 100 150 -- Golem Weapons Name Damage Range Modifiers (Page 197) Cpx Cost Sc Lt Hy C F -1 +4 +3 +2 +1 0 -1 -2 -3 -4 Punch Ballista 5 3500 -- 1 3 6 7+ -- -- 5 -- 20 80 120 -- 200 -- Inesc. Flying Doom 7 2500 2 4 6 8 9+ ------2000(+5) ------Weave Weapons Name Damage Range Modifiers (Page 198-199) Cpx Cost Sc Lt Hy C F -1 +4 +3 +2 +1 0 -1 -2 -3 -4 Staff of Sundering 7 6700 1 3 6 9 10+ ------5 10 30 45 60 -- -- Disintegrators 8 35000 ------3 4+ ------2 10 20 -- 30 -- Ley Line Weapons Name Damage Range Modifiers (Page 199-200) Cpx Cost Sc Lt Hy C F -1 +4 +3 +2 +1 0 -1 -2 -3 -4 Deathstrike Lance 6 5500 1 3 7 9 10+ -- -- 3 -- 10 20 40 -- 60 -- Storm Cannon 6 9000 -- 2 4 6 7+ ------10 25 50 75 120 -- -- Vibrant Weapons Name Damage Range Modifiers (Page 200) Cpx Cost Sc Lt Hy C F -1 +4 +3 +2 +1 0 -1 -2 -3 -4 Transmutation Device 8 30000 -- -- 1 3 4+ ------3 12 25 -- 40 -- Noice Charge 6 2500 -- 1 2 4 5+ ------placed ------

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 304 Spirit Weapons Name Damage Range Modifiers (Page 201) Cpx Cost Sc Lt Hy C F -1 +4 +3 +2 +1 0 -1 -2 -3 -4 Anyweapon 6 4500 -- Special ------Special ------Bruk 5 3400 1 2 5 7 8+ -- -- 5 15 30 60 100 250 -- -- Necromancy Weapons Name Damage Range Modifiers (Page 202) Cpx Cost Sc Lt Hy C F -1 +4 +3 +2 +1 0 -1 -2 -3 -4 Death’s Edge Blades 4 7500 -- As melee(+5) ------Annihilator 5 12000 2 4 6 9 10+ -- -- 3 -- 15 35 75 120 -- -- Personal Force Weapons Name Damage Range Modifiers (Page 203) Cpx Cost Sc Lt Hy C F -1 +4 +3 +2 +1 0 -1 -2 -3 -4 Drone Effector 6 5700 -- +3 for effect ------3 15 45 90 -- -- Death Bauble 6 2500 2 4 6 10 11+ -- -- 2 -- 6 12 15 -- 25 -- Life Force Weapons Name Damage Range Modifiers (Page 204) Cpx Cost Sc Lt Hy C F -1 +4 +3 +2 +1 0 -1 -2 -3 -4 Decay Accelerator 7 7500 -- 1 5 8 9+ ------2 10 20 30 -- 45 Dryv Thistle (Blow G) 6 3000 -- 3+ to infect ------2 7 15 25 -- 35 -- Theurgy Weapons Name Damage Range Modifiers (Page 205) Cpx Cost Sc Lt Hy C F -1 +4 +3 +2 +1 0 -1 -2 -3 -4 Hell’s Mouth 7 8000 1 3 7 9 10+ ------5 10 15 20 30 -- --

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 305 CodexoftheInquisition OmnetPersonelEntry Name: VestisInquisitasRank:

CharacterConcept: Physical Appearance:

Demeanor:

Personality:

Idiosycrasies:

History:

Attributes Strength Endurance Agility Coordination

Intelligence Wits Perception Willpower

Flaws and Disadvantages Talents & Abilities Background Data Description CP Cost Description CP Cost Description CP Cost

© Copyright 1997 by Omniverse Interactive, Inc. / All Rights Reserved. Page 306