`m Contents ALTERNATIVE RULES: SPACE VESSELS...... 49 WHAT IS THIS? ...... 3 ALTERNATIVE RULES: CREW ABILITIES ...... 56 SPACE VENTURES: & ALTERNATIVE RULES: PHARMA...... 61 FUSION ...... 4 ALTERNATIVE RULES: SV LAWSUIT ...... 62 ALTERNATIVE RULES: DARK ENERGY ...... 66 FREEDOM TO STORY TELL ...... 4 ALTERNATIVE RULES: DRONES ...... 70 TIME, MONEY AND TAXES ...... 4 MORALLY GREY ...... 4 ALTERNATIVE RULES: PSIONICS ...... 72 THERE’S ALWAYS A CONSPIRACY ...... 4 SKILLS ...... 75 A SLIGHT HISTORY ...... 5 TALENTS ...... 77 THE ALLIANCE: GOOD, BAD AND UGLY ...... 7 TIER 1 ...... 77 THE BIG 7: RESIST AND CONSPIRE ...... 9 TIER 2 ...... 79 SPACE VENTURES: BLACK OP BUSINESSES ..... 16 TIER 3 ...... 80 SPACE AGE TECHNOLOGY ...... 18 TIER 4 ...... 81 TIER 5 ...... 81 ALLIANCE DATA UNITY PLATFORM ...... 19 PLAYABLE RACES ...... 82 INTERNETS ...... 19 AKORA ...... 82 CLOAK CAPABILITIES ...... 21 GROMKIN ...... 83 COSMIC COMMUNICATION ...... 21 HUMANS ...... 84 ION DUST PARTICLES ...... 21 ILATANI THE ALLIANCE HAS RE-CREATED RAELARI TECHNOLOGY K ...... 85 RCOS THAT CRIPPLES ELECTRONIC DEVICES. SMALL O ...... 86 YNDAIRI PARTICLES ARE RELEASED IN A BEAM OR ENERGY OR S ...... 87 AALIC PROJECTILE CAN CRIPPLE OR INTERFERE WITH HOW T ...... 88 CHARACTER CREATION ...... 89 ELECTRONICS WORK. A FINE DUST OF LIGHT BLUE SPACE VENTURE CREATION ...... 89 COVERS THE DEVICE WHEN THIS REACTION OCCURS. CAREERS ...... 90 SOME APPLICATIONS OF ION DUST ARE SEEN OUTSIDE CE OF DISABLING OF DEVICES BUT WITH TRACTOR BEAMS A ...... 90 BANDIT ...... 91 AS WELL...... 21 BRAIN ...... 91 OPPOSITION TOWARDS AI ...... 21 DIRECTOR ...... 92 SHIELDING ...... 22 LIFE IN THE WILD GALAXY ...... 22 DRONER ...... 92 IREMAKER DAILY LIFE ...... 22 F ...... 92 IREWATCHER ALIENS ...... 23 F ...... 93 ACKER ALLIANCE LAW ...... 24 H ...... 93 PSIONIC ...... 93 GFP: KEEPING THE ORDER ...... 24 RIGGER ...... 94 CRIMINAL ACTIVITIES ...... 25 VOIDWALKER ...... 94 EXPLORING THE LOST AND UNKNOWN...... 26 THE GM’S ARSENAL ...... 95 WARS AND ORGANIZED VIOLENCE ...... 26 G7: A HOME FOR THE PLAYERS ...... 26 DOMAINS ...... 95 ALTERNATIVE RULES: CITIZENSHIP ...... 29 CONTRACTS ...... 95 ALTERNATIVE RULES: CYBERWARE ...... 32 ADVERSARIES ...... 97 ALTERNATIVE RULES: AMMUNITION ...... 35 SPACE VESSEL ADVERSARIES ...... 105 ALTERNATIVE RULES: CRAFTING ...... 36 SECURITY APPARATUSES TEMPLATES ...... 110 ALTERNATIVE RULES: SECURITY & THIEVERY . 38 INVENTORY CATALOG ...... 113 ALTERNATIVE RULES: HACKING ...... 41 NEW ITEM QUALITIES ...... 113 AMMUNITION ...... 114 ARMOR ...... 115 ATTACHMENTS (WEAPONS) ...... 116 ATTACHMENTS (OTHER) ...... 118 CYBERWARE (SKULLS & SKELETAL) ...... 120 CYBERWARE (SKULLJACKS & LIMBS) ...... 121 CYBERWARE (NON-VITAL ORGANS) ...... 122 DRONES ...... 124 GEAR: UTILITIES AND GADGETS ...... 125 GEAR: ELECTRONICS AND TOOLS ...... 127 PHARMA ...... 128 PORT SERVICES ...... 130 OTHER SERVICES ...... 131 WEAPONS: BRAWL AND MELEE ...... 132 WEAPONS: GUNNERY ...... 133 WEAPONS: RANGED (HEAVY) ...... 134 WEAPONS: RANGED (LIGHT) ...... 136 VESSEL CATALOG ...... 138 SPACE VENTURE START UP MODELS ...... 138 GROUND CRAFT ...... 141 MEKA FRAMED UNITS ...... 142 SMALL SPACE CRAFT ...... 142 SMALL FIGHTERS ...... 143 VESSEL WEAPONS ...... 145 VESSEL COM. AND DATA MODIFICATIONS ...... 149 VESSEL JONAH, POWER AND SENSOR MODIFICATIONS ...... 150 VESSEL WEAPON MODIFICATIONS ...... 151

• In depth vessel rules for crunchy customization.

• Over 20+ vessel actions to be made by non-pilots and pilots alike.

• Social combat for Lawsuits.

• Drone modifications and use.

• 2 new schools of magic.

• 8 new skills.

• Citizenship: a new political system for loans and favors. • Several missions to craft campaigns What is this? around.

Welcome and thanks for the interest. This book • Tons of Adversaries and facilities is a supplemental rulebook for the Genesys Roleplaying game.

This was crafted with love to an audience of those who want to pull off heists in space, have cyberware for their characters, be space wizards, and pursue fame and fortune along the way. New Dice Symbols

This book provides your campaign and gaming Space Ventures comes with new table with: fun symbols for the Narrative Dice System • Avenues to craft guns and cyberware, along with 9 other alternative rule sets $ Success to modify weapons, have drones and ^ Advantage use space magic. * Triumph X Failure • Simplified and exciting hacking rules # Threat with over 20 additional hacking actions. ! Despair S Setback • Over 100 + items for character B Boost customization.

Space Ventures: Space Opera & cheap. You will have repair bills, lawsuits and the Alliance to pay off constantly. Cyberpunk Fusion It is in your character and crew’s best interest to Space Ventures is at its core about teamwork. It find high paying jobs and climb out of this is about a crew forming a company to get rich. economic position. How this crew accomplishes this, is up to the Many prices and mechanical rewards are about table. The crew shares a common agenda and this tension, as the alternative rule to even a common vessel! They select jobs that citizenship helps build this tension. are suited for all the members. They get in, do some shady business, get out and then get paid. Morally Grey Sometime into the campaign, GMs should Basically, Space Ventures is a game about introduce the framework of “is the Alliance (or getting rich together and managing a small Big 7 member) really a good thing?”. Then have business that’s actually a quasi-legal pirating the table explore this theme through a side crew. quest or detail. If everything goes to plan, the Freedom to Story Tell answer should be morally grey. The idea of this setting is to be flexible for your An example of this is that perhaps a Big 7 planet table. Want to play an espionage like game? is acting rogue-like, building a doomsday device. That’s more than reasonable. Want to be space You pick up the Alliance contract to destroy the murder hobos? Sounds good. Want to explore device. Along the way, you find out that the the edge of science and reality? Yup, that’s device’s purpose might be to destroy an here. Want to uncover political conspiracies? incoming doomsday asteroid. Do your players You’ve come to the right place. do the job? Do they help out in other ways? Did The setting provides a foundation of a few the Alliance already know about this and different themes. Political corruption is wanted the Big 7 to have less power? These common place in the setting. Cartoonish answers should be explored to paint a dastardly political entities squabble among each other authority. using Space Ventures for their own personal There’s Always a Conspiracy gains, with the crew discovering just how dirty a Many jobs should appear straight forward at politician can be. Space Ventures also provides the surface, but have a deeper undertone of a setting where the galaxy is recovering from a “hey, wait a minute” for the players to uncover. dark age. New and wonderous technology, civilizations and history can be discovered (and A common example is to have the crew do a sold). data heist at a facility. The paydata isn’t particularly meaningful as the crew figures out. It is all here. Within the Alliance, outside of the It is later revealed after the mission that the Alliance or within the Big 7. There is always a job’s sponsor is using their success as a sense of viewpoint to explore. urgency and motivation for that facility to place Time, Money and Taxes the sponsor’s security firm to oversee security Time is a threat in this game. It is not about age, at the targeted facility. or illness, but the threat comes in the form of bills and taxes. Running a Space Venture is not A Slight History from doomsday weapons, devastating civil Space Venture takes place in a galaxy not like wars, and disease. Many sentient life forms ours. It is a different galaxy in a different point vanish during the downfall, forever extinct. of time. It is a wild space full of discoveries yet Historians believe that because of these discovered and political agenda’s darker than a widespread tragedies, the Empire began its black hole. downfall. The Golden Age Xenophobia became rampant. Non Raelari were hunted down in some star systems for sport or The Golden Age is a period that occurred as a cultural tradition. Much of the sentient life several thousands of years prior to the created by the Raelari were regarded as play Alliance’s creation. It was an era of peace, toys in the last few decades of the downfall. technological marvels, and galactic harmony. A This is a completely different attitude than the mighty interstellar empire, known as the Raelari had earlier in the Golden Age. Raelaris Empire, ruled much of the galaxy. Universities and their historians have created Relics from this time float among the stars. many theories and speculations as to the They are awaiting for be discovered. These reason behind the sudden civil disunions and relics hold power, adventure, forbidden collapses of the Raelaris people. These could be knowledge and great opportunities for wealth all true, all wrong, or partly true. while holding dark mysteries about the Raelaris Empire. What Really Ended It? It is up for the Space Venture crew and GM to The Best of Times determine the truth of what caused the end of The Golden Age was the best of times. Marvels, the Golden Age. But here are a few different like FTL Space, littered the galaxy. Savage Xeno Conspiracies that might inspire a GM. creatures were domesticated. The Raelaris Empire conquered economic tragedies, famine, The Raelari Purges despair and diseases. Starbases as large as suns The reasoning behind the xenophobic change of cruised among the stars, discovering technology the Raelari remains a mystery. Some historians and colonizing star systems along the way, believe that a plague consumed the Raelaris while planets or entire star Empire, causing the Raelari to turn to violent systems. Technology worked as if it was a purges of the population in order to save the magical substance during this time. rest of the Empire. Unfortunately, this caused their Empire to fracture and fall apart, leading Records indicate that the citizenry were happy. to further purges and civil wars that devastated There was no disunity within the empire during countless souls. this age. Most of the military was engaged in Xeno defensive purges or were preoccupied The Human Problem with maintaining the infrastructure of the Many non-humans blame humans on the empire. It was truly a marvelous era to live in. downfall of the Raelaris Empire. As the Human colonial ships kept appearing throughout the The Downfall empire, some Kilitani scholars found evidence Historians do not agree on when The Golden of star system wide economic collapse with an Age began, but there is a general agreement increase of lethal outbreaks of disease. This is a that it lasted for around 13 millennia. Archaeologists have found evidence of clear cosmic tragedies of entire star systems suffering hotly debated item in the Golden Age community as if the Human immigration had any direct consequence on the empire. The Syndairian Conspiracy There are those who do not trust the Syndairians, or their royal family. Some hold the belief that the ancient Syndairian royals grew envious of the Raelari power, influence and technology. Others hold the belief that the Syndairians were once slaves to the Raelari. Most of these theorists believe that the Syndairian went on a century long plan to systematically cripple and dismantle the Raelari Empire for themselves. After all, the Syndarian many sovereignties made it through the years Kingdom benefitted the greatest after the fall of of struggle to see the current times. the Empire. Over time, most of the technology and The Unknown Terminators knowledge of the Golden Age faded away as A less popular theory uses evidence gathered each fledgling star empire rose and fell. No concerning the xeno purges the empire empire was able to be as powerful enough to conducted. Some believe that a dangerous life control portions of the galaxy beyond a few star form, not understood or easily definable by the systems. Raelari, campaigned to exterminate the Raelari. These theorists believe that the so-called The Birth of the Alliance “Terminators” were able to influence the lesser The galaxy was a height of terrible warfare. races to rebel against their masters in exchange Aggressive empires wagged brutal wars, for power and sovereignty. annihilating species from existence. During such a brutal war, an Akoran-Human empire known The Years of Struggle as The Red Sun Empire, fired a doomsday What happened to the galaxy without the weapon that caused a star system to vanish Raelaris Empire? Star capable sentient life from existence. The galaxy absolutely panicked almost died out. Tyranny and terror ruled the from such an event, even the peasantry of the galaxy for quite sometime, but nothing was Red Sun Empire was terrified of the weapon. ever long lasting. Widespread rebellion, civil war and revolts The Raelari Empire left huge vacuums of crippled the entire galaxy – with each empire galactic power that numerous warlords and attempting to resolve the panic among its lesser empires scrambled to obtain, but populations but the people were not satisfied ultimately failed to be as powerful or last as with the attempts. long. Only a few sovereignties were able to Governments made alliances and pacts against remain multi-starred governments, as the the empire to dismantle and destroy it, leading infrastructure of the Raelaris Empire eroded it to a proto-Alliance government as a way to became difficult to manage several star calm down their populations. The Red Sun systems. For the civilizations that were about to Empire was defeated through unified tactics, make it among the stars, few survived. Not trade and collaboration of several Star be subjected to Alliance laws and regulations. Governments. Many lesser and weaker governments have been completely taken over by the Alliance After the war, the Federation of Orbits formed through this soft-conquest, dramatically that called for a unified galaxy. The Syndairian improving or worsening the daily life of Royal Authority joined the Federation while countless millions. These governments, and pulling into its colonial powers of Apothei and cultures, have all been wiped out and replaced Gabbochan to immediately granting their by the Alliance. Seven major governments exist, independence. The other Big 7 soon followed, hanging onto what little power they have. They as well as lesser star-empires over the course of resist the Alliance’s creeping power. The a few generations through Alliance subversion, majority of people belong to one of those seven riots, rebellions and aggressive diplomatic governments. tactics. The Average Joe The Alliance: Good, Bad and Ugly The galactic view of the Alliance is generally as The Raelaris Galaxy Span is in a period of seen as a good thing for the galaxy. The Galactic Renaissance after the brutal and tragic population knows that the Alliance does it not galactic Red Sun war. A young Alliance of stellar get it right most of the time, but are tolerant of governance seeks to reignite civilization across this. The Alliance provides shelter, laws, reason the stars, recover the prosperity the galaxy and light to even the darkest of places in the once had, and to encourage peace and civility Galaxy. The Alliance has police stations to battle through one government. Citizens that are piracy, hospitals to give care to those who need united together develop and rediscover lost it, and a stable economy to trade under. The technologies. It is a period of peace and Alliance gives law and order in a galaxy full of harmony. At least, that is the intent of the corruption, greed and disunion without it or Alliance. perhaps a better solution than their own local government. It is commonplace for Alliance agencies and its megalomaniac bureaucratic leaders use the Others do not see it this way. It is likely because Alliance as a tool for nefarious schemes to these people have been victims of the system subvert and control the population. Legislation, that is the Alliance. The Alliance is a media, industries, and even the culture has bureaucratic nightmare of poorly programed woven conspiracies that are both outlandish artificial intelligence desk clerks, poorly trained and terrifying. Conspiracies that encourage an and demotivated administrators at the head of accelerated decay of self-sovereignty, free will frustratingly slow and complex processes. and install an infestation of obtuse bureaucracy Bloated departments are constantly throughout the galaxy. overstepping each other, complicating and slowing down any work or task aimed to serve What a Deal! the public good. These groups of people just do The Alliance has political influence through its the bare minimum to contribute or follow to irresistible services and technology. It has Alliance regulation. These people may or may brought a standard of currency, trade not love their own government, but are more exchanges, diplomatic frameworks, laws, data loyal to it than they are of the Alliance. services, infrastructure, sciences, banking, health care and the list goes on. In exchange of using these services, stellar governments must Conspirators a spacesuit by someone who outranks them. There are many layers to the Alliance. Its intent Most citizens live happily without being aware is to facilitate the entire galaxy with over of this situation, under the belief that their local generalized rules and methods. It is quite Alliance politician is fighting for them. understandable that it has its flaws, so many do Birth of a Conspirator not pay attention to why those flaws exist. Politicians come and go, like sunsets and Those that do pay attention will discover that sunrises. Politicians either are installed by these crippling administrative processes are to elections, sometimes a corrupt election, or are be as frustrating and obtuse as possible. The hand selected by a high-ranking member or motivations as to why differ from process to highly influential citizen of the Alliance. process, but it is likely that a politician or Politicians are uninstalled through influential Alliance officer is asserting their assassinations sudden illnesses or being elected dominance over other non-alliance politicians, out. aiming to control a population or creating a great benefit for themselves. Politicians are not Often, these politicians set out to accomplish foolish. This system does make it possible to one thing: become more powerful and accomplish goals to benefit the targeted citizen influential than they previously was. There are a or population – allowing it to continue its few ways to do this. First, and the simplest, is to existence. It comes at the cost of tedious form bully a Big 7 region – causing more chaos and filling and long process times. strife within the region to have the Alliance be “the good guys” in order to annex the region Any officer or manager of the Alliance plays this peacefully. Success in this method will ensure game, trying to scoop up power whenever that the politician becomes the ruler of that possible. To no one’s surprise, this has caused region. Secondly, is to outshine and improve his quite a struggle for power. These corrupt social influence by dominating his rivals and individuals will often regulate against a rival appeasing his direct authority. creating more rules and policies making it tougher to accomplish goals. Some will hire hit Authority and Jurisdiction teams to either assassinate or kidnap a rival. There are many layers of bureaucracies, law Others will fund industrial sabotage, hacks or enforcements, and laws for each star system or other asymmetrical operations to cripple a rival region on a planet. This often emerges a or gain favor to advance their social status. question of "Who is in charge here, anyways?” The answer is complicated, as it is different for None of this is out in the open and is rare each region in the galaxy. Usually, the knowledge to have. Often these activities go Citizenship mechanic is a good guideline to see buried in boring accounting records, usually who overrides who in areas of law and agency. attributed to a “Space Venture” cost with no Largely, the pecking order is like the following details or trace back to what actually happened. should the Citizen Hierarchy fail to answer Each influencer, a person of authority, has legitimacy: Whomever rolls the highest against agreed to this written rule of not mentioning or each a citizenship roll. being public about such conduct. These individuals do this of fear of rebellion, a sign of On paperwork, the player’s Space Venturing weakness to the public, disclosing their own crew is registered as Big 7 Administrator, with motives, or out of fear of finding themselves alignment with their Big 7 sponsor. Officers in being forced to attempt to live in space without this context are high-ranking politicians or officials from a government. Administers are those that carry out the will of the government, Once a network of Akoran and Human Royal so this could be militiamen, lowly elected Syndairian colonies but now a blooming officials, law enforcement, spies or paper monarchy created by the Alliance. Three Human pushers. bloodlines own everything and everyone, each with different responsibilities of governing. While technically players can bully the locals These bloodlines encourage and nourishes a around, it is good to remember that a player’s culture that embraces the marriage between citizenship rating will not soak bullets, knives, machine and soul and a great nationalistic pride acid, or flames while you sleep. of being apart of the collective. The Big 7: Resist and Conspire The people of the Colonial Collective are curious, inventive and creative. They seek to The Big 7 are the major sovereign states in the find enhance or improve upon existing Galaxy that the Alliance has yet to annex. The technology, always changing to the next Big 7 are like countries to the United Nations. greatest thing. They are not afraid of They send ambassadors and influencers to help technology, but openly embrace it. The people sway Alliance law in the favor of a Big 7 - but seek an aesthetic of brilliant colors and clean these same individuals fall victim to greed as lines in their architecture. Appearance is they become corrupt in the Alliance system. everything to an Apotheian, and having The Game cyberware installed is a great badge of honor to The Alliance and Big 7 play a game that’s a mix display unlike other parts of the galaxy. Having of political cat and mouse and a Mexican the best, and being seen having the best, is the standoff. Other Big 7s seek to thrive and ideal situation for an Apotheian. dominate each other while the Alliance All citizens work for the bloodlines through continues to create policies and systems that software engineering, cyberware development cripple their brittle infrastructure. The Alliance or hardware manufacturing. Those that do not, hopes that through the infighting and baiting serve in the defense force. The Apothei Colonial corrupt politicians to weaken infrastructures Collective maintains a small carrier-based fleet that they will be someday soon annex any of of Meka Framed vessels, quickly ambushing and the Big 7. disabling opposing forces. It is a great honor in The Cold Wars Apotheian society to be one such Meka Framed The Alliance does not engage in military pilots. It has created a sub-culture that is very conflicts with the Big 7. It would rather use much like the culture of Camelot of Arthurian Space Ventures as precise strikes against the Big myth.

7 Defensive fleets. The Big 7 does the same. Popular Careers: Ace, Droner, Hacker Both the Big 7 and Alliance do not want to see Popular Races: Akora, Human, Syndairian galactic warfare. The Big 7 most likely cannot The Domain of Peace survive such an extreme conflict while the A realm of guilds backed by a corrupt clergy to Alliance’s reputation of prestige and “better- sell a wide array of goods, questionably ethical than-them” would be shattered. resources and deviant services. The Players A theocratic empire built upon the ashes of the Apothei Colonial Collective Red Sun Empire. Currently the Akoran Drimdrek A collective of technology wizards, cyberwared- Dynasty rules the empire, and it's complex forward individuals and knight-like pilots. social structure of mysterious and dark cults. The cults that serve the dynasty have brutal and ways. There is no private life, but only corrupt reputations, but often leave the corporate life. From cradle to the grave, an citizenry alone. Occasionally, the cult will employee (see: serf) works for one of the 5 demand sacrifices instead of taxes, which will ultra-corporations, attempting to pay back their often be fulfilled by slaves and not actual life debts and climbing the socio-corporate citizens. ladder. As wild as that may seem, the citizenry puts up The average citizen of the NEC has vocabulary with this. The government mostly only rears its full of corporate buzzwords. They have been head as custom officers, tax collectors, defense, trained since birth to make good employees for serious investigations, traffic control or law the corporations, going to special schools of mediations. It is also known that government product design, piloting, marketing, security or officials are highly encouraged to take bribes. asset management. Their thoughts and This has led to wealthy and ambitious philosophy is driven by two goals: "will this be businessmen exploiting the lack of authority, good for the corp?" and "will this promote me causing the Domain to have a reputation as a and my family?". A citizen has a responsibility to place where it's safe to solicit questionable his kin not to acquire more debt that will be goods, offer amoral services or make shadowdy passed down to her offspring while currently deals. It is also a place of luxury resort planets, paying off her ancestor's debt. This debt cruise lines and parks. The trade-off is that the enslaves their offspring to an ultra-corporation. Domain of Peace is largely, and loosely, ran by While this may seem truly oppressive, it does planetary merchant guilds that has the most not quite feel oppressive within the NEC. The influence over its rivals. It is, at times, a lawless ultra-corporations provide most needs in life, place. Blackmail, coercion and violence seems making the population complacent. This also to be best way to enforce policy - creating a makes a NEC citizen receptive to teamwork and culture of extortion and greed. understand the gravity of business. When The Domain's Emperor, Father Drimdrek IV, citizen's debts are paid off, NEC continues to uses this as a strategy to prevent the Alliance pay for their basic needs until they die. Debt from conquering his domain completely. It free individual's offspring may enter mostly works, as the guilds foster a sense of management school or work in a small business loyalty to his cult. The Alliance has tried to created by their ancestor that may be subvert this culture, but often ends up unable purchased by the NEC at a later date. to because its failure to out-bribe officials, its Popular Careers: Ace, Firemaker, Hacker propaganda mocked or finds their spies Popular Races: Gromkin, Kilatani, Human assassinated.

Popular Careers: Bandit, Director, Firewatcher Popular Races: Akora, Human, Orco, Taalic Ny'jeetian Economic Consortium Slave-like workers, zealots of corporate culture and proficient businesspeople. An oppressive government forged by the Alliance think tank. It is a republic ruled by a Corporate Council made up of several ultra- corporations that serve the galaxy in various of Syndairian Royal Authority An authoritative monarchy that aggressively protects a high standard of living. The oldest empire in the galaxy that is also the most powerful and wealthy. The royal Syndairian family rules absolutely with their subjects in total obedience to the Authority. The culture is one of arrogance, Syndairian supremacy and secularism. The authority's planets are renowned for the most clean and orderly than anywhere else in the galaxy. They Syndairian Royal Authority finds its riches as a manufacturer and energy resource supplier. Although being an objectively racist empire, other species willingly live within the empire as third-class citizens. These citizens view their life as privileged; the Authority is such an efficiently ran empire. Syndairians tolerate these others, The Taal'sarian Empire as they are a means to an end. These citizens A noble warrior empire transitioning into a are seen as expendables, as they labor in noble arms manufacturer, dealer and merchant dangerous mines or extract resources in lethal trade empire. places. Syndairians find themselves trained in Once, the Taal'sarian Empire was a mighty war and partake in the general sciences. Those warrior empire composed of mostly Taalic. It is in closer standing to the royals, enjoy service in now a shadow of its former glory. Alliance the defense forces where they build their social regulations, embargos and immigration issues networks of influence. The citizens enjoy the have plagued the warrior culture – causing royals and the royals enjoy their peasantry. economic disasters and poverty among the Many royals are stereotypical beautiful Empire's territories. On a risky gambit, the princesses, charming princes, noble knights and Emperor and his counsel of Generals have made ambitious lords. economic and cultural policies that shift the Racism is alive and rampant in the Authority. empire more into a merchant trade empire Taalic are not allowed to conduct economic or rather than a dominating warrior empire. political business, unless authorized by a royal. Instead of highlighting honor, virtue and glory Orcos are forbidden to touch royals, or in other only obtainable through war and conquest, the cases, distant relative to royals. Kilatani are not empire embraces those traits only obtainable allowed to serve royals, directly. Akora cannot through long-term trade agreements and be police officers or criminal investigators. Each building products that will outlast the assembly planet or outpost in the Authority can be even worker. more racist and obscene than previously listed. It has been a rocky road so far, as the It largely depends on the royal in charge. Taal'sarians pick themselves up from brink of Popular Careers: Brain, Droner, Rigger collapse they still undergo the hardships of Popular Races: Human, Orco, Syndarian poverty and small scale rebellions, resisting the new empire's ideological views. A Taal'sarian being a traditionalist or embracing the new entire federation shifts focus, pouring its might order, has fundamentally the same personality. into reshaping entire planets and star systems A Taal'sarian has a sense of duty and loyalty. to fit a season. Economic seasons have brought They will accomplish a job, task or order to the success, but also brought severe wage gaps, best of their ability in the name of honor and universal planetary changes and population having a good legacy. Anything less is displacements as its citizens move planet to considered weak and not worthy to mention in planet in search of jobs that match the Taal'sarian history. economic season. Taal'sarians will find themselves one of four Crime and corruption is high in the Federation. industries: manufacturing, arms trade, Due to the ever-changing environment, many mercenary work or energy management. The things get lost season to season. Those that are empire is actively dismantling their warfleets, impoverished, go on crime sprees - raiding all scraping them down for parts to build up an that they can. In reaction, those who are in incredibly advanced arms industry. The Empire more financially stable conditions will form anti- has also encouraged its citizens to become theft death squads clearing out entire slums. nomadic merchants, trading among the stars. These never seem to make it to the ruling class, Those who still want a battle-filled lifestyle, are as data on it becomes inclusive and thus a myth opened to becoming Space Ventures or to the Federation's eyes. This injustice only mercenaries. widens the gap between upper and lower class.

Popular Careers: Ace, Director, Firemaker The lower class growing more disruptive with Popular Races: Gromkin, Human, Taalic each generation and turning to underground

criminal dens for help. The upper class continues to hire security or seek vigilante United Federation of Orbits justice. A powerful democratic republic of consumers, farmers, and laborers. Popular Careers: Bandit, Firewatcher, Hacker Popular Races: Akora, Kilatani, Human, Syndairian, Taalic Soon after the Red Sun War, several lesser Union of Gabbochan governments melded into a diverse democratic A loosely allied coalition of raiders, slavers and federation out of defense, economic strength Orco clans. and advocation of an Alliance. Since then, the Federation has successfully made its members The Union has no central government, but is into a highly efficient machine of consumerism, very influential and impactful to the galaxy manufacturing and farming. The Federation nonetheless. The Union comprises of ruthless seeks to keep production high and slavers, warlords, and raiders to reap the consumerism high as well. It accomplishes this benefits of being classified as an Empire by the by instilling nationalism, mass consumerism, Alliance. There is no one leader in the Union but and establishing economic seasons. a collation of powerful and aggressive warlords mixed with opportunistic and highly influential Economic seasons focus on cycles of businesspersons, known as a dealers, held up in colonialism, extraction, manufacturing, urban an uneasy truce among each other. The concord development and recycling. These seasons between these warlords is that while their focuses on transforming network of planets into armies plunder the galaxy, the dealers will run one of the cycles. Laws change, incentives interference with the alliance and maintain change and entire news narratives change. The supply lines while pocketing profits along the planned, the Alliance will manipulate the way. galactic market to further cause harm to the Taal'sarian economy, causing the empire to Those who do not make up the nomadic raiding shatter and be absorbed into the Alliance. population of the Union are collectively known as "wurkrs”. Wurkrs are clerical positions within Disruptions the Union. They operate the logistics that feed After the independence of Apothei, the Alliance the Gabbochan raid machine. Wurkrs are saw this as a good moment to annex the responsible for not only running planets, but Apotheian people into the Alliance. The Alliance also being slave masters. Most of the manual intentionally selected three bloodlines that labor is accomplished by slaves. historically did not bond well together as a hopes to cause chaos among the collective. Most of the low ranking Wurkrs are mortally However, through sheer stubbornness, the wounded raiders, or raiders sent back from the bloodlines cooperated with each other. The front lines to serve out some punishment from Alliance sent operatives to cause riots, civil wars his Warlord. These former raiders have little and cripple the unity of the Apothei. What care in terms of quality as they daydream about happened instead was these rebels were their days of battle and conquest. When a brutally executed as Liberty Legion terrorists on Softlord is registring devices or doing software live streams. Steams which were mandatory to engineer, he cares little for correcting typos and watch. mistakes, as data entry spiritually assails the former raider. This upkeeps Gabbochan's The Alliance has not made significant gains in reputation of having inferior manufactured this operation, but has not given up. It seems as goods but incredibly secure data structures. though the Apotheians are largely unaware of

Popular Careers: Bandit, Firemaker, Firewatcher the Alliance's meddling attempts. The Alliance Popular Races: Gromkin, Kilatani, Human, Orco has agents placed to cause infighting among the bloodlines. Alliance Secret Operations The following are actual attempts by the Ear Management Alliance to control members of the Big 7. The Ny’jeetian Economic Consortium has been an unsuccessful operation to date. The original Defang intent was to establish the ultra-corporations as An ongoing secret operation to destroy the monopolies in the galaxy behind a government Taal'sarian Empire's ability to wage inter-stellar in the hopes they would turn on each other. war. Initially, the Alliance has been successful The exact opposite happened, creating a but the warrior culture still remains alive in the government and workforce that is an economic Taal'sarian Empire. The current strategy of the powerhouse. Alliance operatives have been Alliance is to influence the nobility with riches, unsuccessful to sway management as well as through encouraging the budding arms industry inspire riots. Alliance agents that were within the empire. discovered were quickly and coldly terminated, Secret operatives play roles of wealthy clients with no trace of the operative. Other operatives who "desperately" are in need of Taal'sarian have betrayed the Alliance for positions of goods. The Alliance hopes to lure the Taal'sarian wealth and power. A positive outcome for the leadership into investing all that they can to an Alliance is that it created a monster, which economy focused on manufacturing and selling seems to be interested in exploiting the Big 7 of military equipment. Should this goes as for resources. The Alliance is now working with NEC to point are so treasonous to the ideal of harmony, hope the greed of the Corporate Council to the and peace that they are best left unsaid. Syndairian royals, trying to exhaust the riches of Other agendas directly attempt to subvert and the Syndarian. dismantle entire institutions. Many Alliance and Food Games Big 7 politicians alike might not know all the The Alliance has manipulated the food following conspiracies, but maybe have been harvesting and distribution chains in the entire indirectly involved with it. These conspiracies galaxy to favor United Federation of Orbits are ran by very powerful and influential people farmers. Not only do they manipulate the with ambitious agendas. supply chains and markets, but they also keep The Gabbochan Machine seeds and livestock to provide to farmers who The Gabbochan Machine is an actual Syndairian petition for low-cost supplies and resources. conspiracy. The Union of Gabbochan is Alliance has covert bankers, stock traders and designed to cause carnage, chaos and scientists work around the clock to ensure the disruptions. The only reason it continues its galaxy gets most of its food from the farms that existence is that it is a really good distraction Alliance has provided to. For what purpose? that many commoners focus on. The Alliance That remains unseen. quickly rushes to aid the Union in the name of Void Conflict charity and nobleness while others spend The Domain of Peace imperial cults are resources to fortify and defend from composed of rogue Voidwalkers who have Gabbochan attacks. Every legislation attempt to taken an oath to bring about the destruction of disband or penalize the Gabbochan warlords the galaxy in the name of their God, Dark have been rejected on grounds of racism, Energy. Rather than exposing the terrible reality bigotry and insensitivity mostly by the that the Domain could wipe out all the life in Syndairian Royal Authority backed by the the galaxy, the Alliance has remained silent in Apothei Colonial Collective. While this is hopes not to reveal their knowledge about the noticeable to other members of the Big 7, this Domain’s goals. It has been discovered that the hotly discussed matter may never see a Domain of Peace cult has installed devices that resolution so long as the Syndairian Royal will engulf their own planets as sacrifices to Authority has a say. their god. The Golden Age Research Council The Alliance has sent in several spies and An Alliance leaning council with the aims and operates to destroy doomsday lairs, with even ambitions to unlock the history of the galaxy working closely with Voidwalkers to dismantle made up of scientists, wealthy business people the Domain of Peace’s cult. The cults have and adventurers. This council oversees several decreased taxes and encouraged more trading expeditions that recovers data, artifacts and between star systems, causing an influx of lost knowledge about the Raelaris Empire. The travelers and guests with the goal to sacrifice as council and Alliance work closely together with many people as possible on the Father’s will. the Alliance funding security teams to protect historic sites in exchange for copies of the data Other Conspirators and Conspiracies recovered from said sites. Diplomats from the There are various groups and communities with Big 7 will also fund expeditions that are relevant their own agendas. These agendas are secretive to their histories. for a wide variety of reasons. Some of the acts Yet, unknown to many, the Council is Two species, Canaanites and Yyalta, are in talks manipulated by several outside forces to to receive the sentient classification by the rewrite history. The pro-Syndairian agency, The Alliance. Members of the Big 7 hotly debate Watch, secretly bribe (or threaten) researchers this, as the Canaanite slaves are vital to their to tamper with Golden Age Data to show the slave or entertainment economy while the Royal Family in positive lights. Others do the Yyalta do not have a space fairing civilization, same, but use the data as grounds for legal making them not officially “sentient”. As such, it battles that result in the loss of resources for is the view by some Big 7 that the Alliance members of the Big 7. The Alliance themselves should not be rescue civilizations that prove to conducts many secretive expeditions to recover be destructive to themselves. lost and amazing technology, using the This has created a bit of a crisis in the Alliance. Research Council to distract others from finding Protesters and other agitators riot at their Big 7 valuable Raelaris Empire ruins. political offices, ending in brutal violence. The The Liberty Legion Movement Alliance has carefully constructed a plan to This movement is largely a secretive anarchist highlight how ineffective and disruptive the Big movement with aims at the destruction of the 7 are to progress. The Alliance continues its Alliance and the Big 7. There is no real structure deception and manipulation of the Big 7 to this organization, but a loose alliance of politicians to continue debate to increase the individuals labeled as terrorists. This lack of reputational harm the Big 7 get from the order and hierarchy has made it difficult for the debate. Alliance and Big 7 to have spies penetrate and Restless Eye Society learn more about the movement. A secret society with its roots in the Nyjetian Although being branded as terrorists, the systems, before the Consortium formation. The Liberty Legion is largely a good-natured society’s imagery of a blue eye is quite familiar organization that fights for freedom. These throughout the galaxy, as several landmarks or individuals stockpile ammunition and weapons media publications has the symbol in extremely for long periods. During this period, the subtle places to remind the public they are individuals lay low and wait. When they exit watching. The society’s aim is to watch over and from hiding, they hit the Alliance hard and influence the galaxy in the name of goodness quickly causing great damage and destruction and harmony. to Alliance infrastructure. The society is rather Unitarian in this goal, The Alliance and Big 7 quickly disguise these meaning that the means justify the ends. The attacks as natural disasters, accidents or Restless Eye Society has historically conducted completely erases any mention of it in the complex plots under the disguise as Alliance records. Such acts causes the public to not operatives to bring about changes to the galaxy. know what the Liberty Legion is. One such example is that the society claims they were the ones that unified the Apotheian The Sentient Species Crisis bloodlines. Not all intelligent species have the classification as “sentient”. This classification is rather Telekritter Industry political and broadly defined. The classification The Telekritter Industry is an extremely allows the species individuals to have rights in secretive and dark industry. The Alliance has the Alliance, being able to participate in the created a logistical network that aims to control galactic community. every sentient lifeform in the galaxy. The Alliance uses ubiquitous products such as filters The Voidwalkers are either scientific or spiritual. for recycled air systems, foods, vaccinations, They regard Dark Energy as a special, and even ice to implant batches of microscopic mysterious and deadly cosmic force. The galaxy symbiotic creature called a Telekritter. The is not ready to use or leverage it, as several Alliance has achieved this ambitious plan, with terrible things lurk beyond the light. The 95% of the civilized galaxy being infected with organization deploys its knights, ninjas and Telekritters. mysterious warriors to dismantle or destroy any projects that seek to expand on it. When not on These Telekritters will play with the nervous the hunt for practitioners of Dark Energy, systems of their host under commands from a Voidwalkers will pursue adventures to uncover Psionic. They will implant memories, influence, the secrets of the Alliance. and physically manipulate a host under a nearby Psionic’s direction. Telekritters are The Watch almost impossible to detect and positively A radical terrorist group that aims on making identify. Telekritters will die off naturally every the galaxy a Syndairian leg galaxy and Humans 10 days or from ample radiation poisoning that second in charge. The Watch are outlaws within also would do harm to its host. the Syndairian Royal Authority for their terrorist and unethical actions, but actually is funded by Only 1% of the entire galaxy knows about this the Syndairian royals. The Watch will often industry. Most of the Alliance’s top influencers deploy teams to manipulate public opinion, are largely unaware of it. It is a closely guarded subvert political power and sabotage anything secret by the Alliance, with any leakers being that could hamper the Syndairian Royal instantly vaporized and/or discredited. Of the Authority. 1% that do know about the industry, only 65% are able to take advantage of Telekritters. This population are known as Psionics. Space Ventures: Black Op Some goods news about this. First, the Alliance Businesses cannot remotely control individuals without a There is quite a need for asymmetric warfare in nearby Psionic. Secondly, the industry is young the galaxy. Influencers, people who are and vulnerable to collapsing due to its powerful in the galaxy, will often create or hire demanding secrecy and cost. Thirdly, the on a Space Venture. These are companies that Industry is full of megalomaniacs who squabble operate with special jurisdiction which are among themselves creating a delay in finishing registered with the Alliance. These companies the conspiracy for it is quite common for the pay high Alliance taxes and are closely elite in the industry to place hits among each monitored by the Alliance, but given a sort of other to gain more control over the industry. diplomatic immunity. Only high-ranking individuals of power, wealth and influence in The Voidwalkers the Alliance or Big 7 can use or sponsor Space The Voidwalkers are a group of powerful Ventures. individuals, which weld Dark Energy. Voidwalkers have no allegiance or affiliations to Why a Space Venture? any political group. They are their own Space Ventures are specialized legal corporate organization. The public has romantic notions of entities in which powerful elites use to what Voidwalker life is, creating adventure and accomplish their agendas. A Space Venture has dramatic media, but largely do not know the laxed bookkeeping and tax structures, with its inner workings of the Voidwalkers. operators given near diplomatic immunities. Space Ventures are not public record and are only kept in secret Alliance records. Space Ventures are a legal tool to consolidate power or conduct questionable activities. Space Ventures do not have an AIN which can be tied down to the sponsor or its operators, granting a good degree of obfuscation to any other Big 7 rivals. Space Ventures are primarily used in the following ways: strikes against Big 7 targets, political assassinations, social sabotage, industrial sabotage, corporate espionage, scientific espionage, data forgery, terrorizing work forces, terrorizing populations, outpost Somehow Lost in the Paper Work defense, security, and xeno management. It is The position of the Alliance’s agencies is to typical for the activity to indirectly increase the largely treat Space Venture matters at the wealth or power of its sponsor. bottom of their list. News outlets, courts, The Alliance uses Space Ventures as a means to advertisements, information hubs, content create chaos among the Big 7 while keeping aggregators, and everything in between are tabs on the various players and plays they make censored not too give out much details about a throughout the galaxy. Although lacking an AIN, Space Venture and its members. Should non- Space Ventures file claims or complainants the registry is tracked within the Alliance in the about Space Ventures, it is often lost due to the hopes to predict threats and note behaviors. Alliance’s strategic incompetence. The Big 7 players are aware of the Alliance's possibility of monitoring their actions, but make This protects the Space Venture not only from a calculated gamble against the Alliance's the common public, but from the Alliance itself. incompetence to actually do anything about his Should a Space Venture turn on the Alliance (it activities. will happen), the Space Venture should lay low for quite some time. The Alliance’s ubiquitous Another reason for using a Space Venture is bureaucracy harms itself in this case. There is so that they are effective. Because of the crippling much volume of criminal activity, it is likely that amount of red tape most star sectors have, it is minor events or sporadic events will get lost in easier or faster to accomplish political agency or the red-tape. However, if a Space Venture is resolve conflicts with employing a Space loud enough or makes it a habit, there will be a Venture company. hunt for the crew. What Makes a Space Venture Open Carry Special? Most, if not all, Offworld locations prohibit Those who operate under a Space Venture firearm carrying and use outside Police and chartered with the Alliance have more Military personnel. When entering and docking privileges than the average citizen. Mostly these with stations, automated processes register to privileges shine most when conducting Space track individual’s activities, to make sure they Venture operations, but there are other perks. don’t blow a hole in the hull of the ship or station. Registered Space Venture gear is an But hey, I mean, like, it’s free! exception to this rule, unless asked by GPF staff. The Drawbacks Semi GPF Immunity Being in a Space Venture is not all flowers and The Galactic Police Force will not respond to sunshine. There are prices each character pays. calls of typical, or soft, criminal activities such as burglary or hacking a Big 7 installation. It will Competition There are quite a lot of Space Ventures respond to such activities on Alliance owned startups. Some Space Venture companies focus installations. Should a Space Venture’s contract on vengeance on other companies, seeking out call for property destruction and if it is a to imprison or kill its members. Others file militarized Big 7 Installation, it will also not lawsuits blindly hoping to sue their way into respond in the defense of the installation. wealth. All Space Venture on Space Venture (SV-2-SV) activities are monitored by the GPF, but do not Hazardous Occupation Not all make it beyond 2 years. Sometime interfere with the activities. It is common to see between the 1st day of their creation and the 2 SV-2SV battles at Jonah Outposts and other year mark, the company will have seen stations, as Space Ventures try to eliminate incredible amounts of violence, drama and their competition or attempt to raid supplies. expensive operations. Some go bankrupt or The GPF will respond quickly should any battles entire companies get killed in their line of work. or violence spills out to civilians or Alliance Space Venture life is not for everyone in the personnel. They will attempt to arrest the Space galaxy. Venture or eliminate the Space Venture with lethal force with SWAT-like units. Tracking and Taxes The Alliance is keeping an eye on the Space Space Ventures do not get a free pass with Venture. Maybe they won’t be able to do much Contraband. The GPF will scan and attempt to about the antics of the Space Venture, but police what Alliance has listed as contraband. there is a chance that they could. They will fine, dissolve or imprison the Space Space Ventures pay $10,000 credits every 40 Venture company should they be caught with days as a tax. Each member in the company has contraband. to also pay a $1,000 credit tax on top of the In any contract, the GPF will send detectives to $10,000 tax. ascertain damages and ensure proper paperwork was filed by the contract’s sponsor to the scene of the activity. Usually these Space Age Technology Technology varies from region to region. statements and reports are used as evidence in Planets experiencing iron ages, steam ages, and SV Trials. digital ages all are present in the wide galaxy Free Ship! within the setting. Mostly, life in Space The Alliance has really made it tempting to use Ventures isn’t all too different from the modern Space Ventures. Companies that complete the world today. Computers are smaller (and necessary registration paperwork and fees are quantum), circuit boards are smaller, awarded with free ships. mechanical parts are also smaller, resource These ships have AINs associated with every extraction is still dangerous, holograms are member of the founding party and is monitored common, commtabs are everywhere, and the by the alliance. majority of the population remains ignorant on The primary key of tracking is the Alliance how technology works. Identification Number. The number is a 76 character length identification string of letters Alliance Data Unity Platform and numbers. All Alliance staff use this number The Alliance has gone through great lengths to to describe and refer to the item. They have standardize data types, methods and orders to refuse to call it or refer to it by any technology. The corrupt and golden hearted other name. This makes a confusing and alike seek to get the entire galaxy and all frustrating journey to file taxes or resell civilizations to use the Data Unity Platform. property. Prior to the Alliance, several industries and The overhead for this system is massive. Data companies handled data differently. Different transmissions cannot travel faster than light. In encryption protocols, along with various order to send and receive data a massive computer operating systems caused havoc network of data warehouses needs to exist. among any technologist trying to integrate two These warehouses accept shipments of data systems. All Alliance manufacturing, banking that travel through FTL Space, much like a TCN and legal systems uses the Alliance Data Unity (Torpedo Communication Network). platform. This allows the Alliance to To figure out an AIN of an item or vessel, take Track a great number of things. Data such as its Rarity and divide it by 2 (rounded up). items point of origins, trade value, ownership and locations in the forms of an Alliance Internets Identification Number system. It also controls There are a multitude of internet structures and monitors data transmissions through their accessible universally, and all controlled by The Data Warehouses. Lastly, it regulates the only Alliance. These networks are highly watched form of currency in the Alliance, which is an over and maintained by multitudes of semi-A.I. advanced cryptocurrency simply called Credits. scripts and millions of system operators. The Interents were designed to identify The Alliance gets to have authority because it troublemakers and arrest them, spy on the Big controls the all data and economic facilities 7, unify data structures, have a administrative while having a private peace keeping force – system to monitor all goods and services, and giving the Alliance political power over the Big make a considerable profit offering digital 7. services. In practice, it is both a landscape of AIN: The Alliance is Watching chaos and corruption that has been wildly The Alliance Data Unity Platform is a far- successful in giving The Alliance power. reaching and invasive beast that standardizes There are seven different types of Internets, technology. Its main method of organization is with each costing a premium per week to use the AIN (Alliance Identification Number). and some requiring a status with the Alliance Everything produced or anything that has had (noted by ranks of Citizenship). Some Internets an association to an asset (such as a bank are not accessible other than Vessels, Military account, piece of land or piece of Devices or even regular equipment. manufacturing equipment) is recorded, tracked and monitored. Authorized individuals can The Internets is a mess of networking paths clearly query where a product is from, who and maps, but allows the Alliance to create a owned it prior and what the exact worth of the never-ending data registry of everything man- product is. made. They have painfully created a system of unified data. Every device, date, second, websites from other internets. Any data that’s clothing, car, planet, manufactured good or not classified can be found here. piece of real estate has long string of arbitrary Echoless Classified Alliance information only. numbers, symbols and letters. This makes non- hackers or administrators very frustrated to Galactic Social Networks look at as its information overload at a glance. With the split of different Internets, finding and To the trained and experience bureaucrat or sharing information is more difficult than it is in hacker, this is a comfortable pattern. our time. Not only is data and information fragmented through the Internets, but online Base Cost per communities and social networks share the Internet Citizenship Month same problem. Individuals may have multiple Requirement Economy - - profiles for the same social community for each Networks $30 - Internet level that varies slightly or an individual Networks + $45 {G} may not have any profile for any social Clearworks $145 {GG} community on any Internet level. Clearworks + $200 {GG} In terms of streaming content, streaming is near AllianceNet $500 {GGG} real time to other places within the star sector EliteNet $1,000 {GGG} of the stream. When the stream attempts to Echoless $3,000 {GGGG} exit its star system of origin, it no longer Economy Networks designed for low working becomes real-time. Data, and thus class to have access to information (see: communication, is not faster than light capable. propaganda). Cannot participate in online Using the TCNs around in the galaxy though, communities. information is spread out like modern times. It just is mostly delayed by a few days. Networks A more reputable internet with more sites and user groups than Economy Networks. Most galactic internet communities function like message board threads that could explode Networks + Less propaganda is found here with into other threads, much like a modern website actual news sites and information accessible. commentary page. Non-galactic sites, known as Actual trading stock exchanges are posted here. regional sites, work very much like the Clearworks Ultra-fast internet with technical contemporary internet of today. manuals and information for research or Augmented & Virtual Reality information gathering, such as historical records Augmented Reality (AR) does exist, but it is not or obscure information. like the movies. AR is used for displays for Clearworks + A more restrictive online vehicles, drones and other industrial uses to community, but can easily find information display mechanical information about the about products, corporations and people. device being piloted or operated. AllianceNet + Shows voting records with Virtual Reality (VR) is not common because of politician logs along with all data from other the fragmentation of the Internets and delays in internets. Houses personal government data. data uploads and downloads. Beyond the technical limits, there is a social stigma against EliteNet User communities, wikis about high VR. There might be entertainment franchises in profile targets, and current conspiracies about a region that offer VR services, but it is not the Alliance and Big 7, along with replicated linked galaxy wide or even to other areas of its via FTL Space called a Torpedo Communication star system. Network (TCN). Cloak Capabilities A communication torpedo is a non-explosive Cloaking is possible in this setting. It is not advanced electronic device with countless common place or easy to get ahold of. There communication Wi-Fi and wired ports. The are two kinds of cloaking. Artificial cloaking is torpedo is merged into FTL Space to a technology that fools sensors and the eye alike destination TCN. The TCNs use the ports on the through simple techniques, such as projection torpedo to quickly analyze and distribute the fields and holograms. Dark cloaking is using data as needed to other hubs. This allows to Dark Energy to interact with gravity, light and messages, news and communication to be far sound making it near impossible to detect. quicker than the YEARS it would take to send Unlike artificial cloaking, Dark Energy requires data to one point to another. This would not be copious amounts of energy to upkeep and possible with the Alliance Data Unity Platform produce making it more rare to see out in the and the AIN system. wild. While TCNs are popular, they are expensive to Faster than Light Space maintain and monitor due to TCNs are a chaotic FTL Space is an alternative dimension that lets place. Countless small torpedoes appear and vessels travel among the stars with ease and disappear into FTL Space while civilian (see: quickness as the vessel folds into this violent pirates) craft quietly and quickly try to steal and chaotic dimension. Once outfitted from or append data to the torpedoes. Some correctly, vessels can merge into FTL Space with torpedoes end up floating around for months, a blink of an eye, racing towards an exit point. not collected by their owners or maybe the torpedo encountered an error executing its FTL Space is not linear and does not match return command. Governments and expected distances from physical space, corporations alike host and maintain TCNs. meaning that things could be further or closer than expected. It depends on how an individual Ion Dust Particles charts a course through the space. The Alliance has re-created Raelari technology that cripples electronic devices. Small particles Cargo and crew alike no longer exist in the are released in a beam or energy or projectile physical realm while in FTL Space. Once can cripple or interfere with how electronics entering FTL Space, the crew becomes work. A fine dust of light blue covers the device impossible to trace or communicate with in FTL when this reaction occurs. Some applications of Space. However, crews can launch Ion Dust are seen outside of disabling of devices communication torpedoes to communicate but with tractor beams as well. with the outside galaxy. While in FTL Space, Opposition towards AI weapon fire is impossible. Exiting FTL space is Robotics are a touchy subject in the galaxy. an incidental. are seen as property and given little Cosmic Communication rights within the Alliance, with no “ rights” Data and radio signals cannot enter FTL Space, movement anywhere near the horizon. To which could make for a lengthy delay in engineer or produce a robot with free agency or communication. Fortunately, the Alliance free will is strictly forbidden throughout the discovered a method to deliver communications galaxy, and punishable by death. This is known as the Robotics Law. This is a result of a dark time in history where a robotic army rampaged The galaxy is host to any kind of planet that throughout the galaxy trying to purge all fulfills the needs of a story. Crash landing on a biological life. Robots, droids, virtual dragon populated planet? An endless sprawl of intelligence and artificial intelligence are not to sky scrapers on a planet? A remote outpost lost be trusted. to time orbiting a dead star? A space pleasure cruise? All of these, and more, are possible. There are working robots out mining, cleaning and cooking. These robots have no The Alliance categorizes settlements into personalities. They cannot communicate deep categories: class and station. A station can be concepts. They are property. They are one of two things: On-World, being a moon or machines. Nothing more, nothing less. Any planet, or Off-World, being a ship, platform or augmentation to their intelligence or logic could station. A class denotes the mood, type and be considered a violation of the Robotics Law. purpose of a settlement. The more human or mortal a robot looks like, Barren – The location has no life or is not the closer it is regulated and monitored. No one explored. likes a talking robot who can think for itself. Civil – The contributes to the Alliance and However, they hate a talking robot that looks conforms to Alliance culture. like one of them. Economic – the sole purpose of the settlement Shielding is a trade hub. Shielding is an energy hungry technology that is not wide-spread. Shields encase their hosts just Industrial – The location has a heavy focus on inches from the surface an electronic field that extraction, refinement or processing materials. bats physical objects away or sometimes NADU – the settlement does not confirm with transforms the energy to lap around the host Alliance law, and is not protected by the slowly robbing of the force its momentum and Alliance. NADU stands for No Alliance Data energy. When active, most shielding spark blues Uniformity. and pinks. Primitive- There are many civilizations, or one, at the location that is not space-worthy or Life in the Wild Galaxy space-aware. The Galaxy is large with its people many and Savage – There is a small population that does their conspiracies multi-layered. This section not have the ability to have law enforcement or explores what kind of settlements are out in the stable government – but is chartered to follow galaxy, who enforces law, and how the Alliance Alliance law. and Big 7 functions. Jonah Outposts Daily Life Jonah Outposts are medium-sized Alliance Daily life differs wildly from location to location owned Off-World Economic settlements that but shares the overarching commonality that service space vessels and also serve as TCN. people toil, love, and struggle to achieve They are found throughout the galaxy where agendas or survive their struggles. One person there is no planets or star systems. Couriers, might work in a toxic mine on a desert world Space Ventures and everything in between while another person buys and sells stock on an stops at these outposts to refuel their ships and aquatic moon above the desert world. perhaps buy snacks on their voyage. These are usually ran by a small community that lives on the Outpost, out of the way from customer Aliens traffic. The Galaxy is a big place. Several different types Time of creatures inhabit all the celestial bodies and Most data, media, documents and content is the places between. The Alliance classifies synced by the Alliance calendar. This is different creatures into four separate categories. than Earth’s calendar. Animals There are 100 seconds in a minute, 100 minutes Animals are creatures that have no culture, no in an hour, 20 hours in a day, 10 days in a week, tools, or ambition to evolve past their current 4 weeks in a month and 10 months in a year. conditions. Animals cannot communicate complex thoughts; nor can they envision the This does not particular work well for some star future. systems or planets, but the universe spins onwards regardless. Civilized Creature Civilized creature is a term to denote that a Government Structure species is capable of organization, complex The Galaxy is organized into Star Regions. There hierarchies, and social dynamics similar to are six Star Regions in the Galaxy, try to imagine modern-day man. They however are not labeled these regions like continents on Earth. The as Sentient because the Alliance does not see Alliance owns these regions. their culture as a benefit to the Alliance. Within the Star Regions are Star Sectors. These creatures have cultures, empires and Compare these as geographic areas within a businesses that are not inter-planetary nor do continent. The happenings, cultures, customs they have the ability to travel the stars. These and power brokers differ from Star Sector to creatures are mostly observed or enslaved by Star Sector. The Alliance coordinates members of the Big 7. communication, police, taxes and trades within the Star Sector. The Alliance does not own Sentient Creatures planets or celestial bodies, but space stations Sentient creatures are recognized by the and spaceports. Alliance as being star worthy specimens. They have the brains to process complex social Within these Star Sectors are Star Systems, systems, create technology to overcome the where celestial objects orbit around suns. The struggles among the stars and brings Alliance does not operate, govern or protect advantages to the Alliance as a whole. these Star Systems. Usually an empire from the Big 7 take charge of entire star systems, but it is Xenos not uncommon to see the Big 7 "co-own" star Xenos are semi-intelligent creatures. They can systems or even the celestial objects in the Star understand complex tasks and perhaps even System. communicate to other creatures. They are mostly space living creatures. They do not have The last layer is the local layer. This is either an any technology but are highly evolved orbiting man-made star base, asteroid belt, organisms that are animal-like. Xenos are quite nebula, planet or moon. The Big 7 influences numerous in the galaxy. the local layer deeply. The locals might have their own currency, laws, languages or military They are monsters, mythical creatures and but answer to the Big 7 first rather than any dangers that lurk in space or planets. Xenos are Alliance official. a threat to any adventurer. Alliance Law quite lethal and brutal in their responses, The Alliance legal code is a noisy set of earning the label of fascists. The GPF has no confusing legal codes that are needlessly empathy in their actions; they are obedient to lengthy and notoriously complex to understand. the Alliance’s system. It is this legal code that grants politicians the The GPF have many divisions, such as a Navy, legal authority to influence, enslave and to Debt Collection Agents, Counter-Hacking Units, “game” the system. This corruption has caused Xeno Relocation Units and Space Venture a bureaucratic mess. It is common to be Liaison Units. arrested, proven innocent and then arrested again for the same crime - as the initial verdict In criminal cases, the GPF should have a small failed to clear the data about the warrant in the courtroom attached to the station. In these first place! The legal system can be summed up cases, evidence and testimonies are expected. the following way: unlawful evil doers can get When the GFP is not present, the local police away with their crimes if they are rich enough. enforcement takes over. These local police may Alliance Law are all-purpose guiding principles not honor Space Venture’s diplomatic unity that cover most general circumstances. Local easily, even if they are supposed to. laws do exist and have for their own Bounty Hunters granularities. Enforcement and trails of those The Alliance created its systems of bounties to laws are guaranteed to be upheld by the install a need for the Alliance by aggressive Galactic Police Force or be executed within the individuals. Varying agencies within the Alliance Alliance court system. will create and set bounties to collect property Courts or persons, typically alive and intact. These In the Alliance legal system, a court is not a bounties could also collect ad-hoc taxes from geographical place for the majority of legal individuals, with the bounty hunter taking a cut cases. They can be anywhere, so long as the of the taxes collected. Bounties differ from judges and lawyers agree on a location. These Space Ventures, as they are public record and kinds of courts are mostly reserved for lawsuits must be fulfilled under the confines of Alliance and not criminal trials. This is to enable the legal Galactic Laws and Regulations. system to be used anywhere at any time Bounty hunters can seize property, attempt to speeding up decisions and paperwork. restrain, and respond to lethal situations with As such, it is common for a lawyer to get a lethal force so long as there is proof that their judge and then show up at a docking airlock to response is rational. Bounty Hunters may also sue the Space Venture crew on the spot! turn their collected individuals into prisons for Judges will hear out cases, but once having a collection of the bounty. For common folk, to ruling on a case the case cannot be reopened, create a bounty takes significant sway within a so be warned. local agency. Influencers, elites and powerful Alliance types have little pushback when GFP: Keeping the Order creating bounties. The main authority that keeps and upholds Prisons Alliance law is the Galactic Police Force (GPF). Many innocent people who are victims of They are a large militant force, equipped to conspiracies, identity theft, data fraud or handle small and large-scale violent or military lethargic governance wind up in the prison disturbances. The GPF has a reputation of being system. Both The Alliance and Big 7 design these prisons to extort labor out of its warships, artificial life, and property that does populations. Some prisons are used like stock not have AINs are outlawed and forbidden. yards as many prisoners are bided on by Trading, distributing and even owning these anonymous parties to turn an unfortunate substances is a serious crime, even it is related person into a slave. It is not too bleak, as escape to a Space Venture. is possible. As long as the crime isn't too The Alliance allows weapons to better track serious, such as smuggling, unpaid fines, petty criminals and violent offenders while theft or tax evasion, it is not likely a bounty will encouraging chaos among the Big 7. Firearm be created to capture escaped prisoners. ownership is heavily monitored by the Alliance Prisons for more serious crimes, such as through the AIN system. terrorism and murder, are remote barely functional outposts. They are devoid of any Beyond contraband, there are the usual laws in guards on the outposts, but maybe have star place to protect the people. The Alliance has vessel near by with guns aimed at it. Food and tacked onto laws noting that AIN Tampering, medicine are shipped weekly and there is no tax evasion and court ditching are considered direct communication coming from these serious crimes. prisons. These criminals cannot be sold off into Space Ventures slavery and are sentence to remain in orbit until Space Ventures are legal entities that are given the day they die. permissions to carry out asymmetrical warfare. Slavery Local authorities or security forces are allowed Slaves are property by other sentient beings. to engage with and respond to Space Ventures. Their well-being is dependent on their master’s The GPF will not send in response units unless ability to earn credits along with the master’s innocents are clearly in immediate danger or general demeanor. Most slaves earn their contraband is found. freedom through cunning, favors, guile, combat The Underground or money. What is the difference between an Becoming a slave is easy. Largely, slaves are underground crime syndicate and a Space born into it. If not born, they get captured by Venture? The answer is simple. A Space Venture raiders, terrorists, pirates, repo men or was a pays taxes in return to have the privilege to former criminal. operate without the GPF response teams while being quasi-legal. Not all slaves protest to their position in the galaxy. They cannot participate in elite circles, The Underground exists. They smuggle and but the title "slave" does not steal from them a push contraband. They extort. Some are more sense of enjoyment and happiness in life. Some, loyal to the Alliance than others. Just like in however, know better and try to fight modern times, the Galaxy and its law hopelessly against the system and happily enforcement agencies do battle against those accept their lot in life. who seek to do harm in the galaxy. The Underground consists of the usual den of Criminal Activities thieves. It also extends to Pharma smugglers Contraband is considered substances that and brewers, pirates, and space raiders. threaten the life of a citizen. Strangely, weapons do not enter this list. Extremely dangerous chemicals, Xeno classed life-forms, Exploring the Lost and Unknown Golden Age data can be anything to help the The Alliance spans portions of an entire Galaxy. story and motivate characters. Much data and history has been lost about the The Tragic Frontier places between and out of reach of the Alliance The Big 7 send out expeditionary forces in or Big 7. They are dark and mysterious places, hopes to gain back their power and agency from with the Big 7 rushing out to stake claim on any the Alliance. These colonies are diverse in celestial object orbiting a sun. customs of law and order, but most hold true to There are many places to explore, maps to the jurisdiction system of the Alliance for a chart, Golden Age ruins to explore, technologies time. These colonies are expected to pour to discover and resources to exploit. Yet for resources back into their empires. Yet, it is not those within Alliance or Big 7 civilizations, the unheard of that a colony is forgotten about. below outlines how life is conducted and lived. These colonies are known as Lost Outposts. After generations, the Big 7 influences could Golden Age Ruins wane and a new culture could be set up. In remote or obscure areas of the galaxy lay massive or tiny ruins of the Raelaris Empire. A It should be expected while adventuring out to ship drifting between star systems, a partially these outposts and colonies that they are destroyed mining facility on an asteroid, a lawless and forgotten much about the Big 7 or gravitonic beacon on the edge of black hole or the Alliance. It isn’t unheard of for a Space simply a bunker long forgotten about on a Venture company to be called in to wrangle populated world. back these colonies to produce taxes for a Big 7 or to exploit whatever resource the community In these ruins lay mystery. Perhaps a Xeno lays has going for it. sleeping that ate a Raelari settlement. Old traps to ward off invaders may still be active. A Wars and Organized Violence partially destroyed warship with incredible The Alliance defines War as 'a state of armed technology guarded by a defensive and conflict between different nations or different murderous AI system. Each ruin tells a tragic groups within a nation'. Once a member of the story of loss, betrayal, or calamity. Big 7 engages in war with another member the Alliance stops funding, protecting and providing Data that is inside the strange servers or services to that Big 7 aggressor. This has machines of the Golden Age are difficult to created a quasi-cease fire between all the Big 7. decipher and encrypt. It is even more difficult to The Big 7 militaries are used in self-defense, read. Golden Age data is large, but is accessible colonization attempts or intimidation tactics. through Alliance tools.

It is common for wealthy or influential powers to contract Space Ventures out to explore rumored Golden Age ruins. Scholars seek G7: a Home for the Players Golden Age data for its historical value, in hopes The G7 Starbase is a massive starbase that hosts answers to big questions are contained within hundreds of millions of individuals in a mega the data. Businessmen see Golden Age data as a city located in the many leveled space station valuable commodity, fetching high prices and structure. The Alliance governs the starbase but outstanding returns on investment. The warlord all of the Big 7 have tiny diplomatic districts that sees Golden Age data as an edge against rivals. are governed by their laws and customs. This works out much like modern-day embassies. G7 got the name because it is one of the few points in the galaxy where FTL Space connects to all major population systems from the Big 7, along with Alliance space. Form G7, a crew can go into any space in the galaxy in reasonable amount of time and expending less resources than other areas. As such, it has become a vital network of communication, diplomacy and trade. Layout The starbase is a deep space station that is not in a star system, but in the middle of the void. Seven pyramids jammed with arrays of communication technology crown the station, representing the Big 7. Several hundreds of docking bays of all sizes affix on the hull of the station to accommodate large transport or The freight vessels. These docking bays lead to Residential and Commercial District is series of warehouses and industrial yards for composed of mega sky towers of apartments storage of the contents of vessels, making up and offices that are at the center of the city. the Storage District of G7. These towers vary in height and width, but host all non-diplomatic or working staff on the Getting around the megacity is typically done by station. It overlooks the Merchant District and a fancy golf-cart like vehicles. There aren’t too Warehouse District. Schools, parks, emergency many high-speed vehicles or large vehicles. The responder stations, gardens, stadiums, Alliance limits what can be driven around in the entertainment businesses, banks, and retail city, as of fears that individuals might show shops can also be found in these districts. signs of incompetence and endanger the station. Tucked away from the Merchant and Warehouse districts is the small luxurious The Merchant District is an inner ring of the district that contains both the diplomatic mega city. Open merchant markets operate as civilians and managers of the station’s staff well as retail shops. There is no particular known as the Influencer District. Housing with pattern of organization of this district. fake lawns and gardens are found here, along Merchants desperately sell their goods to any with influential people. Also found in this on-looker, trying to persuade any potential district are private security forces offices and customer the best they can. headquarters. G7 also hosts a space marina for smaller Atop, underneath or between the plating of the craft. A long jet bridge like structure, the size of mega city lies a network of sewers, a road, connects all the secured airlocks and G7. infrastructure halls and crawl ways and various Docks and docking space is costly, but is very piping. Sectioned off from these maze-like convenient for the Space Venture lifestyle – as corridors are two large sections. The crew it enables a safe place to park their vessel. This quarters and server room. The crew quarters bridge opens up to the Merchant District of G7. have medical offices, restaurants, offices and bunks. The server room is not actually one room. A series of rooms full of computers and • Non-residential Murders and non- people which are responsible for monitoring station property are a lower priority in the environmental conditions of the station, as investigations and responses. well as traffic-control duties and CTN duties. Civil and Criminal Life Air Space The further one travels away from the inner Outside the station a military fleet provides areas of the city, the further their mortality rate security at all times. Sometimes this fleet is increases (except for the Influencer District). volunteered by a Big 7 crew, but it is often The inner city is full of security and safety, and Alliance Galactic Police Force vessels that patrol is generally a pleasant place to exist. Whereas and secure the air-space. The air-space is the merchant and warehouse districts are full of constantly bombarded by communication ambitious souls looking to score easy wealth torpedoes, transport vessels and civilian craft and items. Pick pockets, hackers, assassins and entering and leaving the space. Space Venture the like wait for opportunities to conduct their crews will engage in a firefight, but unless business. provoking or damaging other craft the stationed Organized crime acts as its own police force. fleet will not interfere as dictated by the Space Each gang competing with each other in Venture doctrine. territories giving an understood social contract Galactic Police Force Presence among the neighborhood’s residents. Space In order to make this station work, there are a Venture crews compete with each other, lot of laws and regulations. These are highly stealing and killing each other. This works in enforced by the Galactic Police Force stationed GPF’s favor, as they intend for both gangs and on G7. The assistance of drones, their own crews to work it out amongst themselves. hackers, and spies help the GPF accomplish Murder happens often on the station, with their security goals. many times going unsolved. The hustle and Here are the general laws, that are tightly bustle of the station causes such an influx of regulated. • The use of vehicles with a max speed greater than 1 is forbidden.

• Fire Weapons with damage greater than 3 is forbidden, unless licensed or registered.

• All lawsuits must be ad-hoc lawsuits. G7 will not have its own court.

• Space Venture vessels must be docked at the marina.

• There is no space battles to be waged or face extermination. paper work the GPF likely focuses on bigger successes and failures that have to do with threats and concerns than an individual’s politics. expiration. Citizenship is used to determine if a character The Upper Class undergoes a government audit. It can be used High profile types have teams of security travel to obtain meetings with influential politicians, along with them as a means of intimidation and celebrities, king makers and powerful protection. These types are immune from the information brokers. It can even be used as a daily life struggles of the station. Residents of difficulty to find personal data about a the mega city seek out one of these individuals character. It does a lot for a campaign or for a favor or grace as a chance for climbing up character. the social ladder. The Dice Pool The upper class also extorts the GPF’s inability Citizenship is expressed as a dice pool and is to police for murder, fraud and theft. They will very similar to a skill dice pool. However, it is arrange deals, with the help of Space Venture not linked to a characteristic and can never be a crews, to acquire more wealth and power. Not considered career or non-career skill. all use this for nefarious reasons, but most do. {A} are awarded through favors, missions and Inventory and Services consequences of actions with {Y} proving to be Seeing how the G7 is a mega center for trade, a loyal or trusted resource for some sort of any item can be found here from any rarity. politician. This Dice Pool can be further Rarity and prices are as-is in the book. modified by adding {S} and {B} in terms of Professional services are offered to Space Disfavors and Influence. Venture crews. These include assisting in Gaining Citizenship astrocartography, bribing investigators to not Largely, Citizenship is awarded through find the Space Venture crew, cyberdocs, narrative game play. Citizenship can be bought lawyers and mechanics. by XP, but only one rank can be bought per two sessions. The number of citizenship dice can not Alternative Rules: Citizenship be increased beyond adding one die to the dice pool per two sessions. Meaning that a character Citizenship starting with a {G} dice pool can only make it a The Alliance has its grasp on many souls in the {GG} for two sessions. On the third session, he galaxy and your character makes up one of the may make it a {GGG}. many trapped in the bureaucratic system of the Alliance. The Citizenship rating of your Gaining Citizenship is actually a process for the character represents how easily the system can courts. It takes 5 hours to accomplish the be used against you or how easy it is to find paperwork and must be filed at a political your personal information and whereabouts. It institution. Being out in the wild, away from is a character’s ability to wield influence star civilization, can not increase a character’s system to star system. citizenship.

Citizenship is a narrative tool, it is to be used as a way to steer plots and offer side stories to the characters. It is a tool to help acquire contacts, connections and money. It also can be used as a rolling system to determine outcomes, Action Reward Simply put, it is the base difficulty rating of an Completing an Alliance Job +{A} Citizenship roll. Infamy can be modified several Betraying a Citizen to the Alliance +{Y} ways, but usually is increased per session or as a Taking care of a great risk for a +{A} consequence of an action. Infamy resets when a politician character goes through an Audit. Giving valuable items or data +{Y} without being asked Infamy starts off of as 0, but gradually increases Completing dangerous missions +{A} through playing the game. Each session Spending 15XP +{Y} increases the infamy by {D}. Each time Infamy is Spending 10XP +{A} increased, it either adds any {D} or upgrades a Scoring a {*} on a mission. +{A} {D} to a {C}. It will only upgrade if there are any Disfavor {D} that have yet not been turned into a {C}. Disfavor is the amount of {S} applied to a Like Citizenship, Infamy may not be increased Citizenship Roll. Disfavor are similar to having while out in the wild away from the Alliance’s bad marks on a transcript. Disfavor is gained Unity Data Platform. Although, it is possible that from scoring {!} on missions, bad hack jobs, when making fresh political enemies this might being discovered, making enemies with strong increase attention to themselves. political forces or having a reputation as Anti- For example, if a character takes out a loan and Alliance. the session is at an end, his infamy was Influence increased twice. If goes from 0 to a {D}. Then Influence is an abstract rating that assists with the end of session turns the Infamy into a {C}. the removal of setbacks while rolling Infamy Gain citizenship. These are gained through missions, Donating 1,000 credits towards the -1 bribes, or other events in-game. It could even Alliance be caused through scoring a {*} on a mission. Doing missions without pay for any -1 For each point of Influence, it adds one {B} to government agency. the dice pool. Borrowing 1,000 credits from any 1 government agency. Spending Citizenship Mission had a {*} during it -1 Citizenship can be removed as a cost of a deal Mission had a {!} during it 1 or as a consequence of another action. Largely, Mission Outcome +/- 1 a character can spend Citizenship to motivate non-player characters as part of a deal. They Using Citizenship can use Citizenship to leverage a deal or Citizenship is both a good and bad thing. It blackmail another NPC. The more dice pool requires characters to pay taxes and undergo sacrificed, the bigger the deal and bigger the stress, but it also gives players the ability to not consequence. only make connections but to also gain money. Additionally, characters may spend Citizenship Considering rolling Citizenship when characters to acquire grants or gain connections with have enough {A} in their dice pool, as audits and political figures instead of increasing their government interventions are random in the infamy by 1. galaxy. GMs should make it a looming threat between missions. Infamy After a citizenship roll is called for, all players Infamy is how a character is portrayed and gather their citizenship dice pool and use their known about in politics or within the system. Infamy as the difficulty. They add any Disfavor and Influence to their pools. They must succeed Removal of items on a vessel or on the roll or face an audit, or worse. repossessing a vessel. Audits Extremely risky community service Audits are terrible things. They require mission, aka space venture encounter submission of all kinds of paperwork, legality without monetary value. forms, and generates much stress on a During an invasive audit, each party member character. If a character faces an audit, they loses 2 strain threshold and has to pay 400 lower their strain threshold by 2 for the rest of credits each on top of what the alliance asks the session. However, their Infamy is reset back them to do. The crew might refuse this and to (-). This can be avoided if they give up a attempt to defeat an Auditor and his team in a Citizenship die. combat encounter. Should a character roll ^^^ or *, their Infamy is Killing Alliance personnel and destroying not increased for the next session. Should a Alliance property is hard to get away with and character roll ### or !, they undergo an invasive will result in attempts of justice in lawsuits or audit or 50% of their current credits. Another arrest warrants. Crews should be prepared to option for this result is to do a political favor or bribe, hack or make powerful friends to get humiliating volunteer work for the Alliance. away with it. Failure to accomplish this will A character may choose to skip an audit result in the Alliance hiring repomen, slavers submission, upgrading their Infamy for next and assassins as a means of justice while also session by 5. revoking their Space Ventures license. Invasive Audits They can be defeated by social combat of an Should the crew make multiple failures (more Auditor, combat, or hacking Alliance data at a than 2), an invasive audit occurs on the Space challenge and risk equal to the party’s Venture company. The Alliance will come out experience level. Failure to overcome the audit with intents to seize inventory, investigate to results in losing Citizenship rank by one. find grounds for suit, fine, perhaps imprison, Connections conscript, or demand stressful actions from a Some politicians or powerful authorities will not Space Venture crew. These are known as speak or spend their precious time listening to invasive audits, and people do not want them. upstarts. However, with successful citizenship These audits do not come immediately, but rolls, these influential people might start to find should come into the current session or next room within their schedule to grant a meeting. session. These rolls do not use Infamy, but instead use Overall, an invasive audit is one, or more, of the the following guidelines: following {D} Local Authority Tax lawsuit against the company for {DD} Regional Authority 25% of the value of their inventory or $3,500 credits. {DDD} Planet Authority Seizure of weapon(s) or equipment at {DDDD} Star System Authority random or at the GM’s discretion. Networking This can be Negotiated on in game Instead of rolling against the above difficulties, between the characters. characters may use their Infamy instead as the character seeks out networking support from very simple to figure out. They are the their Agency. After the roll, the character’s following: Infamy increases by 1 regardless if it was • 10,000 for a Space Venture. successful or not. • 1,000 for a Character. Grants Not paying taxes results in an immediate Characters may make requests to their increase of Infamy by 2 and the character gains government for money in exchange of 1 Disfavor. The taxes are still owed until paid. increasing their Infamy by 2. The Alliance will grant 1,000 credits on a successful Citizenship Tax Evasion roll against the character’s Infamy. Failure of a Should a character continue to fail to pay their roll still increases Infamy, but does not give taxes, the Alliance will place consequences on credits. This may be done anytime outside of the character in the following ways Combat within Alliance borders. Enslavement Profile Obfuscation Enslaved characters will be owned by an Searching for people or an individual is hard Alliance or Big 7 politician who will allow the work. Either by a Computers, Streetwise or character to stay on a Space Venture company, other skill checks the Citizenship can be used as but will take all (if not most) of the fair share. the difficulty to find an individual. The idea is However, the character loses his citizenship. He that the more a character is influential the may not get loans nor gain connections, but harder he is to reach. does not have to pay taxes each month. Hacking Citizenship Guaranteed Audits Nope. Do not do it. Even if you found the The Alliance will put markers on the character’s “Gibson” of the Alliance to hack it in, it is not tax record and citizenship notes. These will add worth it. The data is watched over by elite automatic {X} to the audit rolls. system operators and admins. They create Inventory Seizures honeypots for hackers to attack, and those Galactic Police Force units will show up to the hackers get erased from the meat world. It is Space Venture headquarters to seize property. much easier (faster and cheaper) to fake data They will seize guns, gear, and items that equal than to actually illegally change it. to the money missing. If the player is a madman, they must enter a Data Warehouse to hack it directly. They will Alternative Rules: Cyberware have to spend a story point and roll a difficulty Cyberware is technology that deals with the of {CCCCC} with an additional {SSSS} combined. development of artificial devices or machines Any failures or complications results in being that can be surgically implanted into a detected and facing an army. humanoid form to improve or otherwise Taxes augment their physical or mental abilities. There are only a handful of cyberware available At the end of every Galactic month (40 earth on the market. The Apothei technologists are days) taxes are due. Although pledging always out to enhance mortality! allegiance to a Big 7 or a subfaction within the Alliance does not excuse the characters of a The idea of this system is to augment a Space Venture from paying taxes. Taxes are character to become more of a specialist rather than a generalist. Cyberware is expensive and dangerous, and rewards the risk of surgery being performed. Players, or at least one player at the table, should venture down this path as it will enable interesting character growth. Characters can only increase a skill, quality or characteristic by one unless specifically stated by the cyberware. Cyberware bonuses do not stack. Cyberware installations are difficult, time intensive and varey from body part to body part. Once installed, Cyberware removes one from the character’s Strain Threshold. After installed, the Cyberware owner will take time to recover from the surgery. During this time, the character adds {SSS} to all dice rolls relating to the Cyberware item. This can be ignored by suffering two strain with a maneuver. Cyberware Sickness. Additionally, patients are given medications and stimulants that goes Boost die given by cyberware do not stack with along with the purchase of a Cyberdoctors. This items, spells or talents to accomplish a task medication lets patients ignore one action that unless how the cyberware is performing the would apply the {SSS} during the character’s task is different from the item, spell or talent. Cyberware Sickness recovery period once an Lastly, any encumbrance rating a Cyberware has encounter as an incidental. does not apply once installed on the host. This Cyberdoctors Tier Hourly Rate Dice Pool is to note how much inventory it will take up on Quack $50 {AAB} a heist. Professional $175 {PPB} Cyberdoctors Experienced $300 {PPAB} Specialist $500 {PPAAB} Cyberdoctors are those people who have made a career in installing, uninstalling and selling cyberware. Knowing a good Cyberdoctors is Attachments important to any cyberware junky. Some Cybernetics have attachments, so go Cyberdoctors are commonplace and found nuts! Some cyber limbs have the ability to store nearly on any starbase, plant or operating hub “hot” items from suspicious parties. Other of Space Ventures. They are happy to work on a cyberware can sport more gear and bonuses character and supply them with meds, for a when attached to the cyberware. price. Skulljacks The use of trained professionals to install Characters can have skulljacks installed in their cybernetics is a highly desired. Cyberdoctors are skulls. Once having a skulljack, they can further proficient, skilled and do their job quite well. enhance it by installing up to three Skulljacks. They reduce cyberware sickness by 2 days per These can be switched out but are generally are non canceled {$} to a minimum of 2 days of sophisticated chips developed by some nerdlings in The Apothei Colonial Collective that character is suffering from Cyberware Sickness. gives people an edge performing specific tasks. This is a period in which the character’s body In order to have a Skulljack, the patient must ungratefully rejects and fights the marvelous have a Skulljack Implant installed. and expensive chrome installed on it. Surgery Recovering from Cyberware Sickness When installing cyberware, there are risks to The below shows and describes how a patient factor in. This is to capture tension and recovers from the cybernetic operation. During establish a reward vs risk. Installing Cyberware this length, any use of the cyberlimb adds {SSS} is such a benefit and worth the risks. After the to the dice pool. install is done, the patient receives Cyberware Using the Overcome Cyberware Sickness sickness and must recover (unless stated maneuver (2 strain) this ignores the {SSS} added otherwise). to the dice pool. There is not a whole lot danger for the During the Recovery Period professional installing the cyberware. This is When suffering from Cyberware Sickness, every why the outcome table targets the patient. Any day until fully recovered, the Character wakes outcomes could result in litigation or a loss of up and must roll a Resilience {DD} check to license if it goes that terribly, but that should be overcome the physical toll, fever and played out narratively. uncomfortableness of the ordeal. Install Times and Difficulty Characters may also opt to spend story points The time it takes to install Cyberware is 1 + its to not be impacted by Cyberware Sickness for a Rarity value in hours. The difficulty to install the roll. Cyberware is its Rarity divided by 2 rounded up. Characters may have medicine that can be Healing Criticals taken as an action to help counteract Undergoing Cyberware surgery cleans all critical Cyberware Sickness. statuses that can relate to the cyberware being Failure to roll or successfully recover results in installed. Ultimately, it is up to the GM to the character taking one wound. approve the clearing of criticals if it makes sense narratively to do so. The player may remove {S} per two {^^} to Cyberware sickness related actions. Surgery Failures Should an install fail, the failure is from the The player may spend {^^^} or {*} to gain an Cyberdoctors attempting to not hurt or damage automatic {$} for their next initiative roll or the patient. The install will take just okay, but Perception check. Likewise, the GM may spend the surgery and operation to perform the install {###} or {!} to add an automatic {X} to the or uninstall might have some bodily harm character’s next initiative roll or Perception towards the patient’s body. check. When failing an install, the patient takes the Healing Cyberware Sickness number of wounds equal to the uncanceled {X} Luckily, players can lessen the amount of time it + 1. will take to recover from Cyberware sickness. A Medicine {DD} check will work wonders, but Cyberware Sickness requires the healer to take two strain. Unless the Cyberware doc performed well or For each non canceled {S}, remove a recovery the character has a talent, it is likely that the day from the character’s recovery time. Alternative Rules: Ammunition glob a more dangerous beam of plasma for a Space Ventures takes place in the far future in few rounds due to its fuel cells. another galaxy. There is a focus on gunfire, Crafting Ammunition gunfights and asymmetrical warefare. Of course Ammunition can be crafted by individuals. there’s going to be weapons that do amazing Gunpowder, arrows, flint, battery packs or even things! plasma cells materials are available in the Ammunition is magical, in terms of dice effects galaxy. Rolling a Rarity check (using the Rarity of and mechanics. Think of ammunition making a the ammunition) on 5-1 on page 82 within the temporary firearm into a magical firearm. Core Rulebook will allow a crafter to find the Ammunition can change a weapon’s demeanor resources on a given market. or effect quite easily, but only for a limited The time needed to craft the item is 12 hours + number of rounds expressed in the Limited item 12 hours per rarity level of the ammunition. quality. Some ammunition may increase the {^^^} subtract 12 hours from the time, while difficulty of the roll, while others do not. {###} adds 12 hours. {X} creates results but the To swap Ammunition types is a prepare ammunition comes with the Inferior 2 quality. maneuver unless stated otherwise. These item The cost required for the ammunition is half the qualities add onto existing item qualities from a price of its value. weapon. All ammunition has an AIN rating of 1, Crafting Skills unless stated otherwise. Not ever ammunition is crafted the same way. Bows, laser riles, plasma guns, rail weapons Some requires cunning beyond intelligence in and rifles all share the ability for carnage. how the ammunition works. Ammunition can be for any type of ranged Rigging weapon profile. How it narratively works can be For run-of-the-mill type ammunition. Be it a the following examples taking the Brutal Shot plasma cell, battery pack, or simple items it ammunition given a weapon as a laser rifle requires tool work and a bit of tinkering to battery pack might be adjusted to perform a make the ammunition. few shots before overheating or a plasma rifle

Ammunition Crafting Skill Effect Breach Shot Rigging Breach 1, Limited Ammo 2 Brutal Shot Rigging Vicious 1, Limited Ammo 3 Flechette Style Skuldugery + {D}, Blast [Skulduggery Ranks], Limited Ammo 3 Incendiary Shot Rigging Burn 1, Limited Ammo 2 Pulse Shot Rigging Jam 1, Limited Ammo 2 Sneak Shot Rigging Pierce 1, Silent, Limited Ammo 1 Smart Shot Computers Guide 1, Prepare 1, Limited Ammo 2 Stormfire Skuldugery + {D}, Critical 2, Limited Ammo 3 Sting Shot Rigging Stun 3, Limited Ammo 2 + {DD}, + 3 Toxicity wounds and strain on a failed Resilience {DDD} check, Toxic Shot Skuldugery Limited Ammo 3 Wildshot Computers Breach 1, Inaccurate 1, Vicious 1, Limited Ammo 3 Skulduggery these cartels. Lower tech items, such as clubs or A sort of “hacking” existing ammunition to bows, require less complex materials and thus make a greater effect. This changes the original are not tracked by the alliance and are possible intent of the ammunition, usually making some to make from scratch. sort of trade off to the accuracy of the weapon. Once contacting a cartel, making a device is Computers very simple. It follows these rules: This ammunition is unique and requires the The difficulty to craft the item and its rarity firearm to have electronic computerized value divided by 2 (rounded up). Increase systems. Scripts and programming is written to the difficulty by the Silhouette size if it is a interact with the firearm to deliver the desired vessel. effects of the gunshot.

The time to craft the item is its 1 day per Alternative Rules: Future rarity rating. For vessels, add 2 weeks per Crafting Silhouette size. Let’s spice things up a bit. Space Ventures takes place in a sophisticated technological galaxy ran The price to craft an item is half the listed by corrupt madmen. There are going to be price + rarity price * 200 (The cartels want interesting takes on weapon designs to provide to stay in charge of the market). both effective security and lethal force. A device might require a skill check other than What’s great about this to a player, is that their Mechanics given on the nature of the device. characters has chances to make such weapons. For example, Cyberware cartels will give bare Even though there not be the PERFECT weapon minimum specs in some cases where a few out there in the catalog of this book, this means pieces of metal need to be installed complete the Player and GM should cook up and build the manufacturing or a Computers script needs that weapon profile using the Core Rulebook’s to be ran to ensure it operates well. This is guidelines. mostly up to the story and its GM. Do It Yourself (DIY) Manufacturing Crafting Skills Each skill can create different item types, as Creating gear, armor and weapons is possible some devices need more cunning or different within the galaxy, but only through acquisition expertise to fully build out. of resources through a cartel. Cartels in this context are not a drug smuggling den of thieves Computers type organization. In this setting, cartels are Computers are used to build out Cyberware suppliers of items, materials and components in parts as well as any Gear that has special order to manufacture items which operate like abilities, such as a Jamming Wand. a den of thieves. Mechanics The resources required to build most weapons Making an item, or vessel, requires precision are tightly regulated and controlled by Alliance and know-how of using tools. and its cartels. The Alliance wants to know Rigging exactly who is armed with what. An individual Rigging is used for most items not specified in just can’t expect to make a laser rifle without this section. Rigging is about taking existing the Alliance knowing about it. Weapons, such as objects and modifying them. swords, require metallic materials controlled by Cartels attempts on device, Inferior 1 quality or -1 soak Establishing a relationship with a Cartel requires (not to go below 0). scratching some backs. This comes through in A cartel that has little care for quality. These the forms of Citizenship tests. If an individual things barely function, as Orco assembly line does not have the required citizenship, the workers care little about their jobs and don’t character’s infamy increases by 3 automatically understand what the term “quality assurance” when contacting the Cartel. is. This makes their products inconsistent. Alliance The reason why their products even have a Citizenship Requirement: {G} demand is that their production quality makes Effect: -1 AIN (not to go below 0), -25% Price, -1 hacking and tracking the items very difficult as Rarity, +1 Hardpoint. the internal computerized systems constantly The Alliance loves to monitor and track people. crash. Additionally, they are cheaper than what The Alliance makes cheap products to help the Alliance puts out! tempt buyers into purchasing their products in Syndairian Royal Forge order to help track down potential threats and Citizenship Requirement: {YYG} players in the galaxy. Effect: +1 AIN (Max 5), +60% price, +2 Rarity, -1 Beyond that motive, the Alliance makes quality Encumbrance (does not loose hardpoints), -1 items to keep up with brand recognition. It is Critical (not to go below 2) or +1 Defense important to the Alliance to look cutting edge This cartel has been around for centuries. The and competent, so they compete with other Big royal Syndairian house is their preferred 7 members for this reason. customer and rarely engages in business that It isn’t difficult to establish contact with this are not worthy of a Syndairian made product. cartel either. Items made from this cartel are expensive but Apothei Industrial are beautiful items to behold. These would take Citizenship Requirement: {GG} years to assemble if the craftsman didn’t have Effect: Decreases the difficulty to craft by 1 decades of training and experience behind (Always to a {D}), + 25% price, decrease the them. time by 1 day or (3 days per Silhouette if it is a Taal’sarianite vessel). Citizenship Requirement: {YG} This cartel that focuses on computerized Effect: +1 AIN, +33% Price, +1 Encumbrance, +1 hardware and cybernetics, but is known to Rarity, +1 Pierce or +1 Soak. manufacture vessel armaments and A new cartel that is focused on armor and modifications. weapons. They will ship out vessel blueprints When purchasing an Apothei item to build, the and parts, but primarily stick to non-vessel Apothei includes cheap tools intended for one- products. time-use and cartoonish instructions in how to This cartel has perfected their crafting process assemble the product. and are noted engineers from their warlike Gabbochan ways. Products from this cartel are efficient Citizenship Requirement: {GG} lethal machines. Effect: +2 AIN (Max 5), -65% Price, -2 Rarity, Automatic {#} on rebranding and query Alternative Rules: Security & control. Each point of interest in Space Ventures has a system of some sort. Systems are likely Thievery are located within a Security Apparatus. As a heist and asymmetrical setting, we should take a minute to introduce some frameworks OSAD about obstacles for any Space Venture crew and OSAD stands for the “Operating System how to overcome such obstacles. Automated Defense”. A system’s OS handles SysOps procedures and scripts automatically. It Security Apparatuses will send alerts to the system’s owners or staff To help the GM and Player, we have cooked up when it detects threats. It will also attempt to what we call the Security Apparatus. This is an defend itself by flushing out hackers or sending abstract mechanical term. It creates a profile to drones. This is the first and last line of defense govern a facility’s (or vessel’s) ability to secure for a device against an intruder. Each system, itself against hackers, trespassers and other vessel and application has one of these installed outside threats. on it. Note that the stat blocks do not include security OSADs are the difficulty to gain unauthorized guards or other measures. The security access. OSAD ratings are also used as the apparatus is meant for providing GMs a way to system’s dice pool to detect or attack hackers. quickly describe and have a reference for To do this, flip a {D} -> {A}, {S} -> {B} and a {C} -> security measures, making it easier to tell {P}. In some cases, a Component may require beautiful narrative scenes about operatives the system to perform a skill check, such as sneaking into a secured warehouse to steal a Drones, and the OSAD’s dice pool will shipment of goods or illicit data. determine this skill check. Facility Sensors A facility is a location. It is as simple and A sensor is a device that detects and/or universal as that. It can be a storefront, a bank, captures changes at a geo-physical location. a military installation, space station, a secured How it does this depends on the feature the warehouse or simply a house. It does not have sensor has. Generally, sensors are small devices, to be a building, it could be a field or cave. easily missed by the naked eye without When we use this term, we are talking about a concentrating on finding them. Sensors can place. detect this change by Audio, Dark Energy System measurements, Radar, Thermal and Visual When we say “system” we refer to a series (or features. singular) digital and electronic devices that These devices connect together as a hub, which work together to accomplish a goal. Let’s take a acts like a modern day router, representing the store for example. It needs to register Security Apparatus. Coupled with their ease of transactions, keep receipts of those use, affordability and minimum hardware transactions, secure the facility against theft requirements it is no wonder sensor systems and lastly have a way for employees to are as ubiquitous as they are. communicate with officers of the peace or with The purpose of a sensor system is to automate each other. All these tasks are separate the job of a security guard. The system actively software tasks or components that make up a determines a pattern, be it an energy, audio or system. A system that a hacker can interact visual pattern, and then constantly checks for with to tamper or steal data and/or take deviations against that pattern in real time as a are what hackers are after, but for non-hackers Live Feed. Upon detection of irregular patterns they should still know about them. it will store images, videos, audio samples and / Not every system has the same amount or or whatever else read outs the system can types of components. For example, at a Hotel produce in its database. It will also send out there would not be a need for a weapons various attempts to communicate to either the system but a big need for a Jonah System to owners of the system, authorities or both regulate temperatures to make sure guests are without a Vox component needed. comfortable. A butler system at a house would Sensor Stats need a Vox (for planetary and orbital Awareness This dice pool reflects either communication) and Jonah System but would Vigilance or Perception. not need a Database component. Another topic worth mentioning is that Components are not Stealth This represents a character noticing a pigeon holed to their tasks. For example, sensor system, used for traps. security components may use communication Firewalls A defensive measure to prevent alerts to authorities and not have a Vox unauthorized control of the component. component. Rating How the security system detects threats Firewalls and trespassers: A firewall is an abstract measure of how many Barriers defensive measures a system’s component has. Barriers are force fields, complicated locks, Depending on the type of device and simple doors or other objects that are used as component, each firewall will be different. an obstacle and deterrence against would-be Hackers will be employing scripts, commands thieves and other dangerous types. A Space and various procedure to get around security. Venturer will have to get past secured barriers, When a component has a Firewall rating less such as a locked door, one way or another. than or equal to 0 the hacker has complete control of the system’s component. Barrier Stats Systems with the sensor component have the Common Facility Components following stats Core Application This represents the device's main function. For a factory, it can represent Wound Threshold Works like a character’s the robots or processing line process. How wounds stat. many of an item, what blueprint to use and Armor Works like a character’s armor stat down to the color of the item is controlled by this system. For an alarm clock, it would be Defense Works like a character’s defense stat. about when it was triggered and how it Security Skulduggery difficulty communicates the alarm. For a bank, it would Scale Acts either as a Personal or Planetary be transmission of credits. For a DAPr, it would scale. Planetary scale barriers are for serious be running specific scripts. Base Firewall: 5 security! Database This data will have who, what and Components when an event occurs with details about the Components are applications within a system. event. Other data can be present depending on They hold data, do specific tasks, or enables the purpose of the device. This can be banking application users to accomplish a task. These information, call information, inventory, registrations, text messages, emails or even time clock systems. This system records, sensors and even eyesight making it hard to deletes, and edits events. Many devices have track and detect the artificially cloaked this as a component. Base Firewall: 6 object. This gives the objected that is cloaked an automatic {$} when using the stealth skill. It Drone Some facilities, GRIMs or systems have also increases the object’s defense by 1. Drones to operate surveillance or respond to Sensors that are equipped to measure Dark trespassers. Base Firewall: 6 Energy, is Radar based, or can see Thermal Jonah Systems This controls the ambient signatures cancels any of these bonuses. temperature, oxygen levels, gravity levels and Dark Cloaking even the doors of the building or part of the using the forbidden art of Dark Energy, which is building. Buildings, such as offices or factories, aptly named Dark Cloaked. Dark Cloaking is can have many Jonah Systems.. Base Firewall: 4 tampers with the refraction of the light particles Security Controls of locks and gates, as well as around the object, making it very difficult to profiles of prisoners if its a presion. Security observe. This gives the objected that is cloaked also could host a log of guests that check in to a an automatic {$} with an automatic {B} added to office. Base Firewall: 6 the dice pool. It also increases the object’s Sensors This enables the monitoring of a defense by 1. Persons attacking the cloaked specific area that will alert Comm stations and object adds another {D} to the attack roll. posts.. Base Firewall: 6 Sensors that are equipped to measure Dark Vox Sending communication is different than Energy cancels any of these bonuses. just recording it. The Vox system keeps Overcoming Sensors decryption, encryption, quality and process Sensors are networked together in a security handling of videos, text-based communication, apparatus that scans for threats and phone calls, and even printing. This is for trespassers. There are quite a few ways to communication purposes. Once acting, the Vox overcome this obstacle. system will write to the Database. Base Sneaking Firewall: 3 When a trespasser rolls their Stealth check Vessel Components against the Awareness Rating of the Sensor. On Vessels have 10 components. Each one successful rolls, {^^^} or {*} can be spent to help functions and operates for specific tasks further rolls against the system in form of outlined in the Vessel ruleset chapter. automatic {$} to roll results. Spend {^^} to not Thievery be noticed by onlookers or have authorities not be alerted due to them not noticing the alert. A crew is going to need to use stealth to get Spend {*} to have the device malfunction and where they want to go. This is how they break not record a log of the event or send an and enter into a facility. alert. {^^^} or {*} can also be spent to increase Cloaking the difficulty to identify the creature sneaking Qapla’ friends! Let’s take a minute to talk about past the system in logs. Spend {##} to be cloaking. There are two ways to cloak in Space noticed by onlookers of the Live Feed that Ventures. might warrant investigation. Artificial Cloaking Artificial cloaking is about reflecting light beams or deploying other simple techniques that fools Hack the System! Hacking It is common to hack a sensor system. Hackers It is possible to hack into a system to control a must defeat the OSAD for access to the component to thus control digital doors. component and wither the firewalls down to Otherwise, hacking is out of the question when nothing. Hackers may connect their hacking overcoming barriers, the game calls for the tools directly into a sensor, risking detection by Skulduggery check when directly overcoming a a sensor per turn they are logged into a sensor. single barrier that is non-digital. Blast It! Lock Tampering Characters who aren’t hackers or lack hacking Picking or disabling locks against the security friends while not being the sneaky type rating of the barrier calls for a Skulduggery themselves can always elect to just shoot the check. darn sensor. Upon the destruction of the Tool Use sensor, alarms will be set off - but nothing will Using a tool to disable the device calls for a be recorded to the log. {^^} can delay alerts up Mechanics check. Each success takes away from to one turn while {*} disables any alerts. When the wounds of the barrier, with {^^^} or {*} as using a Jam quality, Stun quality or equivalent an extra ½ unsoakable damage to the barrier. ammunition disables the sensor device for each non-canceled {$} turns instead of out-right destroying it. Alternative Rules: Hacking This rule set is assuming you’ve chosen the Breaking down Barriers Security and Thievery ruleset. These two rule Barriers are force fields or locked doors. They sets go together. prevent physical access to a location. Computer language is a complex concept and Breaching practice. How a technological system describes Characters open the door with brute strength data will be different from other pieces of (Athletics) against the barrier security rating technology. Access ports are tricky, not every difficulty upgraded by 1 (as it is likely a sturdier machine can be hacked by accessing it via material than the lock). If the barrier is digital, augmented reality or a crafty wireless device. upon a successful roll the character may hold Gone are the days of wireless sniffing for open the door for the number of turns equal to exploits and vulnerabilities along with brute non-canceled {$} if the barrier is digital. The forcing corrupt data to fool systems. The character may roll again after a success with a Alliance, along with the Big 7, have made great downgraded difficulty on the roll. This will strides to protect their systems making hacking trigger alarms. Criticals automatically defeat more challenging than ever. simple locks. Hacking is not only about defeating security, but Destruction also navigating the jarring landscape of Brawl, Gunnery, Melee, Ranged (Light) and unorganized and poorly planned data Ranged (Heavy) are applicable skills here. The architectures. Nothing is where it should be character will have to overcome the wound most of the time. Even if a hacker finds the threshold of the barrier, treating criticals as an payload, transferring over specific data extra ½ damage to the barrier ignoring any structures to the hacker has preferred device armor. will take some massaging. A hacker will be lucky if a non-alliance device has similar enough At the Scene Internet AIN Tampering Cryptoscripting Hacks Attacks

Disabling Security Claiming stolen / Sensors Decrypting Online goods paydata Impersonation

Tampering with data, content

Locating devices Finding personal Sabotaguing Encrypting Data and items or secret content industrial equipment

architecture to transfer data – at least if it is the change already while others do not see the more than log files or word processing change. The hacker may have to roll more than documents. once as it may take a series of days. The time it takes 1 + the item’s rarity days to successfully AIN Tampering rebrand the AIN. Each 3 days, the hacker must AINs are Alliance Identification Numbers. It is roll again against the AIN rating. data protected by the Alliance. All items have a registration in the Alliance data archive that is A partial success does not tip off the authorities actively monitored and tracked. More in the sector, but it will be marked as illegal if information can be found in the Life in the Big any scans take place – which will result in Galaxy section of the book. Each point in AIN is seizures, fines or imprisonment depending on equal to a {D} for any dice pool difficulties. how the player characters and GM set up the scene or the actual item itself. Note that tampering with AINs requires the device to be connected to the Alliance Failures results in the authorities being notified infrastructure. that hacking is taking place in the general location of the hacker. The device gains an To determine an item’s AIN, divide the rarity by inferior rating as it somehow starts to behave 2 and round up. differently. Wither if this is just in the Rebranding AINs character’s mind or the device actually has this Hacking can be more than theft of data. It can as anti-theft quality to it is up to the table. It be the removal, modification or obtainment of also writes in the AIN the device signature of data that is private or sensitive as well. To the hacker’s, which requires a court “rebrand” an object, like a gun, is to steal it. investigation to remove. With a simple command, the change makes its Querying AINs way through the countless systems of Knowledge is power. The AIN system that the databases - relabeling the item as anyone other Alliance employs is deeply rooted in this point than the current owner. The result of this can of view. Any device, property, person or take some time, with some systems showing transaction has an AIN associated with it. The item’s AIN rating enables the hacker to query predisposed to the amount of information the Alliance Data Warehouses to find out pouring into their visuals. The hacker becomes specifics about an item, such as its value, very vulnerable while jacked into a system to composition, ownership, and last known outside threats, giving {SSSS} to any skill checks location. This act is expressly forbidden and one that do not involve computers. of the top crimes against the Alliance one can If the device gets damaged, the Hacker receives do. After all, this is the Alliance’s data - not 2 strain per damage rating inflicted on the yours. device. If the device gets shut down or With a script launched from the Internets or destroyed abruptly, the Hacker receives 2 plugged into a hotspot at a cafe, the Hacker strain. Attempting to perform a non-hacking calls data from the Data Warehouse. The result action comes with an automatic {#} as well as all of this can take a few moments, as the hacker non-Computer or Knowledge based skill rolls rolls against the item’s AIN. The number it takes get downgraded by 1. to query takes 1 + item’s rarity in minutes to To exit the interface of the hack, it is very query. Every 2 minutes, the hacker has to reroll disorienting for a hacker when occurring to hide his query. abruptly and as an emergency. However, a Failures will dispatch authorities with the geo- planned Jack Out event will only cost a few location or cosmic quadrants of the hacker. strain. This is a serious crime against the Alliance, Gaining Access which will pay handsome bounties to collect To attempt to control, steal or tamper with data offenders - sometimes enslaving a hacker. the Hacker must gain access to the system. If At the Scene Hacks the hackers and their comrades fight their way At the Scene Hacks are the most powerful kind into something like a security room or secured of hacks a crew can pull off. The Hackers are at part of the facility, the hacker may Jack Into a the facility where their paydata is located. local terminal and be granted privileged access. Much data worth stealing is not accessible from The terminal is already behind barriers and the Internets, it requires a hack to happen at other security measures, leaving itself exposed the scene of the Data Server. If a high-profile to interface with the system. However, the crime boss or CEO wants to destroy or cripple a hacker should roll against the OSAD to not leave rival’s factory, they’d have a team simply trails. reprogram the factory’s Core Application. However, the Hacker may find a secured Hackers jack into a terminal via a GRIM, DAPr or terminal to Jack Into. This could be any device like device connected to an AR device, that slaved to the facility’s system. The hacker projects and digitizes the landscape into spends an action to run the Gain Unauthorized something meaningful for the hackers to Access command on his device. This is an manipulate and explore. This is simply referred opposed check to the system’s OSAD rating or to as being Jacked In. like difficulty pool. Jacked In Failure does not alert the system, but does The hacker’s computerized tools will help leave a log in the system. {!} does in fact leave a understand the code, architecture, database trail that is traceable to the time, device and structure and various utilities in the targeted location of the hacker. device. During this, the hacker is very They navigate the security apparatus’ digital A.C.D.M Commands architecture, gaining unauthorized access to the After finding data, the hacker has a few choices system. They tamper or copy the paydata or to make. The hacker rolls against the OSAD to even destroy components of the facility, all append, copy, delete or modify data. This while “jacked in”. allows a hacker t Controlling System Components Append to data, such as write an extra line or If a hacker wants to override door locks, or two in a log or add files. disable sensors, he must control the Copy data component. The hacker must jack into the system. Then he must gain unauthorized access. Delete data He then attacks a component’s firewall using Modify data, such as editing existing documents the Breach Firewall action. When the Firewall is or tampering with security footage. less than or equal to 0, the hacker has control of Copying and Deleting Data the company. He may give commands to the To copy or delete data, the hacker initiatives system that relates to the component. He does such a command. This is not instant nor does it not have to roll against the OSAD to copy or automatically decrypt the data, this must be modify data and finds data as a maneuver. done after the copy. During the delete or copy Once shutting down or rebooting the to another source, such as the hacker’s tool, it component, all trails of the attack is lost along takes six minus each non canceled {$$} turns to with the Hacker’s control. successfully delete or copy the data. This does If the hacker controls all the components of a not prevent the OSAD from scanning for system, he now controls the entire system. intruders, so roll well! Having a team of hackers storm a facility is a Appending or Modifying Data nightmare to most security experts. Upon success, the data is modified with a Finding Paydata difficulty to detect that it’s been edited at {DD}. The act of stealing or adjusting data in a Each non canceled {$$} adds one to the database system. However, what is Data? Data difficulty. Hackers can perform this action could be pictures, videos, emails, log files, multiple times to create a better authenticate payment information or configuration files. It is finish to the edit. a digital record of any event, something that During at the Scene Hacks can be accessed by the machine, and something Copying files and breaching firewalls are quite that can be transmitted. glamorous while looking at a screen or being in Adjusting data can be looping a sensor of an the moment – but those stuck in meat space it empty hall, it could be false records of is another experience. The hacker has to mind registration to an exclusive party, or it could be the data and make sure no trails or left for changing a print shop's default color scheme discovery. He has to not only make sure data from black ink to neon pink ink. transfers go through, but to actually find the Paydata fist. This could take some time. After securing access to the system, Hackers can perform the Find Data action against the In the meantime, the Crew has to either provide OSAD. Data can not be searched until being covering fire or run distractions to cover the Jacked In. hacker. This is where teamwork comes into play. Have a crew that can provide overwatch, distractions or lay down cover fire while the job system’s OSAD rating or another difficulty is underway. should that be more appropriate. Aftermath of an at the Scene Hack Encrypting Data The aftermath of hacking is what makes it a Any data can be encrypted to a disk or data dangerous world for Hacker and SysOps alike. stick. A Computers {DD} check determines how Should a hacker sloppily enters the system, quickly and secure an encryption is. Any hackers leaving a trail of data – authorities can easily trying to decrypt the data uses the hacker’s trace down the crew. Computer’s skill pool to determine the difficulty to decrypt the data. Per {$} scored, it increases Firewall Repairs the amount of hours it takes to decrypt the data If a hacker breached the data, the firewall is with {^^^} or {*} increasing the difficulty by 1. down. High profile systems will immediately become aware of the issue, where lower tiered Internets Attack systems won’t care as much. It will take a Hacking from the internets is severely limited to reboot of the system to repair all Firewall finding and slightly modifying data. Hackers damage. cannot actually control or manipulate A.C.M.D. Imprints applications remotely. In order to control or Many high-profile systems actively scan for change an application’s behavior the hacker suspicious data in their logs. Should a hacker must jack into the application’s server or alter data, it is a matter of days until the OSAD security apparatus. Hacking internet data or SysOp even notices that there might be examples include: finding private data, something wrong, depending on the number of imposing as a user making content, or editing successes a hacker had. content. They make a Computers {DD} check to inspect There are a few rolls to overcome to pull off a the file. A non-canceled {$} determines that the hack. The hacker must first located the data on file was altered. It takes a {*} for a SysOp or the right internet, taking 6 hours for each OSAD to note any trails of who it might be. Computers {DD} check to determine the location of the data. If they do know which Crytoscripting Internet holds the data, they do not have to roll. Hackers must know how to encrypt and decrypt After locating which Internet the data is on, the data. This is known as Cryptoscripting. Most hacker must search that internet for the specific paydata is encrypted, and must be decrypted. If website-like application that hosts the data the a hacker wants to be less exposed, the hacker hacker is in search for. The difficulty of this is should encrypt most paydata or transactions the target’s citizenship rating increased by that take place among the stars. number of times equal to the citizenship rating Decrypting Data requirement of the Internet. Searching takes Decryption takes place on a GRIM, DAPr or another 6 hours to check. Failures do not cause similar device. It copies the original data to a alerts, but only eats time. Once found, the sandbox on the device. This sandbox can be hacker can make a copy easily and does not wrapped up and placed for sale on the black have to worry about encryption. market. On average, it takes 12 hours to Modifying the data takes a Computers {DDD} decrypt system data. The hacker makes a check. The difficulty is increased by the Computers check with a difficulty equal to the Internet’s citizenship rating requirement. Failure in this records the device’s signature, against the OSAD and Defenders roll against the AIN, and alerts the authorities. hacker's Computer skill. Upon success, it will determine the amount of connections (person Hacking Actions or terminal) there is to a system. The following are actions that revolve around this ruleset. Avoid Detection Action Strain: 2 Activate App Function Difficulty: Opposing Check Maneuver Strain: 0 Difficulty: - The hacker has unauthorized access to a system and tries not to be detected. The hacker While having access to a component, the user employs computer science and scripting tactics may make a maneuver to use it. This could be as a Computers check against the OSAD rating lowering shields, disabling gravity or opening a of the system. Lack of successes causes the series of doors. They are quick actions that does system (and its operators) to be aware of the not require much thought, but take a few hacker's location and AIN of the hacker’s device seconds to perform. in logs as well as communication alerts. Append or Modify System Data (Unauthorized) Breach Firewall Action Strain: 2 Action Strain: 2 Difficulty: Opposing Check Difficulty: Opposing Check The hacker has already found his target data The hacker attempts to place scripts and code and makes a Computer check against the that erodes a component's firewall. The hacker system’s OSAD rating to alter system data makes a Computer check against the OSAD quickly without making a trail. rating of the system. The Firewall takes damage Upon a successful execution of the APPEND or for each non-canceled {$}. MODIFY command, anything or person that scans the data will have to make a Computers ({DD}) check to determine if an unauthorized command was executed on the data in question. Each non-canceled {$$} after the initial {$} may increase the difficulty pool by 1. Hackers may perform this action multiple times to cover their trails. Failures of this command will write logs with a timestamp to a Database system or queue a transmission to a Data Warehouse. This cannot be prevented without destroying the component’s Firewall.

Audit Connections Action Strain: 0 Difficulty: Opposing Check While in the system, Hacker or Defender alike may check on its connections. Hackers roll Chunked Data Processing Computer skill at the time of encryption Maneuver Strain: 0 determines the difficulty and time for a Difficulty: - decryption. The character subtracts one turn from the Deny Command amount required to Copy or Delete system data Action Strain: 0 as the character’s scripting effectively handles Difficulty: {DD} data sizes and processing times by slight The controller of a system may deny other users parameter tweaking on the fly. commands or accessibility to the system after a Copy or Delete System Data (Unauthorized) successful Computers ({DD}) check. A target Action (Concentration) Strain: 2 may no longer take any maneuvers until the Difficulty: Opposing Check start of the controller's next turn. This The hacker has already found his target data effectively would end any action that requires a and makes a Computer check against the concentration maneuver. system’s OSAD rating to copy or delete system Efficient Scripting data quickly without making a trail to his Maneuver Strain: 0 Skulljack network or equivalent tool. Upon a Difficulty: - successful execution of the command, the The character may add a {B} die to their next process starts up. Hackers must concentrate on Computers check as their tools increase the the command for 2 turns as a maneuver for performance of the hacker's scripting. success. If data was copied, data remains encrypted until a decryption action can be Emergency Jack-Out performed on the data. Maneuver Strain: 0 Difficulty: - Failures of this command will write logs with a The Computer user was forced to take an timestamp to a Database-like component or immediate disconnect from the interface of a queue a transmission to an external Data system causing him to be immobilized until the Warehouse via a Vox-like component. Removal end of his next turn as well as receiving {SSS} to of the log will need control over the their next roll during the encounter. component, finding the data and then performing a delete command. Encryption Action (Concentration) Strain: 2 Cover Coding Tracks Difficulty: {DD} Maneuver Strain: 0 Difficulty: - The hacker spends a few moments solidifying encryption processes and keys for a specific The hacker spends a maneuver to delicately piece of data. Decrypting the file takes one + execute or place data inside the system as not non-canceled {$} days. to be traced, giving a {S} to the system's OSAD to detect the hacker until the start of the next Find PayData round. Action Strain: 2 Difficulty: {DD} Decrypt The hacker may find paydata once getting Action (Concentration) Strain: 0 Difficulty: Opposing Check access to the system. The hacker does not need to have control of a component while he The hacker spends a great deal of time to searches for particular data while avoiding attempt to decrypt a single file separated from detection by the OSAD. Upon a successful its system. The system or owning user's Computers ({DD}) check, he will find the data to device shuts off abruptly, the hacker takes two start an Append, Copy, Delete or Modify system wounds and two strain. This occurs even when data command. The hacker may augment this there is a GRIM, Drone or DAPR connection skill by adding one {D} per extra PayData type. between the device and the hacker. While jacked in, the user suffers an increase of Flush Connections Action Strain: 2 difficulty per non Computers skill check. Difficulty: {DDD} Jack Out The OSAD or system’s defender can make this Action Strain: 2 action after being aware of a hacker in their Difficulty: - system. The defender tries to flush out the The computer user skillfully disconnects himself hacker’s connection. or his devices from the system after a Computers (-) check. This requires the defender to be actively aware of a hacking in progress. Upon success, this Prevent Logoff kicks out the hacker. The hacker cannot access Action Strain: 0 the system for 1 + per non-canceled {$$} after Difficulty: {DD} the initial {$} turns as he is forced to take an The controller of the system may issue a Emergency Jack-Out maneuver. If the hacker command against a target which prevents the cannot take a maneuver, the hacker is ejected target from using the "Jack-Out" command, violently causing to be prone and immobilized preventing a clean disconnect from the system until the end of the next turn. upon a successful Computers ({DD}) check. {^^} The defender may add a {D} to the roll to also may be spent to give 2 strain to the target. deal 2 + each {^^} scored on the roll. Triumphs The controller may opt to add an additional {D} would give a critical to the target at {$$$$} to the check which also prevents the target successes. from doing an Emergency Jack Out command. Query AIN Action (Concentration) Strain: 0 Gain Unauthorized Access Difficulty: AIN Action Strain: 0 Difficulty: Opposing Check The Computer user rolls against the difficulty of The hacker rolls a Computer check against the the AIN rating to determine ownership, netbook OSAD rating of the system. A failure does not value and other details about the item. Please trigger alarms unless the system is a Military, refer to the “Modifying AINs” of this section for Classified or High-Profile system, but will log an more details. entry attempt. Upon success, the hacker can Rebrand AIN now Find Paydata or Breach Firewalls. {^^} can Action (Concentration) Strain: 0 be spent not making a trail. Difficulty: AIN Jack In The Hacker rolls against the items AIN rating to Maneuver Strain: 0 claim ownership of the device. Please refer to Difficulty: - the “Modifying AINs” of this section for more Logs into a device to perform hacking or details. counter-hacking actions via a plug. If the device Red Alert is damaged, the Hacker receives two strain per Action (Concentration) Strain: 2 damage rating inflicted to the device. If the Difficulty: {DDD} A controller of a system modifies it to be on Alternative Rules: Space Vessels high alert, increasing the difficulty dice of any There are a few modifications for the Vehicle hacking attempt by 1. This can be sustained rules. Mostly, everything is intact and the same through a concentration maneuver. as the Genesys Core Rulebook. Space Ventures Repair Firewall adds a few new vessel characteristics, systems Action Strain: 2 and actions to make a more fleshed out system Difficulty: {DD} for GMs and Players to think strategically and The system repairs itself and boosts its defense thematically. knowing attack patterns via the character's Components scripting after a Computers ({DD}) check, In order to get stations some spice, Space healing 1 Firewall + non-canceled {$$} past the Venture rules overrides some Vehicle first {$}. components in the Core book while introducing Trolling new ones. These components help operate the Action Strain: 2 ship and are linked to crew actions. Difficulty: {DD} Auxiliary Systems: If you have a modified ship The hacker or defender trolls a target by with specialized attachments or gear, this is the renaming or creating frustrating conditions system that it uses. This could be the barrier within the system after making a successful shield, the teleports, and etc. This is also Computers ({DD}) check. A successful check equivalent to “Defenses”. causes the target to take 1 + per non-canceled {$}. Communications Array: This represents the vessel’s ability process data, send and receive

communication requests. Unplanned Shutdown Data Warehouse: A series of databases and Action Strain: 2 Difficulty: {DD} datasets that contain information for the ship to interface or integrate with other systems or The system defender or OSAD frantically tries to actions. It is the brain and memory of the do damage control on the component. They vessel. Damage to this system impacts almost hastily start to cycle down memory and/or every other system other than the FTL Engines, processes at random. Weapons and Power Converter. This instantly repairs a Firewall damage to the Engines: This can either be used planetside or component per non-canceled {$$}. During this space. This is how the vessel moves about from shutdown the component can not be used or be Point A to Point B in non FTL Space. This is interacted with. Additionally, any connection or equivalent to “Propulsion”. data transfer done on a component ends abruptly, giving the hacker 2 strain. FTL Engines: These engines use FTL Space signals to fold the vessel (and its contents) into Should there be any non-canceled {X}, the an alternative space where it is quicker and component is breaks by one rating and the easier to skirt about the universe. component is not shut down. Jonah System: Giving food, gravity, temperature and other creature comforts for use while in Space. This is equivalent to “Hull”. Navigation: This lets the system steer, brake with the Jonah system, it is not a meal that one and interact with its surroundings. I’d say it’s would really enjoy to eat over and over again. pretty vital, right? The Jonah system provides a soy-based substance that is equivalent to a daily meal. Power Converter: This converts the various fuels, liquids and matter needed to power the All traveling should take up a good percentage ship. of a JS rating on a ship, making players and GM alike think strategically how to overcome Sensors: Detects and understands the logistical challenges. environment around it. Weapons: Defending yourself is quite Launch Bays important. While this is called the “Weapons” When landing or taking off from a launch bay system, this included armor or other defensive that’s attached to a space ship it requires an measures. action. The pilot suffers 2 strain as well, as it is a stressful event. Not all launch bays are created Flight equally. Each have a difficulty rating based on No atmospheric flying vessels have been their mother ship’s silhouette. generated in this ruleset. This is a Space Opera Silhouette 1, 2: {DDDD} after all, go fight in space! That being said, any Silhouette 3, 4: {DDD} space fairing craft may hover like a helicopter Silhouette 5, 6,: {DD} and fly perfectly fine in atmosphere of a planet. Silhouette 7, 8: {D} There might be {S} or {B} awarded to the Silhouette 9+: {-} piloting operations due to gravity, but nonetheless, spacecraft can fly in the air. Passengers Fire Arcs We’re going to make this easy. The Jonas System is representative of life support and Fire Arcs are not used in Space Ventures. Space other systems. Each creature takes their Ventures focuses on the thematic and cinematic silhouette * 5 JS resources to live out in space feeling of bridge crews without having players for extended periods of time. If the ship is not and the GM focus on Fire Arcs. space worthy, use its encumbrance capacity. Jonah System Each creature has an encumbrance of their A Jonah System (JS) is how Oxygen, Food and silhouette, no less than 1. Waste Management is governed on a starship which is administered by the Life Support Meka Framed Units (MFU) Meka Framed Units are small vessels that can system. This filters out space particles and other transform into a human-like machine from natural elements to make a ship habitable and another transportation form such as a plane or comfortable. It is not a mathematical formula in space fighter. These are space worthy craft that game, but the Jonah System gives an element of are widely used in space combat. MFUs may danger and a way to spend Advantages and hold up to a capacity that equals to 2 Silhouette Threats. worth of creatures. MFUs can not travel While standing idle in space, each day takes up through FTL Space. With their MFU functions, one JS point. When exploring space, folding these count as Silhouette 2 craft when docked through FTL Space or combat, the Jonah System in a hangar bay. might require more resources to adequately keep you alive. Although food is mentioned MFU Pilots are highly skilled individuals. the JS cost is 20 to 30 per “fold” into FTL Space, Mechanically, they have to use a mixture of but can decrease or increase based on Piloting Mechanics, Operating and Piloting to achieve or Astrocartography checks. the best results in MFU use. Cargo and crew alike no longer exist in the While in transportation mode, the MFU acts like physical realm while in FTL Space. Once any other vessel. It may transform into its other entering FTL Space, the crew becomes form at a cost of 2 system strain and requiring impossible to trace or communicate with in FTL two maneuvers. When operating in human Space. However, crews can launch form, the machine’s dice mechanics operate communication torpedoes to communicate slightly different. The vessel now acts as a with the outside galaxy. While in FTL Space, personal scale creature at a size of Silhouette 3. weapon fire is impossible. Exiting FTL space is If the Pilot requires Athletics or Coordination an incidental. checks, it is a Mechanics check. If the Pilot requires a Perception or Vigilance check, it is an Weapons Vessels eat up Hardpoints much like Operating check. If the Pilot is moving from modifications. Weapons cannot have point A to point B without any difficult attachments installed on them, but can have conditions, it’s an Operating check. However, if ammunition loaded into it like weapons. the Pilot is moving the human form in a complicated or dangerous way, it is a Piloting While following the alternative rules for check. While in human form, the vessel can ammunition, weapons handle differently. move as if it spent two maneuvers moving. Weapon ammunition last for the encounter and costs three times more than what is listed. MFUs in human form can use their fists as a Piercing ammunition should be replaced with weapon, but do not add Brawn to the damage. Breaching. MFUs with weapons on their transport form are not usable unless it has the Personal Scale item Weapon Qualities quality on it. Likewise, MFUs can not use their Players may attempt to add onto weapon non-personal scale items while in transport qualities as a modification but like a part. There form. is no limit to the amount of item qualities that MFU FIST: (Mechanics), 6 Damage, 4 Critical, be installed. Make a Rigging {DDD} to install the Ranged: Short, Pierce: 3, Vicious: 1. quality. The Price is total value of the weapon * 50% + Item Quality value listed in the core rule Faster Than Light (FTL) Space book. FTL Space is an alternative dimension that lets Every modification costs time and money. vessels travel among the stars with ease and Players may do it themselves via a Mechanics quickness as the vessel folds into this violent check or hire out a service to install the part at and chaotic dimension. Once outfitted anywhere at 5%-10% of the price of the part. correctly, vessels can merge into FTL Space with a blink of an eye, racing towards an exit point. The time to install is the rarity attribute * 2 + 1 days. A rarity 4 modification will take 9 days to FTL Space is not linear and does not match install. expected distances from physical space, meaning that things could be further or closer Combat than expected. It depends on how an individual Vessel combat is a tiny bit different than person plots a course through the space. On average, to person combat. The only thing that changes is how many actions a non-player controlled Silhouette +DMG, +CRIT Advesary Level vessel has in a round, and its dice pool. There is 5 +6, - 0 1 a crew onboard of a ship, and they should get 6 +7, - 0 1 just about enough turns as the players do. 7 +10, - 1 2 8 +12, - 1 2 So long as a vessel has the capability to fire 9 +15, - 1 2 multiple weapon systems and have a crew to 10+ +20, - 2 3 fire that system, it should be fired. An NPC vessel is still limited to 2 maneuvers being used Silhouette differences matter here as well. It to change range bands. This can not be automatically adds a {$} per 2 silhouette sizes changed, unless an NPC has a special ability. past (only for vessels with Silhouette 5 or When vessels get bonus actions due to their more). Meaning, a Silhouette 4 running against size, it’s appropriate to outfit more weapon a Silhouette 6 Battlecruiser has an automatic {$} systems to that vessel. It is quite reasonable to added to the roll. add another weapon per action given. Titans Among Us Not only are weapons modified for starship or starbase sizes, but their sizes as well. Starships

must host countless of individuals, designed for The following table should be consulted to beatings and have multiple redundant systems determine the amount of extra maneuvers and for it to function out in the wilds of space. actions should be given to an NPC. The following table illustrates just how things Silhouette Actions / Manuevers are increased by having ships be Silhouette 5 or 1 - 2 Regular higher: 3 +1 Action, +1 Maneuvers Silhouette Hull, Strain, Jonahs Armor 4 +2 Actions, +1 Maneuver 5 10, 10, 70 1 5+ +3 Actions, +3 Maneuvers 6 15, 15, 180 2 7 30, 30, 210 3 We cap it out at Silhouette 5 because the scale 8 35, 35, 260 4 gets massive and becomes unfun to play. 9 45, 45, 320 5 Imagine having to roll 30 times as a space 10+ 60, 60, 450 6 station blasts at Space Venture crew per turn. Give Me More Power! Why so beefy? For tables that want to not chew through that Space Ventures is about small crews doing many actions (quite understandable), try out asymmetrical things, not full out combat. this option if they want to really make things Instead of saying “No, that’s not impossible” to dangerous to Space Crews. the table, motivate the players in getting allies or striking the target from within. Planting Each Silhouette past 4 increases damage done explosives or hacking an entire Space Station is and adversary level in the following way: more enjoyable than slugging it out against a “fully armed and operational battle station” in this system. Name Die Result Result The vessel suffers 4 system strain, and its pilot and each Rattled {D} 01 - 08 occupant suffers 2 strain. Roll 1d10. Use the result table to damage a Component by Component Damaged 09 - 20 1. The vessel’s hull is severely compromised, armor is set to Extensive Hull Damage {D} 21 - 30 0. Navigation Damaged {D} 31 - 37 The vessel’s handling becomes -3. The vessel’s can no longer accelerate or keep its speed. It’s Engines Fried {D} 38 - 44 speed is decreased each turn until 0. Failing Power {D} 45 - 62 Each piloting action causes 2 additional system strain. Defenses Damaged {DD} 63 - 73 Defense rating becomes 0. The attack selects a weapon on a ship, this weapon can no Weapons Damaged {DD} 74 - 86 longer be used. If there are no weapons, reroll. The vessel can not decrease it speed. It will have to either Navigation Failure {DDD} 87 - 96 collide or coast to stop. Random roll a component with a 1d10. This component Mechanical Failure {DDD} 97 - 112 breaks by two ratings. Random roll a component with a 1d10. This recieves Major Catastrophic Failures {DDDD} 113 - 120 damage. The vessel catches on fire or sprays toxic fuel / chemicals doing damage to its occupants. If occupants are wearing Violent Failures {DDDD} 121 - 144 suits to combat dangerous chemicals or environments, these suits receive the Major damage condition. If not, the character receives a critical injury. The vessel begins to come apart, seemingly disintegrating around the occupants. At the end of the following round, it Break Up {DDDD} 145 - 153 is destroyed leaving debris. Anyone aboard the vessel has one round to dive for the nearest door before they are lost. In an unskippable cinematic scene, the vessel disintegrates Aldergone 154+ into nothing after a fireball. The vessel is completely destroyed with no survivors.

Criticals and The New Critical Table 1D10 ROLL RESULTS New components call for new critical tables. D10 Result Component The following table can be read by the result 1 Auxillary System range, critical rating and the results. When 2 Communication Array Vessels receive a critical injury, they have a hull 3 Data Warehouse 4 Engines breach on the vessel. Should a critical produce 5 FTL Engines no result, such as a 0 defense ship rating 6 Jonah System reduced to 0, damage a random component 7 Navigation (determined by the following table) and 8 Power Converter damage that by 2. 9 Sensors 10 Weapons

Vessel to Vessel Boarding Methods Any attempts to board a vessel with an invading These are just a few examples of how to be a ship, the invader must add {S} per speed (not to proper lootin’ space pirate. Keep in mind that exceed {SSS}) that the invading vessel is going having a cloaking ability makes all of this easier. while docking with or attaching onto the victim. A Hullhack Job Should any device, tool or item still be attached The raideer sneaks onto the hull of the vessel, to the invading ship while the device is attached clamps onto the hull, and proceeds to make an to the victim (think cables or planks) while each insertion point on the hull. An Athletics or ship still is active with speeds over than 1, add Coordination check must be made to get onto {S} + speed (not to exceed {SSS}) to any actions the victim’s ship or another tool must traverse taken by both crewmembers of the ship. the distance between Short to Engaged or face being left out into the void. A Mechanics ({DD}) While dangling or attached to a vessel that is roll to clamp onto the vessel with a “life line” entering in FTL Space, should the creature fail to cord, ensuring that the invader isn’t bucked off detach or exit the dangerous situation - the of the Vessel. While using the tool, another creature is twisted and crushed to death as the Mechanics check {(DDD}) is rolled as it starts to flesh is unable to traverse FTL Space. hack the hull apart. Speed of the vessel adds {S} Risk: The Float to the die pool to hold the tool steady while not As a reminder: space is quite different in terms being bucked off. of gravity than Earth. it is very difficult for A battery packed or plasma powered weapon planet dwelling creatures to move around in it. may also make a check, but must have the Gravity counts as difficult terrain to move in. Breach item quality. While using the tool, the While in space, creatures rely on their suits amount of successes generated must exceed battery life to give them air and protection the Armor + 1 rating of the vehicle. Once against the harmful cosmic rays that sweep succeeded, “The Suck” occurs. through the galaxy. When space suits fail, the Breached Hulls creatures in the suit begins to Suffocate, are Some weapons or instances has made hull exposed to the radiation in the galaxy at a breaches. An Athletics or Coordination check hazardous “atmosphere” rating of 6. must be made to get onto the victim’s ship or Coordination {(DD}) checks may be used to another tool must traverse the distance travel or aim while floating in Zero G. between Short to Engaged or face being left out Risk: The Suck into the void. Vessels who have received a When breaching a hull, the Vacuum of space critical injury in the encounter have a hull calls to all within the vessel. An Athletics breach. {(DDSS)} check should be made to resist the Raming vacuum siren call per turn. Failures results being Ramming a ship is always a viable option. It tossed into Outer Space. This can be completely requires a Ram or Improved Ram action. Unless ignored if wearing Space Walker boots.Luckily, stated otherwise, any party involved in the ram most crewed ships have preventative measures may be invaded if the vessel’s current Hull in the case of hull breaches. Sections of decks Threshold is half to its Threshold or the vessel are divided by bulkheads which work as airlocks has had a critical injury during combat. - to be able to seal such breaches. V2V Devices Vessel Modifications Vessel to Vessel (V2) devices exist for such Vehicles have modifications. These work the activities. They are automated hull cutting same way as Hard Points, the hardpoints listed machines or similar natured attachments on a in the description is the cost of hardpoints to vessel. This requires less effort by mount it on a Vessel. crewmembers, but come with their own Rigging up a ride is very straight forward. While complications. While breaching the hull, the some modifications may seem to be weapon- invader and victim must be within 1 speed of like or even ship-like, they fall under a each other or the device breaks off the target. modification because they do not follow There are instances where the break off could combat or vessel rules. lead to a lethal disaster for the creature inside Keep in mind these few principals: Every such a device. modification costs time and money. Players Vessel Resistance may do it themselves via a Mechanics check or Vessels have a natural resistance to such hire out a service to install the part at anywhere activities. Consider the following scenarios at 5%-10% of the price of the part. The time to when building encounters and challenges for install is the rarity attribute * 2 + 1 days, so for a players. rarity 4 modification will take 9 days to install. Airlocks Should a crew want to speed up an install, Airlocks have sealed off keypad entries to increase the difficulty by 1 per day to skip. secure their vessel. A default Airlock takes a {###} and {!} should eat Jonah Resources Skulduggery ({DD}) check to overcome. Military permanently whereas {^^^} or {*} installs, 1 vessels can increase this to ({DDDD}) with {SS} Hard Point may be recovered. for complex machinery and technology. Airlocks are hackable and controllable, but only after Upgrading Hardpoints controlling the Jonah System component. Some vessels have unspent Hardpoints values. Players may purchase additional weapons or Buck Invaders equipment to further modify their vehicles. Pilots and crewmen alike can try to knock off However, to gain more hardpoints is an would-be invaders by a myriad of tricks. Please additional cost in terms of time and resources. consult the Crewman actions section in the book. ($1,000 + (Vessel’s Silhouette * 100) ) * New Hard Point Value. The number of hardpoints on Hull Breach Sensors a vessel must not exceed Silhouette* 3. Every space faring vessel has indicators when a hull breach occurs. It is natural to seal off the Vessel Repairs breach with airlocks with larger vessels. Local mechanic shops will greatly advertise their Controlling the Jonah System can prevent services to space ship owners. Some remote warnings about Hull Breaches. areas of the Galaxy might see a price gouge, tripling the costs of repairs due to the lack of Very Fast Sublight Speeds competition or if the Big 7 has a significant hold Going fast means a difficult time for any in the area. invader. Victims should always try to go quick and fast to avoid being boarded. Wear and Tear System Strain and Hull damage is easy to repair. It will cost $100 credits per point in Hull damage. It will cost $50 credits per point for The ship presents a snapshot of images or data system strain. points, giving a crewmember to analyze the data to find specific organic life-forms from this Components snapshot. Using the snapshot, crew can try to When a component receives Major damage pinpoint the location of an individual at a where it becomes unusable, it takes 3 weeks of Medium distance away. 12 hour repairs for it to completely recover from the damage. A patch job might work, but Block FTL Entry it does not completely fix it. It will only place System Strain: 2, Difficulty: {DD} the component into Moderate damage that will Linked Skill: Astrocartography, Component: FTL Engines take 3 weeks to repair at a ship’s Silhouette * The FTL Engines sends false positive readings to 1,000 cost. The ship will be considered to have a the targeted vessel’s FTL Engines - making it crit on it until it is healed. unable to fold into space. Any non-canceled {$} Criticals from this roll prevents the fleeing ship from Criticals cost a base of $1,000 credits to repair entering space. The ship must be going faster at a base of 5 days. If the Crew is seeking to than the fleeing ship and be in short range of repair the ship themselves, the cost is down to the ship. {###} or {!} can cause a critical hit from $500 credits as a base for materials. the stress of the systems to effectively block entry into FTL Space. Failures with {^^^} or {*} The GM turns the critical difficulty into a roll, upgrades the fleeing vessel’s difficulty to enter switching {D} to {A} and {C} to {P} without any FTL Space by one. {D} or {S} to the roll. Boost Component Per {$} generated, add $1,000 credits (or $500 if System Strain: 2, Difficulty: {DD} the Crew is not hiring someone) to the repair Linked Skill: Mechanics, Component: Auxiliary Systems cost. Any {^} generated adds 1 day to the repair Adjusting a few conditions and variables allows time. a component to respond quicker and efficient. A component may receive an extra {B} die when Alternative Rules: Crew Abilities performing an action. This cannot stack with Expanding on the actions present in the core any other bonuses, such as Aid Person or rulebook, Space Ventures seeks to have more another team member. options to crew members on a starship. So long Boost Defenses as the crew member is in front of a terminal System Strain: 4, Difficulty: {DDD} that controls the linked component in the Linked Skill: Mechanics, Component: Jonah System action, the crew member may attempt the The craft must have at least 1 defense. action. Successful checks increase the defense of the We suggest adding the Space Vessel alternative craft until the beginning of the character's next rules with this set, as many actions are tied to turn per each {$} at maximum of three components. If a Component has Major damage defenses. This increases the piloting actions to it, the task cannot be performed. during this affect. Crewman Actions Buck Invaders System Strain: 2, Difficulty: {DDD} Biometric Scans Component: Any System Strain: 3, Difficulty: {DD} Linked Skill: Operating, Component: Sensors The crew knows of at least one invader on the hull of their ship, trying to slice or move their way in. The crew uses parts of the ship, such as Full Throttle overloading a circuit or wild piloting allowing System Strain: 5, Difficulty: {D} either a Computers, Mechanics, Operating or Linked Skill: Piloting, Component: Engines Piloting check against the invader’s Athletics, The vessel’s engine kicks into overdrive, causing Coordination or other fitting skill. Any non- the vessel to be very vulnerable to attacks as canceled {$} throws off the invader. Should the navigation and defensive piloting is limited invader not be clamped, the invader is tossed during this effect. During this time period, the into space traveling the speed of the vessel. craft has 0 armor and defense, but reaches This may be used once per turn, by only one automatic max speed + 1 until the start of the crew member. next round. Course Correction Gain Advantage System Strain: 1, Difficulty: {DD} System Strain: 2, Difficulty: * Linked Skill: Perception, Component: Sensors Linked Skill: Piloting, Component: Navigation On a successful check, each non-canceled {$} The pilot has to be in a ship with a silhouette reduces the {S} suffered for difficult terrain by lower than 4 and be going at least a speed of 3. one. The pilot then picks a vessel he is in combat with. Using the difficulty below to determine Damage Control Action, Difficulty: {DDD} success. {$} decreases the difficulty by 2 when Linked Skill: Mechanics making combat checks against the target. The difficulty of this roll is determined by comparing You may choose to repair either strain or hull the speed of the two. {D} should the vessel be damage. If successful, you may heal the strain going to the same speed. {DD} should your or hull by one per non-canceled {$}. Repairing vessel is going faster than the opponent. {DDD} hull is only permissible once per encounter, as should your vessel be going slower than your long-term care is likely needed to patch up the opponent, having a 1 lower rating. {DDDD} damage received. Those with trained Athletics should your speed be at least two ratings lower can choose to make an Athletics roll rather than than your opponent. a Mechanics roll should that make narrative sense in how the repair is being handled. Intercept Projectiles System Strain: 2, Difficulty: {DDDD} Fire Discipline Linked Skill: Operating, Component: Data Warehouse Difficulty: {DDD} Linked Skill: Leadership, Component: Weapons The crewmember is able to destroy the incoming projectile with the ship's own weapon A leader coordinates a strategic position for the using complicated and quick coding. The vessel pilot, gunner and other statins to converge. On gains 1 soak + any non-canceled {$} until the a successful check, the next crewmember firing end of the next turn. This cannot stack. a weapon on the vehicle adds {B} to their check, plus an additional crewmember for an Jam Communications additional {^}. That character may spend {^} to System Strain: 1, Difficulty: {D} allow every hit to inflicts 2 strain. Linked Skill: Operating, Component: Communications Array FTL Space Entry A wave of feedback and noise ripples from the System Strain: 1, Difficulty: {D} Linked Skill: Piloting, Component: FTL Engines ship. The enemy must make a Computers ({DDD}) to use its own communication system. The craft appears to fold into FTL Space with a shine to it. Requires speed of 1. Difficulty increases one for each additional {*}. Tactical Scan Spend {^} to Jam other vessels in range. System Strain: 2, Difficulty: {DD} Linked Skill: Operating, Component: Sensors Plot FTL Course System Strain: 1, Difficulty: {D} The crew knows the type, built, armor, defense, Linked Skill: Astrocartography, Component: FTL Engines hull thresholds, system strain thresholds, speed, and modifications. A crewmember may spend Program coordinates and route information to {^^} to learn the target's hull and system strain find the shortest route to your destination. levels. Failure increases time by 10 JS per non-canceled {F}. Teamwork Difficulty: {DD} Ram Linked Skill: Piloting, Component: Navigation Difficulty: {DD} Linked Skill: Piloting, Component: Navigation The Co-Pilot calculates and inputs the desired speed, fuel use and other useful items, which Your vessel rams into the other craft. Your the machine responds positively to. Success vessel needs to be at a current speed greater results in the Pilot receiving a {B} die. Each non- than 0. Damage done is based on ramming canceled {$$} downgrades the difficulty of the vessel’s speed + silhouette + non-canceled {$}. next Piloting check. The ramming vessel takes the base damage of speed + the target's silhouette. Armor does not Terra Firma reduce this damage. Checks resulting in Difficulty: {DD} {^^^^} or {*} results in a critical to the target Linked Skill: Athletics, Component - ship. To board vessels after a ram, please A crewmember may brace themselves when consult the Boarding a Space Vessel section. things get rocky. The crewmember receives an Recover JS automatic {$} when making checks to avoid Difficulty: {D} falling prone. Linked Skill: Rigging, Component: Jonah System Threat Assessment Recover 10 JS per non-canceled {$}. {^} adds an System Strain: 2, Difficulty: {DD} additional 2 JS. {*} or {^^^} may heal 5 system Linked Skill: Business, Component: Sensors strain. After making a scan on a vessel, the Recycle Power crewmember uses their training or experience Difficulty: {DD} to gain insight translated as a decrease in Linked Skill: Operating, Component: Jonah System difficulty for the next social roll with the targeted vessel's crew. A crewmember diverts power in an attempt to heal system strain. On a successful check, spend Trace FTL Routes 10 JS to recover 1 system strain. {!} subtracts 10 System Strain: 1, Difficulty: {DD} JS automatically plus any non-canceled {X}. Linked Skill: Astrocartography, Component: FTL Engines Stressful Piloting By using difficulty calculations, the Difficulty: * crewmember is able to guesstimate where a Linked Skill: Piloting, Component: Navigation ship might travel out of given clues about how they folded into FTL Space, where they folded The pilot moves to overcome difficult terrain. from and other sensory data. The difficulty is increased or decreased depending on how difficult the conditions are. V2V Hacking Stream Please see core rulebook for examples. Action (Concentration), System Strain: 2, Difficulty: * Linked Skill: Computers, Component: Auxiliary Systems damage soaked is equal to the silhouette - 1 The Vessel creates a beam that happens to act (minimum 1). On critical hits, the critical roll is a like an universal data jack. The hacker on this -10. Any roll below or equal to a 0 does no vessel may attempt hacking the enemy ship at critical damage to the vessel. an increase difficulty of one. The ship must be Communication Torpedo Interaction going slower than 3 speed. This is not detected Component: Communications Array unless being actively scanned for. {###} alerts Crewmembers can send (out of a small torpedo the enemy vessel, {!} opens a backdoor up for bay like chamber) and scan Communication your vessel as well as notifying the target. For Torpedoes. Must be going at Speed 0. this connection to remain open, the Vessel spends 2 strain and the hacker receives {S} per Decelerate rank of speed the current vessel is going. Please Component: Engines see OSAD to determine difficulties to gain Lower the speed of the vessel by 1 as the unauthorized access. For all intents and engines whirl down. Must be going at speeds purposes, the hacker is considered "jacked in". greater than 0. Weapon Solution Evasive Tactics System Strain: 2, Difficulty: * Component: Navigation Linked Skill: Gunnery, Component: Weapons Increase the difficulty to hit the vessel by one May use two unlinked weapons as a linked until the start of the pilot's next turn. Must have weapon at the start of the crewmember's next a speed of 3 or higher. turn, regardless if they were already fired. Use Modify Internal Gravity the shortest of range band of the weapons. Component: Jonah System Suffer {SS} when firing the weapons. Quick settings here and there from a station will Crewman Maneuvers adjust the gravity. The speed of the ship must Unless specified, a maneuver assumes that it be 0 or 1. can be operated at any speed. Installed Terminal Commands (Mods) Accelerate With a tap on a touchscreen or a twist on a dial, Component: Engines the crew might have more commands at their The vessel's engines work a bit harder and fingertips then what is naturally installed on increases the speed by 1. vessels. Modifications that grant more Adjust Parameters commands listed in this section. Component: Auxiliary Systems Advanced Hull System Activation The crewmember adjusts the parameters on his Action (Concentration), System Strain: 2, Difficulty: {DDD} station, moving a {S} from his dice pool to Linked Skill: Computers, Component: Jonah System another crewmember's dice pool until the start The Vessel gains soak equal to the roll’s non- of his next turn. canceled {$} until this amount is taken away from damage. After activation it requires the Brace for Impact Component: Navigation vessel to spend 1 system strain to keep it active as well as a concentration maneuver from one Once per round, the Pilot can position the craft of its crewmembers. This cannot stack and only to minimize incoming damage doing Barrel Rolls works once per encounter. or other such piloting skills. The amount of Apply Band-aid Fix Engage Barrier Field Action (Concentration), System Strain: -, Difficulty: {DDD} System Strain: 6, Difficulty: {DD} Linked Skill: Rigging, Component: Power Converter Linked Skill: Operating, Component: Power Converter Backup systems have been engineered to a The ship engages an electromagnetic field specific component. Actions from this around itself. This increases its defense by 1 component ignore up to {SS} until the until the end of the next turn. This cannot stack. mechanic’s next turn. This can be sustained by a Engage Cracklebeam concentration maneuver with a cost of 2 strain. System Strain: 2, Difficulty: {DDDD} During this “fix”, the vessel cannot be Linked Skill: Gunnery, Component: Weapons immobilized. The target cannot make any maneuvers until Breach Hull the end of its next turn. Crew inside the vessel System Strain: 2, Difficulty: {DDD} may make maneuvers, but they cannot make Linked Skill: Operating, Component: Weapons vessel maneuvers until the end of their next At a short range, lasers attempt to cut into a turn. vessel. When the sum of non-canceled {$} Engage Dark Energy Cloaking Field overpasses the Armor + Silhouette rating of the Action (Concentration), System Strain: 7, Difficulty: {DD} targeting ship, a hole big enough for 1 Linked Skill: Science, Component: Auxiliary Systems Silhouette character to fit through is made on The field enables the vessel to count as an Dark the vessel. See the section “Breaching Vessels” Cloaked object until it is turned off, damaged, for more details. or destroyed. While on it requires a Charged Weapon Fire concentration maneuver from a crew member a System Strain: 5, Difficulty: - 5 system strain from the vessel. Linked Skill: *, Component: Power Converter Engage Electromagnetic Beam The weapon user may increase the difficulty by Action (Concentration), System Strain: 2, Difficulty: {DDD} 1 to give his next attack and receive the Vicious Linked Skill: Operating, Component: Auxiliary Systems 1 and Breach 1 quality. This adds onto existing The crewman selects a specific component on qualities if present while using a weapon. the target vessel. This component gives any roll Counter Surge Scripting {SS} while using that component until the end System Strain: 4, Difficulty: {DDD} of vessel’s next turn. The crewmember can Linked Skill: Computers, Component: Data Warehouse keep the interference up with a concentration A successful check removes one effect that is maneuver at a cost of 1 system strain. Once the impacting any system, such as a {S} or it being target vessel moves greater than Short Range, completely disabled. This could be used to heal the effect is immediately ended. If the initiating Firewalls on a component as well. vessel’s speed is greater than 2, this effect is immediately ended. Engage Artificial Cloaking Field Action (Concentration), System Strain: 5, Difficulty: {DDD} Engage Reflector Shield Linked Skill: Operating, Component: Auxiliary Systems Action (Concentration), System Strain: 4, Difficulty: {DDD} The field enables the vessel to count as an Linked Skill: Operating, Component: Power Converter Artificially Cloaked object until it is turned off, While active, this shield causes any attacker damaged, or destroyed. While on it requires a that scores a {###} or {!} receives damage from concentration maneuver from a crew member a the strike if it successful or not. This can be kept 2 system strain from the vessel. This cannot up by a cost of 2 system strain per turn. It also stack. requires a concentration maneuver from a Linked Skill: Computers, Component: Communication vessel’s crewmember. Array Engage Gravitronic Wellheads A crewmember must be using a terminal Action (Concentration), System Strain: 2, Difficulty: {DDD} attached to a launch bay system. This crew Linked Skill: Operating, Component: Power Converter member works like an air traffic controller, giving orders to scramble pilots while preparing The operator may target a vessel at a short the hangar for immediate launch. Pilots in craft range in space. After a successful Operating must make a Stressful Operations action as well ({DDD}) check, the vessel is immobilized until as suffer 2 strain when taking off. the end of its next turn. If the vessel was going at speeds greater than 2, the speed of the Failure of this roll prevents the craft from acting vessel is decreased by the number of non- in the current initiative round. Success will let canceled {$} of the roll. them roll initiative in the current round. Improved Ram V2V Space Bridge System Strain: -, Difficulty: {DD} System Strain: -, Difficulty: {D} Linked Skill: Piloting, Component: - Linked Skill: Operating, Component: - While engaged with a vessel, damage done to A space-aged metallic folding bridge extends the vessels is 3 + non-canceled {$} + speed of out to the targeted vessel. The bridge has life the ramming vessel. {^^} can be spent to support and gravity while in in it. This causes a activate a critical on the target vessel. The Medium bridge between two vessels that is ramming vessel can soak an additional 4 narrow. At the end of the bridge, clamps are damage from this attack. Once attacked, crew made against the hull of the target ship with can board the target ship at the start of the next some ships have areas where it welcomes such turn. space bridges. Otherwise, using torches or breaching the hull is needed to gain entrance to Launch Marine Pods System Strain: -, Difficulty: - the other ship. This can not be used while going Linked Skill: -, Component: - speeds above 0 and requires the ship to be in short range. This pod attempts to breach the hull of the targeted vessel with a ({YY}) check with drills and torches. The character in the pod may Alternative Rules: Pharma make a Mechanics instead of the ({YY}) dice Pharma in Space Ventures is the application of pool. This is considered a Hack Job and an chemical substances in a bioorganic life form action to breach the hull. Once a hull has been that manipulates it in order to retrieve positive breached, the Pod acts as an seal against the or negative results. Meaning that poisons fall vacuum of space. The Pod has a Hull Threshold under this definition as well as Biological of 3, Speed of 0, Jonah System of 3 and a Chemical Stimulants and “Pain Killers”. Handling of -3. It is unable to go to FTL Space. Medicine is not magical or is it a sort of practice There is no need to roll to latch onto a ship. The of whimsical alchemy. It is a science. It is a vessel must be in engaged range. The character political tool. It is an economic tool. It is in the pod may disengage cables from his addicting and power. It is an important part in mother ship as a maneuver - but can not be the galaxy. recalled back to his ship once doing so. The Alliance and Big 7 see these positive Scramble products in their communities. Firstly, this System Strain: -, Difficulty: * justifies their existence to help communities Alternative Rules: SV Lawsuit battle abusers - greatly expanding their Space Venture crews will often be sued by each authority over smaller communities. Secondly, other in the name of recovering “damages” (a this helps control the population by adversely lump sum of credits). This is often is a tactic to controlling their mental and physical capacity. bankrupt or at least cause serious expenses on Pharma is distributed by the Big 7, underground a rival Space Venture crew. Not only do Space organizations and Space Venture companies. Ventures have to worry about being sued by Making Pharma other crews, but they should be prepared to Medicine is not a homeopathic thing in Space defend themselves from the Alliance in court. Ventures. It is an economic tool designed to The Alliance will sue a Space Venture crew for have long-term consumers of products, not just missing taxes, suddenly missing a permit or as a for economic reasons but also for political way to cripple a growing threat. reasons by the Alliance and shady Big 7 These trials are loose and fast. Often with politicians. Production of medicine is heavily structures that are more business-like than legal monitored, regulated and controlled. like. As these trials are not some legal A Space Venturer has access to such tools. Their procedure or some sort form of justice. It is an company is licensed to purchase equipment for argument if a party should pay or not. There are the development and shipping of medicinal no arrests or serious crimes being weighed on; products port to port. A medical facility (or it is strictly a manner of business. equivalent) is required to brew various Characters with ranks in Business will medicines. Failing to have such a facility results understand more about the etiquette or in {SS} in every attempt to manufacture structure of a trail than a simple Knowledge medicine. check. Each Medicine differs in the amount of time, What Triggers One? resource rarity, expenses and difficulty. The As mentioned, a Space Venture trial occurs as a time to create Pharma is 8 per Rarity value deterrent or obstacle for the crew. A trial is hours. The difficulty to craft Pharma is {D} + its often a consequence of an adventure, possibly Rarity divided by 2 rounded up. It will cost 25% rolling a {!} on the adventure or having the less than its value to make. adventure not go as planned. Additionally, a Addicted to Pharma trial may be triggers by many crew members Some stimulants are highly addicting and failing a Citizenship roll. require a Discipline check to resist overdosing. A How to Win failure of a check will result in one wound + any The judge will have two strain boxes, one for non-canceled {X}. {###} or {!} should will trigger each party. After the end of the trial, whomever a critical, with the effect making sense of the has the most amount of strain given to the impact of the stimulant. judge wins. To give strain to a judge, the These stimulants are: CHOP, Edge, Interstellar, lawyers will make one social skill check in a Mininarco, Pilotpop, Rush, Starchill, Trigger, and closing argument. Yeet Where are the Courts? These trails can be held anywhere, so long as there is a Judge and some sort of court recorder to take court logs is also present. This is to help unclog the Alliance justice system, but has the Testimonies wonderful impact of making these trials fast Presenting lawyers may pick from their own and easily abused by corrupt individuals. crew or other NPCs to help support their argument. These characters are also known as What are My Rights? witnesses in a trial. Lawyers will ask a series of You have the right to defend yourself in a trial. questions to the witness which have been You are innocent until proven guilty if being designed to influence a Judge’s thoughts about sued by anyone other than the Alliance. If being the argument. Testimonies can be split into two sued by the Alliance, you are guilty until being categories: social or technical. proven innocent. The prosecutor must find a Judge and file the lawsuit. The defender will be Social testimonies use a social skill and roll given a broad idea of why they’re being sued, against the judge’s appropriate skill pool. On but no evidence or outlines of the prosecutor’s successful rolls, the judge creates a strain soak case will be shared. Witnesses are encouraged used in the opposing lawyer’s skill checks equal to be truthful, but are not bound to be so. Any to 1 + non canceled {$}. This makes the violence done between parties during a trial is a opposing lawyer’s closing argument do less capital crime punished by slavery or death. strain damage to the judge, as the judge becomes partial to the party. Arguments Each trial is based on arguments. Arguments are Technical testimonies use either ranked general testimonies or evidence that helps prove the or ranked knowledge skills as the witness is party’s position of defense or entitlement of the used as an expert or technical source to prove payout from the lawsuit. Lawyers roll their the presenting lawyer’s position. These skill initiative to see who gets to use their argument checks are opposed by the Judge’s Knowledge first. Mechanically, these impact the rolls that skill. The judge may substitute to use the same give the Judge strain. skill as the witness, if he has an equal rank to it. When successful, this increases the difficulty Arguments can be anywhere between 1 to 3 for opposing lawyer’s argument by 1 as the judge each party. This number depends on how understands the technical evidence and how it serious or how involved your table wants to be relates to the party’s position. in a trial. In testimonies, the dice pool is assembled by During this phase, the lawyer presenting an using the witness’ skill rank + the lawyer’s argument is known as the presenter. The Presence characteristic. The idea is that the presenter only uses on evidence or testimony questioning of the lawyer is building up the during this phase. The idea is that the presenter atmosphere of the courtroom while the witness does not use any skills in his dice pool, unless feeds into his manipulation of that atmosphere. otherwise noted, but the character giving testimony or evidence rolls any skill checks. The Evidence other lawyer may attempt to weaken the Lawyers may present evidence, which are non- testimonies or evidence impact with his own living objects, to the judge. When doing this, skills. This is explained further in this section the lawyer is framing an argument to sway the with actions, but the key takeaway is that judge in his favor. The presenting lawyer uses a lawyers sell their positions to a judge, these social skill that is applicable to the argument arguments help make that sell. with the evidence against the Judge’s skill pool. On success, the Lawyer’s Closing Argument dice pool is upgraded by 1. Skills Opposing Skill Testimony Evidence Closing Argument Business Business Analysis of Conduct Permits Court History Charm Cool Building a Narrative Flattery Coercion Discipline Badgering Witness N/A Blackmail Conspiracies Cool Exposing Mistruth N/A Deception Vigilance Representing Mistruths / Building a Narrative General Skill Knowledge Building a Narrative N/A Knowledge Skill Knowledge Building a Narrative N/A Leadership Discipline N/A Appeal to Authority Negotiation Negotiation N/A Reasoning

Responding to an Argument discredit the argument. A successful roll adds Once an argument has been presented, such as {BB} to the closing argument of the opposing a testimony given or evidence shown, the lawyer. opposing lawyer may respond to it. The lawyer Closing an Argument may question the witness, give doubts about After a lawyer presents an argument and the the evidence or straight out attack the opposing lawyer responds to it, the lawyers credibility of the opposing party. now can roll against the Judge to do strain When questioning the witness, the lawyer rolls damage. any skill against the appropriate dice pool of the witness. Coercion and Conspiracies skill checks Each lawyer makes a comment tying together are allowed the testimony or evidence with the argument using a one of their social skills as an opposed here as the lawyer intensely bullies a witness to check. The judge suffers 1 + non canceled {$} unravel any weaknesses or flaws in their strain on successful rolls, remember this is a argument. Any successes upgrades the different strain box than the other party. The responding lawyer’s dice pool by 1 towards his objective here is to out damage the other party. closing argument. {*} or {^^^} do an additional 3 strain damage. If When disproving, objecting or dismantling the judge has strain soak and soaks up all the Evidence the lawyer must roll off against the damage, the judge still receives 1 strain presenting Lawyer. The responding lawyer plays damage. off of (Charm), lies about (Deception), attempts to dismiss the evidence for improper filing Appropriate Skills In a trail, players may use the above skills in the (Business) or even successfully call into question ways during each phase or scenario. These are the opposing Lawyer’s true motivations and its suggestions are not set in stone. Your table flaws (Conspiracies). A successful roll adds {SSS} should craft how their characters are using a to the presenting lawyer’s closing argument skill, with the GM being the ultimate approver roll. of the skill selected for the action a character is The opposing lawyer may make comments taking. about the argument, but not question the witness or use with the evidence. The lawyer Crew Assistance may make an opposing Business check to Crewmembers not apart of the trial may lend a dismiss the argument or an opposing hand, or tendril, to their cause. They can do this Leadership check to pull rank on a judge to by gathering assistance by planting, creating, or finding evidence prior to the trial. This can help Defender wins No payments made to the by granting arguments to be used in the trial or Prosecutor, but should there need to have a {!} just general {B} added to the argument in the resolve – a set amount demanded by the trial. Prosecutor must be paid off to the Prosecutor. During the trial, assistance can be given to the Compromises lawyer. Only one {B} can be given, but {S} can be Sometimes, lawsuits can just be settled with taken away through sufficient measures. Such compromises. In mid trial, the Judge or parties as a knowledge check about a subject in an can just cancel the lawsuit and compromise. argument, or a good Leadership check. Psionics Win-Win At anytime during the trial, both may be used as well, freely. The character’s turn parties can agree to stop it and go their order would fall where their parties order is, be separate ways, but increases adds {S} to their it presenting or responding to an argument. citizenship rolls. Assistance cannot be done during a closing argument to the judge, as the lawyers and Lose-Lose: At anytime during the trial, the judge judge are off limits and secluded from any could become fed up and fine each party an spectators. amount and give {SS} to citizenship rolls ending the lawsuit. Judge Responses The judge is not to be trifled with. Should the Lawsuit Phases judge find any schemes to tamper with the Here is how to handle a trial court flow, he could end the trial to the Step 1: Plan opposing party’s favor. This is usually a The first part of any trial requires planning. response to a hack gone bad, or a lawyer’s What is the crew’s defense? What is the crew’s evidence being so blatantly deceptive, or a offense? How can they get out of this? These witness’ testimony being so transparently are all questions the players and NPCs should manipulative. Mechanically, scoring {####} or ask. Knowing the answers to these questions {!} during an argument does this. will allow players and GMs to cleverly craft their The Judge will also respond to non-lawyers who arguments. interject themselves into the trial. He will gain 3 Crews are notified of Lawsuits 3 days ahead of strain per non canceled {##} spent by any crew the court date. member trying to lend assistance to the Step 2: Assign Roles lawyers. He finds their “assistance” disturbing Who are the lawyers? Who is giving a testimony to the court flow and is quite irritated by the or what is the evidence? These things matter as party. skill checks are based off lawyers and evidence. Aftermaths Step 3: Initiative After a trial is over, there could be aftermaths The Prosecutor and Defender will roll their that the judge may agree to. Leadership skill roll. Whoever outscored in {$} Prosecutor wins The Defender must pay off the will go first. In case of ties, use the character's damages. If the Defender has higher Citizenship citizenship rank or {^}. Failing that, re-roll if than the Prosecutor, the Defender may roll a there are any ties. Whoever wins gets to Negotiation vs Discipline roll to stretch out the present their first argument and win they will payments into monthly payments equal to the defend it. This order sticks until the trial is over. amount of {$} scored on the roll. Step 4: Arguments make it act like magic. Let us not pretend to A lawyer presents an argument, then supplies a know exactly what or how to wield this crazy testimony or evidence to support that force but instead have some fun and imagine argument. A presenting lawyer cannot give how it could be. multiple witnesses or evidence in one go. A skill To greatly simplify things, Dark Energy is the check roll is made and the outcome helps stuff between star systems. It is the void of lawyer on the next phase. The opposing lawyer space. It is a fluidic, yet invisible and immune to responds to an argument with comments or gravity force. It is faster than light and eats chooses to interact with the testimony or light. It is undetectable by most instruments. It evidence that will tamper with the other is a substance that is magical and mysterious. lawyer’s roll. Dark Energy is wild and destructive. So much so, Step 5: Closing an argument much research attempts end in total After making an argument and the opposing devastating for the star system. The Alliance has lawyer responding to that argument, they make banned Dark Energy weapons and actively a comment to the judge. This comment is a dismantles any projects that uses or explores social skill, such as Coercion, Deception or Dark Energy as a source of power. Charm, against the Judge’s Discipline check. This roll should be modified by the argument in Dark Energy & Mortals Step 4. This roll will give strain to a Judge. When we talk mortals, we’re talking about creatures who are intelligent enough to form Step 6: Repeat Steps 4 & 5 civilizations. Voidwalkers will refer to such Repeat steps 4 and 5 until each party has no creatures as mortals. Mortals have accidently more arguments for this lawsuit. harnessed Dark Energy in the forms of FTL Step 7: Determine Winner Engines and cloaking. Some mortals have built Determine which party did more strain to the devastating weapons of war that harnessed the Judge. Should it be a tie, a compromise is made energy, but these weapons have been by the Judge. destroyed in the great wars leading up to the Step 8: Determine Aftermath Alliance’s creations. Regardless of the outcome, everyone in the There is only one way an individual can learn crew gets to increase their infamy by 1. The trial the arts of Dark Energy. Through the mysterious may have had {###} or {!} scored which could and secretive order known as the Voidwalkers. increase this. Likewise, {^^^} or {*} could increase Citizenship too. The Voidwalkers Dark Energy is a difficult substance to control. Only a few can control it. Those that can, make Alternative Rules: Dark Energy up the loose ranks of the Voidwalker order. Dark Energy is an unknown substance These folk are grim and gruff folk. They are that holds mysteries that allude even the most fatalists. They look out in the void and it intelligent of creatures. A few creatures have changes them. They become aloof, secretive, struggled beyond this barrier of understanding paranoid and cold. and have penetrated the veil of Dark Energy. Voidwalkers are two types of people who share Dark Energy as Magic a common goal: scientists and theologians. Dark Energy is a mysterious force to modern- Scientists are deeply concerned with how day Science. As such, Space Ventures is going to people use Dark Energy. They see it as a terrible gift to mortals. These voidwalkers wish to • The Void is a lethal gift to us. It is not contain and forbid the advancement of the ours to give or abuse. technology by those who are unable to truly • Use while ignorant of the Void is abuse, understand the gift. They know if Dark Energy is I will not accept this. exploited, it will end to the entire universe. • I will not be known. Those who will The Theologian order revere Dark Energy as a know me will only know a mask. holy gift. They see it as an example of a supreme being who has created all life in the • I will be humble with your gifts. I will universe. As such, this gift is sacred. Only those use them when needed. who God has chosen is worthy to further • My powers are not for impressing or explore the depths of Dark Energy. impressions. Sacrifices • I will not instruct the unworthy. Those When selecting to rank in Dark Energy, you that do seek out instruction and are must sacrifice an appendage or something unworthy, I will create doom for them. equal to an appendage. This could be an eye, hand, arm, leg, tongue or ear. The mentor will • I will befriend the ignorant to my not instruct the character any further unless a advantage. I will have allies in the dark. sacrifice has been made. This will give {S} to the • I will investigate the insane, unknown appropriate skill when using that appendage and unstable as they may have seen a would be appropriate glimpse of the Void themselves. Such as removal of a Syndairian ear might not • I will explain the unexplainable through be a Perception setback, but maybe a Charm deception and leadership. It is what I {S}. Talk over this with your GM. say it is, even if they do not believe it. Mentors Those who step in this direction must find a master or be sought out by a powerful Spells Voidwalker. Until then, characters will not be Augur able to train ranks into Dark Energy. It must be Base Difficulty: {D}, instructed and be learned from experience. It is Action (Concentration), Strategic Range, 2 Strain not innate. The Spellcaster enters a deep coma with his Mentors are aloof, gruff and spiteful at times. consciousness traveling among the stars. This is They do not travel with characters. They are not used to pinpoint a creature, object or place in a for errands, interested in a character’s personal geographical position in a chronological point in drama or act as item suppliers. They are there time. None can wake him for at least 3 hours, to instruct characters in the ways of Dark except for a Medicine vs the Voidwalker’s Energy. They expect characters to learn through Discipline roll. experience, failing along the way. Narrative: After meditating for 3 hours, per Voidwalker Code non-canceled {$}, the Voidwalker may deduce a layer of detail of the geographical or time layer. Every Voidwalker must pledge allegiance to the Such as star system, hour, day, etc. {^^^^^} or secrecy of being a Voidwalker. Be it Theologian {*} may be spent to make it count as a real-time or Scientist, the Voidwalkers work together as a event observation. team to uphold the following ideals: Structure: The Voidwalker does not suffer any Deadly +{DD}: The attack be able to trigger a penalties suffered from an object’s artificial or critical off of {^^}. dark when making Perception vs Destructive +{DD}: The attack gains the Sunder Stealth rolls. No augments may be used while quality and Pierce quality equal to the ranks in using Augur in this way. The spell cast is instant. Science. Augments Lightning Arc +{D}: The attack grants the Auto- Chronological Precision +{D}: The Voidwalker is fire quality. able to extract the whereabouts of the target by Radiation +{DD}: Grants the attack the Burn the number of days equal to ranks in quality with ranks equal to the Voidwalker’s Knowledge: Science. ranks in Science. Group Precision +{D}: The Voidwalker are able Tamper +{D}: The attack gains a Jam 2 quality. to extract the whereabouts of the number of targets equal to ranks in Knowledge: Science. Dark Energy Barrier Base Difficulty: {DDD} Dark Energy Attack Action (Concentration), Engaged Range, 2 Strain Base Difficulty: {DD} Action, Short Range, 2 Strain The Dark Energy wielder focuses a small bubble of Dark Energy around a very small area, The Dark Energy wielder uses knowledge about covering himself or another creature. Light the Cosmos to call it forth to defend the cannot penetrate this area, but bends around it. Voidwalker. Through manipulation of the atoms This counts as a Dark Cloaking device, giving it around the target, this causes lethal concussive the benefits of such. waves with sparks or lightning arcs as energy is violently released from the atoms. Narrative: It looks as though the object disappeared while inside this barrier, increasing The attack deals damage equal to the Intellect difficulty by 2 to spot or see the person inside rating of the caster on a {$} while adding any the barrier. This barrier can be used as a Jonah additional non-canceled {$}. The attack may System for hours equal to the Dark Energy skill only trigger critical on a {*}. The attack has a rating. default quality of Silent, but can be removed upon casting. Structure: The barrier may be placed on a target in an Engaged distance to the caster or Augments on the caster, but never both a target and a The Voidwalker may modify his spell to have caster unless augmented. A successful check the following effects along with the base results in a reduction of damage of all hits taken damage. by one until the end of the character’s next Choke +{DD}: The target starts to suffocate. turn. Reduce the damage by 1 for any additional The target must make an Resilience {DDD} non-canceled {$$}. check. If the target fails to succeed their roll, Augments the target takes 3 strain. If the voidwalker The Voidwalker may modify his spell to have wants to continue to choke a target, the the following effects along with the base effect. Voidwalker needs to only to make a successful Dark Energy {DD} action (not a Dark Energy Additional Targets +{D}: The caster increases Attack). A success continues the effect, but the the area of the barrier to another creature with target must make a Resilience {DD} check. a similar or smaller silhouette while in the engaged range band (or upgraded range band). Friendpass +{D}: You may target an additional Any additional {^} may affect other creatures Silhouette 1 creature or object to travel among the stars. Empowered +{D}: The creatures inside the barrier immunity from criticals. Pocket +{D}: The Voidwalker may temporarily banish objects into the Void. This environment Increased Defense +{DD}: Creatures have, by has a hazard rating of 10, with living creatures gaining 1 Armor as well as 2 Defense (instead of will instantly begin to suffocate. The pocket has 1) while inside or behind the barrier. an encumbrance threshold of 3 + ranks in Increased Obfuscation +{D}: increasing the Science. No object greater than 0 Silhouette difficulty to spot, attack or track the creatures may enter. within the barrier by 2. Gravity Distortion Reflection +{D}: if the attacker suffers {###} or Base Difficulty: {DD} {!} while attacking the Voidwalker, the attacker Action (Concentration), Short Range, 2 Strain suffers damage totally the damage of the Narratively: The Voidwalker distorts the area attack. around him he with Dark Energy. Gravity in Dark Energy Portal Short Range around the Voidwalker can be Base Difficulty: {DDD} controlled by the Voidwalker as an incidental Action, Strategic Range, 2 Strain out of turn. Please look up Environmental Narrative: The Spellcaster enters a deep coma Effects in the Genesys Core Rulebook for more with his consciousness traveling among the star information about the mechanics of this. The system after entering a ritualistic meditative Voidwalker is not impacted by any of the gravity state, requiring the Spellcaster to be out of changes, just the area around the character. combat. The Voidwalker is able to teleport to a The Voidwalker’s crew is also impacted if they specific geographical place that is not in FTL are in a short range around the Voidwalker. Space within the Voidwalker’s current solar Structurally: Not only can the Voidwalker system. The Voidwalker must have had control gravity around him, but the Voidwalker sufficient experience or knowledge about the receives 1 Soak while this spell is active, as the geographical place, such as having worked on a velocity of munitions or blades slows down mission previously at the place or has near real- around the Voidwalker’s person. The time surveillance on it. Voidwalkers cannot Voidwalker may choose to not have the gravity create portals deep into the ground of a around him be manipulated while using an celestial object or any vessel that has an armor Augment. rating greater than 3. Augments After exiting the portal, the Voidwalker is frozen The Voidwalker may modify his spell to have causing him to be Staggered until the end of his the following effects along with the base effect. next turn. The Voidwalker is considered The Voidwalker may choose not to have the Disoriented for 4 - non-canceled {$} scored on initial effect of the spell as an Incidental. the roll. Bend +{D}: Damage one item of the target. Augments Freeze Gravity +{DD}: The attack gains the The Voidwalker may modify his spell to have Ensnare quality equal to the ranks in Science. the following effects along with the base effect. The Voidwalker may choose to the target to become Prone or not upon success. Gravitywell +{DD}: All ranged attacks made by drone’s Willpower characteristic. The drone’s the Voidwalker have increases their range band Wound Threshold is 5 + the drone’s Brawn by 1 while this spell is active. characteristic. The drone’s soak is 2 + the drone’s Brawn characteristic. Ignore Creature + {D}: The caster does not impact the gravity of a creature. Any additional A Drone Companion {^} may affect other creatures. The Core Rulebook has a tier 3 talent that spells out rules for Animal Companions. Use this as a Push +{D}: The target to makes an immediate guideline for Drones. However, keep in mind Athletics check ({DDD}) to resist being moved a that this does not prevent a Droner from ranged band not to exceed Medium in any playing with his toys. The Talent is a very nice to direction. The target may choose not to resist. If have as it frees up the action economy for the the target is Staggered, the target automatically player. fails. The attack will leave the target Disorientated until the end of its next turn. {*} Power Supply can be spent to move up to two range bands. Drones require loads of power to function. This is why they do not have great Strain Thresholds. Alternative Rules: Drones Their Power Supplies can be anything from a lithium-based battery to solar panels. The Drones are used in this universe, not are not Drone is to be expected to be off most of the commonplace. Drone use is seemed as a time to save its battery power. slippery slope to AI that will end all life in the universe. While it is legal, it is looked down Look and Movement upon and regarded as a low-class hobby at best. Drones can look whatever they want to look The rich and powerful will not be seen using like. The system isn’t here to govern their drones, as it might hurt their reputation. speed, handling or other matters as it can lead to a lot of crunch without a lot of lift for it. The Drone System Drones can be walkers, wheel based, or even Drones largely work like NPCs, but they do have rotary based. Whatever their look and mode of a few restrictions and requirements to even out movement, they can’t be on for an entire day, the game play. The goal is to have Drones be permanently. The idea is that they are used useful, customizable and affordable but easily situationally, and aren’t another player destroyed and spent. This makes Droners very character but as a tool. motivated to get rich quick. Busting Drones Drones are controlled by Skulljacks with AR, They cannot be Sundered. Further Drones GRIMs or DAPrs. Drones cannot carry much. cannot be poisoned, need to breathe or suffer They can carry up to 2 + their Brawn from hunger like we meatbags do. When characteristic for Encumbrance Capacity. suffering a critical hit, + 10 is added to the roll. Drones are not fast. They take two maneuvers When reaching 0 or below wounds, they are to travel from range band to range band.Drones non-operational and requires Mechanics check do not have skills, they use the Drones skill the to heal back their wounds as it were a Medicine operator has. All characteristics start off as “1” check. for the drone. Hacking Drones Drones use the HardPoints system, with their Drones cannot be hacked. They are slaved to hardpoints equal to the Drones’ Silhouette + 2. GRIMs, DAPr, Skulljacks with AR or other A Drone’s Strain Threshold is equal to 7 + the powerful computers. In order to control a Stealth or Perception, is a Drones skill check. Drone, you must hack that system. The Drone The operator of the Drone will use their skill most likely is tied to the Drone component Drones to make the check. This includes using system, which is installed via Software when weapons on a drone. purchasing a drone on a GRIM like device. Operators of drones must sacrifice their Upgrading Drones maneuvers and actions to control their Drone. Over time and with experience with Rigging, a This can be later modified by other talents. This Droner can upgrade his drone into a proper is done through the Control Drone action. complex machine of beauty and might. Upgrade Activate / Deactivate Drone time will take 5 days (100 hours) to complete. The first step of operating a Drone is having one There are no services for upgrading Drones, as be active. it is seen as encouraging a future robot rebellion. The Alliance and Big 7 restrict drone The Droner uses a Maneuver using his drone to enhancement services. either activate or deactivate the drone. The droner must be in short range of the Drone. She must have access to the Drone’s system on the Upgrade Difficulty Price +2 Wound 25 * New GRIM, DAPr or similar device. {DDD} Threshold Threshold Value If a Drone is not within Short range the Droner +2 Strain 50 * New {DDD} may make a Drones {D} check as an action, Threshold Threshold Value 750 * New adding {D} per range band past Short range. {S} +1 Characteristic {DDDD} Threshold Value might apply for heavy radio signals or other 1200 * New +1 Defense {DDDD} conditions interfering with the signal to the Threshold Value drone.

Weapons as Attachments Control Drone Action Drones do not carry equipment to use. Drones take the “Control Drone” spell action. Mechanics and engineers weld weapons on the This sends commands for the Drone to do. They frames of a drone. A weapons skill eats away of do not, nor can they, think or act for a Drone’s hard points. themselves. This command does not give the Droner strain. Each install requires a Rigging {DD} check. Gunnery and Ranged (Heavy) firearms give {SSS} A drone must be in short range of its owner. A when installed on a Drone that has a Silhouette Droner can not control multiple drones with the of 0. The weapon’s encumbrance / 2 rounded same action, unless augmented. up is the Hardpoint cost to attach the weapon Droners may add a {DS} to their dice pool to use to the Drone. an additional drone to perform a task. This is How to Use Drones added per drone. Using Drones requires a GRIM or DAPr like A droner can add a {D} to increase the range to device. A signal is broadcasted in a short-range the drone. If controlling multiple drones within to accomplish a specific task. The Drone is multiple ranges - take the highest range band slaved to this device, which makes it near from the Droner as the difficulty increase while impossible to hack. adding {SSS} to the roll as noise and Any skill check required for a Drone uses the complexities increase from such an action. Drones skill. Meaning that activities such as The droner may empower his drone by and undetectable by most equipment. Immune upgrading the difficulty by 1, changing a {D} to a systems are largely be unaware of their {C}. This can not work on additional drones, but existence. a single drone. This adds automatic ({^^}) to the Telekritters enter the host through many Drone’s roll to perform a task. different means. Food, water, clothing, drugs, Hacking with a Drone and even the recycled air through air filters. The To pull off hacks, the Drone must plug into the Alliance has engineered a logistical network to intended system. The advantage of using have their citizens unknowingly breath in, ingest drones is that the hacker now is further from or be injected by Telekritters. It is extremely the access point - making escape or likely that any player or sentient life form is concealment easier. The Drone transmit data to infected with Telekritters. the hacker’s GRIM or DAPr where the hacker Telekritters die out with their lifespans being so can commit attacks. short. Telekritters can live up to 10 days in a This connection can have a millisecond delays, host. Telekritters can also be removed through which results in feedback and a {S} to hacking severe radiation or a complete blood this way. The hacker must be in short range. For transfusion. Please consult the Conspiracies each range band increase increases the chapter for more information about the difficulty of the hack by one. Telekritter Industry. Character Background Alternative Rules: Psionics The Psionic was at one point a player in the Psionics are able to manipulate people for their Telekritter Industry. He might have been an benefit as well do some internal damage to authorized breeder, seller or even a courier for their targets with a symbiont creature as if it the industry. He had a cover business that was magic. Psionic has the potential to be very seemed very legitimate and mundane. At some powerful, but it is very limited due to its secrecy point, the character fell out of favor with the as a trade off in the system. Psionics are a Alliance’s Telekritter Industry and is now a manufactured product of the Telekritter threat to the industry. Whatever the reason, Industry. No other life form has been even if there is not one, the Psionic is cut off discovered to posse Psionic like powers in the from contacts and supplies for Telekritter Dust. galaxy. The Psionic is now on the run, with borrowed Psionics: How does it Work? time, attempting to survive hitmen and plots We are treating Psionics as magic. We are not against the Psionic’s life. The industry will send going to get too much into the details of how out assassins, but these assassins will not be the biology and science works. Conceptually, a Alliance aligned or have any other tie to the Psionic is able to use his Telekritters to control Alliance. It will seem random to many onlookers his target’s Telekritters. The scarce synthetic not in the Telekritter trade. compound, Telekritter Dust, is able to grant this Telekritter Dust ability to trained agents. A synthetic compound that requires non-host Telekritters are semi-intelligent and extremely Telekritters to make. This can be found at microscopic organisms that are in the secretive breeding locations or distribution bloodstream, bone marrow or even tissues of channels. A Psionic character has knowledge of sentient lifeforms. They are mostly harmless facilities or people involved of making the dust. It is up to the Psionic to rally a crew or make a This cannot be used on the Psionic using this heist on such locations. spell. Upon success, the target increases their ability dice pool by one. Taking the Telekritter Dust is an incidental. While it is a powder, it can be mixed in with Augments food or have other ways of entering a Psionic’s Efficient + {D}: The target may perform a body. It has an encumbrance of 0. Starting second maneuver without spending strain. characters have 10 vials of the dust on them. Range Increase + {D}: make the spell increase in Spells range by one. The following spells are allowed for those using Frozen in Thought the Psionic skill. Base Difficulty: {DDD} Action, Short Range, 2 Strain Absent Mindedness Base Difficulty: {DD} Using the psychic link between Telekritters, the Action (Concentration), Short Range, 2 Strain Psionic commands a target's Telekritters (in The Psionic tells the Telekritters on his target to Short range) to block neural pathways making interfere with dendrites causing the target's them stutter, stagger or be slow. mind not remember or correctly function. The Narrative: This is used largely for combat, but target of Absent Mindedness decreases their can be used to explain why a target stutters, ability dice pool by one and suffer 1 strain. slow to react or forgets a detail granting {SS} to Augments any Intelligence based skills. Cause Harm + {D}: This inflicts the target to Structure: A creature that is in short range is automatically generate a {#} on their next roll. staggered until start of the Psionic’s next turn. Improved Disorient + {D}: This inflicts the Heal Host target to have {SS} to their next roll. Base Difficulty: {D} Action, Short Range, 2 Strain Range Increase + {D}: make the spell increase in range by one. The Telekritters speed up the healing process to have their host avoid death. Shock + {DD}: The target’s strain and wound thresholds drop to the amount equal to the This cannot remove critical injuries. Upon Psionic’s ranks in Medicine as the Telekritters success target heals 1 wound per non canceled send the target into shock. This may not be {$} and 1 strain per non canceled {^}. Psionics combined by another augment. This can be may not heal themselves. resisted by a Resilience ({DDD}) check by the Augments target as an action as well as a Medicine ({DD}) Dismiss Condition + {DD}: Removes an ongoing check towards the target. status effect on the target, such as staggered or Activate Potential disoriented. Base Difficulty: {DD} Ease Pain + {DDD}: Removes the ongoing Action (Concentration), Short Range, 2 Strain effects from a critical for 1 day. The Psionic sends out commands to a creature’s Telekritters who slightly enhance their host’s Range Increase + {D}: make the spell increase in abilities. This can be used in Narrative and range by one. Structure the same way. Mind Blast canceled {$$} after the first {$}. The target’s Base Difficulty: {DDD} next roll is increased or decreased by 1 as their Action, Short Range, 2 Strain mind is being manipulated by Telekritters. The Telekritter's attempt to harmonize with a Augments target's Telekritters, giving instruction to kill Range Increase + {D}: make the spell increase in and damage their hosts. range by one. Pick a creature within short range. Deal damage Mind Probe equal to the Willpower of the Psionic plus any Base Difficulty: {DDD} non-canceled {$}. Criticals may only be Action, Short Range, 2 Strain triggered on {*}. Minions who take damage are The spell caster can attempt to make a instantly destroyed. This attack has a quality of connection with a target as the Telekritters Blast 1 + ranks in Conspiracies, as the insight to interact and manipulate the target’s brain motivations empowers the Telekritters to gnaw neurons. away their minds. Psionics heal strain equal to the number of creatures impacted. Upon success, the Psionic spell caster adds an automatic {$} to any social skill check made Spending {^^^} will enable the target to either against the target, as the Psionic is easily able to cause 3 strain or become staggered until the influence the target. end of the start of the next round. Augments Augments Range Increase + {D}: make the spell increase in Range Increase + {D}: make the spell increase in range by one. range by one. Read Emotional State +{D}: When successful,

the Psionic knows the current emotional state, Mental Influence motivations and thoughts of the target Base Difficulty: {DDD} Action, Short Range, 2 Strain removing any {SS} the Psionic suffers when interacting with the target that are given by the The Psionic controls the Telekritters which send target. signals to their host’s brain. The target is unaware that this action was given by Suggest Emotional State + {D}: The Psionic Telekritters, the hosts see it as a “random places an emotional state upon the target reaction”, “instinct” or “passing granting an automatic {#} to the target as the thought”. Narratively and structurally they target gets swept away by powerful emotions. function the same way. Stress + {DD}: Cause the target to take two The target takes two strain. {*} or {^^^} causes strain. the target to be disoriented until the end of their next turn. On the target’s next turn the

Psionic dictates a maneuver on behalf of the target. After the target takes the maneuver, the target is immediately considered immobilized until the end of their next turn. Targets may take an action after this. Social Encounters: During social encounters, the target receives 5 strain + 1 per non- Skills Business (Intelligence) Space Ventures has a specific set of skills Accounting, contacts, revenue strategies, allowed for it’s setting. The following are the marketing, investing and salesmanship is all skills green lighted for Space Ventures. needed to run a business. This skill is about searching for contacts, knowing about Astrocartography Mechanics investment opportunities or right down to Athletics Medicine inventory management strategies. This is Brawl Melee considered a knowledge skill. Business (New) Negotiation Charm Operating Your character should use this if… Coercion Perception • Structure a contract that does not have Computers Piloting loopholes in it. Conspiracies (New) Psionics (New) • Create or manipulate paper work in the Cool Ranged (Heavy) legal system. Coordination Ranged (Light) • Properly schedule vendor payments to Dark Energy (New) Resilience avoid late charges or take advantage of Deception Rigging (New) discounts. Discipline Science (New) Your character should not use this if… Drones (New) Skulduggery • Trying to swindle someone in a contract Golden Age (New) Stealth (Deception). Gunnery Streetwise • Haggling over prices (Negotiation). Knowledge Survival • Finding a supplier (Streetwise) Leadership Vigilance Conspiracies (Intelligence) No Driving? You hang out in dark places in cyberspace. You Yes, that’s correct. No Driving. Space Ventures are skeptical of everything. You frequent seedy is focused on Space, not races or street chases. bars or are very well connected, making you see The action should be in a cockpit with a crew things with a different perspective or insight. supporting the battle. Whatever the case, you have quite a hunch to However, should a character need to roll a filter out propaganda from the truth as well as performance check – operating is the go-to skill understand its political motivation. Events, on this. The user interface in Space Ventures for stories, and media all tell a story and you may ground vehicles is mostly touch pad and tapping know if there is a larger conspiracy behind it. text boxes on a screen, even when in the most This is considered a knowledge skill. desire or intense of situations. Your character should use this if… Attempt to understand the political motivation behind a piece of legislation or advertisement.

• Investigate the meta-reasons why a

stock just tanked unexpectedly. • Analyze the news cycle to determine if it is meant to influence a particular audience. • See if there are any hidden messages in a symbol or icon. Your character should not use this if… Your character should not use this if… • Gather information about a location or • Repair a drone (Mechanics). person (Streetwise) • Upgrade a drone (Rigging). • Determine if someone is lying to you • Hack a drone (Computer). (Vigilance) Golden Age (Intelligence) Dark Energy (Intelligence) This represents a historical record, myth and Through Focus, Willpower and Discipline a legend during the Golden Age. Details about Voidwalker can manipulate the Dark Energy Xenos, wars or artifacts are vastly enumerable. around the Universe to suit her needs, as quite Details which many common Joes would find a cost. This is at a cost to her mind, body and this information boring or impractical, but it soul. It is a trained art as well, with Masters does explain how the Galaxy operates today. It seeking out worthy students to keep the secrets encompasses specializations, scholarly and of Dark Energy safe. This is considered a magic esoteric knowledges. This is considered a skill. knowledge skill. Your character should use this if… Your character should use this if… • Cloak themselves and the people • Is attempting to identify recovered data around them. from a Golden Age device. • Pressurize the air around a subject, • Recalls clues in an attempt to find a harming their body. relic or lost Xeno race’s. • Scry about the galaxy to find • Attempts to recall legends or history information about a place or person. about the Golden Age. Your character should not use this if… Your character should not use this if… • Look for an object in a room or place • Chart a course through FTL Space (Perception) (Astrocartography) • Be a gunslinger or laser sword wielding • Tries to use Golden Age devices lunatic. (Operating) • Sneak about (Stealth) Psionic (Willpower) Drones (Cunning) Willpower Linked Although not really Magic, it is a magical thing By using drugs and enslaved parasitic aliens to encounter. Those who control drones are called Telekritters, one can enter the mind of very much dependent on their minds. Their another creature. It isn’t pretty, but it is doable. minds must possess the ability to handle the Psionics hunt each other to ensure that their copious amounts of information demanding kind is limited and their knowledge of the their attention. This is considered a magic skill. conspiracy around Psionics stays intact. This is Your character should use this if… considered a magic skill. • Wants to control machines in or out of Your character should use this if… combat as an extension of themselves. • Influence a sentient creature. • Have a drone perform a specific task. • Read the mind of a sentient creature. • Have a drone act as an install itself to a • Attack the mind of a sentient creature. device to act as a router for a hacker. Your character should not use this if… Your character should use this if… • Your character is trying to befriend a • Wants to reasonably understand if a Xeno or Animal (Survival). planet has atmosphere that would • Your character is lying or claiming a support them. falsehood to a group (Deception). • How stable a star is. • Determine the gravity well of a planet. Rigging (Cunning) • How dangerous a chemical is The art of modifying, fabricating, tinkering, and crafting. Rigging, and Riggers, tinker with Your character should not use this if… existing items to make them better (or worse). • Chart a course through FTL Space It is not about replacing parts or twisting a (Astrocartography) spanner, it’s more than that. It’s taking a • Calculate where a food source is while chance, it’s experimenting. It’s about modifying Onworld (Survival) and creation. Slapping a laser cannon or mixing • Determine if a plant is poison (Survival) substances are considered Rigging. This is considered a general skill. Talents Your character should use this if… Space Ventures is technically a little bit of Sci-Fi • Adding an attachment on an item. but embraces the Space Venture genre listed. • Upgrading a drone. As such, feel free to use other materials and • Making ammunition. sourcebooks for talents. As long as the GM is cool with it, it should be good to go. • Altering the purpose of a mechanical device. Space Ventures also presents the following Your character should not use this if… talents. Each talent has a tag word to help guide • Repairing an item (Mechanics). the player into the kind of career, task or feeling • Applying Painkillers (Medicine). the character is going for. • Creating a structure to survive Tier 1 planetary weather (Survival). • Using a tool to accomplish a task, such Activate Bugware Tier:1, Ranked: No, Active (Action) as a Hulltorch (Operating) While using an item with the Jam item quality, it Science (Intelligence) can be applied to Cyberware and not just items Science is the observation of the natural world, after spending a story point. and how the cosmos constantly changes and Hacker shifts our realm. When we say Science, we’re Authority talking about physical sciences. That is to say, Tier:1, Ranked: No, Action (Out-of-Turn Incidental) sciences like Astronomy, Chemistry, Geology, Meteorology and Physics. Characters mostly use When spending a story point, you may make an this while on starships to assist with instrument immediate attempt to order someone who has readings and analysis, but Voidwalkers use this a lower rank than you do in the Citizen too using their craft. This is considered a Hierarchy using Leadership versus their knowledge skill. Discipline. Face Betaware Tier:1, Ranked: No, Passive Cyberware’s rarity is decreased by 1 and the Multitasker price decreases by 10%. However, when Tier:1, Ranked: No, Active (Action) installing the Betaware is comes with an When activating another drone, remove up to {SS} automatic {#}. from your dice pool. Cyberware Drones Booksmart Natural Sciences Tier:1, Ranked: No, Passive Tier:1, Ranked: No, Passive Once per session, you may use Knowledge You may use Knowledge (Science) instead of Survival. (Golden Age) to replace a Computer, Expert Mechanics, Medicine or Operating skill check. Expert Off the Grid Tier:1, Ranked: No, Passive Burgling Tier:1, Ranked: No, Passive Increase all your devices used by 1 AIN. Business Remove {SS} to stealth rolls against Sensors. Infiltration On Your Toes! Tier:1, Ranked: No, Active (Action) Civilian Plus Tier:1, Ranked: Yes, Active (Action) Unjacking from a device. On a successful Discipline ({DD}) roll, the hacker may ignore up You may remove up to {SS} to social checks to to remove up to {SS} that they’d normally suffer civilians with a lower rating than you. This only from unjacking from a device. works if the character has a citizenship rating. Hacker Face Private Supply Chain Component Expert Tier:1, Ranked: No, Active (Action) Tier:1, Ranked: Yes, Passive Due to your business connections, you may roll a Pick a component. Remove {SS} while using an Business Administration {DD} check to see if your action linked to this component. connection has the item you want in stock. The item Vessels must have a Rarity 6 or less rating. On success, it is shipped in a TCN crate within hours. You must pay Dark Energy Attunement the price of the item + 10 credits per Encumbrance Tier:1, Ranked: No, Passive in shipping. Business Remove {S} to Perception or Vigilance checks revolving around Dark Energy. Quick Draw Appendage Dark Energy Tier:1, Ranked: No, Active (Incidental) Gravity Tuning To transformation of a cybernetic appendage Tier:1, Ranked: No, Active (Maneuver) from a gun into a prosthetic (and vice versa) no After spending a little-bit of effort, remove {SS} longer requires a prepare maneuver. It is now that is given by gravity. considered an incidental. Business Space Rapid Cyberware Recovery Loyalist Tier:1, Ranked: No, Passive Tier:1, Ranked: No, Active (Maneuver) While recovering from a Cyberware installs Remove one Disfavor point after a successful remove up to {$$} the recovery roll. Audit roll. Cyberware Space Redpill Xeno Slayer Tier:1, Ranked: No, Active (Action) Tier:1, Ranked: No, Active (Action) You may use a story point to replace a Charm Ignore a Xeno's soak by 1 when damaging from skill roll with a Knowledge (Conspiracy) skill roll. a combat roll. Expert Gunner Remote Ally Zen Tier:1, Ranked: No, Active (Action) Tier:1, Ranked: No, Passive Gain 1 influence permanently. Remove {SS} to Discipline rolls related to Business meditation or clearing a mind. Respected Expert Tier:1, Ranked: Yes, Passive Tier 2 Pick a social group or class, approved by the GM. This should be NOT be a broad group of AIN Expert people, like a race, sub-race or class of citizen. It Tier:2, Ranked: Yes, Active (Action) should be a specific social group or small Through a successful Computers ({DDDD}) check community. The character downgrades the and while jacked into a device you may increase difficulty of checks that interact with this group or decrease the device's AIN rating by the ranks equal to the number of ranks in Respected. of this talent. This also grants a {B} to any AIN Business related roll. Short Cuts Hacker Tier:1, Ranked: No, Active (Action) Cover Up When making a Astrocartography check, per {$} Tier:2, Ranked: No, Passive made regain 5 JS spent on the journey. Add {BB} to Deception or Coercion checks to FTL conceal the truth about Dark Energy or Psionics. Thick Skinned, Literally This does not stack with cyberware or items. Tier:1, Ranked: No, Passive Psionics, Dark Energy Soak 1 wound per rank of Thick Skinned against Cyberologist dangerous environmental hazards such as Fire, Tier:2, Ranked: No, Passive Acid and Corrosive. Add {B} to checks when installing Cyberware. Space Cyberware Trackless Code Device Manager Tier:1, Ranked: No, Active (Action) Tier:2, Ranked: No, Passive While jacked into a device, remove {SS} to Computers and Drones become career skills. Computer checks involving hacking that device. Expert Hacker Economically Inspired User Tier:2, Ranked: No, Passive Tier:1, Ranked: No, Passive Add {B} to Mechanics checks when repairing a Add an automatic {^} to Resilience rolls related vessel your character has not paid off. to BCS use. Mechanic BCS Empathetic Venturer Tier:2, Ranked: No, Active (Maneuver) Add {BB} to Charm, Deception or Leadership Dark Energy checks. This does not stack with cyberware or items. Face

Faithful Drone

Tier:2, Ranked: No, Active (Maneuver) Once an encounter, you can give a Drone a {B} Tier 3 to any task it tries to do. Bureaucratic Blessing Drones Tier:3, Ranked: No, Active (Incidental) No Boundaries Spend 1 strain to not increase Infamy through a Tier:2, Ranked: No, Action (Maneuver) Grant or Connection. Business You know how to get past security, locks and similar barriers. Spending a maneuver adds an Cyberware Sickness Tolerant automatic {$} to Skulduggery checks to get past Tier:3, Ranked: No, Passive the barrier. The character no longer can suffer from Thief Cyberware Sickness. Past Time to Go Cyberware Tier:2, Ranked: No, Action (Incidental) Dark Energy Foresight The pilot (or driver) may make spend a story Tier:3, Ranked: No, Active (Maneuver) point to end a chase, once a session. The pilot’s Looking through the lens of this plane of craft must have received no hull or strain existence, the Voidwalker can sense reality damage from the chasers. slightly faster than the rest of us. Should they Pilot be wielding a laser weapon, they add Deflective Telekritter Talker 1 rating. Must have Dark Energy skill as a career Tier:2, Ranked: No, Passive skill. Dark Energy Psionic and Medicine becomes career skills as you enter the trade of Telekritters. Drone Sacrifice Psionic Tier:3, Ranked: No, Active (Maneuver) Vessel Scripting The Droner can mitigate damage he receives to Tier:2, Ranked: No, Passive a drone directly, once a round until the start of The character may swap out Operating checks his next turn. for Computer checks while acting upon Vessel Drones actions and situations that’d normally call for an Fresh Boot Operating check. Tier:3, Ranked: Yes, Active (Action) Hacker If you have cyberware installed, every 24 hours, Voidwalker Apprentice your character may make a Resilience ({DD}) Tier:2, Ranked: No, Passive check. For each rank in this talent, you may You and the GM decide on a skill. This skill now increase your Strain Threshold by 1 + each rank has a {S} associated for every roll as your of Fresh Boot. This cannot surpass the number character gives part of his body or mind to the of cyberware you’ve installed. Cyberware lost art. Gain the Dark Energy and Stealth as career skills. Great Aim! Choose either Computer, Piloting, Mechanics, Tier:3, Ranked: No, Active (Maneuver) Dark Energy, Any Knowledge or Drones. When You may choose which vessel component you activating this maneuver, gain an automatic {$}. damage when striking a vessel and it causes The skill chosen must be a career skill. component damage. Expert, Drones, Dark Energy, Vessels Gunner, Vessels Psionic Psycho Tier:3, Ranked: No, Active (Maneuver) Take two strain by flexing your mind creates Psionic Expert blood shot eyes and veins pop out. Add {BBB} to Tier:4, Ranked: No, Active (Maneuver) your next Psionic roll. Psionics Targets of Psionic spells no longer need to be conscious. Unconscious, staggered or

Redundancy Planning immobilized targets now also reduce difficulty Tier:3, Ranked: Yes, Passive by one. Pick a vessel component. Once per encounter, Psionics this component repairs automatically in two Walk it Off turns from minor damage to no damage. This Tier:4, Ranked: No, Action (Out-of-Turn Incidental) cannot repair past minor damage. Each rank gives a new component. Once per session when an ally would suffer a Vessels Critical Injury, the medic may make a Medicine ({DDD}) check to stop the ally from gaining the

Room for More Critical Injury. Tier:3, Ranked: Yes, Passive Expert You may increase your skulljack or non-vital organ limit by 1. Each rank increases the limit. Tier 5 Cyberware Inspiring Leadership Tier:5, Ranked: No, Active (Action) Tier 4 Make a Leadership ({DDD}) check. If successful,

Pinning Fire a number of allies not exceeding your Tier:4, Ranked: No, Active (Action) character's Presence within short range add {$} While making a Ranged (Heavy) or Gunnery to their next skill check. check, your target suffers 1 strain and to their Face next skill check while reducing damage by half Master Businessman to the target. Tier:5, Ranked: No, Passive Gunner Upgrade all Negotiation checks about prices by

Plan B 1. Infamy is only increased once per 3 loans. Tier:4, Ranked: No, Active (Action) Business Choose either Cunning, Intellect or Presence.

Spend a story point to recover strain by that characteristic amount. Expert Professional Tier:4, Ranked: No, Active (Maneuver) Playable Races yellow beaks. Ears rest on their crowns like a lion and a mane of feathers fluff out. Their body Akora is covered with small lightly colored flightless Beautiful, Daring and Gregarious Griffons feathers, which can change color over time. They have thin and long human hands. Akoran are bird-like, but remain classified as mammals.

They do not lay eggs nor can they fly. Past their Starting XP: 90 griffon traits, Akora are more ape-like than they Wound Threshold: 10 + Brawn admit to be. Strain Threshold: 9 + Willpower Akoran have their own unique language of Melee Defense: 0 squawks, squeaks, chirps, tweets and chatter. Range Defense: 0 While speaking the common tongue, Akorans Skill: Conspiracies are known to let out a chirp every once and

awhile while speaking in the common language. Racial: Cocky It is quite embarrassing to an Akorans when this Once a session, you may add {$} to any happens, so they usually try their best to not let Athletics, Astrocartgraphy, or Piloting skill at the it happen. However, during a moment of cost of adding {#} per {$} added. passion and pure emotion, their native tongues Racial: One with the Flock will let loose in a series of squawks and chirps. Once an encounter, remove up to {SS} while performing an Astrocartography, Business, or Streetwise skill check as an incidental. About and Biology Gregarious, curious, colorful and risk-takers are all good adjectives to describe the Akora. Although their ancestral worlds are from the inner systems of the United Federation of Orbits, the Akora can be found throughout the galaxy due to their wanderlust and sense of adventure. Their natural charm and need for community makes them suitable merchants or work in retail services. Akorans have a natural allure to them, so it is not unusual to see Akorans flock towards broadcasting type roles. Lastly, the Akoran's brain thrives on adventure, exploration and thrills. It is common to see pilots and astrocartgraphers in the Akoran race. Their appearance is similar to a griffon like humanoid beast. They have bird-like legs attached with cloven feet that bulk outward, causing their hips to be wider than that of a human. They have sharp, yet smooth, small Gromkin or do things to make that happen, casting large Sneaky, Co-Dependent, and Curious Goblinoids shade on their reputation.

Gromkin find themselves as the recon guy, criminal-syndicate types and middle managers. Starting XP: 90 They either seek to gather power, in order to Wound Threshold: 8 + Brawn always have access to the best or greatest Strain Threshold: 12 + Willpower things in a community or they genuinely try to Melee Defense: 0 make positive changes towards their Range Defense: 0 communities. Skill: Streetwise Gromkin are classified as goblinoids, which are

a type of humanoid. They have rough green Racial: Oh that’s Mine skin, stubby fingers and large ears. Their pupils Start with 300 more credits than usual. are black or brown. Females and males share Racial: Scavenger Blood their short stature alike. Gromkin are fidgeters, Once an encounter, remove up to {SS} while constantly shifting focus from object to object performing an Perception, Skulduggery, or on the lookout for exploitable resources or Stealth skill check as an incidental. danger. They always have their hands occupied: clicking pens, checking their GRIM, fidgeting About and Biology with clothing, or tapping their large ears are Although one of the smallest sentient creatures common Gromkin activities. in the galaxy, they have the some of the biggest personalities in the galaxy. Gromkin biology has been one about survival through being quick and curious scavengers with a strong predisposition to form a symbiotic relationship with a more powerful creature. One of the two original sentient life forms occupying the Gabbochan systems, Gromkin have spread out through the galaxy with Gromkin communities having tragic origins as refugee encampments or abandoned slave dens. The goblinoids thrive in urban settings or large settlements, as they seek to exploit welfare, horde resources and seek shelter from the dangers of the galaxy. Gromkins assume everything is fair play and will take advantage of those weaker or unaware. They're not all bad though, a Gromkin is looking to make a deal. In exchange of long term protection or survival, the Gromkin will cast aside their own moral code to satisfy their end of the deal. They're interested in commitments and relationships that can last and are aware that they must say Humans parts. Some researchers say that the Human’s Ambitious, Adaptable, and Machinist Humanoids home system was overcrowded, but this has no factual evidence. It is just one, out of many theories, that is currently the accepted theory in the Golden Age historian community. Starting XP: 90 Humans use our fantastic minds for tool making Wound Threshold: 10 + Brawn and tool use. This makes us the de-facto best at Strain Threshold: 10 + Willpower operating and mechanics. No matter what the Melee Defense: 0 Syndairi might say. Our bodies and minds have Range Defense: 0 such a strong predisposition for it – which Skill: Operating makes us so viable on any world or habitat. Not only does our minds provide us with great Racial: On the Fly Rigging adaptability and insight to technology use, but Once a session, while adding modifications to a our bodies grow accustomed to traumatic Vessel or Item, if {^^^} or {*} is scored, the changes. This gives an edge over the other item receives 1 Hardpoint back from the install. sentients, as a Human body will recover strain Racial: Machinist after more cyberware surgeries. Every two Cyberware installed, the strain cost is the new cyberware item is reduced by one.

About and Biology According to Golden Age data, Humans entered the Raelaris Galaxy through massive fleets of colonial ships. These ships were damage from their long voyage from the Milky Way galaxy, indicating disaster occurred somewhere between their departure and arrival in that galaxy. These ships held cryogenic humans, asleep for thousands of years. Slowly, fleets of these enormous ships started to arrive at the rim of the galaxy. Some ships crashing into deserted planets while others were intercepted by native Raelaris races. The Raelaris Empire captured many of these ships and awoke the Humans from their slumber. Since then, the Humans have spread quickly throughout the Raelaris galaxy, becoming one of the most common Race in the galaxy. It is not known what happened to the Milky Way or why the Humans left it. Many of the records were lost after the Raelaris Empire fell, when these colonial ships were used for scrap Kilatani through their pores. This is something that Pragmatic, Scheming, and Strategic Cephalopods they’re quite embarrassed about. Those that can afford to actively remove these glands at an early age. Besides being moist, the Kilatani have tendrils. Many of these tendrils lack the Starting XP: 90 strength to grip or grasp objects. The Kilatani Wound Threshold: 9 + Brawn tendrils are mostly for body language, making Strain Threshold: 10 + Willpower the natural Kilatani verbal language extremely Melee Defense: 0 difficult to translate and mimic for a non- Range Defense: 0 Kilatani. Skill: Resilience Their cephalopod based anatomy has benefitted them in different ways. A Kilatani is Racial: Redundant Nervous System difficult to sneak upon, as their visual senses When recovering strain after an encounter or can identify patterns that suggest immediate through a Medicine check, recover 1 more threats both socially and physically. Their strain than normal. tendril mounted body is symmetrical, granting them a boon to balancing and reacting to the Racial: Cephalopod Senses physical world. The Kilatani is naturally gifted Once an encounter, remove up to {SS} while performing an Astronomy, Coordination, or with Astronomical patterns, making them Vigilance skill check as an incidental. dominate the astrophysical scientific community. About and Biology Kilitani are a race with the reputation of being calculating, cold hearted, ambitious and clever. A reputation that is well earned. Their ancestors did not escape their failing solar system through sheer luck, the species relied on its strategic planning to spread among the stars. The Kilatani mind is a fascinating one. It is not an ape-like mind, which is (on comparison) more altruistic and empathetic than a Kilatani mind. Kilatani are programmed to be long term strategists, willing to take short-term losses for the “long play”, meaning that they will backstab or climb over their peers if it suits them. A Kilatani has little true understanding for the word “guilt”. Technically speaking, the Kilatani are an cephalopod aquatic race, much like a whale or dolphin could be considered an aquatic race. They are more water based than humans. They constantly are drinking to replenish their never ending cycle of secreting water-based fluids Orcos community looking to hire creatures who are Musled, Passionate, Fierce Orcs. physically gifted. Biologically wise, Orcos are goblinoids with the ability to break or overcome anything. Orcos

come in various shades of greens, yellows and Starting XP: 90 oranges. Orcos muscles are well defined, Wound Threshold: 10 + Brawn assisting them in their quest to physically Strain Threshold: 10 + Willpower assault the universe. Male and female Orcos are Melee Defense: 0 thicker than their Human counterparts. Their Range Defense: 0 facial traits differ than Humans in a major way. Skill: Athletics They have non-functioning tusks that slightly protrude out of their mouth. Some Orcos use Racial: Orco Aggro surgery to enhance their tusk length. They also After making a successful attack on a target, the have pointed ears that slant upward. Outside of Orco spend a maneuver in the same round to these differences, they share many likenesses lower his critical strike rating by 1 to no lower to Humans. than 1. This stays until his weapon is damaged, They say that the flame that burns twice as or the Orco's target spends a {^^}, or the Orco bright burns half as long. This fits the Orco quite scores a {##} or worse. This may be used once well. Their aggressive and passionate behavior an encounter. Once the target is rendered a causes lethal or serious wounds that many do non-threat, this can not transfer to another not recover from. Having an Orco die of old age target. is unheard of, but experts suggest that Orcos Racial: Built Tough may live up to 50 years. Once an encounter, remove up to {SS} while performing an Coercion, Medicine, or Survival skill check as an incidental. About and Biology Orcos are emotional creatures who respond physically rather than verbally or mentally. They are feelers, not thinkers. They are concerned with the now, and not what was or what will be. Orcos have a tendency for aggressive behavior because of this instinctual disposition. Orcos in society is a touchy subject. Typically, an Orco has no patience for commitment of a long- term investing or career path. They live in the now. As such, their culture and their communities are often run amuck with crime, poverty and violence. It isn’t unheard of an Orco escaping such pitfalls, but it is uncommon. This leads to rampant racism towards an Orco. The Orco exist though, integrating with any Syndairi manic episodes to fill the need to create, refine Aloof, Arrogant, and Cerebral Humanoids and perfect. Syndairians share many biological traits when compared to Humans. Syndairian skin is generally fair, but some go and dye their skin Starting XP: 90 for dramatic effect. Syndarian hair is light and Wound Threshold: 9 + Brawn silky usually worn in blues, greys, blondes or Strain Threshold: 12 + Willpower pinks. Their eyes shine different hues of Melee Defense: 0 purples, greys and blue. Their ears are long and Range Defense: 0 pointy, earning them the nickname knife-ear or Skill: Knowledge ear-prick. Syndairians see this as a complement mostly. To a Syndairian, to have a lesser race Racial: Syndairian Advantage make fun of you means they're doing Once an encounter, add an automatic {^} to any something right. Computers, Drones, Medicine or Skulduggery A Syndairian’s immune system is strong. They roll as an incidental prior to making a roll. rarely die of old age. Should illness or a lesser Racial: Cross Functional race’s bullet not get them, a Syndairian will live Once a session, at a cost of a story point the up to 400 years old. Syndairian may receive an automatic {$} to any roll related to Rigging or Medicine prior to making a roll. About and Biology The Syndairian are an aloof, detailed- orientated, proud, selfish, creative and bright species. Their minds give them an ability to easily comprehend incredibly difficult tasks, making them the first to colonize the galaxy. Syndairian have a mindset of competitive craftsmanship, narcissism and egotism. Syndairian seek out approval from reputable sources of authority to “bless” the fruit of their labor. In this quest, they will bombard other rivals with harsh language in an effort to bully or discourage any progress, and sometimes sabotage their rival's efforts. Syndarian personalities do not know the term “humble” or “enough is enough”. Syndairians do not know restraint. They will "go hard" on a project, often causing burn out, turning into Biological Chemical Stimulants to keep on task. Syndarians are often over-compulsive with Taalic shock troopers, manual laborers, information Noble, Simple, and Stubborn Lizardfolk brokers and clerks. Taalic resemble snakes, dinosaurs and dragons more than Humans. descend from a race of scavenger lizards on their desert homeworld of Starting XP: 90 Taal’sa. They are classified as Reptiles. They are Wound Threshold: 9 + Brawn cold blooded. Females lay eggs, about three at a Strain Threshold: 12 + Willpower time. A Taalic can shed his skin to also skin Melee Defense: 0 poisons or toxins from his blood stream. Range Defense: 0 They are bipedal with claw-like feet. They have Skill: Survival four thick fingers. Taalic have snake like necks.

Some Taalic have cosmetic horns, others do Racial: Reptile Immune System not. They all have a large tail to help balance When being healed or recovering wounds from their awkward hunched over frame. Taalic a natural reset, recover 1 more wound than come in shades of olive green, white and blues. normal. Their scales are smooth to the touch but look Racial: Ancestor Knowledge rough from a distance. Taalic have sharp A Taalic may enter a meditative state to recall teeth like a Shark. an Ancestor’s memory or his brood’s history about an event, creature or place as Discipline ({DD}) action. Mechanically, this replaces a knowledge check and must not be in combat. About and Biology Taalic are descendants of a once glorious lizard space empire, these tall, thick skinned, stubborn lizards litter the galaxy in numerous places seeking to assimilate and continue their brood line. Taalic are thinkers, planners and doers. In that order without deviation or course correction, all focused on extending their biological footprint in the galaxy through the next several generations. In this goal, their biology has evolved to pass down memories to the entire nest in dreams. Taalic can access entire histories by deep mediations and dream like states. Taalic are focused on their ambitions or tasks, more so than any other race in the galaxy. Taalics take much pride and devotion in their work, no matter how trivial. Taalics make great Character Creation • Which Big 7 did the character come Let’s get down to how to make a Space Venture from? character. • Why did you pick the race you did, what First off, get a concept of a character you’d like cinematic or stylistic image are you to play. Space Ventures is a game about heists, trying to shape your character into? political intrigue and making backroom deals. Goals Would you like to be a character who protects Think about the goals of the character. Many the deal makers, be the character making the Space Venturers have goals of getting more deals, or being a character finding out what kind money, but what do they intend to do with that of deals are being made? money? Having a Long Term goal in mind will Select a Race and Career, which will help you help take jobs, decide strategies and build out achieve that character concept. There are your Space Venture company. several races to choose from and several 1. Provide to the GM three things the careers to select from. character wants to see happen in their life. Either pick a career kit or take the starting 2. Provide to the GM three things the credits amount then invest XP in Characteristics, character does not want to see happen Skills and Talents. Roll your credits from a kit (if in their life. selected) 3. Provide to the GM three things that Increase your Citizenship Rank by 1, giving a {A} YOU want to see happen. to the character. Spend any credits left over. Space Venture Creation Lastly, you should make a Space Venture A Space Venture is a company registered within company with the other players as a group. the Big 7 or Alliance. High profile citizens from We’ll get into that in a little bit. these authorities lean on Space Ventures to Narratives carry out clandestine operations. These Memorable characters have narratives. operations range from extraction of illegal Narratives give the GM things to work with resources, slave running, theft, smuggling, while telling the story and running the infrastructure demolition, asset destruction or campaign. assassinations. Space Ventures are a tool for power consolidation and wealth and these Ponder these questions to help define your citizens will post bids for the Space Ventures to character. The more fleshed out a character is, take. the more fun there is to be had. The characters become more three dimensional and have While being sponsored by a government challenges, aspirations and goals to head authority or highly influential person, it does towards. not mean they work solely for that person or authority. It is typical for Space Ventures to be • How did the character end up here? open to various bids that actively work against What makes him not a “wage slave”? their sponsors. Some of their sponsors do not • Why does the character want to run as like this, while others understand everyone a Space Venturer? needs to eat. As rewards for doing their sponsor’s dirty work, • How does the crew know each other? Space Venturers crew who make it to What reputations and perceptions do retirement find themselves influential, powerful they have about each other? and free of debt. • Who is the sponsor? What are his Start up goals? Does the crew know this? To start up a Space Venture, characters need to • What kind of jobs does the Company accomplish the following: take? 1. Decided which authority you want to • Who BEST handles the following: work for, a Big 7 member or the Alliance. o Piloting o Hacking 2. Pick a Starting Model or Premade o Combat Model in the catalog for the Space o Social Situations Venture’s ship. o Anti-Security (Lock Picking) 3. Name your vessel, this is the name of your Space Venture crew. Careers Hungry Start Ups To start a character in Space Ventures, you will Should a GM want to emulate a young crew, do have to know how to make a Genesys system not allow players to select kits or receive 1,500 character. Please consult the Genesys Core credits at character creation. Instead, award Rulebook for this. Players are welcomed to them with $500 credits. These are crews that create their own careers, but should work with just started the industry and are eager to take the table to approve their creation. on jobs. Each career comes with a kit. This kit is a Company Ownership and Money recommend starting gear set. Along with the Ideally, when a Space Venture completes their gear, each Career starts with 100 credits. These mission the profit of the job goes out to the kit’s gears can be sold at 100% of market value owners of the company. These could be equal should you want to swap it out for something shares (besides the initial Investor) among the else. players or it could be used to acquire expensive Should a kit not be selected, the player has items, bribes, loans and equipment. 1,500 credits to spend on gear. Space Ventures mission monetary rewards goes towards the company account, to be split upon Ace the percentage of ownership among the crew Career Skills: Astrocartography, Science, Charm, every month as a disbursement. Cool, Negotiation, Operating, Piloting, and Ranged (Heavy) Space Venture Narratives Think on how the company was formed. Ask An Ace is a character who excels at these questions as a group during the first maneuvering spacecraft, aircraft, watercraft or session: even ground craft. The Ace is a natural operator of machines and takes great pride of such. Not • Who owns what in your company? only are Ace’s great at piloting, but they are • Who is doing the bookkeeping? also great at navigating conversations. They flex on others about their piloting skills, charm or have any friends, Bandits are in it for the many and can talk their way into something. money or thrill of the Skulduggery. The Alliance and its Big 7 governments take These folk could be called problem solvers and young children and put them through Piloting puzzle enthusiasts rather than trespassers and school while compensating their families with liars. Bandits look at facilities and think ‘How do free education, with many flunking out. Those I get into there?’ or ‘What do I need to say to that continue to ace exams and tests become get away with this?’ Take what you will from government certified pilots. Pilots of cargo that attitude, but they are always out to push craft, industrial tools, wave craft or simple truck boundaries and explore hidden paths. Two drivers. There is a high demand for things critical for a successful heist crew. transportation in the galaxy. Items: Alliance Explorer Jacket, Sneakers, In this galaxy, cargo must reach a destination. Autolock Breaker, Orion L2P Compact Machine There are no teleports. The high demand for an Gun, Hulltorch Kit, Spacewalker Boots, Rush, individual with competency to pilot has led to Brutal Shot [x1]. arrogance and a notion of pride when it comes to piloting craft. This confident and boisterous Brain Career Skills: Science, Discipline, Golden Age, pride in one way Aces can navigate difficult Knowledge, Mechanics, Medicine, Rigging, and conversations as well as through hazardous Survival flight path, both needed for a successful Space Venture operation. Highly intelligent individuals who seek to live on the edge rather than in an engineering bay, Items: Alliance Explorer Jacket with installed science lab or behind some desk. A Brain knows Apotheian Compression Engine attachment, their worth, seeking out Space Venture jobs. D20-D8 Laser Rifle, and Skulljack Network with This is because Brains know that their wide Piloting. range in skills is always in demand. Brains are Bandit innovators, inventors, medics but of all else, big Career Skills: Athletics, Coordination, picture thinkers. Deception, Operating, Perception, Ranged It might seem wild that an intellectual type joins (Light), Skulduggery, and Stealth ranks with gun-toting boom makers, but these Sneaking into and out of places is what the are wild times. The Alliance’s systems of paper Bandit strives to do. They are not interested in work may make it near impossible to get hands drawing attention to themselves. Bandits excel on materials for research, driving a scientist to at stealth, but they can easily manipulate the try to fund his own projects rather than wait for environment around them physically or with the Alliance to maybe cooperate with any gear. Bandits are important to Space Venture ambitions the scientist has. crews as anti-security experts who will get the Crews, pirates and gangs welcome Brains. While job done. they might not be as refined or sophisticated as Bandits are not typically subscribers of a great a Brain, they respect the Brain’s knowledge. moral code of honesty, but subscribe to a grey These crews know that knowledge means and complex series of ethical ideals. They are power, and if they want to get ahead of rivals con-artists, burglars and thieves. That is not to sometimes they got to be smart rather than be say that they aren’t going to warm up to friends thug-like. Items: Danger Suit, Digital Finger Tree [player These folk are ostracized peoples by the galactic specialization choice], Skulljack Network [player common person. It usually through the isolation specialization choice], Explosive (Small) [x2], where Droners increase their technical prowess, and Biological Aspirin [x2] as they find themselves tinkering with Drones and computers – finding the right mix of Director scripting and piloting a drone. They also learn Career Skills: Business, Charm, Coercion, how to navigate the streets to find the parts Deception, Leadership, Negotiation, Ranged they need. Droners usually come with a solid (Light), and Vigilance online network of knowledge of whos who. Directors typically are the face and commander Space Venture crews gladly welcome the of the Space Venture crew. These individuals socially awkward or isolated individual for their are great at social skills and business insights. own needs. Sometimes a mission it is better not They focus on contracts, relationships, money, to leave DNA traces or they might need the and long term profitable strategies. They are Droner’s ability to operate any machine. risk takers who enjoy the thrill of the industry. Whatever the need, the crews become a family Directors are leaders in communities or small for the Droner. groups. They heard the team towards the goal Kit: GRIM, Leonidas, Alliance Explorer Jacket or objective. Some do it instinctively others do it through learned behavior. Directors Firemaker understand the risks needed and gladly will take Career Skills: Athletics, Brawl, Coordination, those risks to accomplish their goals. Gunnery, Melee, Ranged (Heavy), Ranged (Light), and Resilience These people are not just leaders, but businesspersons. Directors have a natural Firemakers are physically fit warriors, assassins acumen for paper work and talking shop with and gunslingers in the galaxy. Firemakers get politicians. These two things are valuable for their name from the typical destruction or Space Venture crews as sometimes a door must calamity that follows the use of their skills. be opened with a handshake rather than a hand Firemakers are great warriors and should be grenade. feared for their natural ability to sling gunshots, stab or punch their way through, out of or into Kit: Apothei Pheromones, Alliance Explorer trouble. Jacket, Plasmatic Grenade, D20-D6 Light Pistol, Small Bribe [x2], Brutal Shot [x1] These fit folk will continually train their bodies to run, jump and crawl through any battle Droner arena. What inspires this training differs from Career Skills: Computers, Drones, Gunnery, Firemaker to Firemaker – but at their core, they Mechanics, Operating, Piloting, Rigging, and strive to be at their pinnacle of physical shape. Streetwise Firemakers are quite common to see in the Droners are not too common in the galaxy. Space Venture industry. Pirates, raiders, and Drones have a severe taboo behind them in the thug crews are mostly made of them. They do civilized galaxy, as many fear a “rising of the bring a value to the crew as sometimes it takes machines” scenario. Those that do travel down a few gunshots to get where you need to be this career path are do-it-yourselfers types. rather than a handshake. They enjoy tinkering with gear and electronics, making them capable machinists. Kit: Federated Armor, Raptor 1717 Perseus These folk enjoy what they do. There is a Laser Rifle, Sneak Shot [x1] certain nuance and art in the hacker world that only Hackers, Droners and possibly Riggers Firewatcher could appreciate. While rattling on about the Career Skills: Cool, Discipline, Golden Age, details of an operating system, block of code or Medicine, Perception, Ranged (Heavy), Survival, something technical the Space Venture grins and Vigilance and bears it. Because let us be honest here, Firewatchers make sure fires do not start. Let us without a hacker the Space Venture crew’s be clear here, we are not talking about forest- options for success greatly diminishes. fires but gunfire and gunfights. Firewatchers Kit: Skulljack Network [Computers], Digital provide superb overwatch and support to their Shaman Implant, Alliance Explorer Jacket, squads. These characters are individuals who Portable Cover Machine, D20-D6 Light Pistol take care of the details with pride. Those that fall into this career are not Psionic Career Skills: Business, Coercion, Conspiracies, daydreamers or silly minded individuals. They Deception, Medicine, Psionics, Streetwise, and are task-orientated souls who will accomplish Vigilance their goals. They understand that maybe they are not the best suited for the job, but that is Spell casting ambitious schemers, dreamers and why they brought their friends. controllers make their way into this career. Psionics tend to influence the environment Firewatchers are team players and big thinkers. around them via Telekritters, a secretive Crews in the industry prefer to have a creature used by the Alliance to control the Firewatcher around. Who is going to watch entire galaxy. Psionics boosts or controls the their backs? Who is going to take point? The people around them for their own goals. Firewatcher, that’s who. It is highly likely that this character has death Kit: Raptor 1506 Assailant Rail Rifle, Danger warrant on them issued by some elite Suit, Brutal Shot government man or some crime boss, who is Hacker also a part of the Telekritter trade. For reasons, Career Skills: Coercion, Computers, it is up to you and your GM but a common Conspiracies, Deception, Discipline, Perception, reason is betrayal to the project or Alliance. Ranged (Light), and Stealth Assassins will come after a Psionic to as retribution to the betrayal and prevent the Individuals who make a living breaking and character from spreading its secrets. See more entering digital facilities. Hackers are adept at about this in the Psionics section of the book. navigating data and converting it to profit. They know of the deepest and darkest conspiracies Space Venture crews do not know that they and exploit this knowledge to leverage it in have a Psionic in their midst. Even if they knew credits and favors. a crewmember was a Psionic, they do not know what that means. All they know is that the Hackers are groomed by institutions, much like Psionic can open doors for them like no one Pilots. The education centers do not intend for else could and is seemingly good luck to have hackers to “go native”, but it happens to a quarter of the population. Those that do not around. choose the life of a hacker, go on to be system operator “wagecucks” (as a hacker would say). Kit: Danger Suit, Citizenship Note, Legal Data Voidwalkers get their jobs done not by firing (Forged), Small Bribe, Intimidating Aesthetics, blasters. They use laser weapons or their fists, Dreamwalker with cover provided by their mastery in Dark Energy. Monks, Knights and Ninjas are very in Rigger existence in the galaxy thanks to the Voidwalker Career Skills: Computers, Drones, Knowledge, organization. Mechanics, Operating, Ranged (Heavy), Rigging, and Skulduggery Space Venture crews welcome Voidwalkers, even though they might not know they are in A Rigger’s sense of curiosity and competency fact welcoming a voidwalker. They see leads them as valuable assets for a Space Voidwalkers as bandits who are very skilled with Venture crew. These souls push on to discover martial arts. Voidwalkers remain somber and new applications of scientific theories, be it mysterious with their crew and are very much scripting or engineering. They leap at the appreciated for their skills. chance to tinker with devices. With their competency behind the keyboard or a tool, Kit: Raptorware, Taal'sarian Laser Axe, Riggers are masters of machines. Healthpack Necessity is the mother of invention. A need or problem encourages creative efforts to meet the need or solve the problem. Riggers fit this need. They make tools, scripts or modify the ship to overcome the problems the galaxy can throw at a crew. Space Venture crews love having a Rigger around. These crews will have their stuff break, often. The Rigger’s cunning and brilliance will not only restore their stuff, but also add onto it making it better and more valuable. Kit: Skulljack Network, Toolkit Pack, Alliance Explorer Jacket, ALR 1985 Light Laser Rifle, Edge, Portable Cover Machine Voidwalker Career Skills: Astrocartography, Science, Brawl, Dark Energy, Golden Age, Leadership, Medicine, and Melee They are Dark Energy wizards of sort who have taken a solemn vow to the secretive Voidwalker Order to suppress knowledge about Dark Energy. These Wizards have given up a part of their body as a sign of dedication to the cause. Please see more about the Dark Energy and Voidwalkers in the Dark Energy section. The GM’s Arsenal Contracts The following section is for you GM’s out there The following are basic contracts that any Space who has a story to tell and a game to run. This Venture would normally see. We hope that you, chapter focuses on equipping the GM the right the GM, will be inspired to craft a campaign out themes, tools and stat blocks to have fun at the of the initial contract. table. Each Contract comes with a twist and / or Domains conspiracy on why the contract was really A domain is a theatre or specific categorization chartered. This should give a scene or the table of a skill pool, ability or character focus. When to consider their options to respond to the dark players give you their characters, take an and questionable task at hand. inventory of what the character is about. What Biological Asset Relocation (Beast) domain do they fit into? A Syndairian Royal wants a rare beast that Once the domain is known, the mission should stalks on a jungled domain on an On-world have an obstacle or struggle that a character’s savage planet within the Domain of Peace. It is domain will be utilized. This way, everyone at large, dangerous and renowned for its glitter the table has some role to play. scaled hide. The Royal wants it alive, because its rare and pretty. Domain Description Have lawsuits occur or When investigating and tracking the beast, it’s Business have contracts be signed discovered that the On-world planet needs the and created. beast. The hide’s glitter which sprinkles the Guns Have a firefight. ground which helps reflect the sunlight from Melee / Brawl Be sure to have a fist fight. the close by sun. The lack of this reflection Have data to be stolen / would devastate the ecosystem causing the Hacking altered. Colony to be abandoned. Have doors / locks be Thievery picked. Biological Asset Relocation (Lifeform) Social Charm / Lie social combat. A Gabbochan Warlord is a considerable threat Have a few close calls to a United Federation of Orbits (U.F.O.) Piloting planned for a pilot or Space agricultural savage planet with his constant Combat raids capturing food storage and enslaving Have a piece of machinery farmers. It is important to capture this Warlord Mechanics fail and need repairing. alive to disband the war clan in the vicinity. Have a small scene that would be perfect for a It is found out that the Federated planet is ran drone to be used, such as by a despot who is starving his people to keep Drones recovering something from up tributes to the Federation and the Orco outer space while inside a warlord has been a sort of hero to the people. ship or station. Data Heist (Editing Data)

An insurance firm of the NEC Corporate Council has marked a Gabbochan On-world industrial community as a savage community, causing an increase in insurance premiums and costs to the Warclan. A Union Dealer has asked the crew to correct the record through hacking. Upon investigation, the NEC insurance firm has out former colonists held in a Taal’sarian orbital claims that the settlement was a gladiatorial prison. Once securing 20 or so prisoners, they settlement that led a successful rebellion are to be dropped off on a D.O.P former colony against Gabbochan, giving the community the held by the Taal’sarian Empire. savage status might allow it to be protected by It is discovered that the prisoners are violent the Alliance. criminals who were arrested for murders and Data Heist (Stealing Data) pirating. While dropping off the prisoners at the An Apothei engineer wants to incorporate a location, it is clear that this is a new colony and Taal’sarian weapon system into his civilian MFU hopeless to defend against the new arrivals. production, but does want to pay the Empire Corporate Espionage (Observe and Destroy) the cost of producing the system. Instead, the The United Federation of Orbits (U.F.O.) and contact is going to make it through their own Ny’jeetian Economic Consortium (N.E.C.) facilities. This blueprint is located deep within begrudgingly share a packed and dangerous Taal’sarian territory in a corporate office site. asteroid belt rich with tellurium. The U.F.O. Once getting the blueprint, the crew realizes wants to mimic the successes from the N.E.C.’s that the Taal’sarian weapon system enslaves production which is triple of what U.F.O’s are. the pilot. A serious flaw in its design that The crew is to observe how the mining outpost prevents any skulljack owner connected to the is managed and sabotage it. Upon investigation MKU to be unable to non-lethally disconnect. and interviews, it is discovered that the miners This was the intent of the system, and most work their way to freedom from the N.E.C. likely is not for sale to anyone outside of the slave-like class. So long as they meet production Taal’sarian empire. goals, the miners (and their families), they will Colony Affairs (Quell Rebellion) be elevated in N.E.C. society. Failure to meet A small On-world savage moon owned by the goals will end in terminations. For each % of Apothei Colonial Collective (A.C.C.) has staged a production goals missed, is a % of the work series of rebellions against the government with force lethally terminated. the intent to be annexed by the Syndairian Industrial Sabotage (Disable) Royal Authority. The crew is to go and kill rebel The Syndairian Royal Authority (S.R.A.) wants a leadership while minimizing the impact to the United Federation of Orbits (U.F.O.) factory’s non-rebel leadership. output capability crippled or outright destroyed It is revealed to the crew that the rebels, which while making sure the product the factory are mostly Syndairians, are actually trying to produces is no longer able to be produced, by defect to the Alliance. They believe that the altering the mold or blueprints physically or A.C.C.’ s taxes are too steep and do not actually digitally. The S.R.A. contact only states that the care for the colony. It is also learned that the factory is a non-military target, but has rebel leader, is actually an Alliance plant to get reputation harm against the Royals. the colony into Alliance control. The crew located and infiltrates the factory. It is Smuggling (Illegal Immigration) a toy factory that produces the line Warriors of The Domain of Peace (D.O.P) has lost a lot of the Authority action figure line. This factory has historical territory from the Taal'sarian empire. molds that casts a royal Princess, with chopping The Domain of Peace plans to take back their action. The toy’s face looks brutally ugly and territory with immigration. The crew is to bust proportions wrong. Property Theft (Smash and Grab) While in the facility, the crew meets the One Warlord of The Union of Gabbochan’s supposed warlord. A Taalic engineer who has (U.O.G.) wants several Raptor Brand rifles and been hired by a Dealer within the U.O.G. to gear located in a warehouse On-World under create and perfect weapon systems for the The Taal’sarian Empire (T.T.E.) protection. The warlords with . The Taalic is a scummy person, Warlord wants you to grab ‘em and bring it who will sell out to the highest bidder - but did back to the warlord. not realize that Gabbochan would never actually pay the Taalic's rate. While seizing the cargo, it is discovered that the Warlord ordered this. It looks like he just didn’t Adversaries want to pay the T.T.E. as an insult to the T.T.E. Outside of this book lays many great source and further the Warlord’s reputation. materials for cooking up adversaries for your Property Destruction (Total Destruction) murder hobos players. Not only should a GM The Taal'sarian Empire (T.T.E.) has asked to leverage these sources, but check out the destroy a smaller Domain of Peace (D.O.P.) following Space Venture sources. As a hint, religious starship temple, a ship that supposedly Xeno critters can be lifted from book spreads peace and stability throughout the monsters and critters. empire. The T.T.E. wants the ship's logs prior to Alliance Crewmember (Minion) its destruction. There are people on board of Common crewmember found on stations, ships the ship, and T.T.E. has no love for the crew of and outposts. the temple. They want to make sure that the temple is disabled, unable to spread the Domain's influence. It is discovered that the ship is a pharma factory ran by a cult. The cultists, under their pretense of being a legitimate religion, smuggles and sells Skills: Athletics, Coordination, Discipline, contraband substances within the T.T.E. The Operating, Perception, Piloting, Ranged (Light), starship's logs reveal that the D.O.P. cultists got Vigilance. their chemicals for the lab from an Alliance operated starport. The logs do not directly Abilities: implicate that the Alliance funded and provided Alliance Hivemind: When around other allies the cultists for this operation, but it certainly that are Alliance officials or personnel, they suggests it from the manifest signatures and receive {B} per group on any roll. Should there communication between the starport and the be also an officer, an extra {B} is rolled. startemple. Notable Equipment Assassination (Influencer) Commtab, Alliance Explorer Jacket (The Taal'sarian Empire (T.T.E.) wants to assassinate a former Union of Gabbochan Weapon: (U.O.G.) warlord who has retired. The Warlord AAP 1776: Ranged (Light), Damage: 3, has had a history of enslaving, raiding and Critical: 3, Range: Short, Pierce 1 pillaging the territories within T.T.E. and the empire wants justice. The Warlord is in a secured facility with bodyguards loyal to him. Alliance Star Operative (Nemesis) Attack Drones (Minion) Alliance has their agents too. Attack drones are either treaded, crawlers or small hovering machines that hold guns.

Skills: Coercion {PPAA}, Deception {PPA}, Ranged (Light) {PPA}, Brawl {YG}, Skulduggery Skills: Skulduggery, Perception, Ranged (Light), {PPAA}, Stealth {PPP}, Streetwise {PPA}, Abilities: Vigilance {PP}. Forceful Entry: Adds an automatic {$} Abilities when overcoming security when Adversary 2 giving itself one wound. Natural Spook: Reroll any Skulduggery Weapon: or stealth check once per session Orion L2P: Ranged (Light), Damage: 5, Engage Artificial Cloaking: Can use an Critical: 3, Range: Medium, Auto-fire artificial cloaking device. Cyberwared Brute (Minion) Ammunition: Flechette Style +D, Blast These are highly enhanced individuals who 2, Limited Ammo 3 depend on cyberware to meet their violent desires. Notable Equipment Commtab, 2d6 * 25 Credit, Flechette Style (x2) Weapon AAP 1776 Ranged (Light), Damage: 3, Critical: 3, Range: Short, Pierce 1 Skills: Athletics, Coercion, Brawl, Melee Abilities Flex into It: Any physical attack that produces a {!} or {##} to the brute, allows him to add 3 to the brute’s

soak.

Notable Equipment

BCS: Chop, BCS: Yeet

Weapon:

Laser Claw Appendage: Melee, Damage: 5, Critical: 3, Range: Engaged, Accurate 1, Pierce 1

Commander (Nemesis) Droner (Rival) Leader of a small ship or individuals. An individual who operates attack drones or other drones. They are likely decked out in cyberware and look unwashed., keeping up the stereotype against drones and their operators.

Skills: Coercion {PPA}, Cool {PPA}, Leadership {PPA}, Perception {PPA}, Ranged (Heavy) {YYY}, Melee {YYY}, Vigilance {PPA}. Skills: Computers {PPAA}, Cool {P}, Drones Abilities {PPPA}, Mechanics {PPAA}, Operating {PAAA}, Adversary 1 Piloting {PA}, Ranged (Light) {PA} Teamwork: May spend a maneuver to Abilities let his allies add an automatic {^^} to Adversary 1 their next rolls until the start of this characters next turn. Drone Control: As an action, control a drone using either the Drones skill or Direction: Spend a maneuver for an the natural skill for its weapon adding ally to gain either a {B} or a free {BB} to the roll. maneuver. Fire and Forget: Active Notable Equipment (Concentration): Send a drone to Commtab, Trigger (x15), Edge (x5), continuously attack a target until Yeet (x15) another order is given - freeing up the Weapons action for Drone Control. D20-D8 Laser Rifle: Ranged (Heavy), Weapon Damage: 6, Critical: 3, Range: Long Orion L2P: Ranged (Light), Damage: 5, Auto-Fire Critical: 3, Range: Medium, Auto-fire Taal'sarian Laser Axe: Melee, Damage: 8, Critical: 3, Range:

Engaged Accurate 1, Stun Mode, Sunder, Vicious 1

Hacker (Rival) Heavy Infantryman (Rival) An NPC that specializes in “hostile integrations” Equipped with long rifles or heavy machine on systems. guns to lay down suppressive fire.

Skills: Athletics {PPA}, Gunnery {PPPA}, Skills: Cool {PPA}, Computers {PPPA}, Perception {PA} Mechanics {PAAA}, Rigging {PAAA} Piloting {PA} Abilities Abilities Adversary 1 Defensive Hacking: When defending against hacks, gain {B}. Spray and Pray: Unload at a direction with Auto-fire, granting a {B} when Professional and Immature: Add {$$} using the quality. and {##} to results of any Computer hacking attempt. Notable Equipment Notable Equipment Commtab, Raptorware Armor GRIM Weapon Raptor D-1985: Gunnery, Damage: 6, Critical: 4, Range: Medium Auto-fire,

Cumbersome 3

Infantryman (Rival) Standard soldier of the Big 7.

Skills: Athletics {PPA}, Discipline {PP}, Ranged (Heavy) {PPP}, Resilience {PP}, Survival {PA}.

Abilities

Adversary 1

Notable Equipment Federated Armor (+1 Defense) Weapon D20-D8: Ranged (Heavy), Damage: 8, Critical: 3, Range: Long, Auto-fire Influencer (Nemesis) Predator (Minion) Some influential person, usually a kingpin, Be it a bounty hunter, repo man or slaver a senator or sponsor of a Space Venture. Predator’s task is subduing a creature.

Skills: Charm {PPPA}, Coercion {PP}, Deception Skills: Business Administration, Conspiracies, {PPA}, Leadership {PPPA}, Negotiation {PPPA}, Coercion, Ranged (Light), Ranged (Medium), Perception {PPA}, Ranged (Light) {YY}. Negotiation, Streetwise, Vigilance. Abilities Notable Equipment Adversary 2 Commtab, 2d6 * 25 Credit Authoritative: Making an opposed Weapon: Charm or Coercion vs Discipline check Modified D20-D8: Ranged (Heavy), does 6 strain plus 1 per non canceled Damage: 6, Critical: 6, Range: Long, {$} while the Influencer heals strain. Disorient 3, Stun Damage, Notable Equipment D20-D6: Ranged (Light), Damage: 4, Commtab, Paydata worth 3d10 + 100 Critical: 5, Range: Short, Vicious 1 credits.

Weapon

D20-D6: Ranged (Light), Damage: 4,

Critical: 5, Range: Short, Vicious 1

Lawyer (Nemesis) A brilliant pilot behind a powerful machine.

Skills: Business {PPPA}, Coercion {PPAAA}, Cool {PAAA}, Leadership {PPPAA}, Negotiation {PPPP}, Vigilance {PPAA} Abilities Adversary 2 Experienced Lawyer: Add {B} to any roll while in talking to witnesses or presenting evidence. Sniper (Rival) Security (Minion) Trained to attack from very long ranges. Often a GPF responder will rent himself or herself out as a security guard when off duty. These stats can be used for first response GPF units.

Skills: Cool {PP}, Discipline {PPA}, Ranged (Heavy) {PPPP}

Abilities Skills Athletics, Coordination, Coercion, Adversary 1 Discipline, Melee, Operating, Perception, Artificial Cloaking Dome: A onetime Piloting, Ranged (Light), Vigilance. use device that allows a very short Notable Equipment area (about the size of a sitting Commtab, Alliance Explorer Jacket human) that cloaks all objects within the dome with artificial cloaking. Weapon: Notable Equipment AAP 1776 Ranged (Light), Damage: 3, Critical: 3, Range: Short, Pierce 1 Artificial Cloaking Dome, Federated Armor Star Ace (Nemesis) A brilliant pilot behind a powerful machine. Weapon Raptor 1506: Ranged (Heavy), Damage: 8, Critical: 3, Ranged: Long, Jam, Prepare 1, Pierce 1, Vicious 1

Skills: Charm {PPA}, Cool {PPA}, Mechanics {PP}, Operating {PPA}, Perception {PPA}, Piloting

{PPP}, Ranged (Light) {PAA}, Vigilance {PPA}

Abilities

Adversary 2

Professional: Add {B} to all Piloting checks, ignoring {S}. Notable Equipment Commtab Weapon D20-D6: Ranged (Light), Damage: 4, Critical: 5, Range: Short Vicious 1 Star Ganger (Minion) War Frame (Nemesis) Typical Scum and up-to-no good individual. A war frame is an individual who is wrapped in a mechanical war suit, that is not quite like a MKU. This individual is cyberwared in with a skulljack and are of Silhouette 2.

Skills: Coercion, Perception, Ranged (Light), Skulduggery, Stealth.

Abilities Skills: Melee: {PAAAA}, Ranged (Heavy): {PPPA}, Abuse Trigger: Gain a {BB} to Ranged Gunnery: {PPPP}, Cool: {PP} (Light) rolls but suffer 1 wound. Gain Abilities {#} on any Brawn based skill. When not surprised, the minion starts off Adversary 1 with this bonus without a wounds Shoulder Attachment: Has a shoulder reduction. laser modified Raptor 1717 Perseus Notable Equipment that fires on its own action with a charge time of 1 round. Range: Commtab, Trigger (x2), Cool Leather Medium, Damage: 5, Critical: 2, Jackets, 2d6 * 10 credits. Pierce: 3 Weapons Spray and Pray: Unload at a direction Gabbogun: Ranged (Light), Damage: with Auto-fire, granting a {B} when 4, Critical: 2, Range: Short Inferior 1, using the quality. Vicious 1 Weapon

Athenian X II: Gunnery, Range: Long,

Damage: 8, Critical: 3, Auto-fire, Cumbersome 3, Pierce 2 Laser Blade Hand: Melee, Ranged: Engage, Damage: 5+, Critical: 3, Accurate 1, Pierce 2

Xenokritter A generic creature that scurries about the place. An apex predator out in its environment, but lacks the intelligence to be civilized.

Skills: Brawl {PPAA}, Stealth {PPPA}, Survival {PAAA}, Vigilance {PPAA} Abilities Skitter (can move across walls, ceilings, and giant spider webs without penalty). Predator: Adds a +2 per {$} instead of +1 per {$} on attacks. Weapons Claws: Brawl, Damage: 8, Critical 3, Range: Engaged, Knockdown, Pierce 2, Vicious 1. Maw: Brawl, Damage: 10, Critical: 3 Range: Engaged, Pierce 3, Vicious 3

Space Vessel Adversaries Battlecruiser (Rival) As mentioned in the Space Rules portion of this Battlecruisers are designed to engage starships book, adversaries behave a bit different or outposts that pose a military threat. The GPF because of the crew on them. and members of the Big 7 have a few of them. They do not come in smaller sizes than Be sure to apply those rules to advance damage Silhouette 5. and difficulty based on the silhouette of the vessel!

We’re going to water down the capability to a crew and just use the “Crew Actions” to perform operating, mechanics or other similar tasks. Weapons is what they will roll to attack with.

Space vessel adversaries have abilities that can Piloting: {PP}, Crew Actions: {PAA}, Weapons: be linked to components. These are denoted as {PPAA}, Cool: {P} a [Component]. Abilities

Reflector Shields: At the cost of 4

System Strain, the vessel has reflective shields. Should an attacker score {##} or {!} against the

Battlecruiser, the attacker takes damage of the attack. This costs 2 system strain to upkeep. [Power Converter]

Trained Crew: The crew takes an

action against a {DD} difficulty as they act under orders of a commander. If successful, the next attack the

Battlecruiser gains 1 additional Breach quality and ignores up to {SS}. Weapons REGPL Starviper: Range: Medium, Damage: 10, Critical: 3, Breach 2, Vicious 1

VX Laser Cannon: Range: Medium, Damage: 7, Critical 3

Carrier (Nemesis) Cruiser (Rival) Carriers are support systems for MFUs, Cruisers are run of the mill ships that start at starfighters and starbombers. They do have Silhouette 3. These are typically couriers, cargo some features that make them fierce. Carriers vessels or private-use vessels. When in combat, are typically Silhouette 5 or higher. the ships specialize in close quarters, punishing would-be raiders.

Piloting: {PP}, Crew Actions: {PPA}, Weapons: {AAA}, Cool: {PA} Piloting: {PPP}, Crew Actions: {PA}, Weapons: {PA}, Cool: {A} Abilities Abilities Instant Scramble: Minions can take off as an incidental. [Comm Array] Improved Shake Off: The crew adds a {B} to attempt to shake off invaders Traffic Control: Grant any squadron boarding the vessel. extra {B} on their next turn for any action as a maneuver. [Comm Array] Weapons Prepared: Add {$$} to an initiative VX Athena Gun Battery: Range: Short roll. Damage: 9, Critical: 4, Weapons VX Torpedo: Range: Extreme, Damage: 5, Critical 4, Breach 1,

Guided 2, Limited Ammo 2

VX Starshark Cannon: Range: Long, Damage: 9, Critical: 3, Superior, Vicious 1

Destroyer (Nemesis) MFU Anti-Ship Squadron (Minion) Destroyers specialize in, well, destroying. They Meka Framed Unit squadrons are designed for used as artillery in star combat, with a focus on vessel breaching with their responsive controls long range destruction. This vessel type can and high speed. MFUs tear open holes and tries start off as Silhouette 4, but is typically to kill the crew inside rather the entire vessel. Silhouette 5. These do not grow bigger than 3 Silhouette.

Piloting: {PP}, Crew Actions: {PPA}, Weapons: Abilities {AAA}, Cool: {PA} Rocket Boosters: Enter “Engaged” Abilities range as an incidental. Tactical Analysis: The destroyer Master of Terrain: Ignore any {S} spends a maneuver and 2 strain. The generated by difficult terrain. next weapon being fired has an automatic {^} associated with it. Weapons [Weapons] MKU Hull Claw: Range: Engaged, Charged Weapon Fire: The vessel Damage: 8, Critical: 2, Accurate: 1, takes 5 system strain. The weapon Breach: 2 user may increase the difficulty by 1 MKU Athena Gunfist: Range: Short, to give his next attack and receive the Damage: 9, Critical: 3, Blast: 2 Vicious 1 and Breach 1 quality. This IDV Silencer Battery: Range: Short, adds onto existing qualities if present Damage: 3, Critical: 5, Stun Damage, while using a weapon. [Power System Interference Converter] MKU Holding Ray: Range: Medium, Weapons Damage: 1, Critical: 3, Tractor REG Plasma Cannon: Range: Long,

Damage: 8, Critical: 3, Auto-fire, Breach 1 VXT Aenas Torpedoes: Extreme, Damage: 4, Critical: 4, Guided 2,

Limited Ammo 2

MFU Anti-Infantry Squadron (Minion) Star Fighter Squadron (Minion) Designed to attack front line infantry and tanks. Designed to attack smaller starships or MKU These do not grow bigger than 3 Silhouette. squadrons. These do not grow bigger than 3 Silhouette.

Abilities Abilities Master of Terrain: Ignore any {S} generated by difficult terrain. While taking the “Gain Advantage” action gain a {B}. Rocket Boosters: Enter “Engaged” range as an incidental. Weapons Weapons REGPL Starviper: Range: Medium, Damage: 10, Critical: 5, Breach 2, MKU Lavaspitter: Range: Short, Vicious 1 Damage: 6, Critical: 6, Blast 2, Burn 1, Personal Scale Star Bomber Squadron (Minion) Designed to target Cruisers while being MKU Hull Claw: Range: Engaged, protected by Star Fighters or MKUs. Damage: 8, Critical: 2, Accurate: 1, Breach: 2

Abilities

Targeting: The bomber decreases the difficulty to hit its target by 1 after aiming with Torpedoes. Weapons VX Torpedo: Range: Extreme, Damage: 5, Critical: 3, Breach 1, Guided 2, Limited Ammo 2 VX Laser Cannon: Range: Medium, Damage: 7, Critical: 2 Utility Cruiser (Rival) Piloting: {PPP}, Crew Actions: {PA}, Weapons: Utility cruisers are vessels that do not fulfill {PA}, Cool: {A} combat roles, but assist combat vessels. These typically are Silhouette 3, but can be larger than this.

Abilities Improved Ram: After making a

successful Piloting {(DD)} with an Piloting: {PP}, Crew Actions: {PPA}, Weapons: additional {B} check while engaged {AA}, Cool: {AA} with a vessel, damage done to the Abilities vessels is 3 + non-canceled {$} + speed of the ramming vessel. This Dark Cloak Radar Scan: After taking 2 vessel adds additional 4 soak when system strain, the next skill check to ramming. Successful rams can allow detect a Dark Cloaked object will add crew to raid the ship. an automation {$} until the end of the next turn. The difficulty is the target's Engage Barrier Field command: The stealth dice pool. vessel takes 6 system strain. After an Crew Action ({DD}) check, the ship Engage Gravitronic Wellheads engages an electromagnetic field command: The vessel takes 2 strain. around itself. This increases its The operator may target a vessel at a defense by 1 until the end of the next short range in space. After a turn. This cannot stack. successful Crew Action ({DDD}) check, the vessel is immobilized until the end Weapons of its next turn. If the vessel was DLS Bright Cannons: Range: Short, going at speeds greater than 2, the Damage: 4, Critical: 6, Accurate 2, speed of the vessel is decreased by Auto-fire the number of non-canceled {$} of the roll. Destablizer Laser Cannon: Range: Long, Damage: 5, Critical: Critical, Weapons Accurate 2, Auto-fire, Stun Damage, VX Laser Cannon: Range: Medium, System Interference Damage: 7, Critical: 2

MKU Holding Ray: Range: Medium,

Damage: 1, Critical: 3, Tractor

War Cruiser (Rival) These vessels are designed to board ships rather than destroy them. These typically are Silhouette 3, but can be larger than this. Security Apparatuses Templates House Below are some common Security Apparatuses Smart houses are a thing in the future. The core found in the wild space of Space Ventures. application of this system is entertainment, cooking and other such household chores. Bank (Credit or Data) A facility that holds credits or valuable data. OSAD: {D} These can be TCNs or other similar Sensors: Awareness: {AA}, Stealth: {A}, Rating: V communication facilities as well. These usually hide dark secrets or valuables worth employing Barrier: Security: {D}, Wound Threshold: 5, intense security measures. Armor: 0, Defense: 0, Scale: Personal OSAD: {DDDDDSSSS} Components: Database: 3, Jonah System: 3, Sensors: 5, Security: 5, Vox: 1 Sensor Awareness: {AAAAABB}, Stealth: {AABB}, Rating: A, V, R, T Store Restaurants, Storefronts, coffee shops or Barrier: Security: {DDDDDSSSS}, Wound anything of that nature fall under this template. Threshold: 35, Armor: 3, Defense: 2, Scale: The Core application is the registry and Planetary accounting software that helps keep records of Components: Core Applications: 15, Database: transactions. 18, Jonah System: 15, Sensors: 18, Security: 18, OSAD: {D} Vox: 18 Sensors: Awareness: {AAB}, Stealth: {A}, Rating: Commercial Vessel A, V Cargo vessels or transportation ships, big or small, fall under this template. Barrier: Security: {DD}, Wound Threshold: 7, Armor: 1, Defense: 0, Scale: Personal OSAD: {DD} Components: Core Applications: 4, Database: 6, Sensors: Awareness: {AA}, Stealth: {AAAB}, Jonah System: 3, Sensors: 6, Security: 6, Vox: 2 Rating: A, V, R Common Vessel Barrier: Security: {DDD}, Wound Threshold: 9, Personal craft that delivers people and objects Armor: 2, Defense: 1, Scale: Planetary from point A to point B. Components: Auxiliary Systems: 8, OSAD: {D} Communication Array: 8, Data Warehouse: 8, Engines: 8, FTL Engines: 8, Power Converter: 8, Sensors: Awareness: {AA}, Stealth: {A}, Rating: Navigation: 8, Weapon Systems: 8 A, V, R Barrier: Security: {DD}, Wound Threshold: 7, Armor: 1, Defense: 0, Scale: Planetary

Components: Auxiliary Systems: 6, Communication Array: 6, Data Warehouse: 6, Engines: 6, FTL Engines: 6, Power Converter: 8, Navigation: 6, Weapon Systems: 6

Corporate Building Industrial Site Office buildings that host white-collar workers. A place of industry, such as a factory or oilrig. The Core Application is a system that tracks These site’s core applications have something assets, business contacts and contracts and to do with machinery that is automated or enables the corporation to conduct its business. assembly lines. OSAD: {DDD} OSAD: {DDDS} Sensors: Awareness: {AAAA}, Stealth: {AAABB}, Sensors: Awareness: {AAAB}, Stealth: {AAAB}, Rating: A, V, T Rating: V, T Barriers: Security: {DDDS}, Wound Threshold: Barriers: Security: {DDSS}, Wound Threshold: 10, Armor: 2, Defense: 1, Scale: Personal 10, Armor: 2, Defense: 2, Scale: Personal Components: Core Applications: 7, Database: 8, Components: Core Applications: 8, Database: 6, Jonah System: 6, Sensors: 8, Security: 8, Vox: 5 Jonah System: 4, Sensors: 6, Security: 6, Vox: 3 Entertainment Venue Hotel Bars, stadiums or opera houses can fall under A facility designed to accommodate large this template. The Core Application usually is portions of guests with rooms and services. The some automations for stages or the Core Application would have a data of performance. scheduled maid services, guest registry and other hotel-like functions. OSAD: {DD} OSAD: {DDS} Sensors: Awareness: {AAB}, Stealth: {AABB}, Rating: V Sensors: Awareness: {AAAB}, Stealth: {A}, Rating: V Barriers: Security: {DDS}, Wound Threshold: 6, Armor: 2, Defense: 0, Scale: Personal Barriers: Security: {DDD}, Wound Threshold: 7, Armor: 1, Defense: 0, Scale: Personal Components: Core Applications: 8, Database: 7, Jonah System: 4, Sensors: 6, Security: 6, Vox: 5 Components: Core Applications: 6, Database: 7, Jonah System: 6, Sensors: 6, Security: 6, Vox: 6 Estate Large homes that occupy staff and slaves. The Military Installation Core Application is a scheduling system for the These could be outposts, bases or military staff, as well as entertainment and other research facilities. household chore automations. OSAD: {DDDDSSS} OSAD: {DDDS} Sensors: Awareness: {AAAB}, Stealth: {A}, Sensors: Awareness: {AAAAB}, Stealth: {AAAA}, Rating: V Rating: A, V, T Barriers: Security: {DDD}, Wound Threshold: 7, Barriers: Security: {DDDSS}, Wound Threshold: Armor: 1, Defense: 0, Scale: Personal 7, Armor: 2, Defense: 1, Scale: Personal Components: Core Applications: 6, Database: 7, Components: Core Applications: 8, Database: 9, Jonah System: 6, Sensors: 6, Security: 6, Vox: 2 Jonah System: 4, Sensors: 8, Security: 8, Vox: 5

Military Vessel Space Venture Vessel A vessel that has military use, be it cargo or A vessel that is not quite a military vessel, but is fighter. an armed and lethal vessel. This includes pirate vessels. OSAD: {DDDDSS} OSAD: {DDD} Sensors: Awareness: {AAAABB}, Stealth: {AAA}, Rating: A, V, R, T Sensors: Awareness: {AABB}, Stealth: {AAAA}, Rating: A, V, R Barriers: Security: {DDDSS}, Wound Threshold: 15, Armor: 2, Defense: 1, Scale: Planetary Barriers: Security: {DDD}, Wound Threshold: 10, Armor: 1, Defense: 0, Scale: Planetary Components: Auxiliary Systems: 13, Communication Array: 13, Data Warehouse: 13, Components: Auxiliary Systems: 10, Engines: 13, FTL Engines: 13, Power Converter: Communication Array: 10, Data Warehouse: 10, 13, Navigation: 13, Weapon Systems: 15 Engines: 10, FTL Engines: 10, Power Converter: 10, Navigation: 10, Weapon Systems: 10 Internet App An application stored on a level of internets. Warehouse This application hosts specific data and serves a This is a place where inventory sits. This could specific purpose. It is not a physical location, be an open-aired industrial yard that holds but somewhere a hacker can interact with on shipping crates or a even a post-office like the internets. facility. OSAD: {DDD} OSAD: {DD} Sensors: Awareness: N/A, Stealth: N/A, Rating: Sensors: Awareness: {AABB}, Stealth: {A}, N/A Rating: A, T Barriers: Security: N/A, Wound Threshold: N/A, Barriers: Security: {DD}, Wound Threshold: 9, Armor: N/A, Defense: N/A, Scale: N/A Armor: 2, Defense: 1, Scale: Planetary Components: N/A Components: Core Applications: 7, Database: 8, Jonah System: 6, Sensors: 8, Security: 8, Vox: 5

Inventory Catalog New Item Qualities Non-Lethal Mode Cost: - Activation: Active (Incidental) By spending an incidental, the weapon’s damage becomes Stun mode until the end of the scene or by spending another incidental to make it lethal. Non-lethal mode usually are on Melee weapons only, but laser capable firearms are known to have stunning power. Jam Cost: $350 Activation: {^^} If the target uses an electronic device to make any check, the target will add an automatic {X} per to that check. This must have a power source that is not Gunpowder or Simple.

Silent Cost: $100 Activation: Passive The difficulty to hear a silent weapon being used is Perception ({DD}) at Engaged range and increased by +1 per range farther or +1 due from barriers like closed doors, or muffling objects like heavy blankets / pillows.

System Interference (Vehicles Only) Cost: $250 Activation: {^^} After rolling 1d10 to determine which component is damaged, increase the item’s “broken”rating by one. This may be used on missed shots as well. To determine the result of a 1d10 consult the vessel component section ordering. Meaning that result of a 1 equals to Auxiliary Systems and a 10 equal to Weapons.

Bullet Credits Rarity Effect Breach Shot $175 1 Breach 1, Limited Ammo 2 Brutal Shot $50 3 Vicious 1, Limited Ammo 3 Flechette Style $150 2 + {D}, Blast [Skulduggery Ranks], Limited Ammo 3 Incendiary Shot $100 1 Burn 1, Limited Ammo 2 Pulse Shot $200 3 Jam 1, Limited Ammo 2 Sneak Shot $75 2 Pierce 1, Silent, Limited Ammo 1 Smart Shot $200 3 Guide 1, Prepare 1, Limited Ammo 2 Stormfire $300 3 + {D}, Critical 2, Limited Ammo 3 Sting Shot $200 2 Stun 3, Limited Ammo 2 + {DD}, + 3 Toxicity wounds and strain on a failed Resilience Toxic Shot $250 4 {DDD} check, Limited Ammo 3 Wildshot $175 2 + {D}, Inaccurate 1, Pierce 2, Vicious 2, Limited Ammo 3

Ammunition Sting Shot: Casings explode a substance that instantly creates an electric field that shocks the Breach Shot: The ammunition is specifically target. design to explode on impact to push past armor of a vessel. Requires weapons to have an Toxic Shot: Must like the Sting Shot, casing Encumbrance greater than 3. deliver a substance that is hazardous to breathe in or touch. Brutal Shot: The ammunition is designed to fragment and spread debris upon impact, Wildshot: Ammunition that is hard to use, due causing severe internal damage to creatures. to it’s triangular size and shape. On impact, the ammunition explodes at the target causing Flechette Style: A type of ammunition that serious damage. bursts out shrapnel hitting more targets with single shot, but at an increase difficulty. Incendiary Shot: Upon high velocity impact, the ammunition will catch fire to the target.

Pulse Shot: The firearm will send out electronic radio waves along with the ammunition that might cripple electronic devices. Sneak Shot: An ammunition that is an engineering marvel. With the use of Dark Energy, the ammunition causes the rifle not to produce sound when firing. It also is slightly accelerated, giving it a Piercing quality. Storm Fire: Upon using this ammunition, the gun recoils are lesser but a muzzle flash is seen. A loud “thud” is felt in the chest of operator, giving the ammunition name. Armor Credits Rarity Encum HP Soak Defense Alliance Explorer Jacket $50 1 1 2 1 0 Blacksuit $3,330 9 1 1 1 0 ACS 2060 $750 6 5 3 1 0 Danger Suit $350 2 4 2 1 0 Physical Extension Exoframe $700 2 7 4 1 0 Alliance Exoframe Shock Armor $4,000 3 5 3 2 1 Federated Armor $475 4 3 2 2 0 Galactic Police Exosuit $2,700 2 6 3 2 0 Raptorware $750 4 4 2 2 1

Armor thick wool-like material to keep its owner warm and safe. ACS 2060: Short for Artificial Cloaking Suit, the ACS is a bizarre looking plasteel coat with Blacksuit: A suit lined with crystals that pressurized vents, flaps and an assortment of harmonize with Dark Energy particles. A subtle electronic wiring. It takes two maneuvers to high pitch ringing is present every once awhile turn on. While active, the wearer counts as over com traffic while wearing the suit. The Artificially Cloaked. The armor also gives an Blacksuit grants {BB} to any skill check relating automatic {X} against any person attempting to to Dark Energy. Any skills using Dark Energy accurately identifying the wearer from logs, adds one strain to the wearer. crowds or visual images. However, the Suit is Dangersuit: A thick plasteel weave covers the designed for infiltrating locations but adds {S} to wearer while a vest lies underneath the coating. social checks while wearing it as it is an The headgear of the suit looks to be a typical awkward looking suit. sci-fi helmet, large viewer but is a vacuum tight Alliance Exoframe Shock Armor: A shielded and seal. The Danger suit was designed for outer powered exoskeleton with creatures tucked space response teams to combat both any into a heavy and thick defensive plating that is dangerous element on any planet. While down to get dangerous and walk away from wearing this suit, ignore up to {SSS} to any most gunfights. The armor includes helmet gear environmental condition. This suit also can give and a system to deflect stabs and gunfire. The air supply up to an hour. However, this gives an suit's powered armor assists the wearer while automatic {X} for Stealth checks while in the wearing this armor. Characters increase their suit. Brawn by 1, to a maximum of 5. Keep in mind Federated Armor: A hard plastic suit of that is this impacts Soak and Encumbrance Capacity. woven from Federated Spider's silk. This This armor is environmentally sealed, meaning absorbs the most violent of abrasions. This that it counts as a space suit. This armor cannot cannot be Sundered. be Sundered. Galactic Police Exosuit: A suit if armor Alliance Explorer Jacket: A comfortable leather developed by Apothei for the Galactic Police jacket with its collar outlined in wool. The jacket force. It requires a Skulljack to pilot it. It is an includes kneepads and a helmet, but are extension of the wearer. When wearing this optional to the outfit. The jacket is layered in armor, adds {B} to Athletics, Brawl, Coordination and Melee checks. This cannot be Heat Intensifier: Special crystals enhance the Jammed. heat output of the Laser blade to extreme levels. After spending two Prepare maneuvers Physical Extension Exoframe: A lightweight to hold against the target, the weapon gains a metal frame tightly grips onto the limbs of the Breach 1, Slow-Firing 3 until the end of your wearer. Upon spending a Prepare maneuver, turn. the wearer may add a {B} to either an Athletics or Coordination check. Feather Stabilizer: A series of small engines act as thrusters to reduce recoil of a gun. This Raptorware: A Taal'sarian produced Armor line reduces the Unwieldy or Cumbersome qualities that covers the wearer from head to foot in by 2 (minimum 0) while crouched or in a prone lightweight anti-abrasion plating that proves position but requires a Prepare maneuver to do good defense. so. Attachments (Weapons) Fixed Minor Flamethrower: The weapon can Alliance Approved A.I: A semi-intelligent also function as a Flamethrower, that's kind of computer learning AI that will respond to voice neat. The weapon gains the following weapon commands to find data within a local network. profile while adding 1 to its Cumbersome and This does not work without Alliance Unwieldy quality or receiving Cumbersome and infrastructure present. Add {B} to any Intellect Unwieldy 3 as a quality if the weapon does not based checks made as a maneuver. have it. Antipersonnel Scope: The scope analyzes Fixed Minor Grenade Launcher: The weapon optimal areas to shoot at. This allows the user can also function as a Grenade Launcher, which of the weapon to ignore 1 soak to a target. is pretty fantastic for making chunky salsa out

Attachment Credits Rarity HP Requirement Heat Intensifier $100 7 1 Any Laser Tooth-blade $1,250 6 1 Any Bladed Antipersonnel Scope $450 6 2 Any Ranged Feather Stabilizer $250 2 1 Any Ranged Fixed Minor Flamethrower $3,000 6 2 Any Ranged (Heavy) or Gunnery Fixed Minor Grenade Launcher $1,500 5 2 Any Ranged (Heavy) or Gunnery Fixed Minor Shotgun $1,000 4 2 Any Ranged (Heavy) or Gunnery Gabbo Trigger $150 3 1 Any Ranged (Light) Laser Bayonet $750 4 1 Any Ranged (Heavy) Minor Platform Gears $350 3 2 Gunnery Propellant Chambers $1,000 4 2 Any Ranged Quickload $750 6 2 Any Ranged Suppressor $500 7 0 Any Ranged Telescopic Sight $350 3 1 Any Ranged Track-mount $1400 6 2 Gunnery Triangular Bladed Bayonet $250 2 1 Any Ranged (Heavy) Alliance Approved A.I. $2,500 4 0 Any Glue-grip $200 4 1 Any Synclink Network $50 2 0 Any Syundairian Tuning $750 7 1 Any of foes. The weapon gains the following Prepare 1 rating or increases its Prepare rating weapon profile while adding 1 to its to 2. Cumbersome and Unwieldy quality or receiving Quickload: The loading chamber of the weapon Cumbersome and Unwieldy 3 as a quality if the is easily interacted with. Once an encounter, weapon does not have it. ignore the maneuver requirements related to Fixed Minor Shotgun: The weapon can also ammo. function as a Shotgun, because the weapon just Suppressor: The muzzle of the weapon has feels incomplete without it. The weapon gains been adjusted to disguise the shots being fired the following weapon profile while adding 1 to out of it. Vigilance or Perception checks to its Cumbersome and Unwieldy quality or detect the gun fire start at - for the Engaged receiving Cumbersome and Unwieldy 3 as a range band. For each range band greater than quality if the weapon does not have it. Engaged, add {D} with extreme being at Gabbotrigger: A loose trigger that is easily to {DDDD}. set off, but can achieve quick results. The Synclink Network: A small device is installed on weapon gains an automatic {$} and {#} to the the gun to assist with rapid reaction, thought weapon’s roll during its first use in an processing and diagnosis of the weapon. The encounter. weapon can be used with the GEWI, MEWI, Glue-grip: Sticky substances are coated where RLEWI, or RHEWI Skulljack cybernetic. the user grips it. Making foes who try to disarm Syndairian Tuning: A Syndairian put her love, the weapon from its user add one difficulty to her genius and her pride into this weapon. The their disarm check. weapon gains the Superior quality or removes Laser Bayonet: A small laser blade is attached the Inferior quality. under the barrel of the weapon. The weapon Telescopic Sight: A scope that has incredible may be used to stab when in Engaged range range to help snipe or sharp shoot targets. It is with an increase to difficulty by one with this very difficult to use at short and medium range. weapon profile: 4+ Damage, 4 Critical, Melee, Reduce the difficulty of the combat check by Ranged: Engaged. one. Add {S} to the shot if it is Short or Medium Minor Platform Gears: The Gunnery weapon is range. able to transform into a small mobile platform Tooth-blade: The blades of the weapon have with kickstands and temperature coolant teeth or jigsaw edges that really can mess a infusers to reduce overheating and dramatic biological creature up! The weapon gains recoil. Spending two prepare maneuvers allows Vicious 1. the weapon to drop its Cumbersome and Unwieldy qualities by 3 to a minimum of 0. The Track-mount: Plasteel harness helps with the weapon and user cannot move once set up. weight of the item. Reduce the weapon's Must spend two maneuvers to pack up the cumbersome and unwieldy qualities by 2 weapon. Add {B} when using Auto-fire. (minimum of 1). Auto-fire's difficulty is increased by one. Propellant Chambers: The rifle has technology in it that helps the velocity of the projectile. The Triangular Bladed Bayonet: The edges of this weapon’s range is increased 1 range band to blade make wounds difficult to stitch, causing the maximum of Extreme. The weapon gains a more severe damage. The weapon may be used Attachment Credits Rarity HP Requirement Apotheian Compression Engine $350 3 1 Armor Arcweave Plating $750 7 2 Armor Artificial Cloaking Field $1,750 6 1 Armor Augmented Brawn $1,250 8 2 Armor Boosters $550 5 2 Armor Dark Energy Cloak $2,150 6 1 Armor Fashionable Clothing Mod $75 3 0 Armor Hologram Projection $250 7 1 Armor Intimidating Aesthetics $125 3 0 Armor Kevlarweave $350 1 1 Armor Redundant Wiring $1,200 7 2 Armor Small Shielded Pad $450 4 1 Armor Spaceworthy $150 4 1 Armor Thermal Dampeners $450 3 1 Armor V I P Wave $350 4 2 Armor Commtab Screen $75 1 0 Any GRIM’D $200 6 2 Any Size Adjustor $250 6 1 Any Sling $25 1 0 Any Thermal Optics $450 3 1 Any Synthetic Limb Compartment $150 6 0 Cybernetic Limb Autotech Hack $300 4 2 DAPr Biomedical Hack $100 1 2 GRIM / DAPr Rogue Hack $300 3 3 GRIM / DAPr SMART Cover $750 6 2 Any Gear

to stab when in Engaged range with an increase Artificial Cloaking Field: A thin cloak drapes to difficulty by one. The Bayonet has this over your armor like a poncho that creates a minor cloaking field around you or a creature weapon profile: 2+ Damage, 3 Critical, Melee, (drone) with a Silhouette less than 2. This allows Ranged: Engaged, Vicious 1 the use of the Engage Artificial Cloak action, Attachments (Other) making the device user count as an Artificial Apotheian Compression Engine: The armor Cloaked Object. compresses parts of your body to give blood Augmented Brawn: The armor has rails and flow to help with g-forces and piloting wiring that helps users lift, throw, push, or pull maneuvers. While using this, a pilot may objects. By suffering 2 strain and a story point remove up to {SS} to any Piloting checks. as a maneuver to add 1 to Brawn until the end Arcweave Plating: Small nodes of electricity are of your next turn. woven into major areas of the armor, waiting to Autotech Hack: The device scans an item and electricity assailants. Upon Melee or Brawl attempts to query its AIN. The device will repair strikes to the wearer, combatants with {##} itself in a short time improving the item’s activates 6 stun damage. condition by one. This takes two full combat turns if this is done in combat. Biomedical Hack: The GRIM has tools to Sundering or Jams. Once an encounter, the administer cures, help with minor surgery and wearer of the armor may ignore a Jam quality give diagnosis of symptoms with use. The user activation. adds {BB} to any Medicine check. Rogue Hack: The device is outfitted with a shell Boosters: Once an encounter as a maneuver, that has mechanical arms that drill, cut and slice travel up to two range bands. Cannot travel into barriers. This allows {AAP} to any from Long to Extreme in one round. Can Skulduggery rolls when breaking locks, security automatically add {$} against falling checks. or past barriers. Commtab Screen: A device that is synced with Size Adjustor: The item can fold into smaller other Commtabs (or beads) for an operating pieces with a Prepare maneuver. As a unit. The device can be used as a modern day maneuver, the item reduces its encumbrance smartphone. by 1. Dark Energy Cloak: A small Dark Energy engine Sling: This device is on a character's person, is mounted on the back of your armor that ready to use at a moment's notice. The item creates a cloaking field around the character decreases its encumbrance by 2. making the character act as a Dark Cloaked Synthetic Limb Compartment: Your synthetic object. limb just has enough space for one small item. Fashionable Clothing Mod: Your armor has a Gain +1 encumbrance capacity. cosmetic look of whatever is trendy this season Small Shielded Pad: Small electrical shielding adding {B} to any Charm, Leadership or slaps away projectiles. Add 1 to the armor's Negotiation check. Ranged Defense. Hologram Projection: A life-like image is SMART Cover: A translucent shield covers a projected over your armor. This allows you to small area (Engaged). Once an encounter, as an look like anything, even people. Add {BB} to action, the item disappears into a force-field disguise while impersonating someone who that provides light cover for the creatures and isn’t you. objects inside it until the end of the next turn. GRIM’D: Databases, screens and a simple UI is Thermal Dampeners: Vents blow chaff like installed to your device. This device's power particles that tamper with Thermal optics. Add source becomes Battery Pack. It now can be {SS} to any Guided weapons targeting the used to hack into machines or other devices via wearer of the armor. Disables any bonuses wires. given to sensors or devices using Thermal Intimidating Aesthetics: Spikes, skulls, blood, or technology. dreadful attire adorns your armor. Add an Thermal Optics: A visual screen or hardware is automatic {$} to Coercion checks while also added to the device to see in Thermal vision up adding automatic {X} to Charm checks. to Medium range. The device now counts Kevlarweave: Special material that is Kevlar-like towards as a Thermal device against artificially helps absorb shocks and violent impacts.The cloaked objects. character’s armor cannot be sundered. V I P Ware: A system that is otherwise known as Redundant Wiring: The armor has a backup the Visual Identification Protection system. system to help overcome EMP grenades, Small particles exit pore-like holes in your Cyberware Credits Rarity Encumbrance Skull Cerebellum Netting $2,000 6 4 Hypothalamic Flux Tubing $2,000 6 4 Skulljack Network $400 5 3 Talamic Netting $2,000 6 4 Skeletal System Cosmetic Surgery $2,000 6 2 Feathersettel Skeletal Braces $1,000 7 4 Size Modification $2,500 5 3

armor, giving a blurry result to scans, vids, synthetic skins or actual robotic features. They images or frames of captured surveillance of are sculpted to look like anything, but retain the your character. Add {SS} to anyone or anything character's characteristics prior to the surgery. identifying the armor's wearer through security It is just "for looks" and not for function. This (personnel or cameras) footage, scans or any grants a +1 to Presence. other visual mean. Feathersteel Skeletal Braces: Under the skin Cyberware (Skulls & Skeletal) lies a small and thin layer of a ultra light Cerebellum Netting: Small netting of machines absorbing yet resilient metal which covers conducts electricity while pumping in specific essential body parts. This grants +1 soak to the chemicals to boost deep thinking, character. interconnected concepts and memory capacity. Size Modification: You may increase your size This grants +1 intellect to the host. to Silhouette of 2 or decrease your size to a Hypothalamic Flux Tubing: Small computerized Silhouette of 0. Silhouette 2 creatures gain +1 tubes are installed within the Hypothalamus. Brawn. Silhouette 0 creatures gain +1 Agility. These tubes help to flush out the instinctual reflex of "fight or flight". This gives a +1 to Willpower. Skulljack Network: Installed on the neck or temple of the host. This implant allows the installation of other implants that are typically just large databases. When installed, the host must make a choice to eliminate {SSS} from either Computer, Drones, Knowledge, Mechanics, Medicine, Operating or Piloting checks. Thalamic Netting: Small cybernetic wiring lays over the host's brain. This wiring charges the response time and reaction times of the brain, allowing for clever tactics and better understanding of the host's environment. This grants +1 Cunning. Cosmetic Surgery: The host of this looks different with the use of cybernetics, either by Cyberware Credits Rarity Encum. Skulljack System Digital Shaman Implant $350 4 4 Gunney’s Skulljack Network $250 3 3 Knowledgebank $250 5 4 Navigator’s Skulljack $350 5 4 Weapon Profile Skulljack $500 6 5 Limbs Prosthetic Weapon: Arcweave $750 5 4 Prosthetic Weapon: D20-D8 Limb $1,000 5 4 Prosthetic Weapon: Gremlins Touch $600 5 4 Prosthetic Weapon: Laser Blade $600 5 4 Prosthetic Weapon: Powerfist $450 6 3 Prosthetic Weapon: Taal’sarian Laser Axe $750 5 4 Rocketleap $500 5 4 Synthetic Agile Limb $2,000 6 4 Synthetic Sturdy Limb $2,000 6 4

Cyberware (Skulljacks & Limbs) objects within FTL Space. This gives +1 skill rank towards the Astrocartography checks. The Digital Shaman Implant: This is a large series of navigator can interface with a vessel once an datasets that acts as an automatic encounter, as an action, to restore System troubleshooter or manual for the host installed Strain on a Vessel by 4. in the Skulljack implant. The user will receive certain "gut instinct" like suggestions from this Prosthetic Weapon: Arcweave Limb: A hand of implant while using Computers giving a +1 to choice is replaced with a life-like hand. This Computers. hand can act as the weapon, "Arcweave" with the Superior weapon quality. Gunney’s Skulljack Network: Skulljack ports are installed to terminals or the cockpit of a vessel Prosthetic Weapon: D20-D8 Limb: An entire as well as the Character’s head. This serves as a arm and hand (or tail) is replaced with a robotic, Skulljack but now can be interfaced with yet life-like arm. This arm can shift into a rifle or vessels. The character can swap any Gunnery as an arm as a maneuver. The weapon form is rolls with Operating skill checks. the same as the "D20-D8" profile with the Superior item quality. Note: Any Athletics or Knowledgebank: A very detailed Wiki-like Coordination checks with this cybernetic while network of information is host within the in weapon form adds {SS} to the check. Skulljack network of the host. Add 1 rank of choice to any Knowledge skill (Astronomy, Prosthetic Weapon: Gremlins Touch Limb: A Business, Conspiracies, Golden Age or hand of choice is replaced with a life-like hand. Knowledge) while removing {S} to any The host gains "Gremlins Touch" with a knowledge skill. Superior weapon quality on the choice of hand. Navigator's Skulljack: Microscopic databases Prosthetic Weapon: Laser Blade Limb: An whirl in the Skulljack software calculating entire arm or tail that can transform into a optimal routes, travel times and tracking Laser Bladed sword with a maneuver. The Cyberware Credits Rarity Encum. Non-Vital Organs Alertware $500 3 4 Apothei Pheromones $750 6 3 Blood Reservoirs $350 6 4 Cybered Athletics $350 6 4 Cybered Coordination $350 6 3 Dealmaker $500 6 2 Digital Finger Tree $350 6 3 Heartrate Governor $450 6 4 Helmsman-jack $350 6 5 Juicebox $500 4 2 Pilot-jack $350 8 5 Smuggling Compartment $500 6 5 T-bots $350 6 4 Truesight $700 6 3 Voxbox $500 6 3 weapon form is the same as the "Laser Blade" robotic form. Upon installation, the host profile with the Superior item quality. Note: Any receives +1 Agility. Athletics or Coordination checks with this Synthetic Sturdy Limb: Be it leg, tentacle, arm cybernetic while in weapon form adds {SSS} to or tail the limb is replaced with a life-like or the check. robotic form that gives +1 to Brawn. Prosthetic Weapon: Powerfist: An entire arm Weapon Profile Skulljack: This serves as an AR becomes mechanical making it deadly weapon interface between a weapon profile of choice when used. When making attacks with this arm, (Gunnery, Melee, Ranged (Light), Ranged use the following weapon profile: 4+ DMG, 3 (Heavy)) and the user. In the HUD of the AR will CRIT, Engaged, [Brawl], Superior. make suggestions on how to better engage the Prosthetic Weapon: Taal'sarian Laser Axe Limb: target, giving a +1 to the skill of choice. Once The forearm can turn into a Taal'sarian Laser chosen, the Skulljack software cannot switch Axe that glows red and blue with a maneuver. skills. The weapon form is the same as the "Taal'sarian Laser Axe" profile with the Superior Cyberware (Non-Vital Organs) item quality. Note: Any Athletics or Alertware: At the back of an ear, or somewhere Coordination checks with this cybernetic while else out of the way, tiny networks of antennae in weapon form adds {SSS} to the check. dangle down to detect an interruption in the environment's background patterns in the Rocketleap: This is installed either on the calves hopes to detect sudden danger. This gear can of the host of on the bottom of the foot. This be tuned to help with social interactions to allows the host to disengage or engage a target detect lies as well. This implant grants 1 rank in from a short range without a maneuver. Vigilance. Synthetic Agile Limb: Be it leg, tentacle, arm or tail the limb is replaced with a life-like or

Apothei Pheromones: Microscopic semi- Mechanics. Remove up to {SS} the chosen skill. biological fans and bladders are grafted to the If taken any strain during the skill use, the strain skin. These pores release pleasing smells by is reduced by 1. converting fat in the skin cells to a Heartrate Governor: Computerized heartbeat preprogrammed specific scent that is disfuses regulators are placed outside the chamber of tensions and fear. Add an automatic {$} to any the host's heart. They govern and help control Social skill. the heart rate of the host, allowing for slower Blood Reservoirs: A long and thin bladder is heartbeats and encourages level-headedness. installed to host extra blood and energy. This This grants +1 to Cool. works like fat cells, but does not increase or Helmsman-jack: Many vessels come with ports decrease the physical appearance of its host like for station operators to plug into. This gives a fat cell would Does not need Oxygen up to them better readouts, Uis and response times two days. The host does not need food or rest to operate their station. This is does not work for 3 days. with using a non-station panel - such as air locks Cybered Athletics: Several computerized or another piece of equipment. While plugged muscle-like organs that are typically installed into a vessel, the host gains +1 rank in near major joints help the body reduce effort to Operating. swimming, jumping, running or lifting objects Juicebox: A system of tubes and filters pump in when it detects that the host is performing a and out stimulants, helping their hosts not to stressful action. The host gains a +1 rank to overdose. Decrease the Overdose difficulty by Athletics. 1. Cyebred Coordination: Several computerized Pilot-jack: Many vessels come with an interface muscle-like organs that are typically installed for Pilots to plug into. This gives them better near major joints help the body reduce effort to diagnosis and control of their vessel. Works only swimming, jumping, running or lifting objects with ships that are smaller than 5 Silhouette. when it detects that the host is performing a While interfaced with a vessel, the Pilot gains +1 stressful action. The host gains a +1 rank to Piloting. Coordination. Smuggling Compartment: A piece of the host’s Dealmaker: A small computerized gland sits body is dedicated to smuggling goods in or out inside listening to its host propose or engage in of places. Add 1 + Silhouette more business decisions. It will send a wave of encumbrance carrying capacity to your discomfort if it considers something to be of a character. Scanners and sensors cannot detect bad price, as it is connected to the Alliance the item within your compartment which can fit network for an always up-to-date price listing (2 Encumbrance + Silhouette). To detect a for any conceivable item or service. This grants smuggling compartment, investigators add {SSS} the host +1 Negotiation. to their Vigilance or Perception checks to find a Digital Finger Tree: The host's hand becomes specific item hidden. like a swiss knife for repairing or creating items. T-bots: Swarms of white blood cells and As tools or fingers sprout of it in attempts to enhanced t cells increases the host tolerance assist the host in his surgeries or technical for bodily harm. This gives a +1 to Resilience endeavors. Select either Medicine or skill. Truesight: Beneath the skin layer is a network Cloaked objects - making this ideal for of wires and microscopic anntae that connect to smuggling items into and out of places. This one's eye. This network is enhances the vision makes the Droner's carrying capacity + 5. It may and awareness of the host giving +1 Perception. smuggle up to a creature that is 1 Silhouette of This also allows the host to see Thermal vision size. Once a session as an action, the Atlas can as a maneuver in Short range. perform an EMP with a Drones ({DD}) check to give any electronic device 1 broken condition + Voxbox: The host can disguise the host’s voice 1 condition per non-canceled {$} to devices in a as anyone and anything. This helps when short range. making any check to deceive a target in imitation, add an automatic {$} to the roll (This Cricket This is a small drone used to gather can be Deception or Skulduggery). This information. It is a very tiny device that is cyberware implant can be used to have the designed to be used in Spycraft operations. This host's voice sound more authoritative granting grants a {B} on Perception, Stealth, Streetwise a {B} to Leadership tests. and Survival tests performed by the drone. These skill checks are still performed by the Drones Droner’s using the Drones skill. Apollo A small drone that is used against security systems, but also offers combat Leonidas The Drone comes in various layouts support in a gunfight. Upon activation, it will and modifications. Mostly, it has a lightly hover about a Barrier making X-ray like scans on armored humanoid in appearance. This armor the object. This grants a {B} to any Skulduggery can take many different stylings. One of its arms or Hacking checks against the security system turns into a Cannon to provide cover fire to its made by an ally. If active in a combat situation, owner. Lasercannon: DMG 5, CRIT 2, Medium, the Drone can eject an extra spare clip to its Auto-Fire owner in a short range. The Droner must make Paladin A sphere mounted on treads, but has a a Coordination ({D}) check to catch it as an capability of hovering a few meters above the Incidental. ground. It is a drone that is used to provides a Atlas The Atlas drone can take any shape. It its owner. It may use the Barrier Spell typically looks like a suitcase one would see at a using the Drones skill instead of an Arcana skill, Space Port. Inside it are compartments within please see the Genesys Core Rulebook for more compartments. When the Drone is on, the detail on the magical spell. When using the items within the Drone become Artificially

Drone Credits Rarity Encum. HP Silhouette 0 Apollo $200 2 1 1 Cricket $150 3 1 1 Leonidas $500 4 1 2 Prometheus $350 2 1 1 Watchdog $150 3 3 1 Silhouette 1 Atlas $1,000 5 3 3 Paladin $350 4 4 4 Watchwolf $5,000 6 3 3 spell, the Drone takes the strain and not the while connected to the system. After Droner. disconnection, the stick will no longer work. Prometheus The Drone comes in various Citizenship Note: Your character increases his layouts and modifications and is beloved by next Citizenship roll by one after buying a note Droners who are also hackers. It is a lightly from the alliance. The note increases his next armored humanoid in appearance. This armor Citizenship roll by one, by either upgrading an can take many different stylings. Its arms {A} to a {P} or adding a {A} if his rank can not transform into cords that connect into any upgrade any {A} to {P}. device created by either the Alliance or Big 7. Communication Scrambler: Adds {SS} to any From a GRIM or similar device, the Prometheus communication attempt from a specific device will act as a router to the target system. Upon a that tries to broadcast from short range to successful interface with a machine, the next medium range. The device is unable to Computer roll automatically generates {^^}. communicate in long range or extreme range. When jacking out of the device, the hacker will One time use per encounter due to its battery not become immobilized while using a life. Prometheus. Dark Energy Detector: Allows the user to make Watchdog Coming in many different shapes and a Perception vs Stealth roll ignoring any models, the Watchdog is a small drone that acts penalties from the True Cloaked object. as a mobile sensor system. This grants its owner a {B} on initiative rolls. While making Perception Explosive (Small): Via chemical substances and checks, the Watchdog will engage in Thermal reactions, this device creates a small, yet and Radar scans to help detect any cloaking violent, conclusive blast. This is typically used to objects. break barriers and not for combat. The explosives can be triggered through a Commtab Watchwolf A six-legged bot attached to a or like device within a Short Range using a powerful camera and plasmagun rifle that is Mechanics check. Each non-canceled {$} gives always streaming data back to the Droner. This the barrier 1 wound. On a critical 3, the blast grants a {B} to initiative to the Droner but also does 4 more damage than usual. This device has grants the Droner thermal vision. Plasmagun: the Breach 1 item quality. DMG 10, CRIT 3, Long Range, Pierce 2. Fashionable Clothing: When worn, the fine Gear: Utilities and Gadgets clothing because an encumbrance of 0. Remove Alliance Bond: Your character has purchased a {SS} when Charm, Deception, Leadership skill bond that supports the Alliance's endeavors. In checks are made while wearing this item. exchange for the payment, the Alliance will not increase your Infamy by 1 after the end of the Goggles +: Using thermal technology, remove current session. After the end of the session, up to {SS} due to obscuring mists, smoke or the note expires. absence of light trying to see up to Medium range. Add 500 to the price for long distances. Autohack Stick: A tool that attempts to Add 2,300 to the price for extreme distances. automatically break into systems and copy data Counts as a Thermal Device to detect cloaked as well as a decryption tool. This tool still objects. requires to be directly interfaced at a terminal of the system. This will give an automatic {$} Healthpack: The healtpack is a small one time use device that tries to repair wounds through lasers and complicated marvelous technology. active, the user gains 1 Melee and Ranged Perform Medicine checks to heal wounds and Defense. This item may not be Sundered. Critical Injuries without penalty. The inclusion of Optimal Sorting Backpack: A sack that has a modern drugs adds automatic {^} to the check series of pouches in a lightweight plasteel results. frame. It has mechanical arms that determines Hologram: Record and leave a hologram that the proper way to sort and store items within it. will activate on detection of movement. Can carry up to items adding up to 12 encumbrance but is smaller than 3 Legal Data (Forged): Add {B} for social encumbrance. The backpack is always engagements with government (or legal) encumbrance 2, regardless of how much it is personal to get past security, provide evidence holding. in court or sneak into the administration of the Alliance. This is a one encounter use. Portable Motion Sensor: Acts as a single-device sensor system drone that can not log events Mobile Barrier Unit: A thick curved metal slate into its databases. It has a Perception and that is heavy, but easily carried. Upon Vigilance dice pool of {GYB} and is constantly activation, via an action, it can cast the Barrier searching for threats and danger. It will alert spell using the Athletics skill as the user the owner any detection with a snapshot or attempts to hold onto the unit as it violent audio clip of the detection to the owner's vibrates as the electronic shielding takes place. Commtab (or similar device). This has no OSAD The spell cannot use Sanctuary or Range effects so it may be hacked. when using this shield. This shield casts the barrier as a semi-circle in front of it. Unlike spell Small Bribe: Your character pays off a local caster, the user of the device does not suffer 2 administer, adding a positive note to the strain. The character may not make a character's Alliance profile. Add a {B} to any concentration maneuver, this only lasts until Citizenship check. Once making a check, the the start of the character's next turn. When Bribe is used.

Gear Credits Rarity Encum. HP Utilities Alliance Bond $350 3 0 0 Citizenship Note $250 3 0 0 Explosive (Small) $250 2 0 0 Fashionable Clothing $350 2 1 1 Healthpack $200 3 1 1 Legal Data (Forged) $350 7 0 0 Small Bribe $125 1 0 0 Gadgets Autohack Stick $750 4 1 0 Communication Scrambler $250 3 1 1 Dark Energy Detector $150 5 1 1 Goggles + $250 5 1 1 Hologram $250 7 1 1 Mobile Barrier Unit $650 4 3 3 Optimal Sorting Backpack $600 8 2 3 Portable Motion Sensor $120 4 1 1 Gear Credits Rarity Encum. HP Electronics Air Mask (with Tank) $150 5 3 2 Artificial Cloaking Dome $500 5 1 0 Autolock Breaker $350 3 1 0 Commbead $25 1 0 0 Commtab $75 2 0 2 DAPr $2,000 5 6 4 GRIM $850 3 2 1 Portable Cover Machine $400 5 2 1 Sensor Jamming Wand $330 6 1 1 Sensor Jamming Wand (Advanced) $500 8 1 1 Sonar Dish $350 7 1 1 Tools Backback $50 2 0 0 Extra Clip $25 2 0 0 Hulltorch Kit $250 5 1 0 Rope $5 1 1 1 Snakers $100 6 2 1 Space Suit $100 2 2 2 Spacewalker Boots $100 1 3 2 Toolkit Pack $75 1 0 0

Gear: Electronics and Tools hack with, but can interact and do many things that a modern smartphone couldn’t. Air Mask (with Tank): Ignore up to {SSS} for being in a toxic, underwater or being in Space. DAPr: Data Application Platform Remote are You are able to breathe Oxygen up to 1 hour. tablet-like devices that allows users to easily write and execute software and scripts for Artificial Cloaking Dome: A one time use device hacking repairing a system. Add {$} to that allows a very short area (about the size of a Computer using a DAPR. sitting human) that cloaks all objects within the dome with artificial cloaking. It cannot be GRIM: General Radio Interface Machine that is moved once deployed. It lasts up to one hour. similar to a smartphone, but more powerful. Can do AR, sync with industrial devices, and Autolock Breaker: A one-time use tool that allows users to pass data to each other. This attaches on a barrier to automatically attempt gives you an ability to hack into machines. to disable any locking devices on a barrier. While in use, add a {$} to any Skulduggery Portable Cover Machine: Once per encounter checks against a lock. as an action you can throw out cover to hide behind. It is lightweight, providing {S} to targets Commbead: A linked microphone and audio trying to spot the covered person as well as receiver that is as small as a bead. ranged attacks against the covered person. Commtab: Short for a Communication Tablet. It Sensor Jamming Wand: After completing a is a very advanced smartphone, controlled by successful Operating ({D}) check, the sensor is the Alliance Operating System. Impossible to jammed unable to detect unusual patterns or behavior up to 1 + non-canceled {$} turns. This Rope: Its rope. Not much to say here. Up to 250 does not work on Thermal or Dark Energy feet or 61 meters. detecting devices. Sneakers: Specialized boots that dampen the Sensor Jamming Wand (Advanced): After auditory noise levels while keeping its wearer completing a successful Operating ({D}) check, very still while moving. It adds {BB} to Stealth the sensor is jammed unable to detect unusual checks against non-Dark-Energy, Radar or patterns or behavior up to 1 + non-canceled {$} Thermal seeing targets. turns. Space Suit: The space suit also allows the Sonar Dish: Sonar dish or other, this device wearer to survive in vacuum for up to four lends aid to spy on conversations. It removes up hours. An emergency repair kit that allows the to {S} while making a perception check to listen user to fix any small leaks or tears as a or detect audio objects. This device can clearly maneuver. hear and understand perfectly from Engaged or Spacewalker Boots: You can increase or Short range bands with a Perception ({D}) decrease your gravity with these boots with a check. Add {DD} per increase in Range Band maneuver. This lasts until the start of your next from Short and onward. turn. Backpack: Whatever the fashion style, Toolkit Pack: Pick either Rigging, Mechanics or whatever the look, gain +4 max encumbrance Medicine. The character now is considered to capacity on the creature. have the "right tools for the job" for that skill. Extra Clip: You can carry extra ammo with you. You may reload as a maneuver. Pharma Anti-Cyberware Sickness Serum: A liquid-based Hulltorch Kit: Enables raiders to cut through an solution that “relaxes” the immune system’s FTL Space certified hull with a Mechanics check. rejection of the new Cyberware. A burning Difficulty is determined by the Barrier. sensation resonates throughout the body. Poor

Pharm Credits Rarity Encum. Medicine Anti-Cyberware Sickness Serum $325 3 1 Telekritter Dust $400 9 1 Universal Biological Aspirin $25 1 1 Toxins Dreamwalker $100 3 1 Sleep Venom $175 3 1 Ultra Toxin $400 6 1 Stimulants CHOP $70 1 1 Edge $75 2 1 Interstellar $50 2 1 Mininarco $125 3 1 Pilotpop $100 2 1 Rush $100 3 1 Starchill $75 2 1 Trigger $75 2 1 Yeet $75 2 1 quality serums cause Flu like symptoms. A Conspiracies, Golden Age, or Knowledge checks character the serum will allow a her to ignore but also generates an automatic {#} on any {SSS} for a skill check with any Cyberware item Cunning based rolls up to 3 hours. for 2 hours due to Cyberware Sickness. It will Mininarco: When entering the bloodstream, also grant {$} towards the recovery roll. the Mininarco helps ease the mind of a target. CHOP: A chewable chemical stim that comes in The target gains 2 strain from an attempt to various fun flavors, such as 'Madness Melon'. recover from strain after an encounter. Use of this grants {B} to any Brawl or Melee Traditionally, Mininarco is soaked into a rag and checks but also generates an automatic {#} on sniffed into. any Willpower based rolls up to 1 hour. AIMing Pilotpop: Used as an inhaler, Pilotpop increases does not grant additional {B} due to the hyper- reaction time. It however dulls the mind. Long- aggressive nature of the abuser while under the term exposure can lead to flu-like symptoms effects of CHOP. and general uncontrollable painful spasms. Critical Solution: Allows an attempt to heal a Remove {SS} to any Piloting checks but also critical injury. This takes one week to take generate an automatic {#} on any Brawn based effect. checks. Dreamwalker: Taken from exotic plants and Rush: A liquid-based stimulant that tastes very mushrooms to turn into a fine dust. On skin bitter. Upon consumption, the user gains {B} to contact of this dust, the target must make a roll on his next initiative roll. This lasts an hour. Discipline {(DD}) roll or be infected. Upon This is an incidental and may be taken prior to infected, the target adds {SS} to any physical rolling initiative. task and upgrades the difficulty any skill check Sleep Venom: A mixture of Xeno blood and fruit that takes thought (such as aiming or using a creates a vial of Sleep Venom. This can either be computer) or any social skill check. This lasts in a gasses form or liquid. After infected, the until the end of a scene or encounter or by target must make a Resilience ({DD}) check to making a Resilience ({DD}) check. awaken from a coma-like state. This check can Edge: Used to increase the output and be done every 12 hours. {X} results in target efficiency of data pushers. It is served like tea, continuing to be in a coma. This may only be but can come in capsules or other forms. Edge used with characters that have reached their attacks the area of the brain where the body wound threshold or strain threshold. can smoothly function - causing users to Starchill: Use of this grants {B} to any become klutzes. Paranoia and psychosis are Astrocartography, Cool or Discipline checks but often the result of habitual use. Use of this also generates an automatic {#} on any grants {B} to Computers, Rigging or Mechanical Presence based rolls up to 2 hours. A powdered checks but also generates an automatic {#} on substance to be smoked or chewed. any Agility based rolls up to 1 hour. Telekritter Dust: An incredible secretive Interstellar: Interstellar is a smoked chemical or substance used by Psionics. The ingredients are powdered chemical. It is used to seek Telekritters conditioned to the blood of the interconnectivity of the cosmos, to really get Psionic, which enables the use of Psionics. the "bigger" picture. Use of this grants {B} to These must be stolen by a Psionic or traded any Astrocartgraphy, Astronomy, Business, with contacts within the Telekritter Industry. They are hard to find and come by due to their Port Services secretive and obscure nature. Port services are purchased at space ports, Trigger: This needs to be injected directly to the where ever the Space Venture crew docks. They blood for it to have any impact on the abuser. give access and bonuses that Space Venture Designed by the Domain of Peace, it harmonizes crews may find that they need. Most of these a creature’s mind to their guns – but makes services are monthly charges. Mechanics or their bodies vulnerable to illnesses and stress. Cyberdocs, it is per “project” such as installs Habitual use can cause to the loss of extremities and uninstalls or repairs. Permits and registries as blood stops flowing to areas of the body. Use can be purchased by multiplying the base cost of this grants {B} to any Ranged Combat checks by 5 for the entire solar system. Most of these but also generates an automatic {#} on any prices are assuming BI-Weekly (20 days) Brawn based rolls up to 1 hours. AIMing does payments. not stack with this effect due to the shakes the Arms Dealer Permits This grants the permit stimulant produces. holder permission to sell or purchase items with Universal Biological Aspirin: A chewable pill a rarity classification. These permits are local to that increases the immune system’s the star sector or station and are not universal. performance to recover wounds. However this These prices are based on per month. has diminishing returns per day. Mechanically, Astrocartgraphix Licenses These allow Space this works as Painkillers from the Core System Venture crews to use Alliance maps, or perhaps Rulebook. an underground boss’ map collection, to better Ultra Toxin: This liquid serum will eventually kill plan out their trips. The prices are based on per a target. It is intended to slowly kill over a month. course of many days. Applying this Toxin for Emergency Services Registry While subscribed each day the target must roll a Resilience to this service, the port will dispatch first ({DDD}) check. Failure removes 2 wounds from responders to administer Medicine to wounds the target’s threshold. The next day, the should their subscriber “go offline”, as in be difficulty is increased by one. This repeats until unconscious. It isn’t guaranteed that the the target has a Threshold of 1. Once reaching responders will be able to make it on time or this, the target takes 5 wounds and a critical. find you, but they will try. The prices are based Succeeding a check will cancel the Toxin. This on per month. can be also be cleansed by a Medicine ({DDD}) Internets Subscriptions Although the Internets check. require Citizenship to have access to, it doesn’t Yeet: Like Chop or Trigger, it was designed to mean you can rent out someone else’s harmonize the body to accomplish any physical citizenship score! For a monthly fee, subscribers task. Unfortunately, this makes user unable to get access to the following internets. think clearly or recall short-term memory. Additionally, they have a reduced footprint on Habitual use leads to complete loss of memory the servers - adding a {B} when performing and ability to use complex machines. Use of this hacks or searches via the internets. The prices grants {B} to any Athletics and Coordination are based on per month. checks but also generates an automatic {#} on Obfuscation Registry After completing a few any Intellect based rolls up to 1 hour. background checks, the local authorities (or influencers) will register the subscriber. In jeopardize their own lives if the danger is too exchange of money, they will actively sabotage much. The prices are based on per month. any potential threats from finding their subscriber. This has its limits, as most will not

Port Services Credits Rarity Bonus Arms Dealer Permits Basic $124 - Can trade up to Rarity 4 weapons. Advanced $350 - Can trade up to Rarity 7 weapons. Trader $600 - Can trade up to Rarity 10 weapons. Astrocartgraphix Licesnes Standard $175 1 Adds {B} to Astrocartography rolls from the port. Plus $300 3 Adds {BB} to Astrocartography rolls from the port. Adds an automatic {$} to Astrocartography rolls from the Plus Plus $550 5 port. Internets Subscriptions Economy $15 1 Gives access to the Economy internets. Networks $45 3 Give access to the Networks internets. Networks ++ $145 5 Give access to the Networks ++ internets. Obfuscation Registry Investigators receives {S} for searching the crew via AIN, Standard $125 6 Citizenship, or Streetwise. Investigators receives {XS} for searching the crew via AIN, Gold $300 7 Citizenship, or Streetwise. Investigators receives {XS} for searching the crew via AIN, Professional Gold $500 8 Citizenship, or Streetwise and the subscriber is tipped off. Emergency Services Registry Basic $150 1 Medicine related checks are a {AAB} Basic + $300 3 Medicine related checks are a {PPB} Standard $600 5 Medicine related checks are a {PPAB} Diamond $900 8 Medicine related checks are a {PPAAB}

Other Services Other Services Credits Rarity Bonus Cyberdoctor Specialists Quack $50 2 Cyberware install or uninstall checks at a {AAB} Upstart $125 4 Cyberware install or uninstall checks at a {PPB} Surgeon $250 6 Cyberware install or uninstall checks at a {PPAB} Specialist $400 8 Cyberware install or uninstall checks at a {PPAAB} Mechanic Services Local $25 1 Mechanics or Rigging checks at a {AAB} Experienced $75 3 Mechanics or Rigging checks at a {PPB} Specialist $150 6 Mechanics or Rigging checks at a {PPAB} Wizard $300 7 Mechanics or Rigging checks at a {PPAAB} These services are ubiquitous in the galaxy Mechanic Services A local shop that will work these can be found Planetside, outposts or on any mechanical device to fix, modify or space stations. create on the customer’s behalf. The prices are listed per hour. Cyberdoctor Specialists Attempts Cyberware installs or uninistalls with a specific dice pool. Be sure to check out the Rigging section to see This price is per hour. These Cyberdoctors may other costs. not actually be professionals, but capable of the job depending where the character is.

Name Credits R Encum HP DMG CRIT Range Qualities Brawl Gremlin’s Touch $300 1 1 1 1+ 3 Engaged Accurate 1, Jam 1, Stun 3 Power-gloves $350 4 1 2 5+ 3 Engaged Accurate 1, Sunder Melee Alliance Combat $75 1 1 1 1+ 3 Engaged Knife GFC Baton $100 2 1 1 2+ 3 Engaged Federated Electric Accurate 1, Ensnare 1, $300 7 1 1 1+ 3 Engaged Chain Pierce 3, Unwieldy 3 Accurate 1, Pierce 2, Laser Blade $400 4 1 1 5+ 3 Engaged Vicious 3 Accurate 1, Cumbersome Laser Halbred $450 4 6 3 3+ 4 Engaged 3, Defective 1, Defensive 1, Pierce 3 Accurate 1, Non Lethal Taal’sarian Laser Axe $450 4 3 2 5+ 3 Engaged Mode, Sunder, Vicious 1

Weapons: Brawl and Melee The following are available for Space Ventures. Federated Electric Chain: A thin wire connected Keep in mind that other source books have to a battery pack. Can be used to attack targets melee and brawl items that are also available as at a short range. well. Laser Blade: A crystalized battery pack Gremlin's Touch: Special gloves that sends generates a laser blade. The blade can be any of shocks upon successful attacks. Not only can it the three primary colors. can shock targets, but it can also cause Laser Halberd: An Apotheian Take on the weapons to malfunction. Halberd, it produces a small shield around the Power-gloves: Heavy gloves that uses thrusters blade to help protect against ballistic weapons. and rockets to increase the damage of the blow. Taal'sarian Laser Axe: A common melee GFC Baton: This cylindrical device is retractable weapon among storm troopers of the Taal’sa to an encumbrance rating of 1. Can be easily empire. The blade glows neon cyan while smuggled past security. having a sharp and dramatic sloped angled downwards. It is used to quickly take out an Combat Knife: A small typical one-handed knife enemy’s ability to fight back. that comes in various styles.

Name Credits R ENCM HP DMG CRIT Range Qualities Auto-fire, Cumbersome Athenian X Cannon $300 4 8 4 4 3 Medium 3, Pierce 2 Cumbersome 4, Silent, Day Bringer Railgun $1,000 6 5 3 7 2 Long Pierce 1, Sunder, Prepare 1 Blast 4, Cumbersome 3, Gabbo Thunder $1,450 5 6 3 12 2 Medium Inferior 1, Prepare 2, Cannon Vicious 1 Auto-fire, Cumbersome HAR 001 Minigun $3,725 3 6 3 15 3 Long 4, Inaccurate 1, Pierce 3, Vicious 1 Orion 1VM Laser Accurate 1, Jam 1, Non $800 6 8 4 5 4 Medium Cannon Lethal Mode Auto-fire, Cumbersome Raptor D-1895 $475 4 8 4 6 4 Medium 3 Accurate 1, Cumbersome 3, Guided Whisperless 2020 ML $3,500 7 5 4 18 3 Extreme 1, Limited Ammo 3, Prepare 1, Vicious 4

Weapons: Gunnery Athenian X Cannon: A thick and short platforms assembled to help burden the weight rectangular weapon that has a strap for of this weapon. support. Handles slant upward to help hoist it Orion 1VM Laser Cannon: A wide mouthed against gravity. It shoots bright blue Plasma barreled gun designed to be mostly non-lethal, beams that burns through armor. firing shocking laser arcs. It is deployed as anti- Day Bringer Railgun: A railgun that charges up a riot or civil protests. shot. A bright flash is seen followed by a deadly Raptor D-1985: A short barreled heavy machine shot. The projectile used travels at an incredible gun that shoots electric pink lasers. It is very speed, allowing it to Sunder armor. aggressive looking, as if the mouth looks like to Gabbo Thunder Cannon: A favorite of the be a dragon. Armed forces of the Union of Gabbochan for Whisperless 2020 ML: A lightweight rocket anti-vehicle combat. This is a rocket launcher launcher that can visually scan targets, by heat with famed bad luck, but explosive potential. or data entry algorithms and destroy the target. HAR-001 Minigun: As it spins its many barrels, it creates a loud noise as bullets are fed into the death machine. It is typical to see crude

Name Credits R ENCM HP DMG CRIT Range Qualities AAR Enforcer Laser $1,000 2 3 3 8 3 Medium Auto-fire, Vicious 1 Rifle Limited Ammo 2, ARB X120 Rifle $500 5 2 2 9 2 Long Prepare 1, Vicious 1 Artemis 15M Plasma $1,200 7 4 2 9 3 Medium Burn 1, Accurate 1 Rifle Blast 4, Cumbersome 2, Blunderchan $600 3 3 3 5 3 Short Inferior 1, Knockdown, Limited Ammo 2 Silent, Prepare 1, Bow $115 2 5 1 7+ 3 Medium Unwieldy 2 Silent, Pierce 2, Prepare Crossbow $350 5 2 2 5 2 Long 1 Inaccurate 1, Inferior 1, D2000-D8000 Gabbo $1,200 5 3 3 10 2 Short Pierce 3, Slow-Firing 1, Laser Rile Vicious 3 D20-D8 Laser Rifle $600 4 5 2 6 3 Long Auto-fire Blast 4, Breach 1, Gabow $330 5 4 2 7 4 Medium Cumbersome 2, Inferior 1, Unwieldy 3 Helios M Plasma Rifle $1,600 4 3 2 10 4 Medium Burn 1, Sunder Raptor 1506 Assailant Jam 2, Prepare 1, Pierce $1,000 4 4 4 5 4 Long Rail Rifle 1, Vicious 1 Raptor 1717 Perseus $850 1 3 2 7 4 Medium Auto-fire, Vicious 1 Laser Rifle Blast 2, Knockdown, SG Titan Raildriver $1,500 3 3 2 8 3 Short Vicious 2

Weapons: Ranged (Heavy) AAR Enforcer Laser Rifle: It is a very common Artemis 15M Plasma Rifle: A smooth looking weapon outside militaries due to the Alliance rifle that is has a reputation for being a flooding the market with the weapon. It is dependable weapon of war. standard use throughout the galaxy for Blunderchan: This is like a sawed-off shotgun protection of remote outposts to the armored but is actually a bunch of weapons melted or lunatics that raid the galaxy. welded together. It is heavy, but cheap. It is ALR 1985 Light Laser Rifle: The ALR is a light deployed by raiders, pirates and gangers alike rifle deployed to guards and security units to as a way to control the gunfight. Immune to respond to threats from a range. It is a very Jamming. simple Laser Rifle that is lethal, but not as lethal Bow: While preparing, the bow uses the Brawn as its Brethren. of the character to inflict more damage. Still in ARB X120 Rifle: An homage to older rifles use for assassins who do not want to be designed with care and love. It is mass tracked. Immune to Jamming. produced and uses modern technology, but still Crossbow: Not well loved or liked, but it is used a go-to weapon for most sportsmen.Immune to by professionals that don't want to make a Jamming. scene. Immune to Jamming. D2000-D8000 Gabbo Laser Rifle: Gabbochan infantry through rough terrain. It is designed as loved the D20-D8 Laser Rifle so much, they support fire to other infantry as it cripples its thought others would love their take on it. It is target. The rail system has a flaw of bulkier and takes any kind of ammo. It is named overheating, causing it to engage in cooling a the D2000-D8000 to show how much better it maneuver for each time it fires. is, than the puny numbered D20-D8. Nevermind Raptor 1717 Perseus Laser Rifle: A well-loved that it overheats and is not that accurate, but rifle by many, the former Taal'sa Empire when it does hit it packs quite a punch. weapon has made a good debut in the private D20-D8 Laser Rifle: A long barreled simple market. It is a light-weight rifle that is able to design makes this weapon the most common deliver powerful ordinance with its unique Laser Rifle in the galaxy. May be customized battery pack. upon purchase to shoot either Red, Orange, SG Titan Raildriver: A long-barreled rifle that Green, Purple or Blue lasers. Upon impact, shoots buck spray at close distances. May add these lasers can overcharge a device making it {B} to any Coercion checks when using the more difficult to fire or aim. weapon as a prop as it's thickness and design Gabow: Designed to lob rocket shells at makes for it to be an intimidating sight to armored vehicles. While it looks like a bow, it is behold. designed to take rocket shell munitions, making it a bit clunky and heavy to hold.

Helios M Plasma Rifle: A rifle that is dangerous to use, but very satisfying watching it melt and destroy things in its wake. Raptor 1506 Assailant Rail Rifle: A former staple of Taal'sa Empire guerilla warriors, this light weight rifle is designed for hypermobile Name Credits R ENCM HP DMG CRIT Range Qualities AAP 1776 Laser Pistol $350 3 2 2 3 3 Short Pierce 1 Knockdown, Jam 1, Arcweave Pistol $400 4 2 3 4 5 Short Slow Firing 2, Stun Damage BG4U Blaster $500 3 1 2 6 3 Short Inferior 1, Pierce 2 D20-2D8 Laser Pistol $800 3 1 1 6 3 Medium Vicious 1 D20-D6 Light Pistol $200 3 1 1 4 5 Short Accurate 1, Limited EMP Grenade $75 2 1 0 3 6 Medium Ammo 1, Jam 2, Stun Damage Gabbogun $250 3 1 1 5 4 Medium Inferior 1, Vicious 1 Helios Champion $950 4 2 1 7 2 Medium Burn 2 Orion L2P Compact $400 6 2 1 5 3 Medium Auto-fire Machine Gun Burn 1, Blast 3, Plasmatic Grenade $100 5 1 1 6 4 Short Concussive 1, Disorient 3, Limited Ammo 1 Raptor HP 1492 $950 7 2 2 6 2 Short Pierce 2, Vicious 2 Raptor Outrim Plasma $800 6 3 3 7 4 Long Burn 1, Slow-Firing 1 Pistol

Weapons: Ranged (Light) AAP 1776 Laser Pistol: All Alliance personnel EMP Grenade: A device that sends out a that serve military-like positions are equipped electronic magnetic field that disables devices with this pistol. and stuns bioorganic life forms. Arcweave Pistol: A small pistol that shoots out Gabbogun: A loud pistol that produces way too an electric-net called Arcweave. This stuns, much smoke and noise. It’s cheap, hard to hack knocks down and can Jam devices on a target. It and hard to find so it’s well used in the Criminal is a heavily modified and serious taser pistol. Underground. This can not use different kind of ammunition. Helios Champion: The Helios Champion is a BG4U Blaster: A simple and crude device. It is a small one handed weapon. It is a very bulky tube that attaches to a battery pack. A single weapon which is hot to touch while active. charge can pack a punch, making the retort “Big Orion L2P Compact Machine Gun: A Gun for You!” a popular one among the submachine gun that specializes in automatic Gromkin community. fire. D20-2D8 Laser Pistol: A thicker and stouter Plasmatic Grenade: Pull pin, throw, pray to version of the D20-D6. your deity of choice as you chunk a device that D20-D6 Light Pistol: A standard semi-automatic looks like pineapple with gems towards your pistol that works with common ammunition. enemies. This is a very common pistol for anyone to have Raptor HP 1492: A one-handed gun powdered within the Galaxy. magazine pistol. It looks like any other modern- day pistol. It's lightweight design and easy grip makes it particularly deadly, as it is easier to land devastating attacks. Raptor Outrim Plasma Pistol: A long barreled weapon that takes a bit to cool off after firing. It shoots out a very bright red plasma ray.

Vessel Catalog A very stout looking ship with thick metallic These vessels are for sell to Space Venturers wings that carry large and loud engines. It is a only. They are not militarized or used in the quite a handsome ship. main fleets by any of the Big 7 or Alliance Apotheian Mobile Bay (unless specified otherwise). While these might Encumbrance Capacity: 25 say “Alliance” or “Syndairian” this does not Start Up: $80,000 to spend on modifications and weapons. mean it is uniquely used by those Big 7 Cost: $77,000 (free during space venture creation) members, it just means that it is Alliance or Syndairian made and is being sold outside of their realm. Space Venture Start Up Models For those who like to DIY, the following are the base models available to edit for a startup Space Venture. As a reminder, Space Ventures A space vessel designed for launching MEKA get to start off with a free vessel. FRAMED ships with small quarters and capacity for space travel. Alliance Cruiser Encumbrance Capacity: 20 Federated Star Runner Start Up: $8,000 to spend on modifications and weapons. Encumbrance Capacity: 35 Cost: $130,000 (free during space venture creation) Start Up: $8,000 to spend on modifications and weapons. Cost: $125,000 (free during space venture creation)

A thin and long jet-like starship that is three The ship’s design allows for it to be speedy decked vessel with a rack of engines on back. without sacrificing its utility potential. It is sleek Various crews rig wings or other accessories to looking with enough quarters for a typical Space the barren from-the-showroom-floor look. Venture crew. Alliance Utility Cruiser Syndairian Cruiser Encumbrance Capacity: 25 Encumbrance Capacity: 15 Start Up: $8,000 to spend on modifications and weapons. Start Up: $8,000 to spend on modifications and weapons. Cost: $130,000 (free during space venture creation) Cost: $125,000 (free during space venture creation)

An A-framed craft fixed with crevasses and curves to please anyone who looks upon it. Taal'sarian Carrier Encumbrance Capacity: 25 Start Up: $80,000 to spend on modifications and weapons. Cost: $77,000 (free during space venture creation) The Battleshark is designed for taking damage in firefights while crippling its targets. Battlesharks looks impressive, with fans of the ship installing a fin on top of the bridge. Armaments:

• Destablizer Laser Cannon (1 HP) • A craft designed to hold a launch hangar. Crew REG Plasma Cannon (1 HP) quarters and stations surround the launch bay Charging Lion like a coiled snake. Encumbrance Capacity: 25 Cost: $136,000 (free during space venture creation) Taal'sarian Warhull Encumbrance Capacity: 30 Start Up: $8,000 to spend on modifications and weapons. Cost: $130,000 (free during space venture creation)

This is a favorite among Space Pirates. It sports an aggressive winged look while remaining to look bulky.

It is as though an dual propped sleek turbo prop Armaments: airplane was outfitted with jets and long and • Medical Facility (1HP) powerful gun and then grew a bit larger. • Ramming Ramparts (2HP) Space Venture Premade Models • VX Skyshark Cannon (2HP) The below is a list that are pre-made ships to be Iron Serpent picked out while creating a Space Venture. As a Encumbrance Capacity: 20 reminder, Space Ventures get to start off with a Cost: $134,000 (free during space venture creation) free vessel. Battleshark Encumbrance Capacity: 30 Cost: $135,000 (free during space venture creation)

In the middle of the hull is a launch bay with crew quarters and bridge resting on top of it. Some say this looks like a coiled snake, hence its bridge being one giant room at the front of the name. hanger. Armaments: Armaments: • Medium Craft Bay (2HP) • Small Craft Bay (2 HP) • Standard Cannon (1HP) • Marsala Meka Framed Unit • Bonus Command: Torres Meka Farmed Unit (x2) • Repair Bay (2 HP) • Scramble Pilots! (medium) Bonus Command: Included Vessel: • Scramble Pilots! (small) • Federated Heavy Fighter - Long Beam Cannon (3HP to the Fighter) Solar Wolf Encumbrance Capacity: 25 Laser Falcon Cost: $135,000 (free during space venture creation) Encumbrance Capacity: 20 Cost: $134,000 (free during space venture creation)

A thin and long jet-like starship that is three decked vessel with a rack of engines on back.

The wolf has arching folding wings that extend An A-framed craft fixed with crevasses and outward for atmospheric flight. curves to please anyone who looks upon it. It’s quickness and stealth ability makes it perfect Armaments: for heists and recon missions. • Counter Surge Network (2HP) Armaments: • Mega Cannon (3HP) • VX Athena Gun Battery (1HP) • Artificial Cloaking Field Generator (3HP) • VX Wyvern I (1HP) Bonus Command: Scorpion Queen • Counter Surge Scripting Encumbrance Capacity: 25 War Dragon Cost: $130,000 (free during space venture creation) Encumbrance Capacity: 30 Cost: $135,000 (free during space venture creation)

This vessel is a hanger with rocket boosters strapped onto it. It is designed for MEKA FRAMED warfare with crew quarters and the A bulky dual engined transport frame turned into a weapon for war with thick armor and room for loot. Armaments: • V. Novis Talon Cannon (3HP) • VX Starshark Cannon (3HP) A large truck that is designed to haul gear and • Emergency Component Redundancy crew. System (2HP) Apotheian Speeder Bike Bonus Command: Encumbrance Capacity: 7 Cost: $10,000 @ 2 Rarity • Apply Band-aid Fix Ground Craft The following are ground vehicles that are meant to transport the crew or its supplies.

Alliance Walker Encumbrance Capacity: 16 Cost: $22,000 @ 6 Rarity A standard hover bike that can hold up to one. Federated Go Getter Encumbrance Capacity: 5 Cost: $5,000 @ 1 Rarity

A four legged, spider-like machine that is deployed as a peacekeeping vehicle for police units or bounty hunters. A small electronic cart with wheels designed as Apotheian Light Truck a simple transport while in a giant starbase. Encumbrance Capacity: 12 Cost: $11,000 @ 3 Rarity Federated Sedan Encumbrance Capacity: 10 Cost: $12,000 @ 2 Rarity

A four passenger short bed truck that is sometimes modified as a light mobile infantry unit. A simple factory built transport with holding up to 5 Silhouette 1 creatures plus additional Apotheian Heavy Truck cargo. Encumbrance Capacity: 14 Cost: $18,000 @ 5 Rarity Taal’sarian Baby Rhino Peacecraft Encumbrance Capacity: 15 Encumbrance Capacity: 5 Cost: $20,000 @ 3 Rarity Cost: $26,000 @ 5 Rarity

A lightweight Armored Personnel Carrier with 6 A Meka Framed unit strictly for anti-vessel and wheels. heavy combat, it comes with a shielding unit that generates a neon green force field. Meka Framed Units Meka framed units are human-like robots that Small Space Craft act like star fighters. While operating these This section sports shuttles and heavy fighters, framed units, the pilots continue to use Piloting but are not designed for long voyages. These checks. These vessels cannot travel through FTL craft are FTL Space capable. Space and thus do not have the FTL Engines Alliance Heavy Shuttle component. Encumbrance Capacity: 20 Hikaru Cost: $10,500 @ 6 Rarity Encumbrance Capacity: 5 Cost: $15,500 @ 4 Rarity

A bulky and stout transport looking ship. It looks like a helicopter without rotor blades. Designed to transport materials and cargo A heavy plated human looking machine rather than people. designed for combat.

Alliance Shuttle Marsala Encumbrance Capacity: 15 Encumbrance Capacity: 5 Cost: $8,000 @ 4 Rarity Cost: $15,000 @ 5 Rarity

A smaller version of the Heavy Shuttle series Designed to support infantry. It is a large that is designed for passengers rather than human-looking robot with wings. cargo. Small Fighters Federated Heavy Fighter This section is devoted to Star Fighters. These Encumbrance Capacity: 10 craft are incapable of FTL Space travel and do Cost: $47,000 @ 7 Rarity not have the FTL Engines component. Syndarian Bomber Encumbrance Capacity: 7 Cost: $21,500 @ 7 Rarity

A ship designed to be anti-infantry or for bombing roles rather than a dog-fighting craft.

A sleek looking, yet thick, starfighter with 4 Federated War Transport wings slicking backwards. Encumbrance Capacity: 10 Cost: $28,000 @ 5 Rarity Syndarian Interceptor Encumbrance Capacity: 4 Cost: $18,000 @ 4 Rarity

Originally designed to transport munitions and supplies behind battle lines.

A quick crescent shaped fighter deployed to Taal'sarian Heavy Fighter engage and harass targets. Encumbrance Capacity: 10 Cost: $47,000 @ 7 Rarity Taal’sarian Bomber Encumbrance Capacity: 9 Cost: $18,000 @ 5 Rarity

An answer to the flexible Federation Star

Runner, the Taal’sarian Heavy Fighter is a thick craft that is used as a gunboat. It’s distinctive A massively thick ship due to armor plating and small electronic shielding, the bomber is to designed to wing tip silhouette is intimidating. support ground forces. Taal’sarian Raptor Fighter Encumbrance Capacity: 5 Cost: $23,000 @ 5 Rarity

An acute and long triangular ship with small gull wings designed to carry big payloads.

Taal'sarian Star Fighter Encumbrance Capacity: 10 Cost: $47,000 @ 7 Rarity

A boxy cheap fighter that has the capacity to carry large payloads while taking hits.

Vessel Weapons

Name Credits Rarity HP Damage Critical Range Qualities Destablizer Laser Accurate 2, Auto-fire, Stun $1,200 4 2 5 6 Long Cannon Damage, System Interference DLS Bright Cannons $500 3 1 4 4 Short Accurate 2, Auto-fire HVY Aenas Shot $2,500 4 2 6 5 Short Breach 2, Blast 7 Stun Damage, System IDV Silencer Battery $400 6 1 3 6 Short Interference Guided 1, Limited Ammo 2, IDV Silencer Torpedo $1,700 5 2 4 2 Long Stun Damage, System Interference Auto-Fire, Accurate 2, MKU Auto Laser $700 2 1 7 3 Medium Personal Scale MKU Holding Ray $350 3 1 1 6 Medium Tractor MKU Lavaspitter $800 2 2 6 3 Short Blast 2, Burn 1, Personal Scale REG Plasma Cannon $2,250 4 2 8 5 Long Auto-fire, Breach 1 REGPL Starviper $2,000 2 2 10 3 Medium Breach 2, Vicious 1 Accurate 2, Breach 2, Limited V. Novis Talon Cannon $4,000 6 3 9 2 Short Ammo 1, Prepare 2 VX Aenas Heavy Gun $1,000 3 2 9 6 Short Accurate 1, Breach 2, Blast 1 Accurate 1, Burn 3, Personal VX Aenas Laser Cannon $1,800 3 1 7 3 Short Scale, Pierce 2 VX Athena Gun Battery $1,250 3 1 9 4 Short VX Dragonfire Cannon $2,500 3 4 9 2 Medium Breach 3, Prepare 2, Vicious 2 VX Laser Cannon $600 3 1 7 3 Medium VX Wyvern I $1,200 6 1 5 3 Medium Auto-fire, Blast 2 VX Starshark Cannon $1,500 6 2 9 3 Long Superior, Vicious 1 Breach 1, Guided 2, Limited VX Torpedo $2,000 5 1 5 4 Extreme Ammo 2 Stun Damage, System VX Tratorbeam $600 2 1 3 4 Short Interference, Tractor VXT Aenas Torepedos $1,800 4 1 4 6 Extreme Guided 2, Limited Ammo 2

Destabilizer Laser Cannon Three barreled guns IDV Silencer Battery Using the Ion Dust mounted together shooting bright blue beams technology, the battery is an arrangement of that cripple vessel components. lasers that stun ships. DLS Bright Cannons DLS stands for Double Laser IDV Silencer Torpedo Are torpedoes that System. The DLS is designed for raiding vessels leverage the Ion Dust technology, creating that attempt to board each other, able to havoc on a vessel’s system. soften the vessel up from a short range. MKU Auto Laser A weapon installed on a MKU HVY Aenas Shot Small explosive shells are Framed Unit that shoots lasers. launched out of the vessel in hopes to do MKU Holding Ray Through use of gravitonic enough damage in a very wide range. beams, the target is held in place while slightly damaging the target. Objects one size larger VX Torpedo Standard torpedoes that look like a than the MKU increase the difficulty by the comet flying through space. difference of sizes. VX Tratorbeam Gravitronic technology freezes MKU Lavaspitter Equipped on the hand of a the vessel as well as interfere with vessel MKU Unit, plasmatic orbs of oranges and reds equipment. spew out of it. VXT Aenas Torepedos Long range torpedoes REG Plasma Cannon A long barreled cannon used in ambushes or start of attacks, giving with a thick case that lobs bright blue plasmatic them the nickname of “Ice Breakers” orbs that is designed to eat a vessel’s hull.

REGPL Starviper Designed as a serious plasmatic weapon against most battleships. It eats away at the FTL Space hulls on starships, causing severe damage. V. Novis Talon Cannon An aggressive rail barrel that shoots out electric bolts of neon green. VX Aenas Heavy Gun A wide, thick and multi- barreled gun turret that works like a shotgun. Most pirates use this and shove scrap metal as ammunition. VX Aenas Laser Cannon A short and deadly beam mounted to strafe ground infantry with laser fire – causing serious damage to infantry lines. VX Athena Gun Battery Series of small triple barreled gun batteries are flushed against the hull of the ship, designed to pummel a ship’s hull in a short range. VX Dragonfire Cannon A thick cannon that takes two maneuvers to charge to fire. Once fired, bright neon orange lightning bolts arc out of it in attempts to destroy the target in one hit. VX Laser Cannon A generic looking barreled gun that shoots bright red lasers. VX Wyvern I A violent and turbulent cannon that rapidly shoot red laser beams at their targets. VX Starshark Cannon A rather slim and long cannon that shoots out neon green sparks, renowned for ripping through vessels. Vessel Independent and Aux Modifications

Name Credits Rarity Hardpoints Independent Modifications Armor Kit * 3 0 Defense Kits $12,500 5 - Engine Kit $8,000 3 1 Jonah System Kit $2,500 1 1 Ramming Ramparts $3,500 2 2 Smuggling Compartment Space $3,500 6 2 Smuggling Quarters $3,500 7 2 Steering Kit $4,250 3 2 V2V Marine Pod $3,500 2 2 V2V Space Bridge $3,500 1 1 Aux Systems Modifications Artificial Cloaking Field Generator $7,600 5 3 Dark Energy Cloaking Field Generator $8,500 8 3 Electromagnetic Coils $4,500 5 2

Armor Kit Increase armor by one. This costs concentration maneuver from a crew member a $800 * the vessel’s new Armor value. 5 system strain from the vessel. Artificial Cloaking Field Generator Gives access Defense Kits Increase defense by one, to the Engage Artificial Cloaking Pattern maximum of 2 defense increased by this command: The vessel consumed 5 system strain modification. upon activating the Artificial Cloaking Field. Electromagnetic Coils Grants the Engage After an Operating ({DDD}) check, the field Electromagnetic Beam command: The vessel enables the vessel to count as an Artificially takes 2 system strain as a wild arcing laser leaps Cloaked object until it is turned off, damaged, out of two coils to a target in short range. After or destroyed. While on it requires a a successful Operating ({DDD}), the crewman concentration maneuver from a crew member a selects a specific component on the target 2 system strain from the vessel. This cannot vessel. This component gives any roll {SS} while stack. using that component until the end of vessel’s Dark Energy Cloaking Field Generator Gives next turn. The crewmember can keep the access to the Engage Dark Cloaking Field interference up with a concentration maneuver command: The vessel consumed 7 system strain at a cost of 1 system strain. Once the target upon activating the Dark Energy Cloaking Field vessel moves greater than Short Range, the Generator. After an Astronomy ({DD}) check, effect is immediately ended. If the initiating the field enables the vessel to count as a Dark vessel’s speed is greater than 2, this effect is Cloaked object until it is turned off, damaged, immediately ended. or destroyed. While on it requires a

Engine Kit The vessel’s max speed is increased roll to latch onto a ship. The vessel must be in by one upon installation. Can only be taken engaged range. The character in the pod may once. disengage cables from his mother ship as a maneuver - but can not be recalled back to his Jonah System Kit The vessel’s Jonah System ship once doing so. resource capacity is increased by 20 upon installation. V2V Space Bridge Enables the V2V Space Bridge command: After a successful Operating ({D}) Ramming Ramparts Grants access to the check A space-aged metallic folding bridge Improved Ram ability: After making a successful extends out to the targeted vessel. The bridge Piloting {(DD)} check while engaged with a has life support and gravity while in in it. This vessel, damage done to the vessels is 3 + non- causes a Medium bridge between two vessels canceled {$} + speed of the ramming vessel. that is narrow. At the end of the bridge, clamps {^^} can be spent to activate a critical on the are made against the hull of the target ship with target vessel. The ramming vessel can soak an some ships have areas where it welcomes such additional 4 damage from this attack. Once space bridges. Otherwise, using torches or attacked, crew can board the target ship at the breaching the hull is needed to gain entrance to start of the next turn. the other ship. This can not be used while going Smuggling Compartment Space Item stored in speeds above 0 and requires the ship to be in this air-seal area cannot be picked up by any short range. scanners and are considered Artificially Cloaked objects.

Smuggling Quarters Can hold up to 4 silhouette 1 characters in an enclosed and cramp space. These characters cannot be picked up by scanners and should be treated as Artificial Cloaked objects. Steering Kit Increases handling by one, may take only once and can not increase a ship’s handling past 2.

V2V Marine Pod Enables the Launch Marine

Pods command. This allows the vessel to fire off a small manned pod. This pod attempts to breach the hull of the targeted vessel with a ({YY}) check with drills and torches. The character in the pod may make a Mechanics instead of the ({YY}) dice pool. This is considered a Hack Job and an action to breach the hull. Once a hull has been breached, the Pod acts as an seal against the vacuum of space. The Pod has a Hull Threshold of 3, Speed of 0, Jonah System of 3 and a Handling of -3. It is unable to go to FTL Space. There is no need to Vessel Com. and Data Modifications

Name Credits Rarity Hardpoints Communications Relay Modifications Large Craft Bay $33,000 7 3 Medium Craft Bay $22,850 7 2 Small Craft Bay $5,500 6 2 System Interference Tower $10,000 5 1 Dataware House Modifications Counter Surge Network $4,100 3 2 Medical Facility $3,850 4 1 Repair Bay $2,000 3 2 System Encryption $3,500 7 1

Counter Surge Network Grants the Counter {DD} check. This attachment cannot be installed Surge Scripting action: The vessel takes 4 while other craft bays are installed. system strain. Through coding and hot scripting, Repair Bay Enables crew to use Mechanics on the crewmember makes a Computers ({DDD}) the ship with {B} if they are at the Repair Bay or check. A successful check removes one effect researches how to use, repair or make items. that is impacting any system, such as a {S} or it This is a once per session use and not meant to being completely disabled. This could be spent repair the actual ship itself. to heal Firewalls on a component as well. Small Craft Bay This grants the Scramble Pilots Large Craft Bay This grants the Scramble Pilots action, but comes with an automatic {#} when action. The number of vessels allowed to dock launching craft. The number of vessels allowed within the vessel must not exceed the total size to dock within the vessel must not exceed the of Silhouette 12. Docked vessel’s Silhouette size total size of Silhouette 3. Docked vessel’s must be one below the modified vessel’s Silhouette size must be two below the modified silhouette or have the silhouette of 1. This vessel’s silhouette or have the silhouette of 1. attachment can not be installed while other Coordinating hangar systems and pilots is a Cool craft bays are installed. Coordinating hangar {DDD} check. This attachment can not be systems and pilots is a Cool {D} check. installed while other craft bays are installed. Medical Facility A small infirmary is installed on System Encryption Automatically generate {X} the ship. This adds {B} to medicine checks. May to any would be hackers interacting with the install twice as if upgrading the tools and size of ship’s OSAD. the infirmary. System Interference Tower Grants the Create Medium Craft Bay This grants the Scramble Systems Interference command: A series of Pilots action. The number of vessels allowed to radio waves emit from the vessel, causing the dock within the vessel must not exceed the vessel to take 3 system strain. After a successful total size of Silhouette 6. Docked vessel’s Operating ({DDDD}) check, the target vessel is Silhouette size must be two below the modified Staggered, unable to take actions until the end vessel’s silhouette or have the silhouette of 1. of its next turn. Coordinating hangar systems and pilots is a Cool

Vessel Jonah, Power and Sensor Modifications

Name Credits Rarity Hardpoints Jonah Systems Modifications Advanced Hull System $12,000 6 2 Relaxing Pheromone System $1,500 5 2 Power Converter Modifications Barrier Projection Field Generator $5,500 4 3 Charging Weapon Bays $3,100 3 1 Emergency Component Redundancy System $3,100 2 2 Reflection Shield Generator $8,000 4 2 Sensor Modifications Dark Energy Dish $2,200 5 2 Early Warning System $3,500 5 2

Advanced Hull System Gives access to the Dark Energy Dish Grants the Dark Cloak Radar Activate Advanced Hull System: The vessel takes Scan command. After taking 2 system strain, 2 system strain as the armor plating shifts the next skill check to detect a Dark Cloaked around to help absorb damage. After a object will add an automation {$} until the end Computers ({DDD}) check, the Vessel gains soak of the next turn. The difficulty is the target's equal to the roll’s non-canceled {$} until this stealth dice pool. This only applies to one roll amount is taken away from damage. After and can not be activated multiple times during activation it requires the vessel to spend 1 a turn by different crewmen. system strain to keep it active as well as a Early Warning System When ambushed, the concentration maneuver from one of its ship receives one defense on the first strike crewmembers. This can not stack and only against the ship. works once per encounter. Emergency Component Redundancy Barrier Projection Field Generator Grants the System Grants the Apply Band-aid Fix action. Engage Barrier Field command: The vessel takes After a successful Mechanics ({DDD}) roll, 6 system strain. After an Operating ({DD}) backup systems have been engineered to a check, the ship engages an electromagnetic specific component. Actions from this field around itself. This increases its defense by component ignore up to {SS} until the 1 until the end of the next turn. This cannot mechanic’s next turn. This can be sustained by a stack. concentration maneuver with a cost of 2 strain. Charging Weapon Bays Grants the Charged During this “fix”, the vessel can not be Weapon Fire action: The vessel takes 5 system immobilized. strain. The weapon user may increase the Relaxing Pheromone System When the crew difficulty by 1 to give his next attack and receive takes a short rest to recover strain, they recover the Vicious 1 and Breach 1 quality. This adds 1 additional strain than normal. onto existing qualities if present while using a weapon. Reflection Shield Generator Enables the Engage Reflector Shield command. The vessel

takes 4 system strain. The vessel gains 1 Hull Threshold. The operator makes an Operating {(DDD}) check, which on success causes any attacker that scores a {###} or {!} receives damage from the strike if it successful or not. This can be kept up by a cost of 2 system strain per turn. It also requires a concentration maneuver from a vessel’s crewmember. Vessel Weapon Modifications

Name Credits Rarity Hardpoints Breach Buster Array $1,500 2 1 Cracklebeam Coils $2,500 1 1 Gravitronic Wellhead Launch Bay $5,000 4 1 Torpedo System $7,500 7 1 Breach Buster Array $1,500 2 1

Breach Buster Array Grants the Breach Hull command: The vessel takes 2 system strain. At a short range, the crewmember makes an Operating ({DDD}) check. When the sum of non canceled {$} overpasses the Armor + Silhouette rating of the targeting ship, a hole big enough for 1 Silhouette character to fit through. See the section “Breaching Vessels” for more details. Cracklebeam Coils Grants the Engage Cracklebeam command: The vessel takes 2 system strain. The vessel shoots out a wild energy beams that look like whips. After making a successful Gunnery({DDDD}) roll, the target can not make any maneuvers until the end of its next turn. Crew inside the vessel may make maneuvers, but they can not make vessel maneuvers until the end of their next turn. When used on a personal scale, treat this as an automatic critical hit with 10 damage on a creature.