TEXT: WHEN ROBOTS ARE GODS, KILLING HUMANS IS FAIR GAME
  A ROLEPLAYING GAME BY DUSTIN DEPENNING AND ZACKERY ROBINSON
  
  11
  Nec/tAntum/prodere////
  vAtI,/////////////////
  QuAntum/scIre/LIcet.//
  VenIt/AetAs/omnIs/In//
  unAm//////////////////
  CongerIem,/mIserumque/
  premunt/tot/sAecuLA///
  pectus.///////////////
  LUCAN,/PhArs./v./176.
  How/wonderFuL/Is//////
  DeAth,////////////////
  DeAth/And/hIs/brother/
  SLeep!////////////////
  One/pALe/As/yonder////
  wAn/And/horned/moon,//
  WIth/LIps/oF/LurId////
  bLue,/////////////////
  The/other/gLowIng/////
  LIke/the/vItAL/morn,//
  When/throned/on///////
  oceAn’s/wAve//////////
  It/breAthes/over/the//
  worLd:////////////////
  Yet/both/so/pAssIng///
  strAnge/And/wonderFuL!
  HAth/then/the/Iron-///
  sceptred/SkeLeton,////
  Whose/reIgn/Is/In/the/
  tAInted/sepuLchres,///
  To/the/heLL/dogs/thAt/
  couch/beneAth/hIs/////
  throne////////////////
  CAst/thAt/FAIr/prey?//
  Must/thAt/dIvInest////
  Form,/////////////////
  WhIch/Love/And////////
  AdmIrAtIon/cAnnot/vIew
  WIthout/A/beAtIng/////
  heArt,/whose/Azure////
  veIns/////////////////
  SteAL/LIke/dArk///////
  streAms/ALong/A/FIeLd/
  oF/snow,//////////////
  Whose/outLIne/Is/As///
  FAIr/As/mArbLe/cLothed
  In/LIght/oF/some//////
  subLImest/mInd,/decAy?
  Nor/putreFActIon’s////
  breAth////////////////
  LeAve/Aught/oF/thIs///
  pure/spectAcLe////////
  But/LoAthsomeness/And/
  ruIn?/-///////////////
  SpAre/Aught/but/A/////
  dArk/theme,///////////
  On/whIch/the/LIghtest/
  heArt/mIght/morALIze?/
  Or/Is/It/but/thAt/////
  downy-wInged/sLumbers/
  HAve/chArmed/theIr////
  nurse/coy/SILence/////
  neAr/her/LIds/////////
  To/wAtch/theIr/own////
  repose?
  
  2
  2
  ISBN: 978-1-9879-1660-7
  First Printing: March 2017
  SYNTHICIDE, ACTIONS RULE CODEX, ARC, and their respective logos are trademarks of Will Power Games.  
  The material contained in this book, including all illustrations and written content, is protected under the copyright laws 
  of the United States of America. Any unauthorized use or reproduction of the material is prohibited without the written 
  permission of Will Power Games.
  Printed in Taiwan.
  Manufactured by KrakenPrint. www.KrakenPrint.com
  ©2017 Will Power Games. Contact: synthiciderpg@gmail.com
  CREDITS
  Lead Game Design 
  Dustin DePenning
  Additional Design 
  Bryan Dupuis
   
   
   
  Nick Seibel
  Lead Writing  
  Dustin DePenning
   
   
   
  Zackery Robinson
  Additional Writing 
  Bryan Dupuis
   
   
   
  Nick Seibel
   
   
   
  Howard David Ingham
   
   
   
  Ryan Schoon
   
   
   
  Jacob Wood
   
   
   
  Jonathan Lavallee
   
   
   
  Steve Radabaugh
   
   
   
  Fraser Ronald
   
   
   
  Michael Subjack
   
   
   
  Anna Gold
   
   
   
  Jace Hanavan
  Editing  
   
  Zackery Robinson
   
   
   
  Emer Lalor
  Cover Illustration 
  Mike Nash
  Interior Illustrations Mike Nash
   
   
   
  John Ariosa
   
   
   
  Joe Slucher
   
   
   
  Edmund Liang
   
   
   
  Evan Clayton
   
   
   
  Ian Llanas
   
   
   
  Colas Gauthier
   
   
   
  Allen Jue
   
   
   
  Dustin DePenning
  Play Testers 
   
  Darren Reckner
   
   
   
  Amber Reckner
   
   
   
  Marko Hananel
   
   
   
  Gregory Metz
   
   
   
  Nick Seibel
   
   
   
  Jim Tullet
   
   
   
  Bryan Dupuis
   
   
   
  Chris Dupuis
   
   
   
  Joseph Sharkey
   
   
   
  Lou Palmisciano
   
   
   
  David Shifflet
   
   
   
  Brittny Norman-Donahue
   
   
   
  Tiffani Worden
   
   
   
  Tony Borzotta
   
   
   
  Mike Callinan
   
   
   
  Curtis Hulen
   
   
   
  Jeremy Hill
   
   
   
  Patrick Kelly
   
   
   
  Andrea Hoglen
   
   
   
  Tod Foley
   
   
   
  Kristofer Rosser
   
   
   
  Donovan Boynton
   
   
   
  Donald Potter
   
   
   
  Dylan Scrivener
   
   
   
  Don vonDohlen
   
   
   
  Sayler Van Merlin
   
   
   
  Gaylon Whitman
   
   
   
  Desmond Wooten
   
   
   
  Brian Allred
   
   
   
  Alice Baran
   
   
   
  Joseph Gabeddon
   
   
   
  John Gardner
   
   
   
  Johnny O’Neal
   
   
   
  Brady Lang
   
   
   
  Mark Mapes
   
   
   
  Nick Hayes
   
   
   
  Nancy Sprute
   
   
   
  Chris Sprute
   
   
   
  Anna Gold
   
   
   
  Geoff Kloess
   
   
   
  Albert Solomon
   
   
   
  Branden Winter
   
   
   
  Brenton Gaines
   
   
   
  Matt Smith
   
   
   
  James Potter
  
  33
  PATRON LEVEL 
  KICKSTARTER BACKER
  Nicholas Sestito
  OTHER KICKSTARTER BACKERS
  Morgan Weeks
  Steve DePenning
  Brian Allred
  Michael Wood
  Johnny O’Neal
  David Brown
  Drew DePenning
  Robert Simyar
  Salvatore L Puma
  Brady Lang
  Kodey Bruno
  Matthew McFarland
  Mark Edwards
  Rob Abrazado
  Steve Ra
  A.J. Niz
  battlegrip.com
  Saint Voodoo
  Jesse Butler
  Chad Johnson
  Aaron Dinger
  Robb DeRubeis
  Vincent Dorsey
  Michael Pietrelli
  J David Porter
  Tom Bither
  Charles F. Hayes
  Mick L
  Caleb Harris
  Neal Tanner
  Christopher Robichaud
  Chris Snyder
  G. Desmond Wooten
  Jesse Fowler
  Matthew R. Martinez
  Troy “Stereotype Steve“ Cleland
  Martin Greening
  Cathy and Matt Reinsel
  Mark Crew
  Rory “The Big Deal“ Ward
  Todd Gibel
  Joshua Bowen
  Paul Bachleda
  David Oliver
  Bernard Gravel
  Maxfield Stewart
  David Millar
  Vincent Amos
  Robert De Luna
  Zacharias McWherter
  Jer Leedy
  Thalji
  Daniel Büttner
  Frazer “Synthetic not stupid“ Barnard
  Rachel Olson
  Justin Hunsberger
  Darren & Amber Reckner
  C. Kettering
  Mike Mekler
  Curtis “Citrus“ Hulen
  Joshua Oliver
  Jonathon Work
  Adam Whitcomb
  Mike Shema
  David Starner
  Yilmug
  Nick Hayes
  Shane Carriere
  Dr. Donald A. Turner
  Steven Moy
  Corey Rautenberg
  Blarghedy the biscuit wizard
  Brandon Barnes
  Rick Hull
  Sascha Tanner
  Charlie Goren
  John Adam Le Galloudec
  Phil McGregor
  Chris Kinnett
  Joris Van der Vorst
  Chris Bessent
  James Hawkes
  Richard “The Crippled Techie“ B
  Alton Capps
  Jeffrey S. James
  Ashok Desai
  Michael Mooney, 
       The Tyranny of Books
  Chance Carter
  Gregory Faber
  Gian Holland
  Ross Saur
  Todd Higgins
  Mark Fenlon
  Josě “speedknob“ Fitchett
  Paul Lukianchuk
  Jeremy Siemon
  Jason Reynolds
  Aaron J. Schrader
  Andrew Peregrine
  John D. Kennedy
  Rayston
  Michael D. Blanchard
  Wade Geer
  BlackKnight
  Mark R. Lesniewski
  Kelsey L.
  John Ariosa
  Alloy Creative Group, Inc.
  Seth Hartley
  Kevin J. Heath
  Ed Lykos
  Paris Conte
  Chris Guyott
  Peter Peretti
  Bruce Curd
  FinDragon
  Jonathan James
  Federico Casè
  Dev
  Merry Crystal
  John Arcadian
  Seth Halbeisen
  FluffyDargon
  Patrick & Samantha Harris
  Chris Seebeck
  Diogo M C de O Silva
  Steve Lord
  Anton H.
  Carl
  Anna-Kristin J.
  David E. Dalton
  Trapdoor Technologies
  Patrick “Bollywood“ Sayet
  Jordan White
  Skyler Sexton
  Nick Baker
  Alcethenecromancer
  Ignatius Montenegro
  Brian Young
  Simon “Maitre Corbeau“ Bergeron
  David Lawrence MacDonald III
  A. Quentin Murlin
  “Pookie Uk”
  Daniel Morgan
  Nat Barmore
  
  4
  4
  INTRODUCTION 
  6
  WELCOME TO SYNTHICIDE 
  7
  CHAPTER 1: CORE RULES 
  8
  A GAME OF THREE SYSTEMS 
  9
  THE ATTRIBUTES 
  9
  ROLEPLAY ACTIONS 
  10
  BATTLE ACTIONS 
  11
  ENDING BATTLES 
  13
  RESOLVE & CYNICISM 
  14
  FOOD AND SLEEP 
  15
  CHAPTER 2: CHARACTER CREATION 
  16
  THE PROCESS 
  17
  MOTIVATIONS 
  17
  ORIGIN STORIES 
  20
  BIOCLASSES 
  24
  ASPECTS 
  26
  NATURAL TALENT TRAITS 
  31
  EQUIPMENT PACKAGES 
  31
  FINAL DETAILS 
  31
  CHARACTER ADVANCEMENT 
  32
  LEVELING UP 
  32
  REPLACING DEAD CHARACTERS 
  32
  MAKING HIGH-LEVEL CHARACTERS 
  32
  CHAPTER 3: WEAPONS & ARMOR 
  34
  WEAPON RULES 
  35
  A NOTE ABOUT COMPLEX RULES 
  35
  STRIKING CLASS WEAPONS 
  35
  RANGED WEAPON TECHNOLOGIES 
  36
  PISTOL CLASS WEAPONS 
  36
  RIFLE CLASS WEAPONS 
  37
  SHOTGUN CLASS WEAPONS 
  38
  DEMOLITION CLASS WEAPONS 
  38
  BODY ARMOR 
  40
  SHIELDS 
  41
  FORCE BARRIERS 
  41
  WEAPON AND ARMOR CUSTOMIZATIONS 
  42
  CHAPTER 4: EQUIPMENT, GOODS, & IMPLANTS 
  44
  EQUIPMENT RULES 
  45
  GENERAL EQUIPMENT 
  45
  TOOL SETS 
  46
  GOODS AND SERVICES 
  47
  ILLEGAL GOODS AND SERVICES 
  48
  DRUGS & POISONS 
  49
  BODY CYBERNETIC IMPLANTS 
  50
  BRAIN CYBERNETIC IMPLANTS 
  52
  CHAPTER 5: CHARACTER TRAITS &  POWERS 
  54
  TRAIT DETAILS 
  55
  TRAIT POINT COST 
  55
  WEAPON PROFICIENCIES 
  57
  LEVEL 1 ATTACK SKILLS (4 TP) 
  57
  LEVEL 1 PSYCHIC POWERS (4 TP) 
  58
  LEVEL 1 TACTICAL POWERS (4 TP) 
  59
  LEVEL 1 KNOWLEDGE FOCUSES (3 TP) 
  60
  LEVEL 1 MUTATIONS 
  64
  LEVEL 1 GENERAL TRAITS (2 TP) 
  66
  LEVEL 1 NATURAL TALENT TRAITS (4 TP) 
  67
  LEVEL 4 ATTACK SKILLS 
  69
  LEVEL 4 PSYCHIC POWERS 
  70
  LEVEL 4 TACTICAL POWERS 
  71
  LEVEL 4 KNOWLEDGE FOCUSES 
  72
  LEVEL 4 MUTATIONS 
  74
  LEVEL 4 GENERAL TRAITS 
  75
  LEVEL 4 NATURAL TALENT TRAITS 
  76
  LEVEL 7 ATTACK SKILLS 
  79
  LEVEL 7 PSYCHIC POWERS 
  79
  LEVEL 7 TACTICAL POWERS 
  80
  LEVEL 7 KNOWLEDGE FOCUSES 
  81
  LEVEL 7 MUTATIONS 
  82
  LEVEL 7 GENERAL TRAITS 
  83
  LEVEL 7 NATURAL TALENT TRAITS 
  84
  CHAPTER 6: TRAVEL, VEHICLES, & TRADE 
  86
  TRAVELING RULES 
  87
  SPACESHIPS 
  88
  YOUR FIRST SPACESHIP 
  99
  PLANETARY VEHICLES 
  104
  GROUND CARS 
  104
  CYCLES 
  104
  SKY CARS 
  105
  RUNNING CARGO 
  106
  INDEPENDENT CARGO 
  106
  SMUGGLING JOBS 
  108
  STEALING VEHICLES 
  108
  VEHICLE BATTLES 
  109
  CRASHING & VEHICLE HP 
  111
  VEHICLE BATTLE SPECIAL NOTES 
  111
  CHAPTER 7: GAME  MASTERING 
  112
  RUNNING THE GAME 
  113
  PREPARING MISSIONS 
  114
  TELLING THE LONG STORY 
  116
  CHAPTER 8: GM TOOLS 
  118
  SETTING ACTION DIFFICULTIES 
  119
  CREATING NPCS 
  120
  PRE-MADE NPCS 
  120
  GANGSTERS & PIRATES 
  122
  SECURITY PERSONNEL 
  123
  DRIFTERS & SHARPERS 
  124
  HUMAN BOSS NPCS 
  125
  HUMAN BOSS NPCS (CONTINUED) 
  126
  ANIMALS 
  127
  XENOFORMS 
  128
  BEASTLY BOSSES 
  129
  SYNTHETICS 
  130
  SYNTHETIC BOSSES 
  131
  THARNAXIST PRIESTS 
  132
  CREATING TRAPS 
  133
  PLANET GENERATOR 
  135
  Contents
  
  55
  MISSION GENERATOR 
  136
  MISSION OUTLINES 
  138
  BARBARIAN’S CAUSE 
  139
  FARSTAR’S RECOVERY 
  140
  ENSLAVED HEIR 
  141
  LABOR STRIKE 
  142
  WAR GAMES 
  143
  THARNAXIST COVER-UP 
  144
  LEAVE NO MAN BEHIND 
  145
  PIRATE RUN 
  146
  CROOK’S SALVATION 
  147
  RACE FIX 
  148
  SMUGGLER’S RESCUE 
  149
  STAKE A CLAIM 
  150
  VAULT HEIST 
  151
  DESCRIBING LOCATIONS 
  152
  DESCRIBING PEOPLE 
  153
  CHAPTER 9: OPTIONAL RULES 
  154
  OPTIONAL RULES 1: TWIST SYSTEM 
  155
  OPTIONAL RULES 2: MENTAL TRAUMA 
  156
  OPTIONAL RULES 3: SHOCKING STRIKES 
  156
  OPTIONAL RULES 4: BRUTAL WEAPONS 
  156
  OPTION RULES 5: EXPLODING TENS 
  157
  OPTIONAL RULES 6: FACTION ATTITUDES 
  157
  OPTIONAL RULES 7: FACTION STATUS 
  158
  OPTIONAL RULES 8: ARTIFACTS 
  159
  ARTIFACTS LIST 
  160
  LEVEL 1 ARTIFACTS 
  160
  LEVEL 4 ARTIFACTS 
  162
  LEVEL 7 ARTIFACTS 
  164
  LEVEL 10 ARTIFACTS 
  165
  OPTIONAL RULES 9: VEHICLE WEAPONS 
  167
  CHAPTER 10: THE GAME UNIVERSE 
  170
  GALACTIC HISTORY 
  171
  GALAXY MAP 
  172
  GALACTIC CORE 
  173
  THARNAXIST SPACE 
  174
  STAR FARMS 
  181
  BARBARIAN SPACE 
  182
  UNPOWERED SPACE 
  186
  PRODIGRAVUS WORLDS 
  187
  THE OUTSIDE 
  187
  FACTION DESCRIPTIONS 
  188
  INDEX 
  200
  APPENDIX 
  202
  SHORT STORY: LUCKY BREAK 
  202
  BLANK CHARACTER SHEETS 
  206
  NPC WORK SHEETS 
  208
  BATTLE QUICK REFERENCE 
  209
  VEHICLE BATTLE QUICK REFERENCE 
  210
  PLAYER VEHICLE SHEET 
  211
  NPC VEHICLE SHEET 
  212
  FACTION SHEETS 
  213
  OPTIONAL RULES QUICK REFERENCE 
  215
  The/LIghts/begIn//////
  to/twInkLe/from/the///
  rocks:////////////////
  The/Long/day/wanes:///
  the/sLow/moon/cLImbs:/
  the/deep//////////////
  Moans/round/wIth//////
  many/voIces./Come,/my/
  frIends,//////////////
  ‘TIs/not/too/Late/to//
  seek/a/newer/worLd.///
  Push/off,/and/sIttIng/
  weLL/In/order/smIte///
  The/soundIng/furrows;/
  for/my/purpose/hoLds//
  To/saIL/beyond/the////
  sunset,/and/the/baths/
  Of/aLL/the/western////
  stars,/untIL/I/dIe.
  
  66
  INTRODUCTION
  
  77
  WELCOME TO SYNTHICIDE
  The last great bastion of humanity collapsed trying to 
  quarantine the Prodigravus mutant plague. Centuries 
  later, mankind clings to civilization on the rim of the Milky 
  Way. You are a sharper, a free agent performing criminal 
  missions for gangs and corporations alike. A corrupt and 
  powerful machine cult, the Tharnaxist Church, makes no 
  effort to hinder you. But that changes when you’re hired 
  to terminate one of their holy automatons - a crime 
  known as Synthicide...
  Sharpers (the Players)
  As most planets are mired in violence and  
  squalor, an independent, transient lifestyle is popular 
  among ship owners. However, food and fuel are 
  extremely expensive. Originally called “shippers,” these 
  drifters were soon associated with organized crime. Now 
  they are called “sharpers” – a negative epithet for a 
  space smuggler.
  Synthetics (Robots)
  Synthetics are free entities that do as they please.  
  The Church and powerful corporations commission their 
  construction, but these machines must be paid and are 
  released after fulfilling contracts. Effectively immortal, 
  Synthetics pass through personalities and emotions in 
  season. One may spend 100 years as a manual laborer 
  and suddenly decide it prefers hunting orphans for sport. 
  Some view the humans around them as friendly oddities. 
  But to most Synthetics, man is nothing more than  
  pond scum.
  The Church
  Tharnaxist Priests are cybernetically enhanced humans 
  obsessed with hoarding newly discovered technology. 
  Driven by their profane devotion to the Synthetic god 
  Ranix, the Church brutally enforces their rule and utterly 
  destroys those they deem a threat. With absolute 
  sovereignty over intergalactic trade and travel, the Priests 
  are deliberately negligent, depriving the Galaxy of food, 
  safety, and a real system of laws. The Church only 
  punishes those who mistreat Synthetics and Priests.
  Prodigravus
  Prodigravus are mindless, sociopathic super warriors. 
  Only the best informed scholars know the Prodigravus’s 
  true origin – that they were once humans transformed by 
  the P-virus plague. Before the Church immunized 
  humanity to the P-virus, the Prodigravus waged a war 
  that nearly ended all life in the Galaxy. Now they are 
  disorganized and broken, scattered among the stars.
  Mutants
  Mutants suffer an affliction from the Millennial War. They 
  are descended from humans who survived a  P-virus 
  infection without transforming into Prodigravus. An 
  unfortunate minority, mutants endure both from unstable 
  biochemistry and discrimination by the Galaxy at large.
  Technology
  Technological advancement varies in Synthicide. A 
  sharper may round a corner brandishing a gunpowder 
  revolver only to have his insides liquefied by a security 
  guards’ beam rifle.
  Space Travel
  Intragalactic space travel is highly automated  
  and simplistic; anyone can guide a spaceship from one 
  planet to another - though escaping a crew of mutant 
  pirates will certainly demand the talent of a dedicated 
  pilot. Ships of the past powered Jump drives, enabling 
  mankind to leap across space instantaneously. But their 
  legacy has been lost. Now ships can only travel routes 
  supported by active Jump gates.
  The Flow of Power
  Gangs own people and streets. Corporations own gangs 
  and resources. The Church owns everything, deciding  
  who lives or dies. While everyone has a boss, given the 
  chance, most will bite the hand that feeds them to 
  improve their circumstance.
  Prisons
  Prisons exist, but none of them are official or state run. 
  When caught, “justice“ from the institution is swift and 
  certain. Private prison owners capitalize on forced labor, 
  or extort money from a prisoner’s friends.
  Security
  Out in the streets and alleys, you’re on your own.  
  Many worlds have no organized police force, but many 
  important places have private security to keep violence 
  to a minimum. When you start a fight in a dock, a 
  wealthy club, or corporate HQ, expect trained guns to 
  show up.
  Docks
  All trade and business begins in a spaceship dock, and 
  there are no free rides. Docks are often built underground 
  and include boots for locking down ships whose owners 
  fail to pay the trade and docking fees. Docks maintain 
  exceptionally high security to keep crews from stealing 
  each other’s ships and engaging in gunfights.
  Dock Masters
  Dock masters are your best friend and worst enemy. 
  They provide you a place of relative safety and the ability 
  to meet up with other sharpers. But they aren’t here for 
  fun: a percentage of everything you buy or sell in the 
  dock goes to the dock master. Many are Synthetic, 
  further complicating matters.
  Lurans (§)
  A luran is a tiny crystal that glows in direct sunlight. 
  Following the rise of digital theft, interstellar credit 
  economies destablizied and shifted to physical currency. 
  The Galaxy now exchanges lurans for products  
  and services.
  
  8
  CHAPTER 1:
  CORE RULES
  
  99
  A GAME OF THREE SYSTEMS
  Synthicide is a classic pen-and-paper role-playing game 
  requiring a Game Master (GM), 2 to 5 players, and 
  several 10-sided dice (d10s). It employs a new rules 
  system called the ACTIONS RULE CODEX (ARC). ARC 
  uses attributes to describe the strengths and weakness-
  es of a character and is composed of 3 main systems: 
  Roleplay Actions, Battle Actions, and  
  Resolve & Cynicism. 
  THE ATTRIBUTES
  ARC relies on attributes, which determine a characters 
  talents and weaknesses. During character creation, 
  players assign values to the following:
  Awareness (A)
  Awareness denotes a character’s senses and attention to 
  detail. Detecting ambushes, discovering concealed weap-
  ons and intuiting suspicious body language, all rely on the 
  Awareness attribute. Awareness also affects when you 
  act in battle.
  Combat (C)
  Your character’s skill at physically harming  
  opponents is reflected by their Combat attribute. A 
  character strong in Combat is equally effective at brute 
  force, gun fighting and assassination. Combat also 
  decides the success of non-violent battle actions, like 
  tossing objects to nearby allies.
  Toughness (T)
  Toughness constitutes your character’s resilience and 
  athletic prowess. Use Toughness to resist damage from 
  physical attacks, as well as perform feats such as 
  jumping and climbing. Toughness also measures the 
  effects of disease or poison.
  Influence (I)
  Deception, impersonation and negotiation are delineated 
  by the Influence attribute. A character with high Influ-
  ence is skilled at navigating treacherous social situations 
  and getting what they want using the force of their 
  personality. If your character has access to psychic 
  powers, the Influence attribute determines how  
  effective they are.
  Operation (O)
  Operation represents technical aptitude. This is used 
  when hacking a computer terminal, piloting an uncom-
  mon vehicle, repairing broken equipment, or when 
  applying subject matter expertise of any sort. Unless 
  specially trained, characters cannot accomplish more 
  than a routine action and do not roll Operation checks.
  Nerve (N)
  Nerve represents your characters capacity to shrug off 
  trauma and psychological duress. This applies when 
  resisting social pressure, intimidation, or unusual mental 
  stressors. When targeted by a psychic attack, your 
  character’s Nerve determines whether they withstand 
  the effects.
  Speed (S)
  Speed affects who acts first and how many actions a 
  player can take during battle. Speed is also used for 
  stealth, concealment of weapons, and pick-pocketing. 
  Stunts demanding uncanny agility or acrobatics are 
  usually decided by the Speed attribute. 
  Where are the skills?
  ARC doesn’t use a classic RPG skill system. Most checks 
  are resolved using character’s attributes and situational 
  bonuses from equipment and powers.
  Since there’s no skill system, it’s assumed your character 
  doesn’t know how to perform complex and technical 
  actions until they gain a power explicitly saying they do.
  However, if your game is more open-ended and encour-
  ages players to “attempt the impossible,” consider raising 
  the Operation difficulty for a task by +5 or more.
  
  10
  10
  1. 
  Describe the action the character takes. This 
  could be as simple as telling a lie or as complex as 
  bypassing a high-security alarm system.
  2. Choose an effect. The GM makes the final call on 
  what happens:
  a. Remove an obstacle: An obstacle is anything 
  that stands between a character and what he or 
  she wants to accomplish.
  b. Create an obstacle: Creating obstacles can 
  slow opponents down or ruin their plans.
  c. Reveal information: Revealing information 
  alerts characters to something important in the 
  game world, such as hidden enemies or secret 
  plans.
  d. Hide information: Hiding information keeps 
  characters safe from prodding eyes or enemy 
  pursuit.
  e. Alter NPC attitudes: NPCs may themselves  
  become social or even physical obstacles. 
  Getting them to agree with plans or stand aside 
  can be vital.
  3. Roll 1d10 and add the relevant attribute and any 
  other bonuses. Players are encouraged to discuss 
  which attribute best applies to the situation, but the 
  GM delivers the final arbitration.
  4. The GM compares the result to the Action  
  Difficulty (AD) value. The GM sets this number 
  based on how risky or difficult the desired action 
  sounds. However, if 2 characters are acting in direct 
  opposition, both characters should roll and compare 
  results.
  5. Rolling equal to or above the AD grants the  
  desired effect. AD may result in better effects than 
  desired (see Success Levels below). Rolling below 
  the AD results in failure.
  6. Failure may result in penalties. The GM may 
  decide your character suffers severely, given the 
  danger in the scene and the degree of failure.
  ROLEPLAY ACTIONS
  Roleplay actions happen whenever characters interact with the game world. Not every action necessitates arbitration; 
  GMs are encouraged to prioritize a high narrative pace. If there are any questions about what a character can or can’t do, 
  use the following as a guide:
  SUGGESTED ACTION DIFFICULTIES
  The chart below lists typical action difficulties. The GM may establish thresholds between these values. For more 
  information on AD scaling, refer to the Chapter 7: Game Mastering.
  Easy
  Standard
  Difficult
  Challenging
  Fantastic
  Epic
  Legendary
  3
  6
  9
  12
  15
  21
  27+
  SUCCESS LEVELS
  Rolling significantly higher than the action difficulty results in more impressive roleplay actions, beyond mere success. 
  High rolls indicate particularly fortunate happenstance. Use this chart for typical thresholds:
  Standard
  Excellent
  Superb
  +0
  +5
  +10
  Example: Your character is forced to con his way out of a poorly executed heist by deceiving an armed guard. The GM 
  sets an Influence action difficulty of 6. Using a roleplay action, you roll 1d10 and add your character’s Influence attribute.
  •	
  On a result of 6 to 10, the guard is suspicious of your character, but believes them nonetheless. 
  •	
  On a result of 11 (+5 over the AD), the guard accepts your lie without questioning. 
  •	
  Rolling over 16 (+10 over the AD), the guard is so profoundly convinced of the truth of your character’s words that he 
  accepts risks to his livelihood on their behalf. 
  Combined Rolls (Assists)
  Usually, characters roll independently for actions, succeeding and failing on their own. When multiple characters want 
  to cooperate in a single action (such as two doctors performing surgery), everyone involved rolls. So long as 1 
  character overcomes the AD, the action succeeds. The GM makes the final call on when combined rolls may be 
  used. A good example where they cannot be used is rolling for stealth or making attacks.
  
  11
  11
  Battle Variant: Theater of the Mind
  If your group prefers to play without a gaming grid, GM’s are encouraged to keep the same rules and rely on imagina-
  tion to play out the battle. Positioning still plays an important role in the mechanics: keep in mind that 1 square equals 
  5 feet. For example, a thrown weapon with a range of 3 squares has a range of 15 feet.
  Grids
  Dry erase grids are recommended for play for quick mapping and improvisation. If you want to make your own, 
  laminating grid paper is a fast and easy solution. 
  •	
  All participants roll battle reflex [1d10 + Speed + 
  Awareness] at the beginning of every fight. Turn 
  order descends from high to low and the player with 
  the highest battle reflex acts first. Until the end of 
  battle, participants act in the same turn order.
  •	
  For every turn, players are distributed a number 
  of Action points (AP) equal to ½ their character’s 
  Speed + 3 (rounded down). Action points deter-
  mine how many actions a character can take on their 
  turn. A player turn ends when they run out of AP or 
  decide they are done.
  •	
  Certain actions are limited by the number of 
  times you can use them in a turn. For example: 
  you may only gain advantage once per turn.
  •	
  Once all participants take a turn, the round ends. 
  A new round begins and everyone takes another turn 
  in the same order. Battle continues until all immedi-
  ate threats have been overcome.
  •	
  For chase scenes and ambulant fights, use the 
  rules for vehicle battles on page 120. Substitute an 
  on-foot character’s Speed attribute for driver velocity. 
  On each turn, a player can take 1 driver action and 1 
  passenger action.
  •	
  If you ever need to convert battle time to real 
  time, a round of battle lasts roughly 10 seconds.
  Action
  AP Cost
  Uses Limit?
  Description
  Move
  1
  No limit
  Move 4 squares
  Attack
  1
  Once per turn
  Make a viable attack against an target
  Second Attack
  2
  Once per turn
  Make a second attack action on the same 
  turn
  Third Attack
  3
  Once per turn
  Make a third attack action on the same turn
  Guard/Counter Attack
  See description
  Once per round
  Reflexively attack an exposed target
  Use Power
  Varies
  No limit
  Activate an ability such as a Tactical Power or 
  Psychic Power
  Defend
  1
  Once per turn
  Gain +1 bonus to any cover (max +4)
  Gain Advantage
  2
  Once per turn
  Get the upper hand in combat
  Keep Watch
  Varies
  Once per turn
  Save an action to trigger under specific cir-
  cumstances
  Stealth
  1
  Once per turn
  Hide from enemies
  Other
  Varies
  No limit
  Common, simple actions. Examples:
  0 AP: Talking, intimidating
  1 AP: Switching weapons, opening doors
  2 AP: Carefully moving through hazards
  BATTLE ACTIONS
  Battles take place on a gaming grid, with each square or hexagonal unit representing 5 feet. The general rules of battle 
  are explained below, followed by a table of common Battle Actions.
  
  12
  12
  Move
  Characters travel up to 4 squares (20 feet) per move 
  action. Diagonal movement is permitted. Note:
  •	
  Characters may not move through enemy 
  targets or obstructions. You may only move 
  through allies and empty squares.
  •	
  You must end your action on an empty square.
  •	
  The GM may require checks when moving on 
  precarious surfaces. One example would be ice.
  •	
  When you are overpowered, you cannot move 
  unless forced. Removing the status takes 1 AP.
  Attack
  Attacks are resolved with the following method:
  1. 
  Roll 1d10 a single time. The same result is used to 
  determine if your attack successfully strikes your 
  opponent and the amount of harm inflicted.
  2. Calculate the following to determine if your 
  character struck their target:  
          1d10 result + Combat + Attack Bonuses (ATT) 
  3. If the total Attack equals or surpasses the 
  target’s armor defense, your character success-
  fully hits. If your target’s armor defense is higher 
  than your attack, your character misses.
  4. If the attack is successful, calculate damage. 
  Negative weapon damage bonuses lower the 
  damage dealt. Add the following:  
    Original d10 result + Combat + Damage Bonuses    
    (DMG)
  5. Targets instantly lose Hit Points (HP) equal to 
  any damage taken.
  The following affect attacks:
  •	
  You must be adjacent to the target of your 
  striking weapons. Striking weapons have a limited 
  range of 1. 
  •	
  Ranged weapons can attack at a distance, but 
  may take penalties. These weapons have a range 
  increment, which represents a distance in squares. 
  You may attack targets within 1 range increment at 
  no penalty. Each additional range increment needed 
  has a cumulative -1 on your attack roll.
  •	
  Ganging up: Gain +1 to attack rolls when allies are 
  adjacent to your target.
  •	
  Overpowered status: A character who is overpow-
  ered suffers a -2 penalty to all rolls. An overpowered 
  target grants +1 to all rolls against them.
  •	
  Cover: If your target is behind cover, it increases his 
  armor defenses by an additional +1 to +4. The GM 
  sets the value relative to the quality of the cover. 
  •	
  Invisible Targets: Generally, if you cannot see your 
  target you cannot attack it. However, if they attacked 
  or made a commotion during their turn, you have a 
  chance to spot them. Roll Awareness vs. Speed. If 
  your Awareness check is higher, treat them as 
  temporarily visible but with +1 cover on top of any 
  cover they already have.
  Second and Third Attacks
  It takes incredible focus to compensate for gun recoil, 
  follow moving targets, or assail a foe with slashing blows. 
  Therefore, the second attack action in each turn costs 2 
  AP and the third attack action costs 3 AP. You cannot 
  take more than 3 attack actions in a turn without special 
  exceptions.
  Guard/Counter Attack
  Guard/counter attacks are granted for free when certain 
  conditions are met. Your character must be wielding a 
  guard or counter weapon to do the following: 
  •	
  Guard Attack: Once per round, make a free attack 
  against an target that enters a square adjacent to 
  your character.
  •	
  Counter Attack: Once per round, when your 
  character is hit by an adjacent attack, he or she may 
  take a free attack in retaliation.
  Keep Watch
  You can delay actions for later by doing the following:
  1. 
  Choose an action or series of actions to hold.
  2. Spend the AP needed to perform the actions 
  this turn. For example, if you wanted to keep watch 
  with 2 attacks, it costs 3 AP.
  3. Declare a trigger that allows you to take the 
  saved actions. This may be as simple as “an enemy 
  walks through the door.” The GM must agree that 
  the trigger is realistic and reasonably specific.
  4. End your turn. Keep watch always ends your turn.
  Use Power
  Activating a psychic power or tactical power varies in its 
  AP cost.
  Defend
  Defending yourself raises any cover you have by +1, to a 
  max of +4. If you have no cover, you still gain 1 cover if 
  you took a move action this turn.
  Relationship between Attack and Armor
  Attacks deal damage proportional to the attack roll. Armor defense represents a character’s capacity to evade or shake off physical 
  harm, therefore armor defense directly scales the damage value a character can ignore. A character in casual wear may be damaged 
  by forces both weak and strong, while a character wearing impressive armor is only damaged by equally potent assaults.
  
  13
  13
  Gain Advantage
  As a catchall for gritty combat and dirty tactics, gaining 
  advantage always costs 2 AP. Perform the following:
  1. 
  Choose a target. Unless the GM says otherwise, 
  you can only gain advantage against 1 target.
  2. Describe your advantage. This could include 
  having higher ground relative to your target, or the 
  element of surprise. It could also be a quick series of 
  actions you take to get the upper hand, such as sand 
  in the eyes followed by a kick to the knee.
  3. Choose an effect. Below are your options:
  a. Forced Movement: Move the target 1 square, 
  or up to 4 if you take a move action and move 
  directly with them.
  b. Overpower: The target gains the overpowered 
  status. Overpowered characters take -2 on all 
  rolls, and all rolls against them gain +1. They 
  cannot move unless forced.
  c. Attack Bonus: You receive +2 to your next 
  attack against the target this round.
  d. Melee Takedown: Your turn ends. You and your 
  target are overpowered and lose your next turns. 
  However, you may renew this effect during your 
  lost turn with another successful roll.
  e. Ranged Takedown: When you lay down 
  suppressing fire as part of a ranged takedown, 
  your target does not completely lose their turn. 
  Instead, they may take a single 4 square move 
  away from you, though they remain overpow-
  ered after that move.
  4. The GM may require a roll to gain advantage. 
  Trying to outsmart a target would require an Influ-
  ence vs. Awareness check, while knocking over an 
  target would be a contest of Toughness. Getting an 
  Attack Bonus does not usually require a roll, however.
  5. Failure has consequences. The GM may further 
  penalize characters for failing their check by 5 or 
  more. Consequences include:
  a. Forced Movement: You lose 1 AP as your 
  character recovers from botched positioning.
  b. Overpower: Your character gains the overpow-
  ered status instead.
  c. Attack Bonus: There are no consequences for 
  failing in this action – the wasted attempt is 
  enough of a penalty.
  d. Takedown: Your turn doesn’t end, but you 
  immediately lose 1 AP and become overpowered.
  ENDING BATTLES
  Death
  Sharpers who drop below 1 HP are incapacitated. They 
  may take no actions and are executed by any additional 
  damage. Incapacitated characters also die if left unat-
  tended after a battle. Conscious allies may stabilize their 
  fallen fellows. Stabilized sharpers awaken an hour later  
  at 1 HP.
  Killing Blows
  Occasionally, a single attack may be so devastating that it 
  kills a foe outright, regardless of HP. Unconscious or 
  paralyzed targets are particularly susceptible to killing 
  blows - as are those held down by multiple opponents. 
  However, when a target is well armored or defended, the 
  GM may instead allow an auto-hitting attack at double 
  maximum damage. 
  Flee or Surrender
  If you gain the upper hand on a foe, they may attempt to 
  flee or surrender. During your turn in battle, you may 
  make Influence checks to cow your adversary. The GM 
  sets the Influence AD based upon how intimidating you 
  are, how convicted your opponent is to their mission, and 
  whether they are at a disadvantage. Captured enemies 
  may be freely knocked unconscious and tied  
  up. (See below)
  Capturing Enemies
  Oftentimes it is more advantageous to keep a foe alive 
  than to slay them and move on. You may easily stabilize 
  and tie up any unconscious enemy using ropes or strips 
  of cloth. They may attempt to escape later with Tough-
  ness or Speed attribute checks. The AD is equal to the 
  captor’s Operation + 10. Bound foes are helpless and 
  may be automatically killed or knocked unconscious at 
  your discretion. Unconscious enemies awake  
  an hour later.
  Resuscitation
  A trained doctor may resuscitate or reconstitute a dead 
  character so long as some portion of their remains are 
  intact. You must sacrifice 1 Resolve point and then 
  spend §60 per character level. If your character passed 
  away more than a number days ago equal to your charac-
  ter level, they may not be resuscitated. If none of these 
  requirements are met, the character dies permanently.
  Regaining HP from medicine
  Characters with the field surgery power can make 
  Operation checks to restore HP. Sharpers may also visit 
  hospitals, which restore half a character’s HP for §15 per 
  character level.
  Regaining HP naturally
  It’s very difficult to heal battle wounds naturally in 
  Synthicide. Food is low in nutrition and space wreaks 
  havoc on the body. Only once per week, you regain HP 
  equal to your Toughness + level. If this number is nega-
  tive, you regain no HP. Also, if you skipped eating on any 
  day in that week, you regain no HP.
  
  14
  14
  RESOLVE & CYNICISM
  Resolve and Cynicism (R&C) are central to character 
  worldview in Synthicide. Combined, they reflect a 
  character’s connection to the universe and their commit-
  ment to something more than survival. Here’s a quick 
  summary:
  STARTING RESOLVE & CYNICISM SCORES
  Every character begins with 2 points of Resolve and 0 
  Cynicism. Once the game begins, players may never 
  pool more than 5 Resolve nor accumulate more than 10 
  Cynicism. Neither Resolve nor Cynicism  
  may drop below 0.
  SPENDING RESOLVE
  Players may spend a point of Resolve to benefit from 1 
  of the following:
  •	
  Treat a die roll as 10. You must choose to do this 
  before making the roll.
  •	
  Automatically hit and massively damage a 
  target. If you spend a Resolve point before an  
  attack, it automatically hits and deals a minimum 
  amount of damage. Deal 10 + (2 x your level)  
  damage, or your normal damage total resulting from 
  rolling a 10 – whichever is higher.
  •	
  Return from the brink of death. Whenever a 
  doctor attempts to resuscitate a dead character, the 
  dead character must have an unspent Resolve point. 
  This point is consumed upon resuscitation.
  •	
  Reduce Cynicism. If you have gained Cynicism 
  from antisocial behavior, you may consume Resolve 
  to reduce it. Each Resolve point reduces your Cyni-
  cism score by 1.
  GAINING RESOLVE & CYNICISM
  At the end of each game session, the GM will open a 
  discussion on the significant themes of each character. 
  Players determine who made significant sacrifices and 
  whether anyone was deliberately cruel. Gain Resolve or 
  Cynicism according to the values below. Players gain 
  additional Resolve if their character moved any closer to 
  their driving motivation. 
  Sacrifice: Whenever your character gives up wealth or 
  exposes themselves to danger for the sake of others, 
  they have made a sacrifice. This positive behavior 
  improves their outlook and self esteem. The GM decides 
  to grant you +1 or +2 Resolve assessed by the signifi-
  cance of their sacrifice. Yet Cynicism saps even the most 
  virtuous of their righteous rewards. Roll 1d10: players 
  who roll equal to or lower than their Cynicism score do 
  not gain any Resolve. Examples:
  •	
  Fighting a gang to protect locals – not just for money
  •	
  Donating medicine to a sick colony
  •	
  Standing up to unjust authority 
  •	
  Taking the hard path to avoid casualties
  Harming innocents for profit: When your character 
  harms an innocent person to improve their station, they 
  are wracked with guilt. Gain +1 Cynicism. 
  Examples:
  •	
  Accepting contracts to murder innocent people
  •	
  Randomly robbing unlucky travelers
  •	
  Betraying the trust of employers and partners
  Wanton destruction: Sadistic behavior performed for 
  its own reward takes a deep toll on the psyche. Gain +3 
  Cynicism. Examples:
  •	
  Murdering for thrill
  •	
  Torture and mutilation
  •	
  Creating excessive and unnecessary casualties in 
  pursuit of a goal
  Catastrophic Evil: The horrors of slaughter harden all 
  hearts, no matter how “necessary.” Gain +7 Cynicism. 
  Examples:
  •	
  Destroying an entire settlement, just for fun
  •	
  “Scorched Earth” tactics to achieve your goals
  •	
  Genocidal behavior
  Motivations: Every player chooses their character’s 
  motivation during character creation. If the GM agrees 
  your character successfully pursued their motivation 
  during the game, she may award Resolve.
  Behavior
  Effect
  Sacrifice
  +1 or +2 Resolve (must 
  roll above your Cynicism)
  Harming innocents for profit
  +1 Cynicism
  Wanton destruction
  +3 Cynicism
  Catastrophic evil
  +7 Cynicism
  Pursue motivation
  +1 Resolve (not affected 
  by Cynicism)
  Players acquire Resolve by completing significant 
  tasks or behaving benevolently. Resolve points can 
  be exchanged for several boons. Cynicism, on the 
  other hand, is accumulated through capricious 
  violence and cruelty. Cynicism makes it harder for 
  you to earn Resolve, though not impossible.
  Sociopathy
  Sharpers are social beings guided by their conscience. 
  But if your character is so callous that wicked behav-
  ior recharges them, consider the “Cynical Bastard” 
  on page 66 to convert Cynicism into Resolve.
  
  15
  15
  FOOD AND SLEEP
  Starvation
  Bullets are more common than food in Synthicide. You must track your characters diet or suffer penalties, eventually 
  dying of starvation:
  •	
  Each day your character misses a meal, they suffer -2 to all rolls and checks, including attack and damage.
  •	
  You may take a feast pill to negate the -2 when skipping meals. Feast pills are special drugs that make you feel like 
  you ate an amazing meal, but do not prevent starvation. Your body rejects real food 48 hours after taking a feast pill, 
  so you cannot eat again until 2 days later - though you may take another feast pill.
  •	
  Food is not very nutritious in the Galaxy, so you’re always close to starvation. If you go more than 6 + Toughness 
  days without eating food, your character dies. The skipped day count will pause if you eat, but doesn’t fully reset 
  until you eat 2 days in a row.
  •	
  As explained earlier, when you skip any meals during a week, you cannot regain any HP from natural healing.
  Sleeping
  Sleeping is vital in Synthicide, nomatter how restless and haunted your dreams. Note the following:
  •	
  You must sleep at least 5 out of every 24 hours.
  •	
  Each day you skip sleep, you take -2 to all rolls and checks, including damage. This effect adds with other penalties, 
  such as starvation.
  •	
  If you ever go more than 4 + Toughness days without sleeping, your character passes out on the last day. He can 
  be forcibly woken, but suffers -4 on all rolls and checks and will pass out again in 1d10 hours. 
  •	
  As soon as you gain a continuous 5 hours of rest, it refreshes your body and negates any penalties you had  
  from not sleeping.
  I/had/been/hungry/aLL/
  the/years;////////////
  My/noon/had/come,/to//
  dIne;/////////////////
  I,/trembLIng,/drew////
  the/tabLe/near,///////
  And/touched/the///////
  curIous/wIne.
  ‘T/was/thIs/on////////
  tabLes/I/had/seen,////
  When/turnIng,/hungry,/
  Lone,/////////////////
  I/Looked/In/wIndows,//
  for/the/weaLth////////
  I/couLd/not/hope/to///
  own.
  I/dId/not/know/the////
  ampLe/bread,//////////
  ‘T/was/so/unLIke/the//
  crumb/////////////////
  The/bIrds/and/I/had///
  often/shared//////////
  In/Nature’s/dInIng-///
  room.
  The/pLenty/hurt///////
  me,/’t/was/so/new,/--/
  MyseLf/feLt/ILL/and///
  odd,//////////////////
  As/berry/of/a/////////
  mountaIn/bush/////////
  TranspLanted/to/the///
  road.
  Nor/was/I/hungry;/////
  so/I/found////////////
  That/hunger/was/a/way/
  Of/persons/outsIde////
  wIndows,//////////////
  The/enterIng/takes////
  away.
  
  16
  16
  CHAPTER 2:
  CHARACTER 
  CREATION
  
  17
  17
  1. 
  Create an Origin Story or use the tables starting on 
  page 20 to determine where your character came 
  from and why they became a sharper. Each origin 
  story result suggests character creation choices, 
  such as which motivation or bioclass you should 
  select. These choices are not mandatory.
  2. Choose a Motivation. When your character moves 
  closer to achieving their greatest ambition, they are 
  rewarded with Resolve. 
  3. Select a Bioclass. Body and brain cybernetics, 
  attributes, and many 1st level traits are determined 
  by a sharper’s bioclass. 
  4. Fill out the name, level, body type, brain type, 
  and Hit Points (HP) per Level in the box on the top 
  right of the first page.
  5. Note your Max Hit Points on the HP Tracker just 
  below the attributes on the left side of the first page.
  6. Choose an Aspect. Much like career specialization, 
  aspect determines which traits your character may 
  easily acquire in game. Attributes are also shaped by 
  this decision, reflecting a sharper’s aptitude in their 
  chosen profession. Aspects and traits are recorded 
  on the bottom right side of the first page. 
  7. Select 1 Natural Talent Trait. Natural talents let 
  you substitute one attribute for another in certain 
  circumstances, lending your sharper an edge when 
  they need it most.
  8. Fill in your character’s ACTIONS in the column of 
  boxes on the left side of the first page. Include 
  bonuses and penalties from bioclass and aspect.
  9. Note your character’s psychic and tactical 
  powers on the left side of the second sheet.
  10. Select an equipment package that fits your 
  character’s origin story; see aspects for suggestions. 
  Alternatively, you may equip your sharper with up to 
  §200 in gear. Declare the names and locations of 
  each item on the second page of your  
  character sheet. 
  11. Fill in final details such as Resolve and action 
  points, detailed on page 31.
  12. Craft your spaceship. Sharpers collectively begin 
  the game with 1 vessel, a clipper. Use the tables on 
  page 99 to determine how your crew secured their 
  first voyage.
  THE PROCESS
  These are the basics of making your character and filling out the character sheet. Use examples from the following page to 
  guide you through character creation rules.
  Blank copies of the character sheet are available online at www.synthiciderpg.com
  MOTIVATIONS
  Sharpers are driven by legendary ambition. At the end of every mission, the GM will award Resolve to sharpers who  
  successfully pursued their motivation. Be sure to select one that strongly aligns with your character’s origin story:
  Motivation
  Behavior
  Prove your Strength
  If you personally dominate a worthy adversary, gain 1 Resolve.
  Spread your Wisdom
  Whenever you convince someone to believe an important part of your world-view, gain 1 
  Resolve.
  Forgiveness is Powerful
  If you let fleeing enemies escape, or forgive a substantial debt, gain 1 Resolve.
  Don’t Get Mad, Get Even If you balance a debt owed to you, or deny mercy to an opponent, gain 1 Resolve.
  Make Friends and Allies
  If you gain the trust of new people, or make sacrifices to preserve that trust, gain 1 Resolve.
  Know the Universe
  If you discover significant information, or learn the answer to a mystery, gain 1 Resolve.
  Live Fast, Die Young
  If you take unnecessary risks for the thrill, or abandon a long-term goal for immediate gratifi-
  cation, gain 1 Resolve.
  For Advanced Sharpers
  Experienced groups may demand additional customiza-
  tion options for their character. In this case, GMs should 
  consider beginning sharpers at 2nd level for the extra 
  attribute point, bonus HP and 4 trait points.
  
  18
  18
  BASE 
  TOTAL
  CURRENT
  TOTAL
  CHARACTER NAME
  BIOCLASS
  MAX HP
  HP/LEVEL
  LEVEL
  MIND TYPE
  BODY TYPE
  ASPECT
  CHARACTER TRAITS
  LEVEL UP TRACKER (TRAIT POINTS GAINED)
  LVL 2 (+1 ATTRIBUTE)
  WEAPON               ATT      DMG       ABILITY     RANGE   OTHER NOTES
  ATT = COMBAT + WEAPON’S ATT |  DMG = COMBAT + WEAPON’S DMG
  W. PROFICIENCIES
    OUGHNESS
    ERVE
    OMBAT
    PEED
    WARENESS
    NFLUENCE
    PERATION
  OTHER
  TOUGHNESS
  ARMOR WORN
  OTHER
  SPEED RATING
  UNSPENT
  TRAIT POINTS
  ARMOR
  ARMOR DEFENSE
  MOTIVATION
  HIT POINT TRACKER
  NERVE
  OTHER
  NERVE DEFENSE
  RESOLVE
  CYNICISM
  ACTION POINTS
  OTHER
  1/2 SPEED
  LVL 3 (+1 ATTRIBUTE)
  LVL 4 (+1 ATTRIBUTE)
  LVL 5 (+1 ATTRIBUTE)
  LVL 6 (+1 ATTRIBUTE)
  LVL 7 (+1 ATTRIBUTE)
  LVL 8 (+1 ATTRIBUTE)
  LVL 9 (+1 ATTRIBUTE)
  LVL 10 (+1 ATTRIBUTE)
  LVL 11 (+1 ATTRIBUTE)
  STRIKING
  PISTOLS
  RIFLES
  SHOTGUNS
  /10
  /5
  TOUGHNESS
  TOUGHNESS DEFENSE
  AWARENESS
  SPEED
  BATTLE REFLEX
  1
  2
  1
  -1
  1
  2
  1
  1
  0
  4
  2
  1
  1
  0
  6
  3
  9
  3
  1
  0
  Prove your strength
  Combat Vest
  Lvl 2 EC Knife
  Duelist Bonus
  THUG
  •	
  Mod Focused: Cannot take 
  mutations, psychic powers, general 
  traits cost 2 TP
  •	
  Cybernetic Slots: 4 body upgrade 
  slots and 2 brain slots available
  •	
  Striking Weapon Proficiency:  
  +1 ATT +2 DMG
  •	
  Duelist: If wielding a 1-handed 
  weapon and no shield, +1 AP, +2 
  DMG to first successful attack each 
  turn.
  •	
  Operate Survival: Use highest 
  attribute instead of Operation to 
  identify and avoid natural 
  dangers.
  +3
  +3
  +8
  +10
  Counter
  Counter
  First successful Att.
  Ash Khel (Female)
  Rigfiend
  Rigged
  Rigged
  2
  1
  6
  1
  1
  46
  6
  X
  
  19
  19
  POSSESSIONS
  LURANS
  LURANS
  DAYS OF FOOD
  DAYS OF FOOD
  DAYS WITHOUT EATING
  DAYS WITHOUT EATING
  NOTES
  LOCATION
  PSYCHIC POWERS
  OVRCHRG.
  USES
  CHARACTER ORIGIN STORY
  OTHER NOTES
  CONTACTS/FRIENDS
  CURRENT ALIASES
  MUG SHOT
  NOTES
  EAT AT LEAST 1 MEAL A DAY OR SUFFER -2 TO ALL ROLLS, INCLUDING DMG
  SHARPERS DIE AFTER 6 + TOUGHNESS DAYS WITHOUT FOOD
  THE DAY COUNT DOES NOT RESET UNTIL YOU EAT FOOD 2 DAYS IN A ROW
  Ash was born in a small settlement on Drakka, an 
  ill-equiped fringe planet covered by crimson jungle.
  Ash’s family was conscripted by Torchdreamers to cook 
  Illuminix. She stole money and ran off to buy cybernetic 
  implants and returned to Drakka try and free her family. 
  She failed, and now fights gangs and extortionists, 
  seeking vengeance.
  Ash journeys to find her friend Kelsa, who left Drakka with 
  smugglers when they were both children. She heard Kelsa 
  is on Mast, and needed passage through Corsus.
  Thennis offered Ash a free ride on the expectation that 
  she helped with one job on Corsus.
  Combat Vest
  Lvl 2 Expert crafted knife
  Utility Belt
  Phone
  1
  §2
  +3 Armor Defense
  +0 ATT +4 DMG
  stores small items
  
  20
  20
  Where were you born?
  d10
  Birthplace
  Origin story
  1
  On a Ship
  You have no planet to return to. Wherever you feel safe and wanted is your home.
  Natural Talent Suggestion: Operate Vehicles
  2
  On a City World
  Whether you were rich or poor, everyone from a lesser planet just seems simple. 
  Maybe they’re quaint, or maybe they’re frustrating. It depends on your mood.
  Bioclass Suggestion: Skinbag or Scraphead
  3
  Mining Colony/
  Labor Camp
  You don’t make a distinction between slavery and hard labor. You often awaken from 
  nightmares of being dragged back to that wretched life.
  Bioclass Suggestion: Hardshell or Rigfiend
  4
  Edge Settlement
  Where you come from, starvation is more threatening than mutants and men. You 
  grew up making the most of what you didn’t have and refuse to go-without again.
  Natural Talent Suggestion: Operate Cooking
  5
  A Ruined World
  Your home was never fully “rehabilitated” by the Church. Tribal Prodigravus were a 
  constant threat. You learned to fear mutants, stay close to other survivors, and keep 
  an eye on the nearest exit.
  Natural Talent Suggestion: Operate Survival
  6
  Unpowered Space
  The universe is alien to you. If you hadn’t been scooped away from your homeworld, 
  you never would have appreciated the intricacies of space travel and the callousness 
  of other sentient beings. Your naivete leaves you waffling between bewilderment 
  and paranoia.
  Bioclass Suggestion: Skinbag – Dying Breed
  7
  Barbarian Space
  You’re not blinded by “rules” or “institutions.” You see corporations for what they 
  really are: thugs and crooks with lots of power. 
  Natural Talent Suggestion: Operate Vehicles
  8
  Military Post
  Your parents were soldiers employed by the Tharnaxist Church. Order holds the 
  Galaxy together, and sharpers seek to disrupt that order. You may have had a rude 
  awakening late in life, or not. That depends on how well you were indoctrinated. 
  Select another birthplace from options 1-4 on this table.
  Bioclass Suggestion: Hardshell or Rigfiend
  9
  Among the 
  Machines
  Robots employed your parents as vassals. Your awe or hatred of the Synthetics 
  stems from their treatment of your parents. Choose a second birthplace from 
  options 1-4.
  Bioclass Suggestion: Scraphead or Rigfiend
  10
  Under the Church
  Your holy guardian never took much interest in you, and you’re grateful for it. You‘ve 
  seen behind the facade of the Priesthood’s immense power and want no part of it. 
  Choose another birthplace from options 1-4.
  Natural Talent Suggestion: Influence Personnel
  ORIGIN STORIES
  You are a sharper – a drifting survivor in a cruel and unjust galaxy. Why did you become a sharper? 
  How do you know your companions? Use the following tables as a guide, or forge a fate of your own. 
  Each origin story result comes with character creation suggestions, such as which motivation or 
  bioclass you should select. These choices are not mandatory, nor are they “bonus.” You do not get 
  extra aspects and natural talents from these suggestions. The only free bonus you get from your 
  origin story is the item that comes a long with your mystery, listed on page 23.
  
  21
  21
  Why did you become a sharper?
  d10
  Theme
  Origin story
  1
  Orphaned
  Your parents either died or abandoned you at a young age. Growing up cold and 
  hard, you never stay in one place for very long.
  Aspect Suggestion: Scoundrel
  2
  Disowned
  Late in life, your family decided you’re not worthy of their love or wealth. They left 
  you alone without the luxuries you took for granted.
  Aspect Suggestion: Bulbhead or Scoundrel
  3
  On the Run
  You made the wrong person angry, and were forced to leave everything behind. You 
  hear that person is still looking for you.
  Motivation Suggestion: Make Friends and Allies
  4
  Just Released
  You angered someone in power and in return they locked you away. Isolated from 
  everyone you loved and subjected to years of forced labor, you’ve returned to the 
  only way of life you understand.
  Aspect Suggestion: Thug or Bulbhead
  5
  Kidnapped
  A gang robbed you of your former life and branded you as their own. Your captors 
  weren’t kind, but their hazing prepared you for a cruel, uncaring world.
  Aspect Suggestion: Scoundrel or Thug
  6
  Path of Least 
  Resistance
  Facing hard decisions and an undeserving fate, you took the first opportunity to cut 
  and run. So far, you have no regrets.
  Motivation Suggestion: Live Life for Now
  7
  Family Business
  Someone in your family was a sharper and took you under their wing. It’s the only 
  life you’ve ever known and you’re proud of your heritage.
  Aspect Suggestion: Leader or Brainiac
  8
  Justice
  Your conviction borders religious zeal. You became a sharper to protect the innocent 
  and better the condition of all mankind. Sometimes that takes getting your hands a 
  little dirty.
  Aspect Suggestion: Leader or Thug
  9
  Restlessness
  The utter chaos, shallow history, and cold injustice of the universe confounds you 
  – and yet you’re convinced of some rhyme behind the reason. To sate your wander-
  lust, you became a sharper. 
  Motivation Suggestion: Know the Universe
  10
  Lone Survivor
  Once upon a time, you knew peace and security. Then it was all taken from you. A 
  pirate raid, heretic purge, or industrial catastrophe killed everyone but you. You’ve 
  been a sharper ever since. 
  Motivation Suggestion: Don’t Get Mad, Get Even
  
  22
  22
  How are you connected to the other players?
  d10
  Connection
  Origin story
  1
  Happenstance
  You joined up through chance and convenience. Other connectors just aren’t that 
  important to you.
  Suggested Attribute Penalty: Operation
  2
  Emotional Ties
  You have a strong emotional bond to someone in your crew. Even if they don’t feel 
  the same way, you hate being separated from them.
  Suggested Attribute Penalty: Nerve
  3
  Professional 
  History
  You worked a dangerous job with another character and came to respect them. You 
  feel safer in their company.
  Suggested Attribute Penalty: Any, except Operation
  4
  Financial Ties
  Someone in your crew owes you money, or at least a few favors. They don’t get to 
  leave until you’re compensated.
  Suggested Attribute Penalty: Influence
  5
  Sworn to Secrecy
  You and another sharper share a secret. You may roll once on the mystery table to 
  discern what both characters are hiding.
  Suggested Attribute Penalty: Nerve
  6
  Life Debt
  Another sharper saved your life and in return you swore an oath of service. Do they 
  feel like you owe them?
  Suggested Attribute Penalty: Combat
  7
  Common Values
  You share the outlook and values of another sharper. Write three short value state-
  ments with the other player and consider choosing the same motivation.
  Suggested Attribute Penalty: Any, except Nerve
  8
  Enemy of my 
  Enemy
  You and another sharper were wronged or threatened by the same foe. Though you 
  may not trust your new ally, you’re confident they won’t betray you until your mutual 
  adversary is no more. 
  Suggested Attribute Penalty: Any, except Combat
  9
  Former Rivals
  Another sharper once antagonized you. Perhaps you competed for the same con-
  tracts or vied for the affections of the same lover. Yet before spilling blood, the two 
  of you came to terms and now maintain a tentative truce.
  Suggested Attribute Penalty: Awareness
  10
  Blood Relation
  You have family ties to another sharper. Their knowledge of the bond is up to you.
  Suggested Attribute Penalty: Same as your relative
  
  23
  23
  What is your mystery?
  d10
  Mystery
  Origin story
  1
  Blackmail
  You made a mistake and if it comes out, it could ruin your relationship with the other 
  sharpers. The blackmailer may demand hush money, but mostly they just enjoy 
  intimidating you.
  Bonus Starting Item: Ration bar laced with Neuro-Spike poison (page 133)
  2
  Stalker
  Some creep has an unhealthy interest in you. They keep following you and messag-
  ing you, desperate for your attention.
  Bonus Starting Item: Stun Grenade (page 49)
  3
  Amnesia
  A few years of your life are missing. You have no idea where they went.
  Bonus Starting Item: §15 admission ticket to an exclusive venue
  4
  Legacy
  One of your ancestors amassed incredible wealth and power. Only you know how to 
  reclaim their lost treasure.
  Bonus Starting Item: §20 worth of Synthetic components from an unknown robot
  5
  You Know Too 
  Much
  There’s a horrible secret about a person, corporation, or a gang leader and you know 
  all the awful details. No one else knows what you saw and you like it that way.
  Bonus Starting Item: A knife sewn into your boot (Awareness AD 15 to spot)
  6
  Missing Friend
  Someone important to you disappeared recently. You don’t know if they are alive or 
  dead and you need closure.
  Bonus Starting Item: Binoculars
  7
  Church Interest
  The Tharnaxist Church has not yet condemned you for a crime, but someone is 
  keeping tabs on you.
  Bonus Starting Item: Cheap forged ID card (Operation AD 12 to recognize as fake)
  8
  Strange Illness
  A deadly illness looms over your future. It hasn’t slowed you down yet, but you’ll die 
  soon if you don’t find a cure.
  Bonus Starting Item: Amp stimulant syringe (page 49)
  9
  Visions
  An image in your mind won’t leave you alone. Like a waking nightmare, it invades 
  your senses. Is your vision a premonition or a specter of the distant past?
  Bonus Starting Item: 3 doses of Illuminix which clarify your visions
  10
  It’s All a Lie
  Everything you’ve said about your origin story is untrue - just something you made 
  up to hide who you really are. Choose another mystery to draw suspicion  
  from your lie.
  Bonus Starting Item: A dose of Kamikaze (page 49)
  
  24
  24
  BIOCLASSES
  Every sharper benefits from one bioclass, representing the degree of cybernetic augmentation they’ve 
  undergone - if any. Just how “metal” are you? Many organics abhor the machine-like plugs puncturing 
  your skin as a pale mimicry of the Synthetics. Your bioclass determines your starting attributes. No 
  matter what you elect, the decision is permanent.
  SKINBAG (Organic Body, Organic Brain)
  To be totally organic means you can never benefit from 
  cybernetic upgrades, yet you may develop psychic 
  powers. Players who select this bioclass must decide if 
  their character is a mutant or among the few remaining 
  genetically unaltered humans.
  As a Skinbag you are fully organic and completely with-
  out social capital. After all, another Skinbag is born every 
  day. This natural reproduction is one of humanity’s few 
  advantages. While most organics grow and die in squalor, 
  their sheer volume ensures a handful will rise to power 
  and prominence. A few unlucky Skinbags are born 
  mutants. They don’t yet have a place in the universe, and 
  struggle to be accepted by their pureblood counterparts. 
  BIOCLASS TRAITS
  Techless Will: You never needed nor trusted cybernetics. 
  Three times per day, you may add +3 to any attribute 
  check, even Speed. This bonus lasts for 1 round during a 
  battle, or applies or to any single roleplay attribute check.
  Genetic Legacy: Choose 1 of the following:
  •	
  Mutant Dog: An inherited Prodigravus infection 
  robbed you of an identity. Penalize your Nerve by -2, 
  and gain 4 trait points to select mutations. These 
  points cannot be used to purchase any other traits, 
  and do not count toward level advancement. When 
  buying mutations now, and at later levels, ignore 
  attribute requirements in your decision; you must 
  only meet trait and level requirements. Mutations are 
  described in depth on page 64.
  •	
  Dying Breed: You belong to the dwindling species of 
  human beings with a genetic history unmodified by 
  millennia of evolution. You are susceptible to muta-
  tions produced by toxins and poisons, but may never 
  permanently mutate through character traits. At 1st 
  and 10th level, add +1 to any attribute, except 
  Toughness. At 4th and 7th levels, you gain a bonus 
  general trait and increase any one of your attributes 
  by +1, except Toughness. 
  A
  C
  T
  I
  O
  N
  S
  HP
  HP/LVL
  2
  0
  -1
  1
  0
  1
  1
  35
  5
  SCRAPHEAD (Organic Body, Rigged Brain)
  An extensive surgical operation empowered your brain 
  with cybernetic plugs, amplifying your cognitive function-
  ing. This bioclass may benefit from cybernetic brain 
  upgrades, but never body upgrades. Scrapheads cannot 
  develop psychic powers, but they may access mutations.
  Without electronic scanning equipment, a Scraphead is 
  indistinguishable from a Skinbag. Yet sharpers and other 
  freelance criminals admire Scrapheads for their wealth of 
  knowledge. Scrapheads are in short supply: the risks of 
  permanent, detrimental mind alteration deters many 
  rigged enthusiasts from electing the Scraphead bioclass.
  Data stores are implanted directly into a Scraphead’s 
  hippocampus while the rest of their brain is riddled with 
  plugs for upgrade installation. Consequently, Scrapheads 
  typically lack emotional depth and intuition. Yet rigged 
  minds are less susceptible to fear and psychic energy.
  BIOCLASS TRAITS
  Hard Brain: You may not purchase psychic powers  
  with trait points.
  Starter Software: You were never interested in body 
  upgrades. What power is greater than omniscience? 
  Choose a knowledge focus and gain 2 of it powers, as 
  listed in Chapter 5, Character Traits and Powers.
  1 Brain Cybernetic slot: You may enhance your mind by 
  installing one augmentation in your brain cybernetic slot.
  A
  C
  T
  I
  O
  N
  S
  HP
  HP/LVL
  0
  0
  -1
  -1
  3
  3
  1
  35
  5
  
  25
  25
  RIGFIEND (Rigged Body, Rigged Brain) 
  Someone with both a rigged body and rigged mind is 
  entirely dependent on cybernetics. This bioclass may gain 
  any cybernetic upgrade. However, a Rigfiend may not 
  access mutations or psychic powers.
  Though light years behind the modifications of a Tharnax-
  ist priest, Rigfiends are extreme examples of cybernetics. 
  Many are violently enthusiastic about upgrades and  
  easily take to a career as a sharper. You can always spot 
  a Rigfiend: almost every appendage has a visible en-
  hancement.
  Rigfiends make effective hackers and savage warriors. 
  They’re treated with respect by onlookers who assume 
  they’ve done something heroic to earn their enhance-
  ments. Sharpers seek them out for the most dangerous 
  assignments.
  BIOCLASS TRAITS
  Mod Focused. You have so many enhancements that 
  your body can hardly handle anything else. You cannot 
  gain psychic powers. You may still be affected by tempo-
  rary mutations from toxins or poisons, but can never be 
  permanently mutated through character traits. Also,  
  general traits cost you 3 TP instead of the usual 2. 
  6 Cybernetic Slots. You have 4 body and  
  2 brain cybernetic slots for installing enhancements 
  during the game.
  HARDSHELL (Rigged Body, Organic Brain)
  Body rigs are specialized for physical tasks. This bioclass 
  may buy cybernetic body upgrades, but not brain up-
  grades. You have access to mutations and can learn 
  psychic powers.
  Body rigs are in high demand. To many organics, it 
  seems like the best of both worlds – a tough body and a 
  sound mind. Being a Hardshell doesn’t inherently grant 
  any social benefits, but those around you will perceive 
  you as a greater threat.
  Any human can become a Hardshell, but it usually 
  requires wealth and special opportunity. The most 
  common path to cybernetic enhancements is to join a 
  company or gang that offers it as a bonus to employ-
  ment. These jobs are always violent or dangerous.
  BIOCLASS TRAITS
  Starter Hardware: Choose 1 of the following perma-
  nent attribute increases:
  •	
  Cyber eyes: +1 Awareness
  •	
  Servo limbs: +1 Combat
  2 Body Cybernetic Slots: You have 2 body cybernetic 
  slots for installing enhancements during the game.
  A
  C
  T
  I
  O
  N
  S
  HP
  HP/LVL
  1
  1
  0
  -1
  2
  2
  1
  42
  6
  A
  C
  T
  I
  O
  N
  S
  HP
  HP/LVL
  2
  0
  0
  1
  0
  1
  1
  42
  6
  
  26
  26
  ASPECTS
  Sharpers are defined by their aspect, which determine a characters 1st level powers, abilities, and 
  final attributes. Aspects also make it easier to acquire certain powers through trait point discounts. 
  BRAINIAC
  Attribute Increase: +2 Operation
  Attribute Penalty (Mandatory): -1 to any one attribute except Operation
  Level One Abilities: Gifted with prodigal intellect, you take great pride in your research and talent. So long as the 
  requirements are met, select 3 knowledge focuses and gain 2 powers from each. After character creation, you may 
  purchase new knowledge focuses with 1 less trait point. 
  KNOWLEDGE FOCUS SUMMARIES (pick 2 powers per focus, full description on page 60)
  Name
  Summary
  Requires
  Computers
  1. Hack digital networks; 2. Manipulate linked systems
  Operation 2
  Cooking
  1. Make food that restores HP; 2. Make food that grants morale bonuses
  Operation 0
  Cybernetics
  1. Create implants; 2. Scrap robots; 3. Manipulate/restore broken robots
  Operation 3
  Driving
  1. Spaceship training; 2. Ground car training; 3. Cycle training; 3. Sky car training
  Operation 0
  Engineering
  1. Build weapons; 2. Craft armor; 3. Repair vehicles; 4. Recover valuable scrap
  Operation 3
  Investigation
  1. Hunt down targets; 2. Discover clues; 3. Make genius deductions
  Operation 2
  Locks
  1. Manipulate locks; 2. Manipulate alarms
  Operation 0
  Medicine
  1. Restore HP; 2. Craft drugs; 3. Treat illnesses
  Operation 3
  Navigation
  1. Tharnaxist space; 2. Barbarian space; 3. Planets; 4. Shortcuts; 4. Hiding spots
  Operation 0
  Protocol
  1. Dodge paying fees; 2. Forge documents
  Operation 1
  Psychology
  1. Manipulate; 2. Sense Lies; 3. Negotiate
  Operation 2
  Social Groups
  1. Gang etiquette; 2. Corporate Etiquette; 3. Pirate Etiquette; 4. Church etiquette
  Operation 0
  Survival
  1.Arboreal surv.; 2. Desert surv.; 3. Ocean surv.; 4. Tundra surv.; 5. Urban surv.
  Operation 1
  Taxonomy
  1. Common organisms; 2. Xeno organisms; 3. Mutant organisms
  Operation 2
  SUGGESTED NATURAL TALENT SUMMARIES  (full description on page 67)
  Name
  Summary
  Requires
  Influence Fear
  Use highest attribute when trying to intimidate others
  -
  Influence Peace
  Use highest attribute when trying to diffuse hostilities
  -
  Influence Personnel
  Use highest attribute when lying to security/employees
  -
  Influence Thieves
  Use highest attribute when lying to pirates and gangsters
  -
  Influence Wanderers
  Use highest attribute when lying to dock masters and other sharpers
  -
  SUGGESTED EQUIPMENT PACKAGES (full list at end of chapter)
  Chop Doc
  Trauma kit (§32 medical supplies, can heal HP); extra medical supplies (§28 worth); combat vest (+3 Armor Defense, 
  Speed Rating 3); fossil pistol (Guard, +0 ATT +1 DMG, Range 3); 2 days of food; backpack (stores your goods);  
  phone; §13
  Hacker
  Basic tool set (picks locks, performs simple mechanical tasks); mobile hack deck (manipulates computers, cracks net-
  works); reinforced clothing (+2 Armor Defense, Speed rating 4); fossil pistol (Guard, +0 ATT +1 DMG, Range 3); 1 day of 
  food; backpack (stores your goods); phone; §6
  Sneak Thief
  Basic tool set (picks locks, performs simple mechanical tasks); combat vest (+3 Armor Defense, Speed Rating 3); retrofit 
  pistol (Guard, +1 ATT +1 DMG, Range 4); 1 day of food; utility belt (stores a small number of items); crowbar; phone; §8
  
  27
  27
  BULBHEAD
  Attribute Increase: +2 Influence
  Attribute Penalty (Mandatory): -1 to any one attribute except Influence
  Level One Abilities: You are a psychic that struggles to function without Illuminix, an addictive and illegal substance 
  traded underground. Gain any 2 psychic powers, so long as you meet the requirements. Every day you must consume 
  doses of Illuminix equal to the highest level psychic power you want to use (1 dose to access 1st level powers, 4 doses 
  for 4th level powers, etc). A Bulbhead who fails to score a dose of Illuminix is wracked with withdrawal, unable to access 
  psychic powers and suffering -2 to every attribute. A single dose lifts the penalty. After character creation, you may 
  purchase new psychic powers with 1 less trait point. 
  PSYCHIC POWER SUMMARIES (full description on page 58)
  Name
  Summary
  Requires
  Fade
  Make nearby targets unable to see you
  Influence 2
  Psychic barrier
  Create a barrier that soaks weapon damage
  Influence 2
  Mind Burst
  Damage opponents with your mind
  Influence 1
  Phantasm
  Create a momentary illusion
  Influence 3
  Push
  Manipulate objects and people with basic telekineses
  Influence 1
  Read Thoughts
  Look into people’s minds
  Influence 2
  Teleport
  Short range teleportation through any objects or barriers
  Influence 1
  Trick
  Compel targets to find you more convincing
  Influence 1
  Wyrd Speech
  Manipulate bureaucracy with forgeries and fast-talk
  Influence 1
  SUGGESTED NATURAL TALENT SUMMARIES  (full description on page 67)
  Name
  Summary
  Requires
  Operate Cooking
  Stretch 1 meal into 2; use highest attribute for cooking knowledge powers
  -
  Operate Navigation
  Use highest attribute to reading maps and navigation knowledge powers
  -
  Operate Survival
  Use highest attribute to avoid natural dangers and navigation knowledge powers
  -
  Operate Vehicles
  Use highest attribute to increase velocity of vehicles and maneuvers checks
  -
  SUGGESTED EQUIPMENT PACKAGE (full list at end of chapter)
  Gutter Psych
  Retrofit pistol (Guard, +1 ATT +1 DMG, Range 4); combat vest (+3 Armor Defense, Speed Rating 3);  
  7 doses of Illuminix; phone; §21
  
  28
  28
  LEADER
  Attribute Increase: +2 Awareness
  Attribute Penalty (Mandatory): -1 to any one attribute except Awareness or Nerve
  Level One Abilities: You empower everyone around you; the universe just can’t keep you down. Gain any 2 tactical 
  powers for which you meet the requirements. After character creation, you may purchase new tactical powers with 1 
  less trait point. 
  TACTICAL POWER SUMMARIES (full description on page 59)
  Name
  Summary
  Requires
  Assist
  Help allies gain advantage
  Awareness 2
  Backup
  Make retaliatory strikes when an ally is attacked
  Awareness 2
  Courage
  Boost ally defenses until your next turn
  Nerve 1
  Flank
  Increase gang-up bonuses to +3
  Awareness 3
  Hustle
  You and 2 allies make a 6-square move
  Nerve 2
  Inspirational Influence
  Use your Nerve defense total instead of rolling for a single Influence check
  Nerve 3
  SUGGESTED NATURAL TALENT SUMMARIES  (full description on page 67)
  Name
  Summary
  Requires
  Influence Fear
  Use highest attribute when trying to intimidate others
  -
  Influence Peace
  Use highest attribute when trying to diffuse hostilities
  -
  Operate Cooking
  Stretch 1 meal into 2; use highest attribute for cooking knowledge powers
  -
  Operate Navigation
  Use highest attribute to reading maps and navigation knowledge powers
  -
  Operate Survival
  Use highest attribute to avoid natural dangers and navigation knowledge powers
  -
  Operate Vehicles
  Use highest attribute to increase velocity of vehicles and maneuvers checks
  -
  SUGGESTED EQUIPMENT PACKAGES (full list at end of chapter)
  Dirty Merc
  Retrofit rifle (+1 ATT +3 DMG, Range 6); combat vest (+3 Armor Defense, Speed Rating 3); utility belt (stores a small 
  number of items); 1 day of food; phone; §2
  Street Blaster
  Fossil shotgun (Guard, +2 ATT +0 DMG, Range 2); combat vest (+3 Armor Defense, Speed Rating 3); utility belt (stores a 
  small number of items); 1 day of food; phone; §2
  Trick Blade
  Lvl 2 expert crafted knife (Counter, +0 ATT +4 DMG); combat vest (+3 Armor Defense, Speed Rating 3); utility belt (stores 
  a small number of items); 1 day of food; phone; §2
  
  29
  29
  SCOUNDREL
  Attribute Increase: +1 Influence, +1 Speed
  Attribute Penalty (Mandatory): -1 to any one attribute except Influence, Operation, or Speed
  Level One Abilities: You are a tricky individual who favors the element of surprise. You gain access to any 1 knowledge 
  focus for which you meet the requirements. You also gain the Battle Opportunist ability, which grants the following:
  •	
  Add +2 DMG to attacks against overpowered and unaware targets.
  •	
  After or just before you gain advantage, you may move 4 squares at no AP cost
  •	
  If you choose the attack bonus effect from gain advantage add +3 ATT to your attack roll instead of +2.
  •	
  Battle Opportunist can be improved via general traits purchased at 4th and 7th level.
  KNOWLEDGE FOCUS SUMMARIES (pick 2 powers per focus, full description on page 60)
  Name
  Summary
  Requires
  Computers
  1. Hack digital networks; 2. Manipulate linked systems
  Operation 2
  Cooking
  1. Make food that restores HP; 2. Make food that grants morale bonuses
  Operation 0
  Cybernetics
  1. Create implants; 2. Scrap robots; 3. Manipulate/restore broken robots
  Operation 3
  Driving
  1. Spaceship training; 2. Ground car training; 3. Cycle training; 3. Sky car training
  Operation 0
  Engineering
  1. Build weapons; 2. Craft armor; 3. Repair vehicles; 4. Recover valuable scrap
  Operation 3
  Investigation
  1. Hunt down targets; 2. Discover clues; 3. Make genius deductions
  Operation 2
  Locks
  1. Manipulate locks; 2. Manipulate alarms
  Operation 0
  Medicine
  1. Restore HP; 2. Craft drugs; 3. Treat illnesses
  Operation 3
  Navigation
  1. Tharnaxist space; 2. Barbarian space; 3. Planets; 4. Shortcuts; 4. Hiding spots
  Operation 0
  Protocol
  1. Dodge paying fees; 2. Forge documents
  Operation 1
  Psychology
  1. Manipulate; 2. Sense Lies; 3. Negotiate
  Operation 2
  Social Groups
  1. Gang etiquette; 2. Corporate Etiquette; 3. Pirate Etiquette; 4. Church etiquette
  Operation 0
  Survival
  1.Arboreal surv.; 2. Desert surv.; 3. Ocean surv.; 4. Tundra surv.; 5. Urban surv.
  Operation 1
  Taxonomy
  1. Common organisms; 2. Xeno organisms; 3. Mutant organisms
  Operation 2
  SUGGESTED NATURAL TALENT SUMMARIES  (full description on page 67)
  Name
  Summary
  Requires
  Influence Fear
  Use highest attribute when trying to intimidate others
  -
  Influence Personnel
  Use highest attribute when lying to security/employees
  -
  Influence Thieves
  Use highest attribute when lying to pirates and gangsters
  -
  Influence Wanderers
  Use highest attribute when lying to dock masters and other sharpers
  -
  Operate Cooking
  Stretch 1 meal into 2; use highest attribute for Cooking Knowledge Powers
  -
  Operate Navigation
  Use highest attribute to reading maps and Navigation Knowledge Powers
  -
  Operate Survival
  Use highest attribute to avoid natural dangers and Navigation Knowledge Powers
  -
  Operate Vehicles
  Use highest attribute to increase velocity of vehicles and maneuvers checks
  -
  SUGGESTED EQUIPMENT PACKAGES (full list at end of chapter)
  Dirty Merc
  Retrofit rifle (+1 ATT +3 DMG, Range 6); combat vest (+3 Armor Defense, Speed Rating 3); utility belt (stores a small 
  number of items); 1 day of food; phone; §2
  Sneak Thief
  Basic tool set (picks locks, performs simple mechanical tasks); Combat vest (+3 Armor Defense, Speed Rating 3); Retrofit 
  pistol (Guard, +1 ATT +1 DMG, Range 4); 1 day of food; utility belt (stores a small number of items); crowbar; phone; §8
  Trick Blade
  Lvl 2 expert crafted knife (Counter, +0 ATT +4 DMG); combat vest (+3 Armor Defense, Speed Rating 3); utility belt (stores 
  a small number of items); 1 day of food; phone; §2
  
  30
  30
  THUG
  Attribute Increase: +1 Combat, +1 Toughness
  Attribute Penalty (Mandatory): -1 to any attribute except Combat or Toughness
  Level One Abilities: Death has visited you more times than you can count, yet your innate martial prowess has kept you 
  alive. You gain 1 weapon proficiency and 1 attack skill. You also gain an extra 4 maximum hit points. After character 
  creation, you may purchase new attack skills with 1 less trait point.  
  WEAPON PROFICIENCY SUMMARIES (full description on page 35)
  Name
  Summary
  Requires
  Striking Proficiency
  +1 ATT +2 DMG with melee weapons
  -
  Pistol Proficiency
  +1 ATT with pistols
  -
  Rifle Proficiency
  +1 ATT +1 DMG with rifles
  -
  Shotgun Proficiency
  +1 ATT +1 DMG with shotguns
  -
  ATTACK SKILL SUMMARIES (full description on page 57)
  Name
  Summary
  Requires
  Brawler
  Unarmed attacks deal +1 damage; throw one-handed weapons; disarm targets
  Combat 1, Striking Prof.
  Brutal Strikes
  Sacrifice ATT for extra DMG with two-handed striking weapons
  Combat 1, Striking Prof.
  Deft Grip
  Draw Striking weapons instantly; +1 ATT with two-handed weapons
  Combat 1
  Duelist
  +1 AP & extra DMG if using one-handed weapon & no shield
  Combat 1
  Sharp Shooter
  Ignore 2 points of cover when you gain advantage for ATT bonus
  Combat 1, Pistol/Rifle Prof.
  Shoot the Vitals
  Get extra DMG with rifles
  Combat 1, Rifle Prof.
  Swinging Shot
  Treat shotguns as Guard Attack weapons; extra DMG
  Combat 1 Shotgun Prof.
  Two-Fisted Fighting
  Sacrifice ATT for extra an attacks with a second weapon
  Combat 1
  Wrestler
  Bonuses to takedowns, deal damage during takedowns
  Combat 1
  SUGGESTED NATURAL TALENT SUMMARIES  (full description on page 67)
  Name
  Summary
  Requires
  Influence Fear
  Use highest attribute when trying to intimidate others
  -
  Influence Personnel
  Use highest attribute when lying to security/employees
  -
  Influence Thieves
  Use highest attribute when lying to pirates and gangsters
  -
  Influence Wanderers
  Use highest attribute when lying to dock masters and other sharpers
  -
  Operate Cooking
  Stretch 1 meal into 2; use highest attribute for Cooking Knowledge Powers
  -
  Operate Navigation
  Use highest attribute to reading maps and Navigation Knowledge Powers
  -
  Operate Survival
  Use highest attribute to avoid natural dangers and Navigation Knowledge Powers
  -
  Operate Vehicles
  Use highest attribute to increase velocity of vehicles and maneuvers checks
  -
  SUGGESTED EQUIPMENT PACKAGES (full list at end of chapter)
  Alley Carver
  Lvl 2 expert crafted sword (Guard, +0 ATT +6 DMG); reinforced clothing (+2 Armor Defense, Speed Rating 4)
  Dirty Merc
  Retrofit rifle (+1 ATT +3 DMG, Range 6); combat vest (+3 Armor Defense, Speed Rating 3); utility belt (stores a small 
  number of items); 1 day of food; phone; §2
  Gunslinger
  Two lvl 1 expert crafted fossil pistols (Guard, +0 ATT +2 DMG, Range 3); reinforced clothing (+2 Armor Defense, Speed 
  Rating 4); utility belt (stores a small number of items); 1 day of food; phone; §8
  Street Blaster
  Fossil shotgun (+2 ATT +0 DMG, Range 2); combat vest (+3 Armor Defense, Speed Rating 3); utility belt (stores a small 
  number of items); 1 day of food; phone; §2
  Trick Blade
  Lvl 2 expert crafted knife (Counter, +0 ATT +4 DMG); combat vest (+3 Armor Defense, Speed Rating 3); utility belt (stores 
  a small number of items); 1 day of food; phone; §2
  
  31
  31
  FINAL DETAILS
  1. 
  Write “2” in your Resolve pool, and “0” in your Cynicism score. These are the standard starting  
  totals for sharpers.
  2. Fill out all your defenses. Just to the right of your attributes are Toughness defense, armor defense, and below 
  those is Nerve defense. Toughness defense is your Toughness + 5. Armor defense equals your Toughness + 5 + 
  bonus from any armor worn. Nerve defense equals Nerve +5.
  3. Fill in the detail on the armor you are wearing. Make sure to note the armor’s max speed rating. This is the 
  highest your Speed can be while the armor is worn. If this lowers your Speed, write the new number in dotted 
  square to the right of Speed
  4. Calculate your action points. Below all your attributes is your action points. These are equal to your one half your 
  Speed + 3 (rounded down).
  5. Calculate the ATT (Attack bonus) and DMG (Damage bonus) for any weapons you are carrying. This work-
  space is to the right of your Hit Point Tracker. The ATT of the weapon equals your Combat + weapon ATT. The DMG 
  is equal to your Combat + weapon DMG. Fill in the attack speed and range of the weapon as well.
  6. Check a box for every weapon proficiency acquired by your character. These boxes are just below your weap-
  ons workspace. Make sure to include these bonuses in your weapon entries.
  7. 
  Write down all your possessions and their location on your body or ship. This is the box to the right of psychic 
  powers. Make sure to mark how much money you have (in lurans), as well as how many days of food you have. 
  These have a dedicated space at the bottom of the possessions box.
  8. Write a short draft of your origin story. The bottom left of the second sheet is a place to put any relevant details 
  from your character origin story.
  9. Keep track of Trait Points (TP). These let you know when you level up, and are used to purchase new abilities.
  EQUIPMENT PACKAGES
  Below is the full list of pre-chosen equipment packages. 
  If you want to equip your character on your own, you 
  have §200 to spend.
  Alley Carver
  Lvl 2 expert crafted sword (Guard, +0 ATT +6 DMG); 
  reinforced clothing (+2 Armor Defense, Speed Rating 4)
  Dirty Merc
  Retrofit rifle (+1 ATT +3 DMG, Range 6); combat vest (+3 
  Armor Defense, Speed Rating 3); utility belt (stores a 
  small number of items); 1 day of food; phone; §2
  Chop Doc
  Trauma kit (§32 of medical supplies, can heal HP); extra 
  medical supplies (§28 worth); combat vest (+3 Armor  
  Defense, Speed Rating 3); fossil pistol (Guard, +0 ATT +1 
  DMG, Range 3); 2 days of food; backpack (stores your 
  goods); phone; §13
  Gunslinger
  Two lvl 1 expert crafted fossil pistols (Guard, +0 ATT +2 
  DMG, Range 3); reinforced clothing (+2 Armor Defense, 
  Speed Rating 4); utility belt (stores a small number of 
  items); 1 day of food; phone; §8
  Gutter Psych
  Retrofit pistol (Guard, +1 ATT +1 DMG, Range 4); combat 
  vest (+3 Armor Defense, Speed Rating 3); 7 doses of 
  Illuminix; phone; §21
  Hacker
  Basic tool set (picks locks, performs simple mechanical 
  tasks); mobile hack deck (manipulates computers, cracks 
  networks); reinforced clothing (+2 Armor Defense, Speed 
  Rating 4); fossil pistol (Guard, +0 ATT +1 DMG, Range 3);  
  1 day of food; backpack (stores your goods); phone; §6
  Sneak Thief
  Basic tool set (picks locks, performs simple mechanical 
  tasks); combat vest (+3 Armor Defense, Speed Rating 3); 
  Retrofit pistol (Guard, +1 ATT +1 DMG, Range 4); 1 day 
  of food; utility belt (stores a small number of items); 
  crowbar; phone; §8
  Street Blaster
  Fossil shotgun (+2 ATT +0 DMG, Range 2); combat vest 
  (+3 Armor Defense, Speed Rating 3); utility belt (stores a 
  small number of items); 1 day of food; phone; §2
  Trick Blade
  Lvl 2 expert crafted knife (Counter, +0 ATT +4 DMG); 
  combat vest (+3 Armor Defense, Speed Rating 3); utility 
  belt (stores a small number of items); 1 day of food; 
  phone; §2
  NATURAL TALENT TRAITS
  Every sharper begins with 1 natural talent trait. This talent represents your characters skill at overcoming adversity - regard-
  less of attributes. Select one that fits well with your character’s origin story, found on page 67.
  
  32
  32
  CHARACTER ADVANCEMENT
  At the end of each mission, characters receive trait points (TP) based on how risky the mission was. These points cannot 
  be used to increase your attributes, but are used to purchase character traits. Traits can be purchased between game 
  sessions, regardless of whether your character has leveled up or not.
  Characters typically receive payment or loot for successful missions. Equipment possessed by a sharper only resells 
  for one-quarter the asking price. Listed values may be adjusted at the GM’s discretion.
  LEVELING UP
  Sharpers begin at 1st level, and may reach no higher than 11th level. Upon leveling:
  •	
  Increase your character’s max HP by the HP/Level amount listed on your character sheet.
  •	
  Add +1 to any attribute of your choice. You man only level up the same attribute 5 times. Checkboxes are provided on 
  your character sheet next to each attribute to help keep track.
  •	
  When you reach 4th or 7th level, you may select from a new tier of character traits.
  •	
  When you reach 11th level, your character no longer earns trait points.
  Sharpers level by accruing trait points over several missions. Note:
  •	
  Every 4th trait point raises your character level by 1. 
  •	
  A character need not spend, nor pool unspent trait points to level. For example, a 3rd level Brainiac has amassed 8 
  trait points over her career, spent 4 on knowledge focuses, and has 4 trait points to spend. 
  •	
  Monitor the trait points you earn on the Level-Up Tracker of your character sheet.
  REPLACING DEAD CHARACTERS
  Sometimes a sharper’s luck runs out. If your character 
  dies and cannot be resuscitated, you may replace them 
  with a character of equal level. Think of a good reason 
  this sharper would suddenly join the team; perhaps to 
  seek revenge for the previous character’s death? See 
  notes below for building and equipping characters 
  beyond 1st level.
  MAKING HIGH-LEVEL CHARACTERS
  Whether replacing a wasted sharper or starting a new 
  game with more experience, you may need to build a 
  character starting beyond 1st level. Follow this process:
  1. 
  Build a 1st level character as normal. This  
  includes all steps except choosing equipment.
  2. Set your Resolve to 2 and Cynicism to any 
  amount desired. You decide how hardened this 
  sharper is.
  3. Begin advancing your character, one level at a 
  time. For example, when going from 1st to 2nd level, 
  give your character 4 trait points and follow the 
  “Leveling Up” process described above.
  4. Before advancing to the next level, you must 
  spend at least 2 trait points. To continue the 
  example, when going from 2nd to 3rd level, you must 
  spend at least 2 trait points on a Weapon Proficiency, 
  General Trait, or some other ability you meet require-
  ments for. Remaining points may be spent later.
  5. After your character is at the desired level, use 
  the following chart to determine how many 
  lurans you start with. Note that replacement 
  characters receive half the lurans of new ones.  
  This is to prevent an automatic injection of wealth to 
  a sharper crew whenever someone dies.
  Level
  New Character 
  Starting Lurans
  Replacement  
  Character Lurans
  2
  §250
  §200
  3
  §400
  §200
  4
  §600
  §300
  5
  §1,000
  §500
  6
  §1,800
  §900
  7
  §3,100
  §1,550
  8
  §4,900
  §2,450
  9
  §7,100
  §3,550
  10
  §9,800
  §4,900
  11
  §13,000
  §6,500
  Save some money for your ship!
  When building a new sharper crew at high levels, 
  don’t spend all your lurans on personal equipment. 
  You and your fellow players should set aside some 
  funds to purchase upgrades for your spaceship.
  
  33
  33
  
  34
  34
  CHAPTER 3: 
  WEAPONS & 
  ARMOR
  
  35
  35
  STRIKING CLASS WEAPONS
  Weapon Proficiency Bonus: All striking weapon bonuses are increased +1 ATT and +2 DMG
  Name
  ATT/DMG
  Ability
  Hands
  Type
  Range
  Increment
  Price
  Fist
  +0 ATT –3 DMG
  -
  0
  Striking
  -
  -
  Knife
  +0 ATT +2 DMG
  Counter
  1
  Striking
  -
  §15
  Club
  +0 ATT +1 DMG
  -
  1
  Striking
  -
  -
  Sword
  +0 ATT +4 DMG
  Guard
  2 (1)
  Striking
  -
  §60
  Rip Sword
  +1 ATT +5 DMG
  Guard
  2
  Striking
  -
  §140
  Plasma Knife
  +2 ATT +2 DMG
  Counter
  1
  Striking
  -
  §200
  Plasma Sword
  +2 ATT +5 DMG
  Guard
  2 (1)
  Striking
  -
  §400
  Burst Glove
  +1 /+3 ATT +4 DMG
  Counter
  1
  Striking
  -
  §800
  Boost Fist
  +2 ATT +6 DMG
  -
  1
  Striking
  -
  §900
  Power Glaive
  +3 ATT +9 DMG
  Guard
  2
  Striking
  -
  §1400
  Fist: Your fists are only effective weapons if you are trained in 
  the striking weapon class. In which case, your fists benefit from 
  proficiency bonus. You may not enhance your fists with weapon 
  customizations.
  Knife: Any small blade. Gain +4 Speed on checks to conceal a 
  knife. 
  Club: Any blunt object may be considered a club.
  Sword: All varieties of heavy blades are considered swords. 
  They may be wielded one-handed, but incur a -1 penalty to attack 
  rolls when used this way.
  Rip Sword: Heavy blade weapons with moving saw-teeth or 
  vibro-enhancements are considered rip swords. Because of the 
  heavy machinery built into these weapons, they are impossible 
  for any sharper to wield one-handed.
  Plasma Knife: A plasma knife is any small weapon retro-fitted 
  with a super-heated edge or a controlled energy beam. 
  Plasma Sword: Plasma swords are heavy weapons with 
  super-heated edges. A plasma sword may be used one-handed 
  with a -2 penalty to attack rolls.
  Shock Glove: Small weapons that deliver intense bursts of 
  electricity at close range usually come in a glove or gauntlet form. 
  Shock gloves grant +2 to attack rolls against robots and targets 
  with rigged bodies.
  Boost Fist: There are many high-tech bludgeoning weapons, 
  but the smaller, commercial models use repulsion fields to 
  accelerate the forward thrust of a cestus/glove. 
  Power Glaive: Any large, military-grade weapon that uses 
  acceleration technologies like the boost fist is considered a 
  power glaive.
  WEAPON RULES
  The Galaxy is a dangerous place. Keep the following in 
  mind:
  •	
  Hands: Without special upgrades, your character 
  cannot wield more than 2 objects at the same time.
  •	
  No Ammo: Many weapons rely on expendable car-
  tridges and bullets, but ammunition is cheap as free 
  and easily replenished.
  •	
  Weapon Proficiency Bonuses: Some weapons 
  apply special bonuses to ATT (attacks) and DMG 
  (damage) once purchased with 2 trait points.
  •	
  Guard: Weapons with the guard ability grant 1 free 
  attack per round when an target enters a square 
  adjacent to you.
  •	
  Counter: Weapons with the counter ability grant 1 
  free attack per round after you are hit by an adjacent 
  attack.
  •	
  Range Increments: Weapons represent range incre-
  ments with grid squares. Attacking an target beyond 
  your weapon’s range increment incurs a cumulative 
  -1 penalty on the attack roll for each additional incre-
  ment needed to reach the target.
  A NOTE ABOUT COMPLEX RULES
  The weapon specific rules, such as the line of site rules 
  for ranged weapons and the scattering rules for explo-
  sives, are included for tactical play. GM’s and gaming 
  groups emphasizing roleplay are welcome to abandon 
  these rules.
  
  36
  36
  RANGED WEAPON TECHNOLOGIES
  Fossil: Any slug-firing weapon using gunpowder, such as an ancient hunting rifle. Fossils accessible by sharpers are 
  cheap replicas — the original weapons are lost to the universe.
  Retro-fits: Upgraded Fossils, or low-quality knock-offs of modern slug weapons.
  Modern Slug: Magnetic flechettes and other modern slug weapons use more advanced ammunition and propulsion 
  methods than gunpowder fossils.
  Beam/Wave: Beam and wave weapons use super-heated light or high-frequency sonic bursts.
  Arc: Delivering harmful static electricity at long range, Arc weapons receive +2 to attack rolls against robots and foes 
  with rigged bodies.
  Hellfire: Hellfire weapons are the highest tech category. They use an intense energy payloads like a controlled 
  antimatter rifle.
  PISTOL CLASS WEAPONS
  Line of Sight Rules: If a bystander is between your weapon and your target, the latter gains +2 cover to armor defense. 
  If you miss your target, but the attack is high enough to hit the bystander, they take damage instead. 
  Full Auto: Pistols and rifles can be upgraded with the full auto customization, granting them increased DMG and a bonus 
  to ranged takedowns.
  Weapon Proficiency Bonus: All pistol bonuses are increased by +1 ATT
  Name
  ATT/DMG
  Ability
  Hands
  Type
  Range
  Increment
  Price
  Fossil
  +0 ATT +1 DMG
  Guard
  1
  Ranged
  3
  §40
  Retro-fit
  +1 ATT +1 DMG
  Guard
  1
  Ranged
  4
  §80
  Modern Slug
  +2 ATT +2 DMG
  Guard
  1
  Ranged
  4
  §140
  Beam Pistol
  +2 ATT +3 DMG
  Guard
  1
  Ranged
  5
  §300
  Arc Pistol
  +2/+4 ATT +3 DMG
  Guard
  1
  Ranged
  4
  §450
  Hellfire Pistol
  +3 ATT +4 DMG
  Guard
  1
  Ranged
  3
  §1300
  
  37
  37
  RIFLE CLASS WEAPONS
  Line of Sight Rules: If a bystander is between your weapon and your target, the latter gains +2 cover to armor defense. 
  If you miss your target, but the attack is high enough to hit the bystander, they take damage instead. 
  Full Auto: Pistols and rifles can be upgraded with the Full Auto customization, granting them increased DMG and a 
  bonus to ranged takedowns.
  Weapon Proficiency Bonus: All rifle bonuses are increased by +1 ATT and +1 DMG
  Name
  ATT/DMG
  Ability
  Hands
  Type
  Range
  Increment
  Price
  Fossil
  +0 ATT +3 DMG
  -
  2
  Ranged
  6
  §90
  Retro-fit
  +1 ATT +3 DMG
  -
  2
  Ranged
  7
  §110
  Modern Slug
  +2 ATT +4 DMG
  -
  2
  Ranged
  8
  §300
  Beam Rifle
  +3 ATT +5 DMG
  -
  2
  Ranged
  9
  §600
  Arc Rifle
  +3/+5 ATT +6 DMG
  -
  2
  Ranged
  8
  §750
  Hellfire Rifle
  +4 ATT +7 DMG
  -
  2
  Ranged
  8
  §1500
  
  38
  38
  SHOTGUN CLASS WEAPONS
  Line of Sight Rules: If a bystander is between your weapon and your target, the latter gains +2 cover to armor defense. 
  If you miss your target, but the attack is high enough to hit the bystander, they take damage instead.  
  Spread Rules: Whenever you hit a target and the attack roll is high enough to hit adjacent bystanders, they take your 
  total DMG without adding the dice result.
  Weapon Proficiency Bonus: All shotgun bonuses are increased by +1 ATT and +1 DMG
  Name
  ATT/DMG
  Ability
  Hands
  Type
  Range
  Increment
  Price
  Fossil
  +2 ATT +0 DMG
  -
  2
  Ranged
  2
  §110
  Retro-fit
  +3 ATT +0 DMG
  -
  2
  Ranged
  2
  §130
  Modern
  +4 ATT +1 DMG
  -
  2
  Ranged
  2
  §340
  Wave gun
  +5 ATT +1 DMG
  -
  2
  Ranged
  2
  §600
  Arc Spreader
  +5/+7 ATT +2 DMG
  -
  2
  Ranged
  2
  §750
  Hellfire Blaster
  +6 ATT +3 DMG
  -
  2
  Ranged
  2
  §1500
  DEMOLITION CLASS WEAPONS
  Weapon Proficiency Bonus: +4 to scatter checks.
  Demolition class weapons are either planted or thrown at a range. Apply the following:
  •	
  Planting Rules: An explosive with no range increment may only be planted. Choose a location on the corner of  
  a square to place it. This requires an Operation check higher than the difficulty listed in the weapon description, or 
  else the explosive goes off. To detect placed explosives, make an Awareness check higher than the Operation 
  check of the character that planted it.
  •	
  Scattering Rules: Explosives with range increments are thrown and immediately explode upon impact. 
  1. Choose the corner of a square on the battle grid. Count the number of range increments between you 
  and that square to set the action difficulty. 
  2. Make a Combat check. If the value equals or exceeds the difficulty, you strike the square corner you chose. 
  If not, the explosive shifts a number of squares equal to the action difficulty minus the failed Combat check. 
  3. Determine the direction of this shift by rolling the d10. Check the results: 
  1-2: It slides back toward you.
  3-4: It slides away from you.
  5-7: It slides to your right.
  8-10: It slides to your left. 
  •	
  When it explodes: The character who armed the explosive makes an attack roll against each friend and foe caught 
  in the blast. Thrown explosives require a typical attack roll, applying the Combat bonuses of the grenadier. Prepared 
  explosives ONLY use the weapon’s ATT and DMG with no bonuses from the planter.
  
  39
  39
  Name
  ATT/DMG
  Ability
  Hands
  Type
  Range
  Increment**
  Price***
  Frag grenade
  +3 ATT +3 DMG
  -
  1
  Explosive
  1
  §60
  IF grenade
  +6 ATT +5 DMG
  -
  1
  Explosive
  1
  §100
  Trip Mine*
  +10 ATT +12 DMG
  -
  2
  Explosive
  Cannot be 
  thrown
  §120
  Stun Grenade
  -
  -
  1
  Explosive
  1
  §40
  Obliterator
  +8 ATT +6 DMG
  -
  2
  Explosive
  2
  §600
  Structural Charge*
  +14/+19 ATT +18 
  DMG
  -
  2
  Explosive
  Cannot be 
  thrown
  §800
  Hellfire Grenade
  +10 ATT +8 DMG
  -
  1
  Explosive
  1
  §900
  *Only apply the listed attack and damage bonuses against anyone caught in the blast of mines and charges. Do not use the Combat 
  attribute of the character that placed them. Make individual rolls against each target.
  **The range increment of ranged demolition class weapons apply only for the purpose of determining scattering. It does not have an  
       effect on the Combat check made against each character to damage those trapped in the blast.
  ***The price of all these weapons is for one-time use.
  Frag grenade: Treat any small, thrown explosive as a frag 
  grenade targeting a 4-by-4 square.
  IF Grenade: Thrown explosives using powerful charges 
  within ultra-hard casings count as Intense-Force (IF) 
  grenades. It targets a 4-by-4 square.
  Trip Mine: a medium-sized prepared explosive. An AD 8 
  Operation check is required to place one without setting it 
  off. Trip mines may detonate on a timer, radio trigger, or 
  when tripped by a character entering a the 4-by-4 square 
  centered on the mine. To notice a placed explosive, roll an 
  Awareness check above the Operation  
  check of the preparer.
  Stun Grenade: Any thrown weapon used to cause ex-
  treme sensory overload is considered a stun grenade. 
  Make a Combat check against the Toughness defense of 
  each character caught in the blast. Any character caught 
  within the 4-by-4 square loses their next turn. Stun gre-
  nades cannot affect the same character twice in 1 round.
  Obliterator: any ranged explosive weapons with substa-
  tion payloads, such as a rocket-propelled IF grenade. 
  Obliterators target a 6-by-6 square centered on the  
  chosen corner.
  Structural Charge: prepared explosives far exceeding the 
  power of common trip mines. They gain an extra +5 attack 
  bonus for the purpose of damaging walls and other struc-
  tural elements like turrets. They target a 6-by-6 square 
  centered on the chosen corner. Like mines, charges may 
  detonate on a timer, radio trigger, or when tripped by a 
  character entering a the 4-by-4 square centered on the 
  mine. It requires an AD 16 Operation check to set the 
  charge without causing it to go off. To notice a prepared 
  explosive, a character must roll an Awareness check above 
  the Operation check of the preparer.
  Hellfire Grenade: Hellfire grenades, such as an antimatter 
  grenade, are high-energy payload explosives capable of 
  striking up to 4 squares of targets.
  
  40
  40
  BODY ARMOR
  Body armor grants bonuses to armor defense to resist damage from attacks. A character may only benefit from 1 set of 
  armor at a time. Consider: 
  •	
  Armor Bonus: This number increases your armor defense. 
  •	
  Maximum Speed: Reduce your character’s base Speed to this number as long as he or she is wearing the armor. 
  This affects a character’s AP/turn, Speed checks for stealth, and battle reflex rolls to determine turn order in combat.
  Name
  Armor Bonus
  Maximum 
  Speed
  Price
  Thick Clothing
  +1
  5
  §10
  Reinforced 
  Clothing
  +2
  4
  §40
  Combat Vest
  +3
  3
  §70
  Battle Armor
  +4
  2
  §110
  War Shielding
  +5
  1
  §400
  Ultra-Mesh Cloak
  +6
  1
  §700
  Prodigravus Armor +7
  1
  §2000
  Thick Clothing: A heavy jacket or vacuum-ready suit offers 
  some protection from weapons.
  Reinforced clothing: In the harsh universe of Synthicide, 
  even designer clothes incorporate small armor plates and 
  projectile-resistant fabrics into the apparel. 
  Combat Vest: Includes any form of light ballistic armor. 
  Battle Armor: Battle armor is full-body ballistic armor with 
  added protection such as kneepads and pauldrons.
  War Shielding: Any form of complex body armor using 
  ultra-hard materials and heat-dispersion technology fall 
  within this category.
  Ultra-Mesh Cloaks: Cloaks or body suits constructed with 
  this superior fabric are resistant both to heat and ballistic 
  impact. No more inconspicuous than a trench coat, ultra-
  mesh cloaks are still quite heavy.
  Prodigravus Armor: A relic from the Millennial War, this 
  armor uses a material the Tharnaxist Priests have yet to 
  replicate. Typically found in curio shops, it is occasionally 
  appreciated for its intended purpose by weapons dealers.
  
  41
  41
  SHIELDS
  Like mobile cover, shields may be exploited for a defensive boost: 
  •	
  Cover Bonus: Each shield grants a cover bonus that increases your armor defense against attacks. Use the higher of 
  the two bonuses when granted cover by terrain and cover behind a shield. 
  •	
  Active use: Spend 1 AP any time during your turn to don a shield. Unless activated, you receive no benefit from 
  carrying a shield.
  •	
  Can’t block them all: When you are attacked by several targets in the same round, the GM may decide your shield 
  fails to protect you from every angle. If a disagreement arises, draw a straight line from both attacking targets to your 
  character. If the second line passes through the opposite side of the square, then you can’t defend  
  against both attacks.
  Name
  Cover Bonus
  Hands
  Price
  Riot Shield
  +1
  1
  §20
  Ballistic Shield
  +2
  1
  §50
  Riot Shield: This is a standard arm-slung shield.
  Ballistic Shield: This is an oversized shield originally constructed for industrial and military applications. If you spend 2 
  AP to activate your shield instead of 1, an adjacent ally also gains the +2 cover bonus.
  FORCE BARRIERS
  The ability to scale force fields down to a personal, hand-held device was an important development in the galactic arms 
  race. Though commercial force barriers are not particularly strong, relics of the last war can be found with much more 
  impressive capabilities. Force barriers cast bright flashes of colored light when deflecting incoming attacks, but are 
  otherwise invisible. Barriers are purely defensive and common to social gatherings of any caliber. Consider:
  •	
  You can only wear 1 barrier: It must be installed into your equipped clothing or armor.
  •	
  Barrier HP: When a physical attack overcomes your defenses, it damages your barrier HP instead of you.
  •	
  Recovery: At the start of your turn, your barrier regains HP, up to the maximum, equal to its recovery value.
  •	
  Overload: After a force barrier hits 0 HP, it overloads and quits functioning. Excess damage from any attack  
  that collapses a barrier is inflicted on the wearer.
  •	
  Recharge Rate: A barrier resumes function after recharging for the listed duration.
  Name
  Barrier HP
  Recovery
  Recharge 
  Rate
  Price
  Mark I
  10
  2
  4 hours
  §100
  Mark II
  20
  4
  4 hours
  §200
  Mark III
  30
  6
  3 hours
  §450
  Relic Barrier
  60
  12
  2 hours
  §2000
  Mark I: These barriers are weak, yet relatively cheap. 
  Merchants or criminals with lurans might wear one to 
  protect against ambushes. Weak barriers flash a dull red 
  when struck by an attack.
  Mark II: A little more lurans can buy significantly more 
  protection. Important bodyguards or other well-funded 
  combatants will generally carry a mark II barrier. They flash 
  yellow when struck.
  Mark III: A Mark III force barrier is the most advanced 
  modern technology can produce. Important crime bosses 
  or political figures might own mark III barriers, which flash 
  blue when struck.
  Relic Barrier: Usually reserved for powerful Tharnaxist 
  Priests and their assistants, relic barriers can still be found 
  on ruined core worlds or purchased from smugglers. They 
  create high-quality barriers that are impossible to manufac-
  ture and flash a bright violet when struck.
  
  42
  42
  WEAPON AND ARMOR CUSTOMIZATIONS
  The armor and weapons previously listed are relatively standard-issue. Yet sharpers and their adversaries  
  often modify equipment to accommodate their needs. Customizations do not stack with themselves, but may be upgrad-
  ed. A customization may be applied once per weapon, but can improve upon an existing customization - such as when 
  applying the expert crafting bonus. In those instances, reduce the price adjustment of the new customization by the 
  value of the original.
  Name
  Applied to
  Price 
  Adjustment
  Expert Crafting
  Any weapon
  §30, §100, 
  §350
  Aim Assist
  Any pistol or rifle
  §200, §600,
  §1400
  Endo-Plating
  Any armor
  §200, §600,
  §1400
  Advanced  
  Shrapnel
  Any explosives
  §60, §200, 
  §700
  Full Auto
  Any pistol or rifle
  §100
  Miniaturized
  Any weapon
  Full base 
  price
  Lighter Materials
  Any armor
  Full base 
  price
  Bio-Mal
  Any weapon
  §100, §300, 
  §1000
  Ion Corona
  Any weapon
  §100, §300, 
  §1000
  Extended Range
  Standard Rifles (not 
  full auto)
  Half of base 
  price
  Reaching Weapon
  Any two-handed 
  striking weapon
  §70
  Psychic Conduit
  Any weapon but 
  explosives
  §200
  Psychic Insulator
  Any armor
  §350
  Micro-edge 
  Weaponry
  Any striking weapon
  §100
  Expert Crafting: Nanite-assisted fabrication can achieve 
  a level of crafting precision and material strength other-
  wise impossible. Depending on your purchase, expert 
  crafting may raise a weapon’s bonuses by +1 DMG, +2 
  DMG, or +3 DMG.
  Aim Assist:  Sensors, servos, and a small computer are 
  fitted to the weapon to help inexperienced shooters. 
  Depending on the grade of purchase, you may calculate 
  your weapon’s ATT bonus as if your Combat is 1, 2, or 3. 
  This effect is not additive. You must choose the weap-
  on’s Combat bonus or your own, not both.
  Endo-Plating:  The armor is lined with reactive, self-
  healing materials to absorb incoming attacks. Depending 
  on the grade of purchase, you may calculate your armor 
  defense as if your Toughness is 1, 2, or 3. This effect is 
  not additive. You must choose the armor’s Toughness 
  bonus or your own, not both.
  Advanced Shrapnel: Off-the-shelf explosives may be 
  rigged to more devastating effect. Depending on the 
  grade of purchase, increase the weapon’s ATT bonus by 
  +1, +2, or +3. This can be combined with expert crafting 
  for even deadlier explosives.
  Full Auto: This upgrade increases the firing rate of a gun. 
  Penalize ATT by -1, but add +2 DMG. When you use the 
  weapon to make a ranged takedown attempt against a 
  target within 10 squares, use your Combat vs. the 
  target’s Speed to check for success, and may choose to 
  take a 5 on the die instead of rolling.
  Miniaturized: Add +4 to Speed checks made to  
  conceal a miniaturized weapon, and reduce the number 
  of hands required to wield the weapon by 1. A weapon 
  that is already one-handed when miniaturized instead 
  gains +8 to Speed checks for concealment, but remains 
  one-handed. Small weapons, with destructive power 
  comparable to their heavier kin, are challenging for an 
  engineer to produce. The price adjustment of this 
  customization is equal to the price of any weapon  
  it’s applied to.
  Lighter Materials: This adds 2 to the maximum speed 
  rating of any armor. Since the armor is an alloy of uncom-
  mon elements, the price adjustment of this customiza-
  tion is equal to the price of any armor it’s applied to.
  Bio-Mal: Toxins and radiation poisoning has extremely 
  adverse effects on the body. The 3 possible levels add +1 
  DMG, +2 DMG, or +3 DMG to attacks against organics 
  and cyborgs. A weapon cannot benefit from both  
  Bio-Mal and Ion Corona.
  
  43
  43
  Ion Corona: These weapons emit disruptive energies 
  harmful to robots and force barriers. Add +2 DMG, +4 
  DMG, or +6 DMG to attacks against Synthetics, and 
  active force and psychic barriers. A weapon may not be 
  customized with both Bio-Mal and Ion Corona.
  Extended Range: This upgrade doubles the range-incre-
  ment of a rifle. The scopes, sensors, and stabilizers are 
  expensive; the price adjustment of this customization 
  equals half the price of any weapon it’s applied to.
  Reaching Weapon: Weapons with this upgrade are 
  fitted with a telescoping hilt. This enables the wielder to 
  attack foes from 2 squares away, potentially cancelling 
  guard attacks. When attacking this way, the wielder 
  suffers -2 ATT. A reaching weapon cannot  
  be miniaturized.
  Psychic Conduit: This upgrade uses special  
  polymer films or unique crystal structures that are 
  sensitive to vibrations and electromagnetic fields. When-
  ever activating the psychic power Mind Blast, the wielder 
  may funnel the psychic energy through the upgraded 
  weapon. This attunement takes time: mind blast de-
  mands 2 attack actions instead of 1. Add the range 
  increment of the weapon to the effective range of the 
  character’s Mind Blast and add the weapon’s damage 
  bonus on a successful strike.  A striking weapon with the 
  psychic conduit customization may only be wielded 
  against adjacent targets.
  Psychic Insulator: Armors fitted with  
  vibration-resistant nanotubes and non-conductive 
  materials have a tendency to absorb psychic energy.  
  This allows the wearer to add half of the upgraded 
  armor’s bonus to Nerve defense against psychic attacks. 
  Characters wearing this armor are immune to the effects 
  of any psychic conduit weapons used against it, requiring 
  their assailant to make regular weapon attacks or an 
  unaided Mind Blast. Characters who attempt to use 
  psychic powers while wearing a psychic insulator suffer a 
  penalty to their Influence checks equal to half  
  the armor bonus.
  Micro-edge Weaponry: This modifies a striking weapon 
  with finely focused points to slip through armor more 
  easily. Gain a +1 attack bonus with this weapon.
  
  44
  44
  CHAPTER 4:
  EQUIPMENT, 
  GOODS, & 
  IMPLANTS
  
  45
  45
  Tape: Any industrial strength adhesive tape falls into  
  this category.
  Flashlight: Illuminate up to 20 feet in a straight line.
  Utility belt: Tool belts, holsters, and other utility belts 
  may store up to 4 hands of weapons in addition to a 
  reasonable number of tools, like a basic tool kit.
  Phone: Affordable communication devices. Includes 
  two-way walky-talkies, simplistic personal computers 
  and satellite phones.
  Crowbar: Just about any heavy, blunt metal instrument 
  is effective at cracking crates open and forcing doors.
  Rope: Any common binding material. Rope is easy to cut 
  with simple sharp tools and typically comes in a  
  roll of 50 feet.
  Backpack: Any form of carrying device conveniently 
  strapped to the body. Backpacks carry up to 7 hands of 
  weapons and up to 3 small tool kits. Sharpers must 
  spend 1 AP to put anything into the backpack and an 
  additional 1 AP to take anything out of it (swapping to 
  another weapon takes 2 AP).
  Manacles: Used to bind targets, manacles increase the 
  AD to escape bondage by +3.
  Industrial Lubricant: Includes mineral oil or any other 
  slick substance measured in gallons.
  Grappling Hook: Sharpers use these to climb  
  sheer surfaces.
  Metal Cable: This version of rope is extremely difficult 
  to cut without the proper tools, but it supports much 
  more weight. Cables are typically cut to lengths of 100ft.
  Oxygen Tank: Each tank supplies 5 hours worth of 
  breathable air. Essential for organic exploration of space, 
  oceans, and almost every planet in the universe.
  Smart Belt: Using magnetism to fasten equipment, char-
  acters may draw or stow 1 item from a smart belt each 
  turn without spending AP. Up to 4 hands of weapons or 4 
  common tool kits may be attached to a belt.
  GENERAL EQUIPMENT
  Name
  Price 
  Tape
  §2
  Flashlight
  §2
  Utility Belt
  §3
  Phone
  §4
  Crowbar
  §4
  Rope
  §4
  Backpack
  §5
  Manacles
  §10
  Industrial Lubricant
  §10
  Grappling Hook
  §20
  Metal Cable
  §50
  Name
  Price 
  Oxygen Tank
  §50
  Smart Belt
  §70
  Sticky Rope
  §70
  Night Vision Goggles
  §50
  Infrared Goggles
  §70
  Binoculars
  §30
  Spy Cam
  §80
  Listening Device
  §60
  Bug Detector
  §100
  Bomb Detector
  §140
  EQUIPMENT RULES
  Sharpers rely on equipment to see them through adventures – from crowbars and rope to hack-decks and  
  combat-stims. Equipment doesn’t always add a bonus to attribute checks, but may allow your character to take the 
  action without obstruction. For instance, it would be impossible to remotely hack a computer without an interface,  
  such as a mobile hack-deck. Yet a hacker terminal is an extremely powerful computer designed for remote hacking. 
  Unlike the mobile hack-deck, the terminal adds a bonus to Operation checks made while using it.
  Game groups should “play it by ear” when using items without detailed rules, such as industrial lubricant, ropes or 
  phones. Decide with your GM what sort of limits and effects these have on the game.
  
  46
  46
  TOOL SETS
  Name
  Price 
  Basic Tool Set
  §30
  Cooking Supplies
  §20
  Crafting Set
  §80
  Advanced Tool Set
  §120
  Crafting Components
  Varies
  Synthetic Components
  Varies
  Mobile Hack Deck
  §40
  Hacker Terminal
  §150
  Ship Repair Kit
  §700
  Trauma Kit
  §40
  Medical Supplies
  §4/per check
  Infirmary
  §120
  Basic Tool Set: Easily transported and used for common 
  repairs and the disabling of traps and locks.
  Cooking Utensils: A self-contained set of pots, pans 
  and a portable thermal stove. Since most spaceships 
  house a kitchen, these tools are only necessary for  
  cooking in the field.
  Crafting Set: An elaborate tool set for assembling 
  components, such as weapon customizations. It takes up 
  most of a small room.
  Advanced Tool Set: High-tech weapons, such as a 
  hellfire rifle or a beam pistol require access to both a 
  crafting set and an advanced tool set. Like a crafting set, 
  these tools take up most of a small room, but may share 
  the same space.
  Crafting Components: Some characters have the ability 
  to craft items. Each one specifies what type of material 
  is needed and what value of the materials must be spent 
  to craft an item. For example, crafting cybernetic im-
  plants requires cybernetic supplies of a value equal to 
  half the item you are trying to create.
  Synthetic Components: May be used in place of other 
  components for any application, from crafting weapons 
  to repairing Synthetics. Component costs per use are 
  listed under any crafting power.
  Mobile Hack Deck: This small computer may access 
  wireless networks and interface with electronics. Effec-
  tive at bypassing digital security, hack decks are small 
  enough to fit in a pocket.
  Hacker Terminal: This computer is rather large and 
  needs to be connected to a ship power supply or some 
  other energy source. It aids the remote accessibility of 
  sensitive systems, adding +3 to Computer Operation 
  checks.
  Ship Repair Kit: A large set of tools carried aboard a 
  ship. Use it to make repairs to your own ship after any 
  close calls, or emergency repairs on the fly.
  Trauma Kit: This is good for field surgery to treat minor 
  injuries. It’s large enough to fill half of a backpack and 
  comes fully stocked with its maximum load of §32 worth 
  of medical supplies.
  Medical Supplies: Modern medicine treats injury  
  with healing accelerant, wound sealant and artificial 
  adrenaline. Any medicine Operation check to restore  
  HP or counteract ailments consumes §4 of supplies. 
  Resuscitating a dead character consumes §400 worth  
  of supplies.
  Infirmary: Demanding a whole room, infirmaries can 
  handle more extreme medical emergencies - even 
  reviving organic and enhanced characters from death. An 
  infirmary comes fully stocked with its maximum capacity 
  of §100 worth of medical supplies.
  Sticky Rope: The ends of a sticky rope are doused in a 
  special adhesive that molecularly bonds to any surface. 
  Add +3 to Combat checks made to successfully attach it 
  to a surface - even a ceiling or solid wall.
  Night Vision Goggles: Allows the user to see in com-
  plete darkness, but not in color.
  Infrared Goggles: The wearer may see in “heat vision.” 
  Infrared goggles grant +2 to Awareness checks made to 
  detect body heat and anything of comparable  
  temperature.
  Binoculars: Gain up to 100x magnification on  
  far away objects.
  Spy Cam: Transmits video recordings to a receiver up to 
  4 miles away. Easily hidden within a room or satchel, spy 
  cams transmit flat video with a 90º field of view. 
  Listening Device: This item transmits sound from a 
  high-sensitivity frequency analyzer to a receiver  
  within 4 miles.
  Bug Detector: Radio frequency detectors are often 
  repurposed to locate surveillance equipment. Adds +4 to 
  Awareness checks made to search for spy cams or 
  listening devices.
  Bomb Detector: Used to locate explosives, bomb 
  detectors adds +4 to any checks made to search for trip 
  mines or structural charges.
  
  47
  47
  GOODS AND SERVICES
  Name
  Price 
  Basic Meal
  §5
  Nice Meal
  §15
  Extravagant Meal
  §55
  Groceries
  §30
  Basic Entertainment
  §10
  Nice Entertainment
  §70
  Extravagant Entertainment
  §150
  Basic Clothes
  -
  Nice Clothes
  §50
  Expensive Clothes
  §150
  Basic Medicine
  §15/level
  Moderate Medicine
  §30/level
  Advanced Medicine
  §60/level
  Groundcar cab fare (within city)
  §15/passen-
  ger
  Skycar cab fare (within city)
  §30/passen-
  ger
  Skycar cab fare (any destination)
  §100/
  passenger
  Basic Meal: Fast, affordable food for 1 person. Literally 
  processed gruel.
  Nice Meal: Any mid-priced, sit-down restaurant falls into 
  this category. Might include vegetables.
  Extravagant meal: A sharper would dress nicely to 
  make an impression at a high-end restaurant like this. 
  The food may be off-world or even organic, and may 
  include meat.
  Groceries: One week per individual. Home cooking is 
  very cost-effective; most modern groceries are pro-
  cessed pastes and starches, and keep for extremely long 
  periods of time.
  Basic Entertainment: Includes a few drinks at a cheap 
  bar or a ticket to a flick.
  Nice Entertainment: Concert tickets, gambling binges, 
  and club outings all fall into this category.
  Extravagant Entertainment: Backstage passes to an 
  interplanetary pop-concert, a spa treatment, or more 
  worldly, epicurean pleasures.
  Basic Clothes: Simple and functional clothes are easy to 
  come by and do nothing to raise the social capital of a 
  sharper.
  Nice Clothes: Make it easier to access more exclusive 
  social circles. Nice clothes are made of fabrics that 
  reflect dirt and stains, and they are tailored to be more 
  fitting.
  Expensive Clothes: While bright colors are not in vogue, 
  complex and garish patterns, as well as wild cuts and 
  unnecessary flowing fabric are considered fashionable. 
  Expensive clothes are almost impervious to stains and 
  odor.
  Basic Medicine: Treatment graduates in price based on 
  the level of the character. The more renowned and 
  wealthy a someone is, the more a medical facility will 
  gouge them for money. Each application restores half of 
  a living character’s hit points, not exceeding their maxi-
  mum HP. Basic medicine also alleviates minor illnesses 
  and basic poisons.
  Moderate Medicine: Each treatment restores all of a 
  living character’s hit points, not exceeding their maxi-
  mum hit points. It may also alleviate moderate illnesses 
  and potent poisons.
  Advanced Medicine: Treats serious illnesses and acute 
  poisons. Advanced medicine can resuscitate a dead 
  sharper to maximum hit points. The character must not 
  have died a number of days ago greater than their level, 
  and their remains must be mostly intact. They must also 
  spend 1 Resolve point. 
  Cab Fare: Cab fare depends on vehicle and destination. 
  Players tempted to rob a cab driver should keep in mind 
  most of them are protected by gangs and corporations, 
  and their vehicles typically live-stream camera footage to 
  a central security station.
  
  48
  48
  Name
  Price 
  Illuminix
  §5
  7-lights
  §25
  Feast Pills (10)
  §5/Food
  Cheap Documents
  §10
  Nice Documents
  §50
  Perfect Documents
  §500
  Record Expunge
  §1000
  Re-deco
  §200
  Illuminix: Psychic powers were not  spontaneously 
  developed in mankind. Instead, they are the horrific 
  consequence of mind-altering, brain-enhancing chemical 
  research. Any character gifted/cursed with psychic 
  power, must consume 1 dose of Illuminix each day or 
  suffer a -2 penalty to all attributes until their next dose. 
  Illuminix possession is a petty crime the Church often 
  abuses to escalate investigations and interrogations.
  7-lights: Many dealers exploit the Illuminix by offer bulk 
  rates, enabling a user to purchase 7 doses for only the 
  price of 5.
  Cheap Documents: Cheap documents may be a  
  cargo manifest, ship license, or identity file – anything 
  can be faked by the right guy. This set requires an 
  attribute check, Operation AD 12, to recognize it as fake. 
  Possession of fake documents is a moderate charge and 
  usually comes with a fine of triple the forgery’s asking 
  price. Fake documents are often used to hide more 
  serious crimes, which will carry their own consequences 
  when discovered.
  Nice Documents: A skilled forger is needed to make 
  these. Inspectors must overcome an Operation AD 15 to 
  recognize it as fake.
  Perfect Documents: These documents seem more 
  legitimate than the originals. One must overcome an 
  Operation AD 21 to recognize it as a fake.
  Record Expunge: Fake documents aren’t useful if other 
  records conflict with them. A record expunge can rewrite 
  the entire public file on a person or documented event. 
  Physical or private copies of information remain in 
  existence and are challenging to track down. Purchasing 
  or performing an expunge is illegal and often results in 
  extended jail time in labor camps.
  Re-deco: The most reliable way to avoid detection is 
  with a new face. Simple cosmetic surgery is legal, but 
  any obvious attempt to alter or obscure your identity 
  from the Church is a severe offense, with conviction 
  resulting in a §400 fine and your altered appearance 
  updated in your public file.
  ILLEGAL GOODS AND SERVICES
  The following table of goods and services are illegal in any world with a strong Church influence. While Priests and enforc-
  ers generally don’t investigate consumption of the following, producers and distributors are sentenced with cruel and un-
  usual punishments - many worse than death. 
  
  49
  49
  DRUGS & POISONS
  The Tharnaxist regime categorizes drugs into 3 groups:
  Basic Substances are uncontrolled and may be freely sold and purchased.
  Potent Substances are dangerous materials only carried by Tharnaxist officials. Possession results in high fines and 
  limited incarceration. 
  Acute Substances are remarkably illegal. Possession of an acute substance often results in life sentencing and death.
  Ingested drugs may be mixed into food or drink. 
  Injected drugs are administered by syringe or poured onto an open wound. Attacking with a syringe may call for an 
  opposed Speed check or Combat check.
  A sharper who ingests poison must succeed in a Toughness check against the Action Difficulty on the table below to 
  overcome its effect. The AD is also used for Operation checks to eliminate the symptoms, so long as the character is 
  specialized in the Medicine knowledge focus. Unless noted, drugs and poisons don’t affect Synthetics.
  Multiple doses of the same poison have additive effects. For example, a victim could receive -8 Awareness from 2 
  doses of Quicksilver. The victim rolls Toughness separately for each dose.
  If a poison victim ever has -5 or worse in an attribute, the GM can decide the victim falls unconscious or dies instantly.
  All drugs last for a duration, or the amount of time the symptoms affect a sharper. If you need to convert minutes to 
  rounds, a round of battle is roughly 10 seconds. 
  Finally, all drugs have a price. The value of lurans listed here allows purchase of a single usable dose of poison.
  Name
  Category
  Introduction
  AD
  Duration
  Price
  Feast Pills (10)
  Basic Drug
  Ingested
  –
  48 hours
  §5 worth 
  of food
  Neuro-Spike
  Basic Poison
  Ingested
  5
  1d10 minutes
  §30
  Amp
  Basic Drug
  Injected
  –
  1d10 minutes
  §30
  Rapid
  Basic Drug
  Ingested
  –
  1d10 minutes
  §80
  Antidote U
  Basic Drug
  Ingested
  –
  1d10 hours
  §60
  Slow Fever
  Basic Poison
  Injected
  7
  1d10 minutes
  §30
  Ion Stun*
  Basic Poison
  Injected
  9
  1d10 rounds
  §30
  Quicksilver
  Basic Poison
  Injected
  9
  1d10 minutes
  §60
  Cyoptic Blinder
  Basic Poison
  Injected
  11
  1d10 minutes
  §60
  Illuminix
  Potent Drug
  Either
  –
  24 hours
  §5
  R-boost
  Potent Drug
  Injected
  –
  1d10 rounds
  §80
  N+
  Potent Drug
  Ingested
  –
  1d10 minutes
  §120
  Focus
  Potent Drug
  Ingested
  –
  1d10 minutes
  §120
  Core Rot
  Potent Poison
  Ingested
  12
  Until cured
  §200
  Irradiated Saline
  Potent Poison
  Injected
  14
  1d10 minutes
  §300
  Cynapse Interceptors†
  Potent Poison
  Injected
  16
  1d10 rounds
  §300
  Kamikaze
  Potent Drug/Poison
  Ingested
  16
  1d10 rounds
  §600
  Muto Acid
  Acute Poison
  Either
  16
  Until cured
  §1000
  Tech Eater†
  Acute Poison
  Injected
  16
  Until cured
  §1000
  * Affects Synthetics and rigged characters, but not full organics.
  † Affects only Synthetics.
  
  50
  50
  Feast Pill: Pan Traders exchange feast pills for 1 meal of 
  food. The listing price assumes 10 pills. For 24 hours, the 
  consumer experiences no appetite and suffers no  
  penalty for starvation. Feast pills do not prevent starva-
  tion and consumables other than feast pills are rejected 
  until 48 hours after the effects wear off.
  Neuro-Spike: This poison attacks the victim’s senses 
  and reasoning, resulting in -3 Awareness and -3 Nerve.
  Amp: Helps people resist damage,  restoring the user 20 
  HP. When the duration ends, however, the user receives 
  20 damage.
  Rapid: Instantly increases reaction speeds. The user 
  gains +2 battle reflex. However, when the duration ends, 
  the user loses both this effect and takes 10 damage.
  Antidote U: Instantly grants the user +2 to Toughness 
  checks to resist poison and disease. When the duration 
  ends, the bonus is lost.
  Slow Fever: Raises a high fever and weakens  
  the muscles quickly, resulting in -3 Combat and  
  -3 Toughness.
  Ion Stun: This special, electrically charged polymer 
  confuses and delays artificial nervous systems, resulting 
  in -2 Awareness, -2 Combat, and -2 Speed for robots and 
  rigged bioclasses.
  Quicksilver: A solution of saline and pure mercury that 
  obscures sight and slurs speech, resulting in -4 Aware-
  ness and -3 to Influence.
  Cyoptic Blinder: This poison affects Synthetics. It is a 
  liquid full of nanites that seeks out the optical centers of 
  a robot, resulting in -5 Awareness.
  Illuminix: Allows users to access psychic powers. If you 
  have psychic powers, you are addicted to this drug. 
  When the day ends, you suffer -2 to all attributes and 
  cannot use psychic powers until you take another dose.
  R-Boost: This drug makes you a maniac in battle. It 
  instantly grants +1 Combat and -3 Awareness. When the 
  delay ends, you suffer -2 Combat for another set of 
  rounds equal to the duration.
  N+: Reduces the sensations of fear and guilt. The 
  resulting confidence grants you a +1 to Influence checks 
  in social situations. When the duration ends, you lose the 
  effect and suffer -4 Awareness for another set of rounds 
  equal to the duration.
  Focus: Helps you tune out distractions and access 
  memories. This results in a +1 to Operation checks. 
  When the duration ends, you lose the effect and suffer 
  -4 Speed for another set of rounds equal to the duration.
  Core Rot: This poison attacks internal organs, causing 
  pain and fatigue. This results in -3 Toughness, deals the 
  target 20 damage and deals another 20 damage every 
  hour until it is cured. Counteracting the poison removes 
  the penalty and prevents further damage, but does not 
  undo any damage already done.
  Irradiated Saline: Causes immediate radiation poisoning 
  and weakness, resulting in -5 Combat and -5 Toughness.
  Cynapse Interceptors: This poison affects Synthetics. It 
  is a liquid full of nanites that attempts to shut down a 
  robot’s entire system, resulting in -5 Toughness, -5 
  Combat, and -3 Speed.
  Kamikaze: This is a highly dangerous drug used for 
  suicide missions. Throughout the duration, you heal 10 
  HP every round. When the duration ends, you must 
  overcome a Toughness AD of 16 or lose 100 HP. If this 
  brings you into the negative, you do not die, but any 
  further damage kills you.
  Muto Acid: A very weak variant of the original Prodigra-
  vus retrovirus, temporarily mutating and disfiguring the 
  victim. To determine its effects, roll 1d10. On an even roll, 
  your character is severely deformed, suffering a -4 to 
  Influence checks in social situations. On an odd die result, 
  your character develops a visible handicap, suffering -2 to 
  attack rolls, -2 to Toughness checks and -2 to Influence 
  checks in social situations. The GM determines how the 
  mutation physically manifests – it could be something 
  like fused fingers, pus-covered skin or fused eyelids. 
  Even after a successful Operation check is made to 
  remove the effects of this poison, the mutation persists 
  until the characters next level-up.
  Tech Eater: This poison affects Synthetics. The sub-
  stance is a liquid containing nanites that was developed 
  by enemies of the Church. It is designed to attack a 
  robot’s cybernetic systems and brains. It deals 12 
  damage per round until cured. Counteracting the poison 
  prevents further damage, but does not undo damage 
  already done.
  BODY CYBERNETIC IMPLANTS
  These items permanently raise a character’s base 
  attribute. You may only benefit from 1 of each of the 
  following enhancements. The cost of installation is 
  included in the price of the cybernetic enhancement. 
  Some implants have add-ons. These optional improve-
  ments can only be purchased once and do not occupy an 
  extra slot.
  
  51
  51
  Body Cybernetic Implants
  Name
  Price 
  Bionites
  §80
  Combat Circuits
  §120
  Cyber Eyes
  §80
  Twitch Muscle
  §150
  Storage Compartment
  §70
  Finger Tools
  §120
  Retractable Weapon
  §100
  Respirator
  §80
  Extra Limb
  §100
  Jump Jets
  §200
  Bionites: These nanites live in your blood, promoting a 
  healthy body. They raise Toughness by 1. Add-ons:
  •	
  Enhanced nano-connectors (§240): The Toughness 
  bonus for this implant increases from 1 to 2.
  •	
  Drug storage (§80): When you knowingly consume 
  a drug, you may reserve the effect in your nanites 
  for later use, rather than benefitting immediately. 
  Three drug doses may be stored at a time. You 
  must activate an old dose before storing a new 
  one.
  •	
  Recovery functions (§100): You don’t bleed out 
  when left wounded after a battle. Also, you regain 
  an extra 5 HP per week from natural healing.
  Combat Circuits: Applied to a users skin, this combina-
  tion of hardwired muscle memory and micro-servos raise 
  the user’s Combat by 1. Add-ons:
  •	
  Enhanced protocol (§360): The Combat bonus for 
  this implant increases by 1.
  •	
  Exo-lifts (§100): Additional micro-servos grant  
  you +2 to any Toughness checks involving feats  
  of strength, such as lifting objects, forcing  
  open doors, etc.
  •	
  Burn Protocol (§180): Hormones and overdriven 
  servos create temporary strength, but damage 
  your body. At any time before making a Toughness 
  check, you may burn HP to gain a bonus. For each 
  10 HP you burn, add +1 to the roll.
  Cyber eyes: raise a user’s Awareness by 1 and allows 
  them to see in total darkness. The existing cyber eyes of 
  Hardshells are improved by this implant . Add-ons:
  •	
  Enhanced sensors (§240): The Awareness bonus 
  for this implant increases from 1 to 2.
  •	
  Infrared (§40): This allows you to see in “heat 
  vision.” It grants you a +2 to Awareness checks to 
  detect anything that gives off body heat or objects 
  with similar temperatures.
  •	
  Optic Zoom (§30): This allows you to gain up to 10x 
  magnification on far away objects.
  •	
  Eye Interface (§10): This overlays your vision with 
  the display of any associated computer devices, 
  such as your phone or a hack deck.
  Twitch Muscle: This Synthetic twitch muscle fiber is 
  blended with natural muscle and raises the user’s Speed 
  by 1. Add-ons:
  •	
  Enhanced fibers (§450): The Speed bonus for this 
  implant increases from 1 to 2.
  •	
  Catfoot program (§150): muscle-level programming 
  helps you move more quietly, granting +2 to Speed 
  checks to avoid being heard.
  Storage Compartment: A hidden compartment  
  is installed in your body and is Awareness AD 5 to be 
  detected during a stripped search. You may store a small 
  toolkit or medical kit inside, as well as a single  
  one-handed weapon. Add-ons:
  •	
  Skin seal (§40): The compartment is even harder to 
  find and requires an Awareness check, AD 12, to 
  detect during a stripped search.
  Finger tools: A series of multi-tools can spring from your 
  fingers and are Awareness AD 5 to be detected during a 
  stripped search. You count as constantly carrying a basic 
  tool kit. Add-ons:
  •	
  Micro-extended kit (§300): More advanced, much 
  smaller tools can spring forth from your hands and 
  forearms. You count as carrying a crafting set of 
  tools.
  •	
  Skin seal (§40): Presence of these tools is even 
  harder to detect, and is Awareness AD 12 to be 
  detected during a stripped search.
  Retractable weapon: A single-handed weapon may be 
  installed into this hidden system that requires an Aware-
  ness check, AD 5, to detect during a stripped search. It 
  allows you to draw the weapon into the hand for no AP. 
  Sharpers cannot be disarmed of the implanted weapon. 
  Add-ons:
  •	
  Skin seal (§40): Presence of this weapon is even 
  harder to detect, and is Awareness AD 12 to be 
  detected during a stripped search.
  Respirator: A metallic system of valves covers your 
  mouth and nose. You are immune to the effects of toxic 
  gases and can store up to four hours of oxygen. Add-ons:
  •	
  Vacuum ready (§100): A sealant is applied to your 
  skin and eyes, acclimating you to the effects of 
  space vacuum.
  Extra Limb: An extra cybernetic limb. Additional pur-
  chases of this upgrade stack. Extra limb only grants 1 
  additional hand to hold items. You do not gain extra 
  actions, and must spend AP as normal to activate attacks 
  and other actions.
  Jump Jets: Small boosters are installed in your calves 
  and shoulder blades, enabling you to fly. You may spend 
  a full turn in battle to fly 15 squares and gain a velocity of 
  8 in a vehicle battle. These jets are easily noticed by 
  casual observers. Add-ons:
  •	
  Accelerated (§500): You gain a velocity of 14 during 
  vehicle battles.
  •	
  Retractable (§50): Your jets can fold in to disguise 
  themselves, requiring an Awareness check, AD 9, 
  to spot during a strip search.
  
  52
  52
  Name
  Price 
  Cortex Plug
  §60
  Data Stores
  §90
  Ventromedial Implant
  §80
  Eidetic Memory Core
  §80
  Auto pilot
  §120
  Limb Module
  §150
  Cortex Plug: This brain enhancer increases social 
  awareness. It raises the user’s Influence by 1. Add-ons:
  •	
  Enhanced algorithms (§180): The Influence bonus 
  for this implant increases to 2.
  •	
  Psychic slot (§200): This implant comes pre-in-
  stalled with a single level 1 psychic power of your 
  choice, whether or not you meet the requirements. 
  You are Illuminix-dependent, like other psychics, for 
  as long as you have this implant installed.
  Data Stores: More data means more knowledge. Data 
  stores raise a user’s Operation by 1. Add-ons:
  •	
  Multi-boards (§270): The Operation bonus for this 
  implant increases to 2.
  •	
  Computer interface (§50): You can interface your 
  brain directly into computer systems. Your brain 
  counts as a mobile hack deck sans wireless 
  capability.
  •	
  Skull phone (§40): A mind-controlled communicator 
  is installed in your brain, allowing you to send and 
  receive messages and phone calls. Your voice 
  sounds distant and eerie when communicating  
  this way.
  Ventromedial Implant: This upgrade makes the mind 
  more resilient. It increases Nerve by 1. Add-ons:
  •	
  Synapse auto-repair (§240): The Nerve bonus for 
  this implant increases to 2.
  •	
  Psychic shielding (§100): Reduce the damage you 
  take from psychic attacks by 5.
  Eidetic Memory Core: This upgrade lets you automati-
  cally store and recall all sensory information you experi-
  ence. You can relive any memory of events that occurred 
  while you had the implant and can ask the GM for 
  additional details that you may have missed at the time. 
  Add-ons:
  •	
  Mental Projection (§200): Tricorder sensors grant 
  your memories a 360° field of vision. When reliving 
  memories, you can rotate your field of view to 
  glean new information. This requires a successful 
  roll against an Awareness AD set by the GM.
  Auto Pilot: A computer allows your body to carry out 
  simple tasks while you sleep, such as standing guard or 
  driving a ship in calm situations. You can set the com-
  puter system to wake you when necessary. Add-ons:
  •	
  Complex Procedure (§100): Choose 1 knowledge 
  power you have. You can command your computer 
  to carry out those tasks while you sleep and to 
  wake you if circumstances change. This add-on 
  can be installed up to 5 times. Each instillation 
  grants a new knowledge power.
  Limb Module: A somatic control upgrade that allows 
  you to gain extra benefit from additional cybernetic limbs. 
  You gain 1 AP every turn to spend on any action involving 
  extra limbs. Add-ons:
  •	
  Advanced Control (§300): You gain 2 AP to spend 
  on extra limbs each turn.
  BRAIN CYBERNETIC IMPLANTS
  These items permanently raise a character’s base attribute, meaning that the bonus applies to anything that would rely on 
  that attribute, including general rolls. The cost of installation is included in the price of the cybernetic enhancement. Some 
  implants have add-ons. These optional improvements can only be purchased once and do not occupy an extra slot.
  
  53
  53
  
  54
  54
  CHAPTER 5:
  CHARACTER 
  TRAITS &  
  POWERS
  
  55
  55
  TRAIT DETAILS
  Sharpers use acquired trait points to purchase character 
  traits. A sharper may not acquire character traits in the 
  middle of a fight or a mission. Characters may select any 
  trait, provided they meet the requirements, but may not 
  select the same trait twice unless otherwise noted. 
  Aspect does not limit sharpers in their choice of  
  character traits. Note:
  Range: the maximum distance a power can affect a 
  friend or foe. Unlike weapons, a power may not exceed 
  the boundaries of the listed range. 
  AP cost: the amount of AP expended by  
  activating the power.
  TRAIT POINT COST
  Name
  Points
  Weapon Proficiencies 
  2
  Attack Skills
  4
  Psychic Powers
  4
  Knowledge Focuses
  3
  Tactical Powers
  4
  Mutations
  Varies
  General Traits
  2
  Natural Talent Traits
  4
  WEAPON PROFICIENCIES
  Name
  Requires
  Striking Proficiency (+1 ATT +2 DMG)
  None
  Pistol Proficiency (+1 ATT)
  None
  Rifle Proficiency (+1 ATT +1 DMG)
  None
  Shotgun Proficiency (+1 ATT +1 DMG)
  None
  Demolition Proficiency (+4 vs. scattering)
  None
  LVL 1 ATTACK SKILLS
  Name
  Requires
  Brawler
  Combat 1, Striking Weapon Profi-
  ciency
  Brutal Strikes
  Combat 1, Striking Weapon Profi-
  ciency
  Deft Grip
  Combat 1, Striking Weapon Profi-
  ciency
  Duelist
  Combat 1
  Sharp Shooter
  Combat 1, Pistol or Rifle Weapon 
  Proficiency.
  Shoot the Vitals
  Combat 1, Rifle Weapon Proficiency
  Swinging Shot
  Combat 1, Shotgun Weapon 
  Proficiency
  Two-Fisted Fighting
  Combat 1
  Wrestler
  Combat 1
  LVL 1 PSYCHIC POWERS
  Name
  Requires
  Fade
  Influence 2, Organic mind
  Psychic barrier
  Influence 2, Organic mind
  Mind Burst
  Influence 1, Organic mind
  Phantasm
  Influence 3, Organic mind
  Push
  Influence 1, Organic mind
  Read Thoughts
  Influence 2, Organic mind
  Teleport
  Influence 1, Organic mind
  Trick
  Influence 1, Organic mind
  Wyrd Speech
  Influence 1, Organic mind
  LVL 1 TACTICAL POWERS
  Name
  Requires
  Assist
  Awareness 2
  Back Up 
  Awareness 2
  Courage 
  Nerve 1
  Flank
  Awareness 3
  Hustle
  Nerve 2
  Inspirational Influence 
  Nerve 3
  LVL 1 KNOWLEDGE FOCUSES
  Name
  Requires
  Computers
  Operation 2
  Cooking
  Operation 0
  Cybernetics
  Operation 3
  Driving
  Operation 0
  Engineering
  Operation 3
  Investigation
  Operation 2
  Locks
  Operation 0
  Medicine
  Operation 3
  Navigation
  Operation 0
  Protocol
  Operation 1
  Psychology
  Operation 2
  Social Groups
  Operation 0
  Survival
  Operation 1
  Taxonomy
  Operation 2
  
  56
  56
  LVL 1 MUTATIONS
  Name
  Requires
  Acid Blood
  Organic body, Toughness 1
  Anaerobic
  None
  Defensive Spines
  Organic Body
  Dread Visage
  None
  Freakish Deformity
  None
  Hibernation 
  Toughness 0, Nerve 0
  Iron Gut
  Organic Body
  Mega Grip
  Organic Body
  Natural Psychic
  Organic Brain, Influence 1
  Perfect Sneak 
  Speed 1
  Pheromones
  Influence 1
  Power Tackle
  Toughness 1
  Predictive Reflexes
  Organic Body, Speed 2
  Super Senses 
  Awareness 2
  Runner 
  Speed 2
  Tough Guy 
  Toughness 0, Organic Body
  Vampirism
  Organic Body
  Veil Shape
  Organic Body
  LVL 1 GENERAL TRAITS
  Name
  Requires
  Armor Trained
  Combat 2
  Athlete 
  Toughness 0
  Convincing
  Influence 3
  Cynical Bastard
  None
  Dumb Luck
  None
  Escape Artist
  Speed 2
  Good Reflexes
  Speed 2
  Hard Kill 
  Toughness 0
  Impersonator
  Influence 3
  Life of the Party
  Influence 0
  Martial Defense
  Combat 1
  Motivated
  None
  Observant
  Awareness 2
  Quick Hands
  Speed 2
  Resilient Mind
  Nerve 1
  Rope Walker
  Speed 2
  Running Attack
  Speed 2
  Sudden Sword
  Speed 3
  Studious 
  Operation 1
  Twitchy
  Awareness 2, Speed 2
  Tight knots
  None
  Unarmored Fighter
  Awareness 2, Speed 3
  Wary Step
  Awareness 2
  LVL 1 NATURAL TALENTS
  Name
  Requires
  Influence Fear
  None
  Influence Peace
  None
  Influence Personnel
  None
  Influence Thieves
  None
  Influence Wanderers
  None
  Operate Cooking
  None
  Operate Navigation
  None
  Operate Survival
  None
  Operate Vehicles
  None
  
  57
  57
  WEAPON PROFICIENCIES
  Weapon proficiencies represent specialization with a 
  specific weapon listed in Chapter 4, Equipment and 
  Possessions. Proficiency typically results in attack and 
  damage bonuses. 
  LEVEL 1 ATTACK SKILLS (4 TP)
  Attack skills are traits to help warriors on the battlefield.
  Brawler
  Requires: Combat 1, Striking Weapon Proficiency
  You learned to fight up close and dirty. Treat unarmed 
  attacks and clubs as counter attack weapons, and gain +1 
  DMG with both. As a standard attack action, you may 
  throw one-handed striking weapons with a range incre-
  ment of 2, calculating ATT and DMG as normal. Also, 
  whenever you overpower an adjacent target, you may 
  force them to drop their weapon.
  Brutal Strikes
  Requires: Combat 1, Striking Weapon Proficiency
  Before rolling for any attack with a two-handed striking 
  weapon, you may subtract up to your level from ATT and 
  add double that number to DMG.
  Deft Grip
  Requires: Combat 1, Striking Weapon Proficiency
  You may draw striking weapons to an empty hand (even 
  out of your backpack) without expending AP. If you 
  already have a weapon or tool in your hand, though, it 
  costs the standard 1 AP to switch. Also, your swift arms 
  grant you a constant +1 ATT with two-handed  
  striking weapons.
  Duelist
  Requires: Combat 1
  You are a flashy fighter who prefers small and  
  light weapons. When wielding a one-handed weapon 
  and no shield, add +2 DMG to your first successful attack 
  each of your turns. If at any time you have a one-handed 
  weapon in your grip – and only that one-handed  
  weapon – you gain a +1 AP.
  Sharp Shooter
  Requires: Combat 1, Pistol or Rifle Weapon Proficiency.
  When attacking with a pistol or rifle with which you are 
  proficient, and you gain advantage for an attack bonus, 
  your next attack ignores 2 points of cover.
  Shoot the Vitals
  Requires: Combat 1, Rifle Weapon Proficiency
  Whenever you gain advantage for an attack bonus with a 
  rifle, you may trade all advantage bonuses on your next 
  attack for +4 DMG.
  Swinging Shot
  Requires: Combat 1, Shotgun Weapon Proficiency
  You’re adept at reflexively lining up shotgun blasts. Treat 
  shotguns as guard attack weapons, and gain +1 DMG 
  with all shotguns.
  Two-Fisted Fighting
  Requires: Combat 1
  Your ambidexterity has been honed to lethal effect. Once 
  per turn, when making a standard attack action with a 
  one-handed weapon, make another free attack with a 
  one-handed weapon in your other hand. You suffer -2 
  ATT to both rolls.
  Wrestler
  Requires: Combat 1
  You can pin a man to ground with ease. You suffer no 
  penalties for failed takedown attempts. Successful 
  melee takedowns deal damage to your foe equal to 
  twice your Combat attribute. Renewing a takedown 
  counts as another successful attempt, dealing additional 
  damage.
  
  58
  58
  LEVEL 1 PSYCHIC POWERS (4 TP)
  Psychic powers are quantum chromodynamic events 
  summoned into the world by a supercharged brain. Such 
  power comes at a terrible price: every day you must 
  consume doses of Illuminix equal to the highest level 
  psychic power you wish to use (1 dose to access 1st 
  level powers, 4 doses for 4th level powers, etc). Psychics 
  that fail to score a dose of Illuminix are wracked with 
  withdrawal, unable to access psychic powers and 
  suffering -2 to every attribute. A single dose alleviates 
  the withdrawal. 
  Five characteristics affect each power:
  AP Cost: Action points are expended when activating 
  psychic powers in battle. Some psychic powers count 
  as attack actions and use the same rules.
  Range: limits the distance a psychic power may affect. 
  Powers that change locations or force movement are 
  able to exceed this initial range once activated.
  Uses Limit: Some powers may only be used a limited 
  number of times per day equal to your Influence score 
  minus modifiers.
  Overcharge Cost: Some powers can be overcharged 
  for greater effect. This stresses your body, causing 
  immediate HP loss equal to the overcharge cost.
  Detecting Psychic Powers:
  Sharpers and NPCs may discern the presence of 
  psychic power, making an Awareness check against 
  the Influence check of the psychic. A character who 
  rolls higher than the psychic’s Influence check success-
  fully detects the power. Lethal and harmful powers, or 
  those with discernibly visible effects, are easily detect-
  ed and require no Awareness check.
  Fade Self
  Requires: Influence 2, Organic mind
  AP Cost: 2
  Range = (Influence Score) + 1
  Uses Limit = (Influence Score) – 1
  Overcharge cost = (6 + your level) HP
  You can alter the awareness of others, hiding plainly in 
  their field of view. Make a single Influence check, and 
  compare it against the Nerve defense of every target 
  within range. If your check meets or exceeds a target’s 
  defense, you are hidden from them for a number of turns 
  equal to the d10 result. On overcharge, extend the 
  duration of this effect by your Influence score.
  Psychic Barrier
  Requires: Influence 2, Organic mind
  AP Cost: 2
  Range: Self
  Uses Limit = (Influence score) – 1
  You surround yourself with psychic energy, nearly 
  impervious to injury. You must expend 1 AP per turn to 
  maintain it, until the barrier drops to 0 HP. The barrier 
  absorbs HP equal to (your Influence x 6) while recovering 
  HP equal to your Influence every turn. When an attack 
  brings down your barrier, left-over damage is dealt 
  directly to you. Worn force barriers overload from the 
  psychic energy and refuse to function concurrently with 
  psychic barriers.
  Mind Burst
  Requires: Influence 1, Organic mind
  AP Cost: Attack Action
  Range: 4 squares
  Overcharge cost = (your level) HP
  You may assail your opponent’s mind with pure psychic 
  energy. Make an Influence check against your target’s 
  Nerve defense. If your check meets or exceeds their 
  Nerve defense, deal them damage equal to the result on 
  the d10. On overcharge, deal extra damage equal to 
  (Influence score + level).
  Phantasm
  Requires: Influence 3, Organic mind
  AP Cost: 3
  Range = (Influence Score) x 2
  Uses Limit = (Influence score) – 2
  Overcharge cost = (10 + your level) HP
  You summon up a momentary illusion. It can be visual 
  and auditory – no larger than a person – and it lasts for 
  only 1 turn (6 seconds). Make a single Influence check. 
  All targets with a Nerve defense equal or less than your 
  check believe the phantasm to be real. On overcharge, 
  you extend the phantasm’s duration by a number of turns 
  equal to your Influence score. You may treat this power 
  as a gain advantage attempt affecting every target.
  Push
  Requires: Influence 1, Organic mind
  AP Cost: 2
  Range: 6 squares
  You can move things with your mind. Make an Influence 
  check. If your total is higher than the target’s Nerve 
  defense, push the target a number of squares equal to 
  the result on the d10. The total distance moved cannot 
  exceed your Influence score and the target cannot be 
  forced through walls or other characters. You may also 
  use this power to push unattended objects, using 
  Influence instead of Toughness. Alternatively, you may 
  treat this power as a gain advantage attempt.
  Read Thoughts
  Requires: Influence 2
  AP Cost: 2
  Range: 3 squares
  Uses Limit = (Influence Score) – 1
  Overcharge cost = (15 + your level) HP
  Your awareness extends beyond your mind, into the 
  thoughts of others. Make an Influence check against a 
  target’s Nerve defense. If you meet or exceed their 
  defense, you learn 1 relevant detail from the surface his 
  mind (the GM decides what to reveal). On overcharge, 
  the GM will answer 1 specific question asked  
  of the target.
  
  59
  59
  Teleport
  Requires: Influence 1, Organic mind
  AP Cost: 2
  Range: Self
  Uses Limit = Influence score
  Overcharge cost = (10 + your level) HP
  Your psychic skill is enough to bend space and time, if 
  only a little. Move a number of squares equal to your 
  Influence, disregarding every obstacle between you and 
  your target square. An unusually thick wall (5 feet or 
  more) prevents Teleport. When you attempt to move into 
  a square occupied by a character, the power fails. On 
  overcharge, double the number of squares you may 
  move.
  Trick
  Requires: Influence 1, Organic mind
  AP Cost: 1
  Range: 1 square
  Uses Limit = Influence score
  You are irresistible. Make an Influence check against an 
  adjacent target’s Nerve defense. If you meet or exceed 
  their defense, add the d10 result to your next mundane 
  Influence check against the target, such as when lying or 
  feinting in combat. If you fail while using Trick in a 
  roleplay scene, the target knows you were trying to 
  compel him and may become more difficult to work with. 
  Trick is otherwise undetectable.
  Wyrd Speech
  Requires: Influence 1, Organic mind
  AP Cost: 1
  Range: 1 square
  You may speak with any conscious being regardless of 
  language, be it animal or machine. Wyrd Speech does 
  not guarantee a creature’s trust. 
  LEVEL 1 TACTICAL POWERS (4 TP)
  Tactical powers allow a character to enhance and support 
  his allies. Limited only by AP cost and range, players may  
  use tactical powers on demand. 
  Assist
  Requires: Awareness 2
  AP Cost: 2
  Range: 3 squares
  You easily assess tactical advantage and make sound 
  suggestions to your partners in battle. A chosen combat-
  ant within range may gain advantage for free on their 
  next turn.
  Back Up 
  Requires: Awareness 2
  AP Cost: 0 (can only be activated once per turn, does not 
  count as using a power)
  Range: 5 squares
  You defend your own with righteous zeal. Choose an ally 
  within range. The next time that ally is attacked, you may 
  roll a counter or guard attack against the culprit. This 
  does not count against the number of counter or guard 
  attacks you can make on your turn.
  Courage 
  Requires: Nerve 1
  AP Cost: 2 
  Range: 6 squares
  You motivate your friends to stand strong. When you 
  activate this power, choose 2 other allies in range. 
  Reduce all damage those allies receive by your Nerve 
  until your next turn. Sharpers select the highest bonus 
  when targeted by multiple Courage powers. 
  Flank
  Requires: Awareness 3
  AP Cost: 2 
  Range: Special
  You are adept at catching your foes off guard. Until your 
  next turn, raise all gang-up bonuses benefitting you and 
  your allies to +3, instead of the usual +1. You or an ally 
  must be adjacent to a visible target to activate this power. 
  Hustle
  Requires: Nerve 2
  AP Cost: 2
  Range: 3 squares
  Upon activating this power, you and 2 allies each may 
  each move 6 squares.
  Inspirational Influence 
  Requires: Nerve 3
  AP Cost: 2
  Range: 1 square
  Your commanding presence is intoxicating. Use your 
  Nerve defense total as a substitute for an Influence 
  check. You may use this power to gain advantage. When 
  using this power in roleplay, you cannot tell a lie.
  
  60
  60
  LEVEL 1 KNOWLEDGE FOCUSES (3 TP)
  Operation checks are typically used to complete simple 
  tasks and recall general information. Knowledge focuses 
  extend the utility of Operation checks and grant bonuses 
  to notice and disable relevant traps. Note:
  •	
  When first selecting a knowledge focus, choose 
  2 of its listed powers. You are guaranteed access 
  to these effects when making successful Operation 
  checks. If you meet or exceed an AD, you are 
  successful. THe GM sets the Operation AD based on 
  the difficulty of the action or situation.
  •	
  If you want to unlock additional powers in a 
  Knowledge focus that you have, each costs and 
  additional 1 TP. 
  Computers
  Requires: Operation 2
  You have specialized knowledge of computers and digital 
  networks.
  Powers:
  •	
  Cracking: You may crack security systems to data-
  bases and computer networks. The computer must be 
  connected to a wireless network or physically acces-
  sible. The GM sets the Operation AD by the relative 
  strength of the intrusion detection system. If successful, 
  you have unfettered access to the computer/network. If 
  you fail enough times attempting to bypass certain 
  computer security features, the GM may decide that 
  you alert authorities and are permanently locked out of 
  the computer/network terminal.
  •	
  Systems Override: You may manipulate any system 
  attached to the same network. For example, you can 
  turn off security cameras, alarms, or turrets; unlock 
  doors, disrupt the lights and climate control, delete data, 
  or anything else integrated in the networked system. 
  The GM sets the Operation AD by the level of security 
  and complexity of the attempted action. If you fail 
  enough times trying to override a system, the GM may 
  decide that you alert authorities and are permanently 
  locked out of the computer/network.
  Cooking
  Requires: Operation 0
  You are skilled in food preparation
  Powers:
  •	
  Morale Booster: your gourmet preparation improves 
  the mood of your companions. To use this power, you 
  must have your cooking utensils and 1 meal of food 
  on-hand. You must then make an Operations check, AD 
  6. On a success, your character prepares 1 meal, 
  granting the consumer a +2 bonus to any single attribute 
  check within 24 hours. On a failure, the food is de-
  stroyed. The meal must be eaten immediately to grant 
  this effect and may only benefit  the consumer once per 
  day. Prepared meals produce only 1 effect; cooking 
  powers may not be combined.
  •	
  Health Booster: Your cooking untaps hidden reserves 
  of strength in your companions. To use this power, you 
  must have your cooking utensils and 1 meal of food 
  on-hand. You must then make an Operations check, AD 
  6. On a success, you prepare 1 meal that recovers 10 
  HP. On a failure, the meal is spoiled. The meal must be 
  eaten immediately to grant this effect and may only 
  benefit  the consumer once per day. Prepared meals 
  produce only 1 effect; cooking powers  
  may not be combined.
  Cybernetics
  Requires: Operation 3
  You have specialized knowledge of cyborg implants  
  and robots.
  Powers:
  •	
  Implant Crafting: You may craft cybernetic implants 
  costing up to §120. Crafting an implant requires 8 hours, 
  an advanced tool set, and cybernetic components equal 
  to one-half the price of the implant. Crafting requires roll-
  ing against an Operation AD of 9. On a failure, you 
  waste half the components without creating the implant.
  •	
  Synthetic Salvage: You may quickly and easily rip 
  valuable parts out of a disabled robot. You must have a 
  basic tool set with you. With a few minutes and a 
  Operation AD of 9, you salvage Synthetic components 
  valued at §100 multiplied by the level of the robot. You 
  may still harvest components on a failure, but it will take 
  you an hour of careful removal. Salvaged components 
  are additional to other GM rewards. These components 
  may be sold at full value or used to manufacture 
  equipment like weapons, armor and cybernetic implants.
  •	
  Synthetic Recovery: Repairing a disabled robot 
  takes 12 hours. You must have Synthetic components 
  equal to §200 times the level of the robot and access to 
  an advanced tool set. You must roll against an Operation 
  AD of 6 + the level of the robot. On a success, you 
  activate the robot, granting access to select functions, 
  like memory bank retrieval. You may even recover it’s 
  full operational independence. On a failure, all Synthetic 
  components are lost and the  
  robot fails to activate.
  
  61
  61
  Driving
  Requires: Operation 0
  You are skilled at driving or piloting vehicles.
  Powers:
  •	
  Spaceship Training: Increase the velocity of space-
  ships you pilot by your Operation + 1. 
  •	
  Ground Car Training: Increase the velocity of cars 
  you pilot by your Operation + 1. 
  •	
  Cycles Training: Increase the velocity of cycles you 
  pilot by your Operation + 1. You may safely attack with a 
  one-handed weapon as a bonus action while  
  driving a cycle.
  •	
  Sky Car Training: Increase the velocity of sky cars 
  you pilot by your Operation + 1. 
  Engineering
  Requires: Operation 3
  You are knowledgeable of the function and creation of 
  mechanical and electrical devices.
  Powers:
  •	
  Craft Armor: You may craft armor priced up to §100, 
  or upgrade them up to the same limit. Crafting armor 
  takes 8 hours. You must have armor components equal 
  to one-half the price of the item or upgrade you’re 
  applying, and have access to a crafting set. If you meet 
  or exceed an Operation AD of 9, you succeed. If you fail, 
  you lose half your components and do not create the 
  armor or upgrade.
  •	
  Craft Weapons: You may craft weapons and explo-
  sives priced up to §140, or upgrade them up to the 
  same limit. Crafting weapons takes 8 hours. You must 
  have weapon components equal to one-half the price of 
  the item or upgrade you’re applying, and have access to 
  a crating set. If you meet or exceed an Operation AD of 
  9, you succeed. If you fail, you lose half your compo-
  nents and do not create the armor or upgrade.
  •	
  Repair Vehicles: You may repair damage to ground 
  cars, cycles, air cars, and vehicles. Repairs take 12 
  hours. You must have a full crate of repair parts and an 
  advanced tool set. If you meet or exceed an Operation 
  AD of 6, the vehicle regains 50 HP. If you fail, you lose 
  half your components and do not repair the vehicle.
  •	
  Scrap: You can scrap both weapons and armor for 
  components equal to one-half their value. You can sell 
  these components at face value or use them to make 
  new items. You must have access to a crafting set and 
  take 4 hours to scrap the item. You cannot fail when 
  scrapping an item, but you must meet or exceed an 
  Operation AD of 9 if you wish to scrap it in only 20 
  minutes.
  Investigation
  Requires: Operation 2
  You are adept at solving mysteries and sorting details.
  Powers:
  •	
  Clue Finder: While at the scene of a mystery, make an 
  Operation check. If you meet or exceed an Operation 
  AD of 7, you and your allies gain +2 to Awareness 
  checks to find clues at the scene. On a failure, you may 
  not roll again until new clues are found.
  •	
  Deductive Genius: When you find 3 or more clues, 
  you may ask the GM 3 yes/no questions about the 
  mystery, then make an Operation check. The GM sets 
  an Operation AD based on the complexity of the 
  mystery and relevancy of the clues. If you succeed, the 
  GM answers all 3 questions with a “Yes” or “No.” If you 
  fail, you may not make another attempt until you find 
  another clue.
  •	
  Tracker: You may make Operation checks when 
  attempting to locate a person or creature. If you meet or 
  exceed an Operation AD of 6 + the level of the person, 
  you and your allies receive +2 to Awareness and 
  Influence checks that are made to learn their location. 
  On a failure, you may not apply this focus again until 
  new information is discovered.
  Locks
  Requires: Operation 0
  You’re skilled at bypassing locks.
  Powers:
  •	
  Forced Entry: As long as you have a basic tool set, you 
  can force open mechanical locks and electric locks, like 
  pin pads. To disable locks with features like security 
  badges or fingerprints, you must also have a mobile 
  hack deck. The GM sets an Operation AD based on the 
  complexity of the lock and the accessibility of the 
  locking mechanism. You may also jam locks with an 
  Operation AD relative to the lock’s complexity. With a 
  success, you manipulate the lock but leave evidence of 
  tampering. On a failure, you gain no benefit and still 
  leave evidence. 
  •	
  Disable Alarms: As long as you have a basic tool set, 
  you can disable alarms that can be physically accessed. 
  The GM sets an Operation AD based on the complexity 
  and accessibility of the alarm mechanism. On a success, 
  you disable the alarm but leave evidence of tampering. 
  Failure sets off the alarm.
  
  62
  62
  Medicine
  Requires: Operation 3
  You are skilled at treating trauma and illness.
  Powers:
  •	
  Field Surgery: You may aid an ally’s recovery from 
  physical injury. You must have a trauma kit and §4 in 
  medical supplies. If you meet or exceed Operation AD 9, 
  you restore 20 HP to the injured person. On a failure, 
  you lose the medical supplies and deal 1 HP in damage 
  to the injured person. Field Surgery can be used to 
  revive unconscious patients in negative HP, but any 
  damage dealt in this state kills them. Field Surgery takes 
  an hour per check, and cannot take place during a battle.
  •	
  Craft Drugs: You may create medicines and poisons 
  priced up to §60. Crafting drugs takes 4 hours. You 
  must have medical supplies equal to one-half the cost of 
  the drug you are creating and have access to an Infir-
  mary. If you meet or exceed an Operation AD of 9, you 
  succeed. If you fail, you lose half your components and 
  do not create the drug. Though it is cheap, Illuminix is a 
  highly complex drug. You do not know how to create it.
  •	
  Treat Illness: You can cure diseases and poisons. You 
  must have access to an infirmary and §20 in medical 
  supplies. If you meet or exceed the listed Operation AD 
  of the disease or poison, the patient is cured. However, 
  poisons and diseases have delay the cure to take effect. 
  Reference the table on page 49.
  Navigation
  Requires: Operation 0
  You have special knowledge of maps and travel.
  Powers:
  •	
  Barbarian Space Routes Specialization: You’re 
  intimately familiar with the travel and Jump routes of 
  Barbarian Space. While in this region, you may also 
  make Operation checks to locate unmarked planets.  
  The GM sets the Operation AD relative to the  
  location’s obscurity.
  •	
  Tharnaxist Space Routes Specialization: You’re 
  intimately familiar with the travel and Jump routes of 
  Tharnaxist Space. While in this region, you may also 
  make Operation checks to locate unmarked planets.  
  The GM sets the Operation AD relative to the  
  location’s obscurity.
  •	
  Planetary Specialization: Choose 3 planets. You 
  know the nitty-gritty details about their major cities and 
  have general knowledge of all minor ones. While on 
  these planets, you may also make Operation checks to 
  find your way to obscure locations and new cities.  
  The GM sets the Operation AD relative to the  
  location’s obscurity.
  •	
  Lay Low: If you are in a region of your specialization, 
  you can “lay low” to hide from authorities or pursuers. If 
  you meet or exceed an Operation AD set by the GM, 
  you are guaranteed 1 week of successful hiding. The 
  GM sets the AD relative to the quality of your pursuers 
  training and equipment, specifying a hiding place if 
  successful. On a failure, you may not lay low until you 
  cross paths with your pursuers and escape.
  •	
  Shortcuts: If you are in a region of your specialization, 
  you can greatly shorten travel times. If you meet or 
  exceed an Operation AD set by the GM, you are 
  guaranteed to arrive at your destination twice as fast as 
  any competitors. The GM sets the AD based on how 
  well your competitors are equipped. On a failure, your 
  competitors arrive just before you do.
  Protocol
  Requires: Operation 1
  You are aware of many legalities and procedures.
  Powers:
  •	
  Forgeries: You can create and identify forged items 
  such as ID badges, ship manifests, contracts, corporate 
  dossiers and so on. You must have a template to work 
  from. To identify a forgery, the GM sets the Operation 
  AD relative to the quality of the forgery. To create one, 
  the GM sets the Operation AD based on the documents 
  complexity. In either case, the GM rolls in secret. Failure 
  to identify means you believe a forgery to be true. 
  Failure to create a forgery means you believe your 
  forgery is quality and won’t know until you’re exposed.
  •	
  Dodge Fees: You may make Operation checks to 
  weasel out of fees and fines, not exceeding §100. This 
  applies to docking fees and other administrative costs, 
  as well as fines for minor crimes. The Operation AD is 
  based on the amount of money being charged. §1-§25 
  = AD 6. §26-§50 = AD 8. §51-§100 = AD 10. On a 
  failure, you’re expected to pay twice the original fee.
  Psychology
  Requires: Operation 2
  You are acutely aware of the emotions and thoughts of 
  sentient beings, including robots.
  Powers:
  •	
  Manipulate +1: If you meet or exceed the Operation 
  AD, you and your allies gain +1 to Influence checks 
  when lying to or intimidating a specific person. The AD 
  is equal to 8 + the level of the target. On a failure, you 
  may not attempt to manipulate the target until you have 
  new secret information about them.
  •	
  Sense lies +1: If you meet or exceed the Operation 
  AD, you and your allies gain +1 to Awareness checks to 
  determine if someone is lying. The AD is equal to 8 + 
  the level of the target. On a failure, you cannot attempt 
  to gain useful insight until you have new secret informa-
  tion about the target.
  •	
  Negotiate +1: If you meet or exceed the Operation 
  AD, you and your allies gain +1 to Influence checks 
  when trying to honestly negotiate with a specific person. 
  The AD is equal to 8 + the level of the target. On a 
  failure, you cannot attempt to gain useful insight until 
  you have new secret information about the target.
  
  63
  63
  Social Groups
  Requires: Operation 0
  You easily associate with many communities and their 
  values.
  Powers:
  •	
  Street Gang etiquette +2: If you have information 
  about the leader or values of a street gang, you and your 
  allies gain +2 to Influence and Awareness checks when 
  dealing with members of that gang in social situations. 
  When encountering a new gang, you may check their 
  cred with an Operation AD, set by the GM, relative to 
  the gangs reputation. On a failure, you must learn that 
  information some other way.
  •	
  Corporate etiquette +2: When you have information 
  about the leader or values of a corporation, you and your 
  allies gain +2 to Influence and Awareness checks when 
  engaging their employees. When encountering a new 
  corporation, you may check their reputation against an 
  Operation AD, set by the GM, relative to the corpora-
  tions secrecy and security. On a failure, you must gain 
  that information some other way.
  •	
  Pirate etiquette +2: If you have information about 
  the leader or values of a pirate gang, you and your allies 
  gain +2 to Influence and Awareness checks when 
  dealing with members of that gang. When encountering 
  a new gang, you may check their cred with an Operation 
  AD, set by the GM, relative to the gangs reputation.  
  On a failure, you must learn that information some  
  other way.
  •	
  Church etiquette +2: Many already know of the 
  corruption at the core of the Tharnaxist Church, but your 
  insight is profound. You and your allies gain +2 to 
  Influence and Awareness checks when fraternizing  
  with clergy.
  Survival
  Requires: Operation 1
  You adept at overcoming environmental danger.
  Powers:
  •	
  Arboreal Survival: When you are in an arboreal 
  setting, you can easily find food and shelter. You must 
  meet or exceed an Operation AD equal to 4 + the 
  number of people you are providing for. On a failure, you 
  may not find food and shelter and must wait a day.  
  •	
  Desert Survival: When you are in a desert setting, 
  you may still find food and shelter. You must meet or 
  exceed an Operation AD equal to 6 + the number of 
  people you are providing for. On a failure, you do not 
  find food and shelter and must wait a day. 
  •	
  Oceanic Survival: When you are in an oceanic 
  setting, you can find food and shelter. You must meet or 
  exceed an Operation AD equal to 6 + the number of 
  people you are providing for.  On a failure, you do not 
  find food and shelter and must wait a day.
  •	
  Tundra Survival: When you are in an icy setting, you 
  can still find food and shelter. You must meet or exceed 
  an Operation AD equal to 8 + the number of people you 
  are providing for. On a failure, you do not find food and 
  shelter and must wait a day. 
  •	
  Urban Survival: When you are in an urban setting, 
  you can scrounge up free food and shelter. You must 
  meet or exceed an Operation AD equal to 7 + the 
  number of people you are providing for. On a failure, you 
  do not find food and shelter and must wait a day. 
  Taxonomy
  Requires: Operation 2
  You have special knowledge about living organisms and 
  their habits.
  Powers:
  •	
  Common Creatures +2: When engaging a hostile 
  animal like a crocodile or guard dog, you know exactly 
  how to put it down. You must meet or exceed an 
  Operation AD equal to 6 + the level of the creature. If 
  you succeed, you and your allies gain +2 DMG against 
  that creature for the entire battle. On a failure, you gain 
  no bonus for the battle. You cannot use this power 
  against humans. You must make a check every time you 
  want this bonus, even against a creature you have 
  already fought.
  •	
  Xeno Organisms +2: When engaging a hostile xeno 
  organism like a rare alien predator, you know exactly 
  how to hurt it. You must meet or exceed an Operation 
  AD equal to 6 + the level of the creature. If you succeed, 
  you and your allies gain +2 DMG against that creature 
  for the entire battle. On a failure, you gain no bonus for 
  the battle. You must make a check every time you want 
  this bonus, even against a creature you have already 
  fought.
  •	
  Mutant Organisms +2: When engaging a hostile 
  mutated organism such as the Prodigravus, you gain 
  keen insight into his or her fundamental nature. You 
  must meet or exceed an Operation AD equal to 6 + the 
  level of the creature. If you succeed, you and your allies 
  gain +2 DMG against the mutant for the entire battle. 
  On a failure, you gain no bonus for the battle. You may 
  only use this power against humans with visible 
  mutations. You must make a check every time you want 
  this bonus, even against a creature you have already 
  fought.
  
  64
  64
  LEVEL 1 MUTATIONS
  Mutations are physical changes that grant unusual power, 
  but rob the recipient of their humanity. Mutants are  
  shunned by many with privilege and some NPCs are 
  simply too intolerant for civil conversation. 
  Body implants override mutations. For instance, a mutant 
  with a cybernetic eye installed loses the benefit of their 
  dark vision mutation.
  PREVALENCE OF MUTATIONS
  Mutations are uncommon, but not necessarily  
  rare. Some are as innocuous as uniquely colored eyes, 
  double-jointed bone structures, or unusually colored and 
  textured skin. Mutations are also triggered by adrenaline 
  and stress; those with unstable genes typically discover 
  more mutations as they get older. All mutations trace 
  their origin to the Tharnaxist Church’s introduction of a 
  powerful counter-measure to the p-virus – an event 
  known as The Gelding. Although these mutations are not 
  contagious, remnant fears from the Millennial War paint 
  mutants as contagions with psychotic tendencies. 
  Consequently, mutants are often driven underground. 
  Fear of these psychotic tendencies is not completely 
  unfounded. A very small number of mutants have altered 
  brain chemistry, similar to the Prodigravus. This causes 
  decreased self-control, increased aggression and inability 
  to distinguish reality from fantasy. 
  Paranoia surrounds the existence of mutants known as 
  “sleepers.” These are humans with corrupted genes that 
  appear completely normal. Their unstable DNA lays 
  dormant throughout their lives. If their mutation is never 
  triggered, sleepers pass these genes onto their kin. 
  However, the stress of a criminal career triggers a 
  sleeper’s latent genetic deformities.
  Acid Blood
  Trait Point Cost: 4
  Requires: Organic body, Toughness 1
  Your veins course with an unnatural chemical mixture. 
  Whenever you take damage from a striking weapon, 
  nearby characters are splashed with your dangerous 
  blood. All adjacent characters take (your  
  Toughness + 3) damage.
  Anaerobic
  Trait Point Cost: 2
  Requires: None
  As you no longer breathe, you body becomes unnaturally 
  stiff - almost corpse-like. You cannot suffocate and your 
  superior homeostasis grants you immunity to tempera-
  ture threats from a cold vacuum.
  Defensive Spines
  Trait Point Cost: 3
  Requires: Organic Body
  You may extend boney barbs from your flesh to fend  
  off attackers, but using them leaves tiny red scars on 
  your body. At the start of their turns, any targets en-
  gaged with you in an melee takedown suffer  
  (your Toughness +3) damage.
  Dread Visage
  Trait Point Cost: 1
  Requires: None
  Your facial expressions are fearsome and alien. Add half 
  the number of mutation traits you’ve gained to Influence 
  checks made to intimidate NPCs that fear mutants.
  Freakish Deformity
  Trait Point Cost: 4
  Requires: None
  You develop a grotesque deformity that is difficult to hide. 
  You decide its appearance, but it permanently imposes a 
  -1 penalty to Influence. Your mutated state, however, 
  grants other benefits. Add +1 to any attribute except  
  Nerve and Influence.
  Hibernation 
  Trait Point Cost: 2
  Requires: Toughness 0, Nerve 0
  You may slip into a trance, slowing down your metabo-
  lism. If you sleep uninterrupted for 48 hours and awake 
  to eat a meal the next day, you count as having eaten all 
  three days. This is highly useful for space travel or time 
  spent laying low.
  Iron Gut
  Trait Point Cost: 4
  Requires: Organic Body
  Your belly is distended, your mouth gives off strange 
  odor, and your teeth are oversized and flat. You may 
  consume any organic matter as food, including garbage 
  and rotten meat. Also, you gain +2 to Toughness checks 
  against poisons.
  Mega Grip
  Trait Point Cost: 4
  Requires: Organic Body
  You hands grow larger and sprout extra fingers. You gain 
  +3 DMG to attacks made with your fists. You also gain 
  +2 to melee takedown attempts. 
  Natural Psychic
  Trait Point Cost: 5
  Requires: Organic Brain, Influence 1
  Your head is too big for your body. Choose a 1st level 
  psychic power. You may access this power with or 
  without Illuminix, substituting your highest attribute in 
  place of Influence to calculate the effects and uses.
  
  65
  65
  Perfect Sneak 
  Trait Point Cost: 3
  Requires: Speed 1
  Your body moves with unnatural grace. You gain +2 to 
  Speed checks when avoiding detection.
  Pheromones
  Trait Point Cost: 2
  Requires: Influence 1
  You radiate an irresistible scent. Gain +1 on Influence 
  checks when socially engaging with any creature up to 
  10 feet from you, so long as it can breathe.
  Power Tackle
  Trait Point Cost: 3
  Requires: Toughness 1
  Your shoulders and arms are oversized and your legs  
  are incredibly strong. You gain a +2 to checks to inflict 
  forced movement on adjacent targets. Any foe you move 
  is also overpowered.
  Predictive Reflexes
  Trait Point Cost: 4
  Requires: Organic Body, Speed 2
  You always seem to see danger coming, and your body 
  contorts in shocking ways to avoid confrontation. Attacks 
  targeting you never benefit from a gang-up bonus.
  Super Senses 
  Trait Point Cost: 3
  Requires: Awareness 2
  Your eyes and ears are large and exceptionally sensitive. 
  Whenever you make an Awareness check, make 2 rolls 
  and use the highest one.
  Runner 
  Trait Point Cost: 3
  Requires: Speed 2
  You have sinewy legs and a wide gait. With every move 
  action, you may move up to 6 squares instead of 4.
  Tough Guy 
  Trait Point Cost: 3
  Requires: Toughness 0, Organic Body
  Your skin in unnaturally thick with visible scales. Gain +1 
  to your armor defense.
  Vampirism
  Trait Point Cost: 4
  Requires: Organic Body
  Your body sustains itself on the blood of others. When 
  you drain the blood of a recently deceased human or 
  mutant, recover (your level x 5) HP and cleanse your 
  body of all poisons and diseases.
  Veil Shape
  Trait Point Cost: 1
  Requires: Organic Body
  You may alter your appearance to disguise every defor-
  mity. Mutations that alter your appearance lose their 
  effect. You may maintain this guise for up to 10 minutes 
  a day. These minutes need not be consecutive.
  AToms/as/oLd/as/sTars,
  MuTaTIon/on/muTaTIon,/
  MILLIons/and/mILLIons/
  of/ceLLs//////////////
  DIvIdIng/yeT/sTILL////
  The/same,/////////////
  From/aIr/and/changIng/
  earTh,////////////////
  From/ancIenT/EasTern//
  rIvers,///////////////
  From/TurquoIse/TropIc/
  seas,/////////////////
  UnTo/myseLf/I/came.
  My/spIrIT/LIke/my/////
  fLesh/////////////////
  Sprang/from/a/////////
  Thousand/sources,/////
  From/cave-man,/hunTer/
  and/shepherd,/////////
  From/Karnak,/Cyprus,//
  Rome;
  The/LIvIng/ThoughTs///
  In/me/////////////////
  SprIng/from/dead/men//
  and/women,////////////
  ForgoTTen/TIme/ouT/of/
  mInd//////////////////
  And/many/as/bubbLes///
  of/foam.
  
  66
  66
  LEVEL 1 GENERAL TRAITS (2 TP)
  General Traits are appropriate for many types of charac-
  ters. High-level general traits are particularly potent, 
  considering their low trait point price.
  Armor Trained
  Requires: Combat 2
  You’re comfortable fighting in heavy armor. You raise the 
  maximum speed of any armor you wear by 1.
  Athlete 
  Requires: Toughness 0
  Your physical prowess is a spectacle to behold. You gain 
  +2 to Toughness checks when performing feats of 
  athleticism.
  Convincing
  Requires: Influence 3
  You know exactly what your audience wants to hear. You 
  gain +2 to Influence checks when altering opinions and 
  stretching the truth.
  Cynical Bastard
  Requires: None
  If your Cynicism is maxed at 10, and you would earn 3 or 
  more Cynicism for negative behavior, you instead  
  gain 1 Resolve.
  Dumb Luck
  Requires: None
  Like many heroes, skill has little to do with your greatest 
  successes. Once per day, you can re-roll any single die 
  roll before the GM declares its success or failure. You 
  must keep the second result.
  Escape Artist
  Requires: Speed 2
  Gain +4 when attempting to escape bindings and 
  manacles. If you have the Locks knowledge focus,  
  you may use Operation to escape in lieu of Speed  
  or Toughness.
  Good Reflexes
  Requires: Speed 2
  Gain +2 ATT for any counter or guard attacks you make.
  Hard Kill 
  Requires: Toughness 0
  Attacks that would take down a lesser man only make 
  you angrier. You gain 4 maximum hit points. You may 
  take this trait as many times as you want.
  Impersonator
  Requires: Influence 3
  You put your skill at acting to subterfuge and deception. 
  You gain a +2 bonus to any Influence checks made to 
  pose as another person you know. Extensive costuming 
  may be required at the GM’s discretion.
  Life of the Party
  Requires: Influence 0
  Everybody loves you. Gain +1 to any roll made in a  
  party scene.
  Martial Defense
  Requires: Combat 1
  Your survival training prepared you for hand-to-hand 
  combat. When you are unarmed, gain +1 Toughness 
  defense and armor defense.
  Motivated
  Requires: None
  Select a second motivation from the character creation 
  list that does not contradict one you already have. If you 
  have satisfied either motivation at the end of the session, 
  gain 1 Resolve. You do not gain 2 Resolve for  
  satisfying both.
  Observant
  Requires: Awareness 2
  You are difficult to fool. Gain +2 Awareness on checks 
  made to detect lies and deceit.
  Quick Hands
  Requires: Speed 2
  In another time, you’d be lauded as an illusionist.  
  Nowadays, you’re stuck with petty crime. Gain +2 Speed 
  on checks made to hide objects and weapons, or when 
  silently stealing them from others.
  Resilient Mind
  Requires: Nerve 1
  Your will is unusually strong. Gain +2 Nerve defense.
  Rope Walker
  Requires: Speed 2
  You walk with a confident step. Gain +2 Speed on checks 
  made to keep your balance or avoiding slipping.
  Running Attack
  Requires: Speed 2
  It’s hard to dodge a fast-moving attack. For every move 
  action you take immediately before an attack roll,  
  gain +1 ATT.
  
  67
  67
  Sudden Sword
  Requires: Speed 3
  Your sidesteps and lunges are unpredictable.  
  When you take 3 consecutive move actions before 
  entering a square adjacent to your foe, you provoke no 
  guard attacks. 
  Studious 
  Requires: Operation 1
  Knowledge is power. Permanently increase 
  Operation by +1.
  Twitchy
  Requires: Awareness 2, Speed 2
  You’re always ready for a fight. Gain +2 on battle reflex 
  rolls to determine turn order in battle.
  Tight knots
  Requires: None
  When you bind targets, increase their escape AD by 3.
  Unarmored Fighter
  Requires: Awareness 2, Speed 3
  Swiftness is your best defense. If you wear no armor, 
  you instead gain an armor bonus of +1 and no maximum 
  speed rating. If you wear armor, reduce its maximum 
  speed rating by -2 to a minimum of 1. This character trait 
  may be taken twice, increasing the unarmored bonus to 
  +2 and the maximum speed penalty to -4 when  
  wearing armor.
  Wary Step
  Requires: Awareness 2
  You’ve lost more than a few friends to explosives.  
  Gain +3 Awareness on checks to notice placed explo-
  sives and traps.
  LEVEL 1 NATURAL TALENT TRAITS (4 TP)
  Every player selects 1 natural talent trait upon character 
  creation. They improve a sharper’s skill at a task – regard-
  less of attribute. Most natural talents aid sharpers in 
  social engagements and technical skills. At higher levels, 
  talents improve attacks and battle prowess. Players may 
  exchange 4 TP to discover additional natural talents in 
  their character.
  Influence Fear
  Requires: None
  When intimidating a person with threats of violence, you 
  may apply your highest attribute in place of Influence.
  Influence Peace
  Requires: None
  When peacefully dissuading violence, you may apply your 
  highest attribute in lieu of Influence.
  Influence Personnel
  Requires: None
  When making checks to lie to corporate employees or 
  armed security, you may apply your highest attribute 
  instead of Influence.
  Influence Thieves
  Requires: None
  When lying to gangsters and pirates, you may apply your 
  highest attribute in lieu of Influence.
  Influence Wanderers
  Requires: None
  When lying to merchants, dock masters and sharpers, 
  you may apply your highest attribute instead of Influence.
  Operate Cooking
  Requires: None
  When you have access to cooking tools, you may stretch 
  1 meal’s worth of food into 2 meals. When using a power 
  from the Cooking knowledge focus, you may apply your 
  highest attribute instead of Operation.
  Operate Navigation
  Requires: None
  When making checks to read maps and avoid getting lost, 
  or when using a power from the Navigation knowledge 
  focus, you may apply your highest attribute in lieu of 
  Operation.
  Operate Survival
  Requires: None
  When identifying, avoiding and overcoming natural 
  dangers, or when using a power from the Survival 
  knowledge focus, you may apply your highest attribute 
  instead of Operation.
  Operate Vehicles
  Requires: None
  In place of Operation, you may use half your highest 
  attribute to increase the velocity of any vehicle you drive. 
  When piloting a vehicle you are trained in, increase 
  velocity by your full highest attribute +1. You may apply 
  your highest attribute in place of Speed or Operation 
  when making rolls to maneuver any vehicle.
  
  68
  68
  LVL 4 ATTACK SKILLS
  Name
  Requires
  En Garde 
  Level 4, Combat 3, Duelist
  Flurried Attack 
  Level 4, Combat 2, Two-fisted 
  Fighting
  Flying Hold
  Level 4, Combat 2, Wrestler
  Knockdown Shot
  Level 4, Combat 3, Shoot the Vitals
  Swift Strikes 
  Level 4, Combat 3, Deft Grip
  Scrappy Fighter
  Level 4, Combat 2, Brawler
  Thread the Needle
  Level 4, Combat 3, Sharp Shooter
  Vicious Assault
  Level 4, Combat 2, Swinging Shot
  LVL 4 PSYCHIC POWERS
  Name
  Requires
  Break 
  Level 4, Influence 3, Push
  Bubble Barrier
  Level 4, Influence 4, Psychic Barrier
  Fade Other
  Level 4, Influence 4, Fade Self
  Mind Ride 
  Level 4, Influence 3, Trick
  Precognition
  Level 4, Influence 4, Read 
  Thoughts
  Psychic Slam 
  Level 4, Influence 3, Mind Burst
  Send/Call 
  Level 4, Influence 3, Teleport
  LVL 4 TACTICAL POWERS
  Name
  Requires
  Fire! 
  Level 4, Awareness 3, Assist
  Get up!
  Level 4, Nerve 3, Courage
  Mobilize
  Level 4, Nerve 2, Hustle
  Pincer Maneuver
  Level 4, Awareness 4, Flank
  Retribution 
  Level 4, Awareness 3, Nerve 2, 
  Back Up
  Support 
  Level 4, Nerve 3, Awareness 3, 
  Inspirational Influence
  LVL 4 KNOWLEDGE FOCUSES
  Name
  Requires
  Computers 2
  Level 4, Computers, Operation 3
  Cybernetics 2
  Level 4, Cybernetics, Operation 5
  Driving 2
  Level 4, Driving, Operation 1
  Engineering 2
  Level 4, Engineering, Operation 5
  Investigation 2
  Level 4, Investigate, Operation 4
  Locks 2
  Level 4, Locks, Operation 1
  Medicine 2
  Level 4, Medicine, Operation 5
  Navigation 2
  Level 4, Navigation, Operation 1
  Protocol 2
  Level 4, Protocol, Operation 3
  Psychology 2
  Level 4, Psychology, Operation 4
  Social Groups 2
  Level 4, Social Groups, Operation 2
  Survival 2
  Level 4, Survival, Operation 2
  Taxonomy 2
  Level 4, Taxonomy, Operation 4
  LVL 4 MUTATIONS
  Name
  Requires
  Banshee Wail
  Organic Mind, Level 4, Influence 2
  Corrosive Saliva
  Level 4, Acid Blood, Toughness 2
  Fly Climber 
  Level 4, Toughness 0
  Insane Rage
  Level 4, Mutant Dog
  Night Vision
  Level 4, Organic body, Awareness 
  2, Super Senses
  Predator's Nose
  Level 4, Organic body, Awareness 
  2, Super Senses
  Reactive Skin
  Level 4, Tough Guy, Predictive 
  Reflexes
  Shapechange 
  Level 4, Organic body, Level 4, 
  Speed 2
  Shocking Touch
  Level 4, Combat 2
  Stench Cloud
  Level 4, Influence 2, Pheromones
  Superior Immunity
  Level 4, Toughness 1, Iron Gut
  Toothy Maw
  Level 4, Combat 2
  Touch Sense
  Level 4, Awareness 3
  LVL 4 GENERAL TRAITS
  Name
  Requires
  Armor Expert
  Level 4, Combat 3, Armor Trained
  Battle Hardened
  Level 4, Toughness 1
  Dangerous Hands
  Level 4, Combat 2, Martial Defense
  Destructive 
  Level 4, Toughness 2
  Improved Machine 
  Level 4, Scraphead Bioclass
  Improved Scoundrel
  Level 4, Scoundrel Starting Trait
  Improved Will 
  Level 4, Skinbag Bioclass
  Intuitive Mimic
  Level 4, Influence 4, Impersonator
  Plug Extension
  Level 4
  Unarmored Expert
  Level 4, Awareness 3, Speed 5, 
  Unarmored Fighter (x2)
  Under Pass
  Level 4, Speed 3, Running Attack
  LVL 4 NATURAL TALENTS
  Name
  Requires
  Combat Training
  Level 4, any Weapon Proficiency
  Influence Personnel 2
  Level 4, Influence Personnel
  Influence Thieves 2
  Level 4, Influence Thieves
  Influence Wanderers 2
  Level 4, Influence Wanderers
  Operate Locks
  Level 4, Locks Knowledge Area
  Operate Computers
  Level 4, Computers Knowledge 
  Area
  
  69
  69
  LEVEL 4 ATTACK SKILLS
  En Garde 
  Requires: Level 4, Combat 3, Duelist
  Your showy fighting is more deadly than your opponents 
  suspect. The bonus from activating Duelist increases to 
  +5 DMG. You also gain +1 ATT with all one-handed 
  weapons. 
  Flurried Attack 
  Requires: Level 4, Combat 2, Two-fisted Fighting
  You can unleash a barrage of attacks that would frighten 
  any foe. When activating Two-fisted Fighting, you can 
  instead choose to attack with both weapons twice (4 
  attacks total). In doing so, you suffer a -4 ATT to each of 
  the attack rolls.
  Flying Hold
  Requires: Level 4, Combat 2, Wrestler
  You quickly close distances for a rapid takedown. You 
  automatically move adjacent to any target within 5 
  squares when you attempt a melee takedown against 
  them. Also, a successful takedown after such a leap 
  deals damage to the target equal to (5 + twice your 
  Combat attribute).
  Knockdown Shot
  Requires: Level 4, Combat 3, Shoot the Vitals
  Whenever you gain advantage for an attack bonus with a 
  rifle, you may trade all advantage bonuses on the next 
  attack for +7 DMG. Any target hit by this attack is 
  overpowered.
  Swift Strikes 
  Requires: Level 4, Combat 3, Deft Grip
  Your skill with large weapons allows you to attack more 
  quickly with them than others. At the beginning of your 
  turn, when attacking with a two-handed striking weapon, 
  you can spend all your AP to make a series of attacks at 1 
  AP each. A creature cannot be targeted more than once 
  with Swift Strikes. After the first strike, each following 
  attack incurs a cumulative -2 ATT. These standard attacks 
  cannot be combined with any other attack skills.
  Scrappy Fighter
  Requires: Level 4, Combat 2, Striking Weapon Proficien-
  cy, Brawler
  You like to fight close and dirty. You may take a single 
  unarmed attack for free once per turn, even if you’re 
  wielding a two-handed weapon. This punch costs 0 AP 
  and does not increase the AP cost of other attacks. Your 
  bonus to clubs and unarmed attacks increases to +2 
  DMG. Also, when your hands are free and you disarm an 
  opponent, you may wield their weapon on your turn.
  Thread the Needle
  Requires: Level 4, Combat 3, Sharp Shooter
  When you gain advantage for an attack bonus with a 
  pistol or rifle, your next attack ignores all cover and its 
  ATT bonuses increases by +1. You must have proficiency 
  with the weapon to Thread the Needle.
  Vicious Assault
  Requires: Level 4, Combat 2, Swinging Shot
  Add 2 squares to move actions made immediately before 
  firing a shotgun. When Vicious Assault places you 
  adjacent to your target and you hit with an attack, you 
  may then bash the target with your buttstock, dealing (2 
  x your Combat) in damage and leaving  
  them overpowered.
  HIs/brow/Is/seamed////
  wIth/LIne/and/scar;///
  HIs/cheek/Is/red/and//
  dark/as/wIne;/////////
  The/fIres/as/of/a/////
  Northern/star/////////
  Beneath/hIs/cap/of////
  sabLe/shIne.
  HIs/rIght/hand,/bared/
  of/Leathern/gLove,////
  Hangs/open/LIke/an////
  Iron/gIn,/////////////
  You/stoop/to/see/hIs//
  puLses/move,//////////
  To/hear/the/bLood/////
  sweep/out/and/In.
  
  70
  70
  LEVEL 4 PSYCHIC POWERS
  Break 
  Requires: Level 4, Influence 3, Push
  AP Cost: 3
  Range: 6 squares
  Uses Limit = (Influence Score) – 3
  Your malicious thoughts can telekinetically shatter 
  personal affects. Target 1 object (not exceeding 40 
  pounds) and make an Influence check. If you meet or 
  exceed the action difficulty set by the GM, you render it 
  useless. (IE: a computer ceases functioning, a gun may 
  no longer fire, a special sword becomes a simple club, 
  armor cracks and falls to the ground, etc.) If a character is 
  holding the item, add their Nerve defense to the action 
  difficulty. Some example difficulties include:
  Small, simple object (knife, key, fossil gun, simple lock): 
  Influence AD 5
  Medium or complex object (beam gun, complex lock, 
  computer, reinforced clothing): Influence AD 9
  Large or very complex object (hellfire weapons, battle 
  armor, advanced locks): Influence AD 13 
  Bubble Barrier
  Requires: Level 4, Influence 4, Psychic Barrier
  AP Cost: 3
  Range: Each square adjacent to you
  Uses Limit = (Influence score) – 3
  You create a large bubble of psychic energy to protect 
  yourself and your allies. The effect lasts as long as you 
  spend 1 AP per turn to maintain it, or until the barrier hits 
  0 HP. Any attacks originating from outside the barrier 
  automatically hit and deal damage to the barrier, harming 
  no one inside. Your barrier has HP equal to your Influence 
  x 6 and it recovers HP every turn equal to your Influence. 
  Any left over damage from an attack that brings down 
  your barrier is dealt directly to the intended target. Any 
  psychic barriers or force barriers inside the bubble are 
  overloaded and cease functioning.
  Fade Other
  Requires: Level 4, Influence 4, Fade Self
  AP Cost: 2 
  Range: 3 squares
  Uses Limit = (Influence Score) – 3
  Overcharge cost = (6 + your level) HP
  Choose a character or object no bigger than the size  
  of a man within range of the power. Make a single 
  Influence check and compare it against every targets’ 
  Nerve defense. If the total meet or exceeds their Nerve 
  defense, the person or object disappears for a number  
  of turns equal to what you rolled on the d10. If you 
  choose to overcharge, extend the duration of this effect 
  by your Influence score. If a concealed character  
  interacts with an affected target, or an affected target 
  bumps into the concealed object, it ends the effect.
  Mind Ride 
  Requires: Level 4, Influence 3, Trick
  AP Cost: 3
  Range: 3 squares
  Uses Limit = (Influence Score) – 2
  Overcharge cost = (21 + your level) hp
  Your forceful will can dominate others. Make an Influence 
  check against the Nerve defense of 1 character in range. 
  If you succeed, you direct 1 AP at the beginning of their 
  turn. You can make them attack 1 of their allies, drop a 
  weapon, tell a lie for you, or any other simple action. You 
  cannot, however, make them attempt anything immedi-
  ately self-destructive, such as walking over a cliff. If you 
  choose to overcharge, you may spend AP equal to your 
  Influence score on actions at the start of their turn.
  Precognition
  Requires: Level 4, Influence 4, Read Thoughts
  AP Cost: 2
  Range: 3 squares
  Uses Limit = (Influence Score) – 3
  You may foresee danger with your expanded conscious-
  ness. Target 1 NPC within range and make an Influence 
  check against his Nerve defense. If you succeed, the GM 
  tells you exactly what the target intends to do should the 
  situation escalate to violence. If used before or during a 
  battle, you gain +2 armor defense against the target for 
  the rest of the battle.
  Psychic Slam 
  Requires: Level 4, Influence 3, Mind Burst
  AP Cost: Attack Action
  Range: 6 squares
  Overcharge cost = Your level HP
  Your mental assault weakens your foes. Make an  
  Influence check against a target’s Nerve defense. If you 
  succeed, deal them damage equal to what you rolled on 
  the d10 + Influence. If you choose to overcharge, they 
  suffer your Influence score as a penalty to ATT and DMG 
  on their next turn.
  
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  71
  Send/Call 
  Requires: Level 4, Influence 3, Teleport
  AP Cost: 2
  Range: Special (see text)
  Uses Limit = Influence score
  Overcharge cost = (10 + your level) HP
  Your ability to bend space and time extends to other 
  objects. This power has 2 functions. A thick wall of 5 feet 
  or more is sufficient to block either effect. 
  •	
  You may send any object that you’re holding in your 
  hands a number of squares equal to your Influence, 
  regardless of obstacles. If a character’s hands are 
  empty and he or she is willing, you may choose to 
  have the object appear in his or her grip.
  •	
  You may call to your hand any unattended object 
  within a number of squares equal to your Influence, 
  no matter what lay between. The object must be 
  small enough for you to hold in your hands.
  If you choose to overcharge, double the range of  
  either affect.
  LEVEL 4 TACTICAL POWERS
  Fire! 
  Requires: Level 4, Awareness 3, Assist
  AP Cost: 3
  Range: 6 squares
  A good leader knows when to delegate. Choose 2 other 
  combatants in range. Each may make 1 weapon attack. 
  These attacks cannot be combined with other powers.
  Get Up!
  Requires: Level 4, Nerve 3, Courage
  AP Cost: 1
  Range: 2 squares
  You inspire your allies to power through adversity. 
  Choose 1 other combatant in range that has suffered a 
  takedown. They are no longer overpowered and do not 
  lose their next turn. 
  Mobilize
  Requires: Level 4, Nerve 2, Hustle
  AP Cost: 2 
  Range: 4 squares
  You inspire quick reactions from your allies. When you 
  activate this power, all allies in range (not including you) 
  receive 1 extra AP on their next turn.
  Pincer Maneuver
  Requires: Level 4, Awareness 4, Flank
  AP Cost: 1 
  Range: Special
  You excel when surrounding and pressuring your foes. 
  Two or more allies (which may include you) must be 
  adjacent to a target that you can see. The target takes 
  damage equal to sum of all adjacent allies’ Combat 
  attributes.
  Retribution 
  Requires: Level 4, Awareness 3, Nerve 2, Back Up
  AP Cost: -
  Range: -
  Messing with your friends is a big mistake. Gain +4 DMG 
  to any attack made using Back Up.
  Support 
  Requires: Level 4, Nerve 3, Awareness 3, Inspirational 
  Influence
  AP Cost: Attack action
  Range: 1 square
  Through a combination of emergency medicine and 
  inspiring words, you may heal an ally in battle. Target 1 
  living character in range that is at half or fewer hit points. 
  You restore a number of hit points to them equal to (3 x 
  your Nerve). A dead character cannot benefit  
  from this power. 
  Long/sInce,/In/sore///
  dIstress,/I/heard/one/
  pray,/////////////////
  “Lord,/who/prevaILest/
  wIth/resIstLess/mIght,
  Ever/from/war/and/////
  strIfe/keep/me/away,//
  My/battLes/fIght!”
  I/know/not/If/I/pLay//
  the/PharIsee,/////////
  And/If/my/brother/////
  after/aLL/be/rIght;///
  But/mIne/shaLL/be/////
  the/warrIor’s/pLea/to/
  thee--////////////////
  Strength/for/the//////
  fIght.
  
  72
  72
  LEVEL 4 KNOWLEDGE FOCUSES
  Computers 2
  Requires: Level 4, Computers, Operation 3
  Powers:
  •	
  Dodge Security: If security protocols are  
  about to lock you out of a computer network, you can 
  make an Operation check to circumvent this. The GM 
  sets the Operation AD based on how powerful the 
  system is and the number of previous hacking failures.  
  If you succeed, the security measures stall until the next 
  time you fail a roll, in which case you must attempt to 
  dodge security again.
  •	
  Systems Command: If you have overridden systems 
  attached to a network you are on, you can choose to 
  alter their behavior beyond just turning them on or off. 
  You can alter the AI of turrets to attack new targets, set 
  cameras to loop feed, or any other clever alteration you 
  can think of. If you fail enough times trying to override a 
  system, the GM may decide that you alert authorities 
  and are permanently locked out of the  
  computer/network.
  Cybernetics 2
  Requires: Level 4, Cybernetics, Operation 5
  Powers:
  •	
  Implant crafting 2 (Requires Implant Crafting): 
  You can craft cybernetic implants costing up to §360. 
  Crafting items costing more than §120 increases the 
  Operation AD to 12.
  •	
  Efficient Salvage (Requires Synthetic Salvage): 
  When you salvage extra parts from a robot, you instead 
  gain §150 times the level of the robot.
  •	
  Synthetic Mastery (Requires Synthetic Recov-
  ery): You can fully access and manipulate all actions 
  and knowledge of a robot you recovered. You may also 
  choose to wipe its AI and free will, replacing it with a 
  simple system responding to verbal commands. If the 
  Church finds out you engage in such activities, the 
  penalty is death.
  Driving 2
  Requires: Level 4, Driving, Operation 1
  Powers:
  •	
  Tactical Ramming: When operating a  
  vehicle for which you are trained, you are especially 
  good at ramming other vehicles. Successful ram actions 
  deal the opponent 3 times your vehicle’s damage thresh-
  old, and you only receive 1 times their vehicle’s  
  damage threshold.
  •	
  Grappling Specialist: When using grappling arms on 
  Spaceships, roll twice. Keep the highest result.
  Engineering 2
  Requires: Level 4, Engineering, Operation 5
  Powers:
  •	
  Craft Armor 2 (Requires Craft Armor): You can 
  craft armor costing up to §300, or upgrade them up to  
  the same limit. Crafting items costing more than §100 
  increases the Operation AD to 12. 
   
  •	
  Craft Weapons 2 (Requires Craft Weapons): You 
  can craft weapons and explosives costing up to §400, 
  or upgrade them up to the same limit. Crafting items 
  costing more than §140 increases the  
  Operation AD to 12.
  •	
  Clever Scrap (Requires Scrap): When you scrap an 
  item, you may convert half its components into another 
  kind (for example, half a weapon’s components are 
  converted to cybernetic components).
  Investigate 2
  Requires: Level 4, Investigate, Operation 4
  Powers:
  •	
  Clue Mastery (Requires Clue Finder): When you 
  succeed in using Clue Finder, your personal bonus to 
  Awareness checks increases to +4. Your allies’ bonus 
  remains at +2.
  •	
  Deduction Mastery (Requires Deductive 
  Genius): If your questions are clearly relevant to the 
  clues, you can automatically use Deductive Genius 
  without making an Operation check.
  •	
  Tracking Mastery (Requires Tracker): When you 
  succeed in using Tracker, your personal bonus to 
  Awareness and Influence checks increases to +4. Your 
  allies’ bonus remains at +2.
  Locks 2
  Requires: Level 4, Locks, Operation 1
  Powers:
  •	
  Copy Keys: Whenever you successfully  
  manipulate a lock, you can create additional keys or 
  keycards for you and your allies. Each copy requires §4 
  of scrap components. If evidence of tampering was left, 
  it is possible the owner of a lock will have it changed, 
  making your copies useless.
  •	
  Rapid Forced Entry: Drawing the tools necessary to 
  manipulate locks and alarms only costs you 1 AP in 
  battle. Once you have the tools in hand, manipulating 
  locks and alarms only requires 1 AP.
  •	
  Stealth Entry: If you take your time (usually about a 
  minute), you can manipulate locks or disable alarms 
  without leaving evidence of tampering. If you fail your 
  attempt, you still leave no evidence.
  Medicine 2
  Requires: Level 4, Medicine, Operation 5
  Powers:
  •	
  Craft Drugs 2 (Requires Craft Drugs): You can 
  create medicines and poisons that cost up to §120. 
  Crafting drugs takes 4 hours. You must have medical 
  supplies equal to one half the cost of the drug you are 
  creating and have access to an infirmary. If you meet or 
  exceed an Operation AD of 12, you succeed. If you fail, 
  you lose half your components and do not create the 
  drug. You also know how to create Illuminix, so long as 
  you obtain its secret ingredient – 20 milliliters of  
  mutant blood. 
   
  
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  •	
  Rapid Surgery (Requires Field Surgery): You’re 
  an incredibly swift doctor, though attempting Field 
  Surgery requires an entire uninterrupted turn in battle. 
  You can take no actions except the attempt.
  •	
  Resuscitation: You can revive dead characters. You 
  must have an infirmary, §400 in medical supplies and 
  the dead character must have an unspent Resolve point. 
  If you meet or exceed an Operation AD 12 check, you 
  resuscitate the character to 1 HP. On a failure, the 
  character is dead forever.
  Navigation 2
  Requires: Level 4, Navigation, Operation 1
  Powers:
  •	
  Star Farms Specialization: You’re intimately  
  familiar with the travel and Jump routes of the Star 
  Farms. While in this region, you may make Operation 
  checks to find your way to obscure planets off major 
  routes. The GM sets the Operation AD relative to the 
  location’s obscurity.
  •	
  Unpowered Space Specialization: You’re  
  intimately familiar with the travel and Jump routes of 
  Unpowered Space. While in this region, you may also 
  make Operation checks to find your way to obscure 
  planets off the major routes. The GM sets the Operation 
  AD relative to the locations obscurity.
  •	
  Secret Locations: If you are in a region of your 
  specialization, you know your way to extremely secret 
  locations, even hidden bases for gangs  
  and other factions. 
  Protocol 2
  Requires: Level 4, Protocol, Operation 3
  Powers:
  •	
  Blind Forgeries: You can attempt to create or identify 
  forgeries without prior knowledge. This increases the 
  Operation AD +5.
  •	
  Deflect Searches: With fast-talking and a little bribery, 
  you can deflect searches of you, your allies or your ship. 
  The GM sets the Operation AD relative to the hostility of 
  the searches. The bribe costs §10 times the Operation 
  AD. On a failure, the searchers’ attitudes are unmoved 
  and they may try to punish you for the bribery attempt.
  Psychology 2
  Requires: Level 4, Psychology, Operation 4
  Powers:
  •	
  Manipulation +3 (Requires Manipulate +1): 
  When you succeed in using Manipulate, your personal 
  bonus to Influence checks increases to +3. Your allies’ 
  bonuses remain at +1.
  •	
  Sense Lies +3 (Requires Sense Lies +1): When 
  you succeed in using Sense Lies, your personal bonus 
  to Awareness checks increases to +3. Your allies’ 
  bonuses remain at +1.
  •	
  Negotiate +3 (Requires Negotiate +1): When you 
  succeed in using Negotiate, your personal bonus to 
  Influence checks increases to +3. Your allies’ bonuses 
  remain at +1.
  Social Groups 2
  Requires: Level 4, Social Groups, Operation 2
  Powers:
  •	
  Etiquette +4: When you succeed in using any 
  Etiquette power, your personal bonus to Influence and 
  Awareness checks increases to +4. Your allies’ bonuses 
  remain at +2.
  •	
  Sharper Etiquette: When encountering a new 
  sharper, you may check their reputation against an 
  Operation AD set by the GM, relative to the sharper’s 
  secrecy and security. With a failure, you must learn  
  who they are some other way. When you know the 
  reputation of a specific sharper, you and your allies gain 
  +2 to Influence and Awareness checks against him. 
  •	
  Talk Down: You know what people want and how to 
  end hostilities. When you attempt to calm hostile NPCs 
  that fall in an etiquette group you have, you gain +3 to 
  any required Influence checks. 
  Survival 2
  Requires: Level 4, Survival, Operation 2
  Powers:
  •	
  Improvise Medical Supplies: When you success-
  fully find food for a group, you may also scavenge 
  improvised medical supplies that are usable for up to 24 
  hours later. The number of medical supplies found is 
  equal to §4 times your level.
  •	
  Camouflage: When you are in your specialized terrain, 
  you gain +2 to Speed checks to avoid detection.
  •	
  Terrain Tracking: When in a terrain you are special-
  ized in, you receive +2 to Awareness checks to learn the 
  location of people and animals.
  Taxonomy 2
  Requires: Level 4, Taxonomy, Operation 4
  Powers:
  •	
  Know Weakness: When you succeed in using 
  Taxonomy to gain extra damage, your personal bonus 
  increases to +6 DMG. Your allies’ bonus remains at +2.
  •	
  Track Target: You receive +2 to Awareness checks to 
  track your specialized creatures.
  •	
  Avoid: You receive +2 to Speed checks to avoid 
  detection by creatures of your specialization.
  
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  LEVEL 4 MUTATIONS
  Banshee Wail
  Trait Point Cost: 4
  Requires: Organic Mind, Level 4, Influence 2
  You terrify others with an unnaturally piercing sound. For 
  1 AP (counts as using a psychic power), you can emit a 
  mind-numbing scream. Make a single Influence check 
  against the Nerve defense of all foes within 7 squares. 
  All targets you hit gain the overpowered status. Banshee 
  Wail cannot target the same character more than once in 
  the same day.
  Corrosive Saliva
  Trait Point Cost: 3
  Requires: Level 4, Acid Blood, Toughness 2
  The fluids in your body become even more vitriolic, giving 
  you the ability to spit blinding poison. Once per turn, as a 
  standard attack action, you may make a spit attack 
  against an adjacent target. Make a base Combat check 
  against the target’s Toughness defense. If you succeed, 
  the target suffers -2 to ATT and DMG next turn.
  Fly Climber 
  Trait Point Cost: 3
  Requires: Level 4, Toughness 0
  You grow sticky microscopic barbs on your palms. When 
  your hands are uncovered, you gain +10 to any Tough-
  ness or Speed checks made to climb and grip surfaces.
  Insane Rage
  Trait Point Cost: 3
  Requires: Level 4, Mutant Dog
  When your adrenaline starts pumping, you fall into a fury 
  of vivid colors and half-formed hallucinations. In this state 
  your mind can only focus on killing. When you fall below 
  half your hit points during a battle, you gain +2 Combat 
  but suffer -3 Awareness. After the battle is over, your 
  rage ends.
  Night Vision
  Trait Point Cost: 2
  Requires: Level 4, Organic body, Awareness 2, Super 
  Senses
  Your eyes turn completely white, though you don’t go 
  blind. You can see in total darkness, meaning availability 
  of light has no effect on your Awareness checks or other 
  abilities.
  Predator’s Nose
  Trait Point Cost: 3
  Requires: Level 4, Organic body, Awareness 2, Super 
  Senses
  Your nose sinks back into your skull and your nostrils 
  enlarge. You can follow the trail of anything you know  
  the scent of, as long as it has not been missing more 
  than 24 hours.
  Reactive Skin
  Trait Point Cost: 3
  Requires: Level 4, Tough Guy, Predictive Reflexes
  Your flesh is wet and loose. It reflexively thickens to 
  resist physical harm. Reduce damage taken from striking 
  weapons by half your level (rounded up).
  Shapechange 
  Trait Point Cost: 4
  Requires: Level 4, Veil Shape, Speed 2
  Your skin develops a waxy sheen and an elastic quality.  
  If you wish, you may change the shape of your body. 
  This lets you drastically change your face or general 
  appearance, granting you a +4 bonus to Influence checks 
  when trying to fake an identity or impersonate another 
  individual. Your special powers also allow you to slip 
  through thin passages, down to a width of 6 inches, but 
  any equipment you are wearing may impede you.
  Shocking Touch
  Trait Point Cost: 2
  Requires: Level 4, Combat 2
  Your hands glow ever so slightly and give off a light 
  electric charge. Against Synthetics, unarmed attacks gain 
  an extra +3 DMG and melee takedown attempts gain  
  a +1 bonus.
  Stench Cloud
  Trait Point Cost: 3
  Requires: Level 4, Influence 2, Pheromones
  Once per day, you can hyper focus your body chemistry 
  to create a noxious, stunning odor. Activating this ability 
  counts as an attack action. Once activated, an adjacent 
  breathing target loses their next turn, as if suffering a 
  takedown.
  Superior Immunity
  Trait Point Cost: 3
  Requires: Level 4, Toughness 1, Iron Gut
  Your hair falls out and your skin develops dry patches; 
  your overactive immune system is to blame. However,  
  it grants you immunity to the effects of all diseases  
  and poisons.
  Toothy Maw
  Trait Point Cost: 3
  Requires: Level 4, Combat 2
  Your mouth and jaw enlarge. Your teeth become razor-
  sharp and tough as steel. You gain a bite attack, counting 
  as a striking weapon with +2 ATT and +2 DMG. If 
  involved in an melee takedown, you can make 1 free bite 
  attack against your opponent per turn.
  
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  Touch Sense
  Trait Point Cost: 3
  Requires: Level 4, Awareness 3
  You can touch walls up to one-foot thick to sense what is 
  on the other side, with your awareness continuing on for 
  20-feet. You only get a general sense of the size and 
  shape of things and cannot sense other details like color 
  or temperature.
  LEVEL 4 GENERAL TRAITS
  Armor Expert
  Requires: Level 4, Combat 3, Armor Trained
  You know how to properly adjust and attach armor, 
  making it more effective on you than untrained individu-
  als. While you are wearing any armor, increase its armor 
  bonus by 1.
  Dangerous Hands
  Requires: Level 4, Combat 2, Martial Defense
  Putting a fist in someone’s face can solve most of your 
  problems. You enhance your unarmed attacks with +1 
  ATT and +2 DMG.
  Destructive 
  Requires: Level 4, Toughness 2
  You love to leave a trail of wreckage behind you. You gain 
  +3 to Toughness checks when trying to break objects. 
  This bonus also applies to the Break psychic power.
  Improved Battle Opportunist
  Requires: Level 4, Scoundrel Starting Trait
  You’re willing to fight dirtier than people expect. Your 
  damage bonus against targets that are unaware of you 
  increases +4 DMG. When using gain advantage for the 
  attack bonus effect, increase the bonus to +4 ATT.
  Improved Machine 
  Requires: Level 4, Scraphead Bioclass
  You compensate for a soft body with superior cognitive 
  abilities. Your Operation attribute increases by 1 and your 
  own brain is effectively a hacker terminal, with both 
  wired and wireless capabilities. This lets you use the 
  hacker terminal constantly at a +3 bonus to Operation 
  checks involving computers.
  Improved Will 
  Requires: Level 4, Skinbag Bioclass
  You won’t let a galaxy of machines keep you down. The 
  bonus you receive when activating Techless Will raises 
  to +4.
  Intuitive Mimic
  Requires: Level 4, Influence 4, Impersonator
  You naturally assume other’s identities. Your bonus from 
  Impersonator applies even when you’re unfamiliar with 
  the target.
  Plug Extension
  Requires: Level 4
  You gain a single cybernetic slot in either your body or 
  brain. If you have Techless Will, lower its bonus by -2. If 
  you gain a brain slot, rolls for psychic powers are penal-
  ized by -2, including damage. If a body implant conflicts 
  with a natural ability you have (such as when cyber eyes 
  Ages/on/ages/roLLd////
  over/them/////////////
  Cut/off/from/LIfe/and/
  LIght/frozen//////////
  Into/horrIbLe/forms///
  of/deformIty//////////
  Los/suffer’d/hIs//////
  fIres/to/decay////////
  Then/he/Look’d/back///
  wIth/anxIous/desIre///
  But/the/space/////////
  undIvIded/by/exIstence
  Struck/horror/Into////
  hIs/souL.
  Los/wept/obscur’d/////
  wIth/mournIng:////////
  HIs/bosom/earthquak’d/
  wIth/sIghs;///////////
  He/saw/UrIzen/deadLy//
  bLack,////////////////
  In/hIs/chaIns/////////
  bound,/and/PIty/began,
  In/anguIsh/dIvIdIng///
  and/dIvIdIng//////////
  For/pIty/dIvIdes/the//
  souL//////////////////
  In/pangs/eternIty/on//
  eternIty//////////////
  LIfe/In/cataracts/////
  pourd/down/hIs/cLIffs/
  The/voId/shrunk/the///
  Lymph/Into/Nerves
  
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  conflict with the dark vision mutation), you lose access to 
  that ability while the implant is installed.
  Unarmored Expert
  Requires: Level 4, Awareness 3, Speed 5, Unarmored 
  Fighter (x2)
  You are accustomed to defending yourself purely through 
  reflex. Increase the bonus from Unarmored Fighter to +3 
  and the penalty to maximum speed when wearing armor 
  to -5. You may take this character trait again, increasing 
  the bonus to +4 and the penalty to -6.
  Under Pass
  Requires: Level 4, Speed 3, Running Attack
  Sometimes the best way past a foe is an unexpected 
  slide between the legs. You may spend an extra 1 AP to 
  be able to move through a foe once per move action.
  LEVEL 4 NATURAL TALENT TRAITS
  Combat Training
  Requires: Level 4, any Weapon Proficiency
  Select 1 of your weapon proficiencies. You may add  
  (1 + ½ your level rounded down) instead of Combat to 
  calculate ATT with these weapons. This power does not 
  affect a weapon’s damage.
  Influence Personnel 2
  Requires: Level 4, Influence Personnel
  Whenever socially interacting with corporate employees 
  or armed security in any fashion, you may use your 
  highest attribute instead of Influence.
  Influence Thieves 2
  Requires: Level 4, Influence Thieves
  Whenever socially interacting with gangsters and pirates 
  in any fashion, you may use your highest attribute 
  instead of Influence.
  Influence Wanderers 2
  Requires: Level 4, Influence Wanderers
  Whenever socially interacting with merchants, dock 
  masters, and sharpers in any fashion, you may use your 
  highest attribute in place of Influence.
  Operate Locks
  Requires: Level 4, Locks Knowledge Area
  You may use your highest attribute in place of Operation 
  for any checks associated with the Locks knowledge 
  focus powers.
  Operate Computers
  Requires: Level 4, Computers Knowledge Area
  You may use your highest attribute in place of Operation 
  for any checks associated with the Computers knowl-
  edge focus powers.
  SometImes/a/cLockwork/
  puppet/pressed////////
  A/phantom/Lover/to////
  her/breast,///////////
  SometImes/they/seemed/
  to/try/to/sIng.
  SometImes/a/horrIbLe//
  marIonette////////////
  Came/out,/and/smoked//
  Its/cIgarette/////////
  Upon/the/steps/LIke/a/
  LIve/thIng.
  
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  LVL 7 ATTACK SKILLS
  Name
  Requires
  Champion 
  Level 7, Combat 4, Nerve 1, 
  Duelist, En Garde
  Chink in the Armor
  Level 7, Combat 5, Thread the 
  Needle, Sharp Shooter
  Combat Master 
  Level 7, Combat 5, Two-Fisted 
  Fighting, Deft Grip, Any 2 Weapon 
  Proficiencies
  Gutshot
  Level 7, Combat 4, Vicious Assault, 
  Swinging Shot
  Mortal Strike
  Level 7, Combat 5, Shoot the Vitals, 
  Knockdown Shot
  Quick Grab
  Level 7, Combat 4, Wrestler, Flying 
  Hold, Martial Defense, Dangerous 
  Hands
  LVL 7 PSYCHIC POWERS
  Name
  Requires
  Pocket Dimension 
  Level 7, Influence 5, Teleport, Fade 
  Self, Fade Other
  Psychic Passenger 
  Level 7, Influence 5, Trick, Mind 
  Ride, Teleport
  Thought Knife 
  Level 7, Influence 6, Push, Mind 
  Burst, Psychic Slam
  Trounce 
  Level 7, Influence 6, Push, Send/
  Call, Trick
  Impassible Barrier
  Level 7, Influence 6, Psychic 
  Barrier, Bubble Barrier, Teleport, 
  Mind Burst
  LVL 7 TACTICAL POWERS
  Name
  Requires
  Dire Straights 
  Level 7, Nerve 5, Courage, Back-
  up, Retribution
  Full Advance 
  Level 7, Nerve 4, Hustle, Assist, 
  Fire!
  Phalanx
  Level 7, Awareness 5, Courage, 
  Flank, Get Up!
  Hail Mary
  Level 7, Awareness 5, Hustle, 
  Flank, Fire!
  Stand Down!
  Level 7, Awareness 5, Inspirational 
  Influence, Flank, Pincer Maneuver
  LVL 7 KNOWLEDGE FOCUSES
  Name
  Requires
  Computers 3
  Level 7, Computers, Operation 6
  Cybernetics 3
  Level 7, Cybernetics, Operation 7
  Driving 3
  Level 7, Driving, Operation 3
  Engineering 3
  Level 7, Engineering, Operation 7
  Locks 3
  Level 7, Locks, Operation 3
  Medicine 3
  Level 7, Medicine, Operation 7
  Navigation 3
  Level 7, Navigation, Operation 5
  Protocol 3
  Level 7, Protocol, Operation 5
  Survival 3
  Level 7, Survival, Operation 4
  Taxonomy 3
  Level 7, Taxonomy, Operation 6
  LVL 7 MUTATIONS
  Name
  Requires
  Burning Ichor
  Level 7, Acid Blood, Corrosive 
  Saliva, Toughness 2
  Levitation 
  Level 7, Toughness 2, Influence 2, 
  Shocking Touch
  Crushing Jaw
  Level 7, Combat 3, Toughness 2, 
  Toothy Maw
  Inhuman 
  Level 7, Toughness 2, Any 3 
  mutations
  Night Stalker
  Level 7, Vampirism, Anaerobic, 
  Super Senses, Night Vision
  Other Form
  Level 7, Shapechange, Speed 3
  Sudden Growth
  Level 7, Mutant Dog, Any 5 
  mutations
  True Psychic
  Level 7, Influence 4, Organic Brain, 
  Any 2 Psychic Powers
  Utter Madness
  Level 7, Insane Rage
  LVL 7 GENERAL TRAITS
  Name
  Requires
  Martial Mastery
  Level 7, Combat 4, Dangerous 
  Hands, Brawler, Martial Defense
  Know Your Enemy
  Level 7, Awareness 4
  Team Work
  Level 7, Operation 4, any 3 Knowl-
  edge Focuses
  True Luck
  Level 7, Dumb Luck
  Ultimate Machine 
  Level 7, Improved Machine, Human 
  Machine
  Ultimate Scoundrel 
  Level 7, Improved Scoundrel, 
  Scoundrel Aspect
  Ultimate Will 
  Level 7, Improved Will, Techless 
  Will
  Unarmored Master
  Level 7, Awareness 4, Speed 6, 
  Unarmored Fighter (x2), Unarmored 
  Expert (x2)
  Veteran Athlete
  Level 7, Toughness 2, Athlete
  Veteran Liar
  Level 7, Influence 5, Convincing
  Veteran Observer
  Level 7, Awareness 4, Observant
  Veteran Quick hands
  Level 7, Speed 4, Quick Hands
  Veteran Rope Walker
  Level 7, Speed 4, Rope Walker
  Veteran Wary Step
  Level 7, Awareness 4, Wary Step
  Wall Runner
  Level 7, Speed 5, Running Attack, 
  Under Pass
  LVL 7 NATURAL TALENTS
  Name
  Requires
  Combat Training 2
  Level 7, Combat Training
  Influence Church
  Level 7, Any 2 Influence Natural 
  Talent Traits
  Reflex Training
  Level 7
  
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  LEVEL 7 ATTACK SKILLS
  Champion 
  Requires: Level 7, Combat 4, Nerve 1, Duelist, En Garde
  Your entire identity has merged with your skill at one-
  handed weapons. The bonus for activating Duelist rises 
  to +7 DMG. Your bonus to AP increases to +2. Also, 
  when making Influence checks to intimidate others with 
  your weapon, add your Combat attribute to the check 
  (This stacks with the natural talent Influence Violence).
  Chink in the Armor
  Requires: Level 7, Combat 5, Thread the Needle, Sharp 
  Shooter
  If you are proficient with a pistol or rifle you may choose 
  to spend your whole turn making one special attack. 
  Instead of using your ATT, roll your base Combat against 
  the target’s Toughness defense, no cover bonuses 
  included. Deal damage as normal.
  Combat Master 
  Requires: Level 7, Combat 5, Two-Fisted Fighting, Deft 
  Grip, Any 2 Weapon Proficiencies
  You weapons are an extension of your will. You gain +1 
  Combat permanently. At the beginning of any battle, 
  choose 1 two-handed weapon and 2 one-handed 
  weapons. You can switch between these weapons freely 
  at no AP cost. Also, if you ever roll 1 on an attack, you 
  may reroll it, but must keep the second result (even if it’s 
  another 1).
  Gutshot
  Requires: Level 7, Combat 4, Vicious Assault,  
  Swinging Shot
  Whenever you make a shotgun attack against an adja-
  cent overpowered target, deal +10 DMG. This bonus is 
  not added to spread damage.
  Mortal Strike
  Requires: Level 7, Combat 5, Shoot the Vitals, Knock-
  down Shot
  Whenever you gain advantage for an attack bonus with a 
  rifle, you may trade all advantage bonuses for +10 DMG. 
  Any target hit by the attack is overpowered. Also, rolling 
  10 on rifle attacks always triggers this extra damage and 
  overpowered effect, whether you gained advantage or 
  not.
  Quick Grab
  Requires: Level 7, Combat 4, Wrestler, Flying Hold, 
  Martial Defense, Dangerous Hands
  When making a counter attack against an adjacent target, 
  you can instead choose to attempt a takedown.
  LEVEL 7 PSYCHIC POWERS
  Pocket Dimension 
  Requires: Level 7, Influence 5, Teleport, Fade Self,  
  Fade Other
  AP Cost: 3
  Range: 6 x 6 square centered on you
  Uses Limit= (Influence Score)-4
  You have mastered space and time, bending it around 
  itself. For a number of turns equal to half your Influence, 
  characters and objects within the area are whisked to a 
  different physical plane. Characters inside the pocket 
  dimension cannot leave for the duration of the effect, but 
  may other otherwise act normally. Pocket dimension 
  takes everything within range, including parts of walls 
  and other architecture - the remains appear glossy and 
  black, and are structurally unaffected by the missing 
  foundation. Upon collapse of the pocket dimension, 
  objects and walls reappear perfectly repaired, unharmed 
  and functional. Characters who die in a pocket dimension 
  do not return; their remains are lost forever.
  Psychic Passenger 
  Requires: Level 7, Influence 5, Trick, Mind Ride, Teleport
  AP Cost: 3
  Range = (Influence Score) + 1
  Uses Limit = (Influence Score) - 4
  You don’t just influence others, you can literally possess 
  them. Make an Influence check against a character’s 
  Nerve defense. If you overcome their Nerve defense, 
  you spend 4 turns possessing the target, dematerializing 
  and entering their form. You take half of all damage dealt 
  to the possessed and suffer any attribute or roll penalties 
  assigned to them, but otherwise you cannot be attacked. 
  The occupied character acts normally on their turn, but 
  on your turn you act as them using their attributes, 
  powers, and action point total. Once the duration of this 
  power concludes, or once you or the possessed are 
  reduced to 0 hit points, the power ends and you remate-
  rialize in the nearest unoccupied square.
  Thought Knife 
  Requires: Level 7, Influence 6, Push, Mind Burst, Psychic 
  Slam
  AP Cost: Two Attack Actions
  Range = (Influence Score) + 2
  Uses Limit = (Influence score) – 4
  Overcharge cost = (5+ your level) HP
  Your psychic attacks leave targets reeling. Make an 
  Influence check against the target’s Nerve defense. If 
  you succeed, deal them damage equal to the d10 result + 
  (Influence x 2) and your target is overpowered. If you 
  choose to overcharge, the target loses their next turn.
  
  80
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  Trounce 
  Requires: Level 7, Influence 6, Push, Send/Call, Trick
  AP Cost: 4
  Range: 4 squares
  Uses Limit = (Influence score) – 5
  With a thought, you can weaken a target and leave them 
  vulnerable to attack. Make an Influence check against 
  your target’s Nerve defense. If you succeed, all their 
  defenses are penalized by your Influence score until the 
  start of your next turn.
  Impassible Barrier
  Requires: Level 7, Influence 6, Psychic barrier, Bubble 
  Barrier, Teleport, Mind Burst
  AP Cost: 4 (see text)
  Uses Limit = Special (see text)
  Whenever you activate Bubble Barrier, you may choose 
  to spend 4 AP instead of 3 and upgrade it to an Impas-
  sible Barrier. The barrier’s range is extended to a 5 x 5 
  square centered on you. All foes within range are pushed 
  to the edge and no foe may enter the barrier until it’s 
  brought down.
  LEVEL 7 TACTICAL POWERS
  Dire Straights 
  Requires: Level 7, Nerve 5, Courage, Back-up, Retribution
  AP Cost: Special
  Range: Line of Sight
  You never let allies die in vain. If a player character is 
  reduced to 0 hit points, all allies in sight of you and the 
  fallen character add your Nerve to their next roll. If a 
  character would benefit from more than 1 Dire Straights 
  bonus, use the higher attribute.
  Full Advance 
  Requires: Level 7, Nerve 4, Hustle, Assist, Fire!
  AP Cost: 3
  Range: 3 squares
  You know when to command a concentrated strike. Upon 
  activation, up to 2 allies within range make 1 4-square 
  move and make 1 basic attack with whatever weapons 
  they’re wielding. These attacks cannot be combined with 
  other powers.
  Phalanx
  Requires: Level 7, Awareness 5, Courage, Flank, Get Up!
  AP Cost: 1
  Range: 1 square
  When you activate this power, all allies adjacent to you 
  cannot be overpowered, cannot suffer a takedown, and 
  deny gang-up bonuses against them until your next turn.
  Hail Mary
  Requires: Level 7, Awareness 5, Hustle, Flank, Fire! 
  AP Cost: 3
  Range: 3 squares
  When you activate this power, all allies within range 
  receive a free gain advantage action on their next turn.
  Stand Down!
  Requires: Level 7, Awareness 5, Inspirational Influence, 
  Flank, Pincer Maneuver
  AP Cost: -
  Range: -
  Foes reduced to 20 or fewer HP by your Pincer Maneu-
  ver automatically surrender, making them vulnerable to 
  knock out attacks from allies.
  In/pIts/where/////////
  mILLIons/foam/and/////
  rave/and/bark,////////
  Mad/dogs/and/IdIots,//
  thrIce/drunk/wIth/////
  strIfe;///////////////
  WhILe/ScIence/towers//
  above;/-/a/wItch,/red-
  wInged:///////////////
  ScIence/we/Looked/to//
  for/the/LIght/of/LIfe.
  Curse/me/the/men/who//
  make/and/seLL/Iron////
  shIps,////////////////
  Who/waLk/the/fLoor/In/
  thought,/that/they////
  may/fInd//////////////
  Each/powder/prompt,///
  each/steeL/wIth///////
  fearfuL/edge,/////////
  Each/deadLIest/devIce/
  agaInst/mankInd.
  
  81
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  LEVEL 7 KNOWLEDGE FOCUSES
  Computers 3
  Requires: Level 7, Computers 2, Operation 6
  Powers:
  •	
  Jump Gate Hacking: With an Operation AD of 15, 
  you can temporarily override a Jump gate to send your 
  ship to any destination. This does not guarantee a gate 
  on the other side to send you back. If you fail the check, 
  you must wait 1 hour for the Jump gate system to reset 
  before trying again.
  •	
  Ancient Console Access: The strange coding, info 
  ports and system architecture of ancient computers 
  doesn’t slow you down. The GM sets the Operation AD 
  of checks against old computers as if you were interfac-
  ing with a well-understood modern one; only the 
  computers’ security level affects the difficulty.
  Cybernetics 3
  Requires: Level 7, Cybernetics 2, Operation 7
  Powers:
  •	
  Implant Crafting 3 (Requires Implant Crafting 
  2): You can craft cybernetic implants without any value 
  limit. Crafting items costing more than §360 increases 
  the Operation AD to 15.
  •	
  AI Jacking (Requires Synthetic Mastery): You 
  can disable the functions of a robot mid-battle. You must 
  have a mobile hack-deck, and make a melee takedown 
  attempt. Make opposed Speed checks for the takedown. 
  If you win, you decide all the robot’s actions on their 
  turn. You can renew this effect on your next turn.
  Driving 3
  Requires: Level 7, Driving 2, Operation 3
  Powers:
  •	
  Crash Roll: The first time you crash during a  
  vehicle battle, you may force your vehicle to keep 
  moving. Crashing twice in the same battle forces  
  your vehicle to stop.
  •	
  Quick Escape: When operating a vehicle with which 
  you are trained, you earn 2 escape points per escape 
  action instead of 1.
  •	
  Hot Pursuit: When operating a vehicle with which you 
  are trained, you gain 2 pursuit points per pursue action 
  instead of 1.
  Engineering 3
  Requires: Level 7, Engineering 2, Operation 7
  Powers:
  •	
  Craft Armor 3 (Requires Craft Armor 2): You can 
  craft or upgrade armor without any value limit, so long 
  as you use an advanced tool kit. Crafting items costing 
  more than §300 increases the Operation AD to 15.
  •	
  Craft Weapons 3 (Requires Craft Weapons 3): 
  You can craft or upgrade weapons without any value 
  limit, so long as you use an advanced tool kit. Crafting 
  items costing more than §400 increases the Operation 
  AD to 15.
  •	
  Makeshift Scavenger (Requires Clever Scrap): 
  You can scrap any item costing less than §200 without 
  the need for tools and in less than 10 minutes with no 
  check.
  Locks 3
  Requires: Level 7, Locks 2, Operation 3
  Powers:
  •	
  Master Keys, Master Codes: You do not need hack 
  decks or physical tools to manipulate locks and alarms. 
  You may improvise tools or attempt to use manufacturer 
  master codes. Doing so raises the Operation AD by +3.
  •	
  Escape Mastery: You can pick locks by manipulating 
  tools with any part of your body, even your mouth. 
  Manacles don’t hinder you breaking free of  
  worn restraints.
  Medicine 3
  Requires: Level 7, Medicine 2, Operation 7
  Powers:
  •	
  Expert Surgeon (Requires Trauma Surgery): 
  Whenever you restore HP with Trauma Surgery, the 
  recipient recovers 30 HP instead of 20.
  •	
  Craft Drugs 3 (Requires Craft Drugs 2): You can 
  create medicines and poisons of any cost. Crafting 
  drugs takes 4 hours. You must have medical supplies 
  equal to one-half the cost of the drug you are creating 
  and have access to an infirmary. If you meet or exceed 
  an Operation AD of 15, you succeed. If you fail, you lose 
  half your components and do not create the drug.
  •	
  Lethal Knowledge: Your knowledge of anatomy is 
  sinister. You gain +1 ATT +2 DMG against living things.
  Navigation 3
  Requires: Level 7, Navigation 2, Operation 5
  Powers:
  •	
  Galactic Core Specialization: You’re intimately 
  familiar with the travel and Jump routes of the Galactic 
  Core. While in this region, you may make Operation 
  checks to find your way to obscure planets off the major 
  routes. The GM sets the Operation AD relative to the 
  location’s obscurity.
  •	
  Unpowered Space Specialization: You’re inti-
  mately familiar with the travel and Jump routes of 
  Unpowered Space. While in this region, you may make 
  Operation checks to find your way to obscure planets off 
  the major routes. The GM sets the Operation AD 
  relative to the location’s obscurity.
   
   
   
   
   
   
   
   
  
  82
  82
  Protocol 3
  Requires: Level 7, Protocol 2, Operation 5
  Powers:
  •	
  Historic Forgeries: You may create forgeries of 
  documents that appear to be pre-war or even older.
  •	
  Deflect the Church: If you meet or exceed an 
  Operation AD of 15, you can fast-talk a common Priest 
  to leave you and your friends alone. Higher-level officials 
  are immune.
  Survival 3
  Requires: Level 7, Survival 2, Operation 4
  Powers:
  •	
  Camp: You may successfully find a week’s worth of 
  food and shelter for a group with a single check.
  •	
  Terrain Advantage: When travelling through your 
  specialized terrain, you gain +2 on rolls made to gain 
  advantage.
  Taxonomy 3
  Requires: Level 7, Taxonomy 2, Operation 6
  Powers:
  •	
  Mortal Blow (Requires Know Weakness): Once 
  per day, when you attack a creature you are specializa-
  tion against, you may choose to roll an automatic 10.
  •	
  Turn Beast: When intimidating creatures you are 
  specialization against, you may use Operation instead of 
  Influence.
  LEVEL 7 MUTATIONS
  Burning Ichor
  Trait Point Cost: 3
  Requires: Level 7, Acid Blood, Corrosive Saliva, Tough-
  ness 2
  Your Acid Blood now deals (Toughness + 6) damage. 
  Targets struck by your Corrosive Saliva also take (d10 
  result + Toughness) damage.
  Levitation 
  Trait Point Cost: 3
  Requires: Level 7, Toughness 2, Influence 2, Shocking 
  Touch
  Your may manipulate your body’s magnetic field to fly. 
  Whenever you take a move action, you may ascend 4 
  squares vertically (20 feet) as part of the movement. At 
  the end of your turn, you float harmlessly back to the 
  ground – no matter the height.
  Crushing Jaw
  Trait Point Cost: 3
  Requires: Level 7, Combat 3, Toughness 2, Toothy Maw
  Increase the ATT and DMG of your bite attack by one-
  half your level (rounded down).
  Inhuman 
  Trait Point Cost: 3
  Requires: Level 7, Toughness 2, Any 3 mutations
  You are mutated beyond human recognition. Add +1 to all 
  roll bonuses, damage bonuses, or movement (in squares) 
  derived from mutation effects. In addition, your physical 
  proportions stretch to make Prodigravus armor fit more 
  easily, meaning you treat the maximum speed rating of 
  Prodigravus armor as 3.
  Night Stalker
  Trait Point Cost: 4
  Requires: Level 7, Vampirism, Anaerobic, Super Senses, 
  Night Vision
  You you can smell blood through people’s skin. You give 
  off ambient body heat to match your surroundings, 
  circumventing infrared detection. You are always aware 
  of any living creatures within 6 squares of you. In addi-
  tion, when using Vampirism, you now gain 70 HP.
  Other Form
  Trait Point Cost: 3
  Requires: Level 7, Shapechange, Speed 3
  You can twist and reshape your body to that of any 
  creature, from a housecat to a bear. You take on the full 
  appearance, including hair and claws, though this does 
  not enhance your unarmed attacks. If you die or fall 
  unconscious, you automatically begin transforming back 
  to your normal self. Transformation takes a few minutes 
  and requires shedding the skin of your  
  previous form. 
  Thou/knowest/aLL;/I///
  seek/In/vaIn//////////
  What/Lands/to/tILL/or/
  sow/wIth/seed/////////
  The/Land/Is/bLack/////
  wIth/brIar/and/weed,//
  Nor/cares/for/faLLIng/
  tears/or/raIn.
  Thou/knowest/aLL;/I///
  sIt/and/waIt//////////
  WIth/bLInded/eyes/and/
  hands/that/faIL,//////
  TILL/the/Last/LIftIng/
  of/the/veIL///////////
  And/the/fIrst/openIng/
  of/the/gate.
  
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  83
  Sudden Growth
  Trait Point Cost: 3
  Requires: Level 7, Mutant Dog, Any 5 mutations
  Your body develops superior abilities. Increase any 
  attribute by 2, except Toughness or Nerve.
  True Psychic
  Trait Point Cost: 4
  Requires: Level 7, Influence 4, Organic Brain, Any 2 
  Psychic Powers
  Your blood produces hormones similar to Illuminix. You 
  are no longer dependent on the drug and do not need it 
  to access psychic powers. Once a day, you may bleed 
  yourself for 10 HP to produce the equivalent of a single 
  dose of Illuminix.
  Utter Madness
  Trait Point Cost: 3
  Requires: Level 7, Insane Rage
  Your psyche is closer to the Prodigravus than your allies 
  care to admit. You constantly suffer minor hallucinations, 
  but while you might not know what is real, your team-
  mates steer your murderous rage. You permanently 
  suffer -1 Nerve and your bonus from Insane Rage 
  increases to +3. In addition, every time you personally kill 
  an creature, a rush of feral energy restores you (your 
  Combat x2) hit points.
  LEVEL 7 GENERAL TRAITS
  Martial Mastery
  Requires: Level 7, Combat 4, Dangerous Hands, Brawler, 
  Martial Defense
  Your hands are weapons of mass destruction. You 
  receive an additional +1 ATT +4 DMG to unarmed attack 
  rolls.
  Know Your Enemy
  Requires: Level 7, Awareness 4
  Years of fighting have taught you how to measure  
  a man. Once per day, before rolling, you may add your 
  Awareness as an extra bonus to any roll against an NPC.
  Team Work
  Requires: Level 7, Operation 4, any 3 Knowledge  
  Focuses
  When using knowledge powers, like Taxonomy or 
  Navigation, you consider allies’ specializations as your 
  own. For example, you may use Lay Low on a planet of 
  an ally’s specialization, even if you are not specialized.
  True Luck
  Requires: Level 7, Dumb Luck
  You can use Dumb Luck twice per day. Also, you may 
  choose to use it after discovering the roll was a failure.
  Ultimate Battle Opportunist 
  Requires: Level 7, Improved Battle Opportunist
  You can kill with superlative ease. Your damage bonus 
  against unaware or overpowered targets increases to +6 
  DMG. When using gain advantage, inrease the attack 
  bonus effect to +6 ATT.
  Ultimate Machine 
  Requires: Level 7, Improved Machine, Human Machine
  Permanently raise all of your attributes by 1. Raise your 
  Nerve defense by 2.
  Ultimate Will 
  Requires: Level 7, Improved Will, Techless Will
  Even though you are fully organic, you are by no means 
  inferior. The bonus from your Techless Will increases  
  to +6.
  Unarmored Master
  Requires: Level 7, Awareness 4, Speed 6, Unarmored 
  Fighter (x2), Unarmored Expert (x2)
  You easily fly across battlefields, yet detest the weight of 
  any protective garments. Increase the unarmored 
  bonuses to +6. Decrease the maximum speed of any 
  worn armor to 1.
  Ho!/they/are/on/us,///
  cLose/wIthout!////////
  Shut/tIght/the////////
  sheLter/where/we/LIe!/
  WIth/hIdeous/dIn/the//
  monster/rout,/////////
  Dragon/and/vampIre,///
  fILL/the/sky!/////////
  The/Loosened/rafter///
  overhead//////////////
  TrembLes/and/bends////
  LIke/quIverIng/reed;//
  Shakes/the/oLd/door///
  wIth/shudderIng/dread,
  As/from/Its/rusty/////
  hInge/’twouLd/fLy!////
  WILd/crIes/of/heLL!///
  voIces/that/howL/and//
  shrIek!
  
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  84
  Veteran Athlete
  Requires: Level 7, Toughness 2, Athlete
  When attempting athletics, you may treat the die as a 5 
  instead of rolling.
  Veteran Liar
  Requires: Level 7, Influence 5, Convincing
  When attempting a lie, you may treat the die as a 5 
  instead of rolling.
  Veteran Observer
  Requires: Level 7, Awareness 4, Observant
  When attempting to detect lies, you may treat the die as 
  a 5 instead of rolling.
  Veteran Quick hands
  Requires: Level 7, Speed 4, Quick Hands
  When attempting to hide or steal objects, you may treat 
  the die as a 5 instead of rolling.
  Veteran Rope Walker
  Requires: Level 7, Speed 4, Rope Walker
  When attempting to keep your balance or avoid slipping, 
  you may treat the die as a 5 instead of rolling.
  Veteran Wary Step
  Requires: Level 7, Awareness 4, Wary Step
  When attempting to detect explosives, you may treat the 
  die as a 5 instead of rolling.
  Wall Runner
  Requires: Level 7, Speed 5, Running Attack, Under Pass
  You move quickly enough to defy gravity. You can take 
  move actions to climb ups vertical surfaces. The total 
  number of squares you can move vertically equals your 
  Speed. To avoid falling, you must land on a surface or 
  grab something at the end of the move action.
  LEVEL 7 NATURAL TALENT TRAITS
  Combat Training 2
  Requires: Level 7, Combat Training
  When attacking with weapons affected by your Combat 
  Training, you may add (1 + ½ your level rounded down) 
  instead of Combat to calculate both ATT and DMG. 
  Influence Church
  Requires: Level 7, Any two Influence natural talent traits
  Whenever socially interacting with Church members, 
  whether lying or sincere, you may use your highest 
  attribute instead of Influence.
  Reflex Training
  Requires: Level 7
  When rolling to determine turn order in battle, you may 
  use your highest attribute instead of battle reflex.
  I/own/the/moraL/not///
  exact,////////////////
  BesIdes,/the/taLe/Is//
  faLse,/In/fact;///////
  And/so/absurd,/that///
  couLd/I/raIse/up,/////
  From/fIeLds/ELysIan,//
  fabLIng/aEsop,////////
  I/wouLd/accuse/hIm/to/
  hIs/face,/////////////
  For/LIbeLLIng/the/////
  four-foot/race.///////
  Creatures/of/every////
  kInd/but/ours/////////
  WeLL/comprehend/theIr/
  naturaL/powers,///////
  WhILe/we,/whom/reason/
  ought/to/sway,////////
  MIstake/our/taLents///
  every/day.
  
  85
  85
  
  86
  86
  CHAPTER 6:
  TRAVEL, 
  VEHICLES, 
  & TRADE
  
  87
  87
  TRAVELING RULES
  Whether you’re en route to a distant planet or fleeing from disturbed pirates, vehicle travel is essential to Synthicide. 
  MEASURING TRAVEL DISTANCES ON PLANETS
  Time is measured in Synthicide by days traveled and used to track food and fuel consumption. The GM decides how 
  many days it takes to get from one location to another. If travel time seems like it should be short and require no food, do 
  not track it.
  MEASURING TRAVEL DISTANCES IN SPACE
  Jumps are the standard unit of measurement in space. Count the number of Jump gates between one planet to another 
  to determine travel time. Each Jump takes 2 days. See page 172. for a galaxy map of common Jump gates routes.  
  There may be times when ships travel through space without using Jump gates. Traveling to a planet’s moon or a local 
  space station usually only take 1 day. Sharpers rarely travel to other planets within the same star system; it takes weeks 
  to reach the next closest planet without a Jump gate.
  SPACE STATIONS
  Many planets have a space station within their orbit. These cramped, minimalist ports are only used for fueling and 
  unloading cargo. At the GM’s discretion, you may trade in fuel and commodities without entering the atmosphere.
  TRAVELING DANGERS
  Thieves and pirates often ambush sharpers in the space between planets and solar systems. Whether or not this hap-
  pens is up to the GM. Be on alert!
  PLANET A
  PLANET B
  JUMP GATE
  2 DAYS TRAVEL
  
  88
  88
  Clipper: Any common spaceship. Manufacturers model 
  their designs to a branded look, but all are cheap and 
  functional. Clippers have just enough armor to survive 
  atmospheric reentry and just enough storage for a 
  profitable shipping run. They only come equipped with 
  sleeping quarters, a kitchen, and a cargo hold.
  Corvette: These large, lightning fast ships are only 
  available to exclusive clientele. Living quarters are 
  spacious and increased crate capacity yields greater 
  shipping returns. Many pirates use corvettes to chase 
  down their unfortunate prey. Corvettes house additional 
  sleeping quarters, a large cargo hold, and  
  pre-installed infirmaries.
  Freighter: an immense merchant ship. Some pirates 
  max out their hold with a clipper in lieu of crates. The 
  second ship is easily deployed when force-boarding or 
  grappling. Freighters have the most quarters and largest 
  cargo holds, as well as fully stocked infirmaries and 
  workshops for crafting equipment.
  GOODS, SERVICES, AND CUSTOMIZATION
  Vehicles are expensive to maintain and customize. 
  Common prices are listed below. 
  Name
  Price 
  Repair Services
  §75 per 50 HP 
  repaired
  Crate of Fuel
  §100
  Docking Fees
  §5/day
  Crate of Repair Parts
  §25
  Empty Crate
  §5
  Engine Amp
  ½ of ship price
  Crash Dampeners
  ½ of ship price
  Extended Cabin
  §100
  SPACESHIPS
  Self-driving and highly automated, spaceships are essential to galactic exploration. Though there are manual controls for 
  emergencies, built-in systems prevent drivers from crashing their ships into the ground or into radiotagged buildings. 
  Every structure of importance has a radiotag, especially in Tharnaxist space. Spaceships are of special interest to the 
  Tharnaxist Church; expect intense regulation and confiscation of unfamiliar tech.
  Where are the vehicle weapons? (Weapon embargo)
  The Tharnaxist Church keeps a firm disarmament policy: only the most devout machine worshippers may wield weapons 
  designed for spaceship and planetary vehicle destruction. As a result, pirates and sharpers have adapted to grappling 
  arms and cables, hull-piercing pistons, and other force-boarding equipment for space combat. However, if GMs are 
  seeking information on expensive and banned vehicle weapons, see page 167 for optional rules. 
  Fuel
  Spaceships burn immense amounts of a highly efficient fuel that only reacts in a controlled vacuum. A single day of 
  orbital/space travel requires 1 unit of fuel. A high-speed battle burns 2 units and planetary exit/entry burns 3 units.
  Name
  Velocity
  Damage 
  Threshold
  HP
  Capacity
  Price
  Fuel Tank
  Clipper
  500
  60
  1600
  6 characters, living quarters, 
  20 crates
  §5000
  §300
  (§30/unit)
  Corvette
  505
  100
  2500
  18 characters, living quarters,
  50 crates
  §8500
  §800
  (§60/unit)
  Freighter
  495
  150
  5000
  50 characters, living quarters,
  400 crates
  §14000
  §4000
  (§100/unit)
  
  89
  89
  Repair Services: Most docks offer repair services, so 
  long you can afford the labor. Parts are included  
  in this price.
  Crate of Fuel: This prepackaged fuel can be stored on a 
  ship if its tanks are full. It holds §100 worth of fuel.
  Docking Fees: Planet authorities charge ships for 
  docking. If you plan to buy or sell cargo, you must dock 
  and pay the fee.
  Crate of Repair Parts: Contains 50 HP of general repair 
  parts. Necessary for DIY ship repair.
  Empty Crate: Stores trade in a 5-ft cube. GMs often use 
  crates to determine the volume of materials or goods.
  Engine Amp: Gearheads rejoice! Increase spaceship 
  velocity by 3. Can be purchased twice to increase 
  velocity by 6.
  Crash Dampeners: Safety technology is essential to 
  vehicle and passenger recovery. Vehicles with crash 
  dampeners take half damage in a crash.
  Extended Cabin: You can add an extra cabin to a ship. 
  In addition to the listed price, the vehicle permanently 
  decreases it’s storage capacity by 5 crates.
  ILLEGAL CUSTOMIZATIONS
  The Tharnaxist Church has banned these customizations  
  throughout the Galaxy. Smugglers and pirates still use 
  them to stay ahead of their competition.
  Name
  Price 
  Secret Compartment
  §50 
  Anti-sniff
  §100
  Grappler 
  ¼ vehicle price
  Crusher
  ½ vehicle price
  Secret Compartment: requires an Operation AD of 15 
  to spot. Lose 2 crates of storage for every secret com-
  partment of 1 crate in dimension.
  Anti-sniff: This upgrade guards secret compartments 
  from detection equipment. Only skill and the naked eye 
  can detect a secret compartment with anti-sniff.
  Grappler: A hydraulic arm hidden in the paneling on the 
  side of your ship. Sharpers and pirates use grapplers to 
  latch onto ships of the same size or smaller. They’re 
  essential when lining up airlocks for forceful entry.
  Crusher: A hull-piercing piston customized to fit a 
  grappler. When something is held by the grappler, any 
  crew member may take an action to activate the crusher, 
  automatically dealing 1d10 x 50 damage to the  
  grappled object.
  A/pLummet/of/the//////
  changIng/unIverse,////
  Far-cast,/I/fLare/////
  Through/guLfs/the/////
  sun’s/uncharted///////
  orbIts/bInd,//////////
  And/spaces/bare///////
  That/IntermedIate/////
  darks/Immerse/////////
  By/road/of/sun/nor////
  worLd/confIned.///////
  Upon/my/star-/////////
  undomInated/gyre//////
  I/mark/the/systems////
  vanIsh/one/by/one;////
  Among/the/swarmIng////
  worLds/I/Lunge,///////
  And/sudden/pLunge/////
  CLose/to/the/zones/of/
  soLar/fIre;///////////
  Or/’mId/the/mIghty////
  wrack/of/stars/undone,
  FLash,/and/wIth///////
  momentary/rays////////
  CompeL/the/dark/to////
  yIeLd/////////////////
  TheIr/aImLess/forms,//
  whose/once/far-potent/
  bLaze/////////////////
  In/ashes/chILL/Is/now/
  Inurned.
  
  90
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  91
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  92
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  93
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  94
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  95
  95
  
  96
  96
  
  97
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  98
  98
  
  99
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  YOUR FIRST SPACESHIP
  Sharpers take great pride in their spaceship. It defines them and sets them apart. No matter where you came from, 
  everyone is united by their loyalty to the ship. As a group, determine your spaceship’s origin and any special quirks it may 
  have. Choose something from each on the following tables, or roll 1d10 randomly.
  How did you get your ship?
  d10
  Ship Origin
  Effect
  1
  Hard Earned
  You and the other players pooled your resources to buy a ship. It was hard work, but 
  you’ve earned your independence.
  2
  Stolen
  You boosted the ship from its previous owner. You may face revenge in the future, but 
  for now you’re “safe.”
  3
  Borrowed
  A wealthy person is lending you the ship to run errands. When you fail to check in, you 
  risk making powerful enemies. Roll on the ship upgrade chart.
  4
  Salvaged
  The ship was a junker when you bought it. Every day you find another leak or tear. Roll 
  on the ship flaw chart.
  5
  Discovered
  There’s no knowing who owned this ship before you, but who cares? It’s your ticket to 
  the stars! Roll twice on the ship mystery chart.
  6
  Inherited
  Someone in the party inherited the ship from a family member. Roll on the ship 
  mystery chart.
  7
  Experimental
  An inventor engineered this ship as the prototype for a more reliable model. Roll on the 
  ship flaw chart and the ship mystery chart.
  8
  Custom Made
  This ship was custom built for you by someone who didn’t know what they were 
  doing. Roll on the ship flaw chart and the ship upgrade chart.
  9
  Paid Companions
  A Synthetic onboard the ship convinced you to share his company. You haven’t yet 
  figured out why he wants you around.
  10
  Church Affiliation
  Your last gig for the Tharnaxist Church still haunts your dreams at night, but now at 
  least you’re free to roam the stars. You dread the day the Church reaches out to you 
  and your companions again.
  A/voIce/crIed/to/me///
  In/a/dawn/of/dreams,//
  SayIng,/”Make/haste://
  the/webs/of/death/and/
  bIrth/////////////////
  Are/brushed/away,/and/
  aLL/the/threads/of////
  earth/////////////////
  Wear/to/the/breakIng;/
  spaceward/gLeams
  
  100
  100
  How does your ship look?
  d10
  Appearance
  Effect
  1
  Boring
  You’re cruising in a basic bag of bolts.
  2
  Overdone
  A peculiar hull decorated with obscene amounts of paint makes your ship stick out like 
  a sore thumb.
  3
  Cruddy
  Wayfarers fail to take you seriously when they see your ship, which has obviously 
  seen better days. 
  4
  Sleek
  Your ship is elegantly designed. Unsavory sorts assume you’re easy prey.
  5
  Fearsome
  Intimidating spikes and battle scars adorn your ship. Common folk feel on-edge when 
  they see it.
  6
  Ancient
  The hull of your ship is older than its inner workings. No one can tell who built it – or 
  when.
  7
  Church Surplus
  Your ship was manufactured for the Tharnaxists. Seeing it makes people question your 
  motives.
  8
  Workhorse
  Your ship was built to move freight and mine asteroids. Worn corporate markings and 
  vestigial equipment cover it. Onlookers assume you are reliable.
  9
  Plain Ugly
  Someone with no sense of aesthetics designed and built your ship. Laughter follows 
  you at every dock.
  10
  Gadget Heavy
  Your ship is layered with advanced sensors and effectors. Onlookers assume you 
  know what you’re doing, and the Tharnaxists eye you with undue suspicion.  Roll on 
  the spaceship upgrades chart.
  Who/rIdes/a/dream,////
  what/hand/shaLL/stay!/
  What/eye/shaLL/note///
  or/measure/mete///////
  HIs/passage/on/a//////
  purpose/fLeet,////////
  The/thread/and////////
  weavIng/of/hIs/way!///
  It/caught/me/from/the/
  cLaspIng/worLd,///////
  And/swept/beyond/the//
  brInk/of/Sense,///////
  My/souL/was/fLung,////
  and/poIsed,/and///////
  whIrLed,
  
  101
  101
  Vehicle Flaws (only roll if origin requires)
  d10
  Flaw
  Effect
  1
  Awful Noise
  The engines of your ship rattle excruciatingly against your eardrums. People from miles 
  away notice your ship arriving and departing.
  2
  Visible Exhaust
  Visible exhaust isn’t typical, let alone the thick black clouds streaming out of the 
  engines of your vessel. Interested parties may easily track you.
  3
  Sluggish
  Your ship can maintain a respectably high speed, but it takes awhile to get there. Other 
  spaceships always act before yours in battle.
  4
  Electro-Interference.
  Your ship jams communications and phone signals. You may not send or receive 
  transmissions while in flight.
  5
  Bad Air
  The life support air filtration system is busted. The ship reeks with an awful stench.
  6
  Thermal Error
  The climate controls within your ship are broken. It’s always incredibly hot inside.
  7
  Toxic Residue
  Your ship was exposed to a corrosive, poisonous chemical and never cleaned properly. 
  Passengers feel ill after extended flights.
  8
  Vermin
  A colony of bizarre insects refuse to leave the ship. You’ve learned to lock food away 
  and to sleep with the lights on.
  9
  Brittle Frame
  The ship takes 50% more damage from crashes.
  10
  Truly Awful
  The GM chooses a flaw from 1-9. The players choose another.
  EnkIndLIng/dawns/of///
  memory,///////////////
  Each/sun/had/radIance/
  to/reLume/////////////
  A/seaLed,/dIsused,////
  and/darkened/room/////
  WIthIn/the/souL’s/////
  ImmensIty.////////////
  TheIr/aLIen/cIphers///
  shown/and/LIt,////////
  I/understood/what/////
  each/had/wrIt
  
  102
  102
  Vehicle Mystery (only roll if origin requires)
  d10
  Mystery
  Effect
  1
  Impossible Jumps
  When you use a Jump gate, you occasionally arrive 2 minutes sooner than when you 
  left. No one can explain why.
  2
  Follower
  Someone is tracking your movements in the vacuum of space. Whoever they are, their 
  ship is smaller than a cruiser and hovers just outside sensor range. They never come 
  closer.
  3
  Crypts
  Hidden compartments within the interior of the ship house human remains. You’re 
  sure there are more you don’t know about.
  4
  Mind of its Own
  Your ship ignores explicit commands from time to time. It doesn’t intentionally endan-
  ger your lives, but it does occasionally land at coordinates inconvenient to your travel-
  ling plans.
  5
  Voices
  In moments of duress, the ship’s intercoms come to life with whispered words.
  6
  Mad Writing
  The interior is awash with indecipherable words and symbols. They’ve proven impos-
  sible to remove with common cleaning agents.
  7
  Shared Dreams
  Passengers on the ship occasionally experience the same dream or nightmare.
  8
  Apparition
  When the lights are off, you can just make out someone walking through the halls. 
  They make no sound and leave no evidence of their passing.
  9
  Spectral Shifts
  Sometimes after a Jump, clothes and equipment permanently change colors.
  10
  Shared Memory
  Everyone in your group shares the memory of an inexplicable event from before you 
  even knew one another. None of you had this memory before stepping onboard the 
  ship for the first time.
  I/deLved/In/each//////
  forgotten/mInd,///////
  The/unIts/that/had////
  buILded/me,///////////
  Whose/deepnesses//////
  before/were/bLInd/////
  And/formLess/as///////
  InfInIty/-
  
  103
  103
  Spaceship Upgrades (only roll if origin requires)
  d10
  Mystery
  Effect
  1
  Hot Sensors
  You always notice approaching ships before they reach attack range.
  2
  Efficient
  Your ship consumes half the fuel of a normal ship it’s size.
  3
  Magnetic Defense
  Your ship gains +2 to avoid grapplers.
  4
  Extra Armor
  Your ship’s damage threshold increases by 50.
  5
  Extra Engines
  Your ship’s Velocity gains +2.
  6
  Crash Alerts
  You gain +2 Operation to avoid crashes.
  7
  Extra Storage
  Your ship can hold 10 more crates.
  8
  Tough Locks
  The locks on your ship require an Operation AD 20 to break open.
  9
  Secure Software
  Your ship will not activate without an Operation AD 25 to bypass identity verification .
  10
  High Grade
  The GM chooses one upgrade from 1-9. The players choose another.
  Where/no/terrestrIaL//
  dreams/had/trod///////
  My/vIsIon/entered/////
  undIsmayed,///////////
  And/LIfe/her/hIdden///
  reaLms/dIspLayed//////
  To/me/as/to/a/curIous/
  god.//////////////////
  Where/coLored/suns/of/
  systems/trIpLIcate////
  Bestow/on/pLanets/////
  weIrd,/IneffabLe,/////
  Green/LIght/that/orbs/
  them/LIke/an/outer////
  sea,//////////////////
  And/Large/auroraL/////
  noons/that/aLternate//
  WIth/skIes/LIke///////
  sunset/heLd/wIthout///
  abate,////////////////
  LIfe’s/touch/renewed//
  IncomprehensIbLy
  
  104
  104
  PLANETARY VEHICLES
  Powered cycles, cars and airborne vehicles are relatively accessible and far more popular for planetary  
  transportation than spaceships. 
  GROUND CARS
  Encompassing large and midsize vehicles designed for terrestrial travel, ground cars include wheeled vehicles as well as 
  low-altitude hover vehicles.
  Fuel
  Ground cars don’t need fuel as long as there is easy access to an electric grid or solar power.
  Name
  Velocity
  Damage 
  Threshold
  HP
  Capacity
  Price
  Speeder
  14
  12
  100
  4 characters, 2 crates
  §800
  Truck
  12
  14
  150
  2 characters 10 crates
  §1000
  Transport
  12
  17
  150
  6 characters, 20 crates
  §1200
  Tanker
  11
  27
  500
  8 characters, 100 crates
  §3000
  CYCLES
  Sharpers and other enthusiasts adore motorcycles and hover bikes for their ease in traversing narrow turns on the surface 
  of a planet.  
  Fuel
  Cycles don’t need fuel as long as there is easy access to an electric grid or solar power.
  Name
  Velocity
  Damage 
  Threshold
  HP
  Capacity
  Price
  Scooter
  15
  9
  50
  2 characters
  §500
  Low Rider
  17
  9
  80
  2 characters
  §800
  Road Rocket
  19
  9
  50
  1 character
  §1200
  
  105
  105
  PLANETARY VEHICLE GOODS & CUSTOMIZATION
  The following upgrades apply to ground cars, sky cars, 
  and cycles. Actual prices vary from technician to techni-
  cian.
  Name
  Price 
  Repair Services
  §75 per 50 HP 
  repaired
  Charged Battery
  §100
  Crate of Repair Parts
  §25
  Empty Crate
  §5
  Engine Amp
  Half of ship price
  Extra Seating
  §50
  Repair Services: Most docks offer repair services, so 
  long you can afford the labor. Parts are included in this 
  price.
  Charged Battery: Consumed as fuel by air cars.
  Crate of Repair Parts: Up 50 HP may be restored to 
  your car or cycle with these spare parts. 
  Empty Crate: Stores trade in a 5-ft cube. GMs often use 
  crates to determine the volume of materials or goods.
  Engine Amp: Gearheads rejoice! Increase vehicle 
  velocity by 3. May be purchased twice to increase 
  velocity by 6.
  Crash Dampeners: Safety technology is essential to 
  vehicle and passenger recovery. Vehicles with crash 
  dampeners take half damage in a crash.
  Extra Seating: Raise character capacity by adding extra 
  seats. In addition to the listed price, the vehicle perma-
  nently decreases it’s storage capacity by 2 crates.
  ILLEGAL CUSTOMIZATIONS
  The Tharnaxist Church has banned these customizations  
  throughout the Galaxy. Smugglers and pirates still use 
  them to stay ahead of their competition.
  Name
  Price 
  Secret Compartment
  §50 
  Anti-sniff
  §100
  Weapon Mount
  §80
  Secret Compartment: Requires an Operation AD of 15 
  to spot. Lose 2 crates of storage for every secret com-
  partment of 1 crate in dimension.
  Anti-sniff: Guards secret compartments from detection 
  equipment. Only skill and the naked eye can detect cargo 
  hidden with anti-sniff.
  Weapon Mount: Used to increase the effectiveness of 
  common pistols, rifles, and shotguns in a car chase. 
  When mounted, ranged weapons gain +5 DMG against 
  other vehicles and +2 ATT against any target. Lose 1 
  crate of storage for every weapon mount customization.
  SKY CARS
  Include any vehicle designed to fly within the terrestrial atmosphere of a planet. 
  Fuel
  Sky cars consume large batteries of electrochemical fuel. A single day of travel burns 1 unit of fuel. A high-speed battle 
  burns 2 units of fuel.
  Name
  Velocity
  Damage 
  Threshold
  HP
  Capacity
  Price
  Fuel Tank
  Skiff
  45
  18
  200
  6 characters, 8 crates
  §2000
  §100
  (§20/unit)
  Carrier
  40
  21
  400
  2 characters, 30 crates
  §3000
  §400
  (§40/unit)
  Sky Barge
  35
  30
  1000
  30 characters, 200 crates
  §5000
  §2400
  (§80/unit)
  
  106
  106
  RUNNING CARGO
  Sharpers often subsidize their interstellar travel by hauling freight. Smuggling jobs command respectable returns, given a 
  high demand.
  INDEPENDENT CARGO
  Sharpers can make a meager living buying and selling independent cargo. Mega corporations and the Church have a 
  lockdown on the production and sale of goods, driving prices (and profits) quite low. Consider:
  •	
  There are no loans or credit – you must pay for your cargo in full. The Galaxy is a chaotic place that  
  runs on lurans. No one hands over cargo without lurans up front and you must negotiate terms with the final  
  buyer on your own. 
  •	
  Trade takes place at spaceports and docks. Docking fees, paid to the dock master, are required to trade cargo 
  with other parked ships.
  •	
  Dock Masters get their cut. A dock master who catches you selling cargo without sharing revenue will impound 
  your ship or destroy it as a warning to others.
  BUYING CARGO
  With trade locked down by corporations and the Church, sharpers are lucky to see a quarter of an individual good’s asking 
  price in trade. Profits only occur when buying and trading in bulk. Use the following to determine what cargo is available 
  for purchase at your dock.
  Goods diversity
  Dock Type
  Description
  Effect
  Backwater
  A small dock on a barely populated world
  Roll once on the available goods chart
  Bustling
  A fairly important dock on a moderately 
  populated world
  Roll twice on the available goods chart
  Central
  Either a major dock on a developed world 
  or a standard dock on a highly developed 
  world.
  Roll 3 times on the available goods chart
  Vital Trading Port
  Either an extremely common trading 
  destination or one of the key ports on a 
  highly developed world.
  Roll 5 times on the available goods chart
  Available Goods*
  d10
  Cargo Type
  Description
  Value
  1-3
  Common Goods
  Clothing, raw materials or other low value items
  §50 per crate
  4-5
  Common Food/Medicine
  Processed foods, feast pills, medical supplies
  §300 per crate
  6-7
  Weapons
  Standard guns, armor, etc.
  §800 per crate
  8-9
  Luxury Goods
  Delicious or highly nutritious foods, high-quality 
  clothing and bedding
  §1200 per crate
  10
  Tech
  High-tech weapons, cyber implants, robot compo-
  nents
  §2000 per crate
  *Note: returning the same result on multiple rolls has no effect but still counts as a roll. 
  
  107
  107
  SELLING CARGO
  Cargo is generally sold “over the table.” The dock master notes the cargo on your manifest and receives a  
  cut of the sale. Sharpers occasionally sell cargo under the table, sneaking the cargo past the dock master and selling  
  it without his or her knowledge. In either case, a crew member must make an Influence roll to unload the cargo on any 
  buyers, using one of the tables below to determine the success of the sale. You may only make this check  
  once per dock.
  Over the Table Sales
  Influence AD
  Deal Quality
  Sale Price
  0 or less
  Uninterested Buyers
  30% loss
  3
  Bad Deal
  10% loss
  5
  Straight Deal
  Face value
  7
  Decent Deal
  10% profit
  9
  Good Flip
  20% profit
  13
  Solid Sale
  30% profit
  16+
  Unbelievable Deal
  40% profit
  Under the Table Sales
  Influence AD
  Deal Quality
  Sale Price
  Penalty If Caught
  0 or less
  Uninterested Buyers
  10% loss
  10% of original cargo value, ship impounded until 
  balance paid
  3
  Bad Deal
  Face value
  20% of original cargo value, ship impounded till 
  balance paid
  5
  Straight Deal
  20% profit
  30% of original cargo value, ship impounded till 
  balance paid
  7
  Good Flip
  40% profit
  50% of original cargo value, ship impounded till 
  balance paid
  9
  Solid Sale
  60% profit
  Ship confiscated, other belongings returned
  13
  Unbelievable Deal
  80% profit
  Ship confiscated, no belongings returned.
  
  108
  108
  SMUGGLING JOBS
  On occasion, a large corporation will contract sharpers to 
  carry goods on their behalf. Far more lucrative than 
  independent cargo, smuggling jobs entail moving product 
  corporations don’t want on their own ships. It’s also 
  much simpler than buying and selling independent cargo. 
  In practice:
  •	
  You must secretly rendezvous in orbit of the 
  cargo’s destination, or use smuggling compart-
  ments to sneak the cargo into a dock unnoticed. 
  Contractors only hire sharpers when planetary 
  customs or Church investigators threaten to interfere 
  with their freight.
  •	
  Failure has consequences. You must deliver the 
  cargo; no excuses. A friendly contractor might only 
  expect full compensation for lost cargo and wasted 
  fuel. Failing other clients will likely result in a price on 
  your head.
  •	
  Deliver the cargo, claim your reward. The contrac-
  tor sets the value of the smuggling job. GM’s use the 
  Mission Risk system to determine bonus pay.
  GETTING CAUGHT
  There are no “fast and dirty” rules for getting caught. 
  GM’s determine the number of inspectors or customs 
  agents who stand in your way and scales them to be 
  legitimate obstacles based on your group’s level. Inspec-
  tions and searches are roleplayed as any other  
  social interaction.
  STEALING VEHICLES
  Jacking another person’s ride is a fast way to end up 
  dead or wealthy. To steal a vehicle:
  1. 
  Break in with a lock picking roll. The Operation 
  AD to pick any lock is equal to 10 + the value of the 
  ship in lurans rounded up to the nearest thousand. 
  For example, breaking into a speeder car requires an 
  Operation AD 11. A clipper spaceship requires 
  Operation AD 15. Failure alerts the vehicle owner.
  2. Override security to control the vehicle. The 
  difficulty is the same as above: 10 + the value of the 
  ship in lurans rounded up to the nearest thousand. 
  As in step 1, failure alerts the owner.
  3. Most vehicles come with tracking devices. 
  Disabling a tracer requires an Operation roll equal to 
  5 + the value of the ship in lurans rounded up to the 
  nearest thousand. The owner is alerted on a failure, 
  as with steps 1 and 2.
  4. If you are successful at all 3 steps, you steal the 
  vehicle without intervention. Yet there may be 
  cameras or other witnesses to your crime. When you 
  attempt to unload a stolen vehicle, someone angry 
  might be waiting for you. The GM decides based 
  upon how well you covered your tracks.
  SELLING STOLEN VEHICLES
  Fencing is easy lurans. Yet stolen ships are risky to 
  purchase. To avoid reprisal, the buyer must strip the ship 
  for parts or remove all identifying details. When you find 
  a buyer (usually in another town or on another planet), 
  you profit only 10% ship’s asking price and face value for 
  any cargo it carries.
  And/whose/the/home////
  that/strews/In/bLack//
  decay/////////////////
  The/one/green-gLowIng/
  IsLand/of/the/bay?////
  Some/dark-browed//////
  pIrate’s,/jeaLous/of//
  the/fate//////////////
  That/seIzed/the///////
  strangLed/wretch//////
  of/”NIx’s/Mate”?//////
  Some/forger’s,/
  skuLkIng/In/a/////////
  borrowed/name,////////
  Whom/Tyburn’s/////////
  dangLIng/haLter/yet///
  may/cLaIm?////////////
  Some/wan-eyed/////////
  exILe’s,/weaLth/and///
  sorrow’s/heIr,////////
  Who/sought/a/Lone/////
  retreat/for/tears/and/
  prayer?
  
  109
  109
  Escape
  Make an Escape to lose pursuing targets.
  1. 
  Lose all pursuit points. Getting away from your 
  foes demands exclusive focus.
  2. Roll DV vs. DV against your fastest pursuer. On a  
  success, gain 1 escape point. On a failure, your 
  fastest pursuer gains a pursuit point.
  3. With your 4th escape point, 1 of your pursuers 
  lose track of you and is removed from the battle. 
  Start with the slowest foe. Every additional escape 
  point after the fourth eliminates another pursuer. 
  Once there is no one left to follow you, you have 
  successfully escaped the battle.
  4. Your enemies may find you in the future. Sharp-
  ers must figure out where to hide using their own 
  insights. You have at least an hour to make prepara-
  tions, or maybe more if the GM feels your pursuers 
  are not hot on the trail.
  Pursue
  This action helps you close in on a target vehicle.
  1. 
  Lose all escape points and all pursuit points 
  assigned to other vehicles. 
  2. Roll DV vs. DV opposed by your target. On a 
  success, gain 1 pursuit point on your quarry. On a 
  failure, 1 of their passengers may take an extra 
  action against you next turn.
  3. Pursuit points limit the actions of your passen-
  gers.  
  With 1 pursuit point, passengers from both vehicles 
  may attack each other with rifles. With 2 points, they 
  may use pistols and shotguns. Any more and the 
  vehicles are in range to ram or grapple, and passen-
  gers may use striking weapons to harm their foes. 
  Gaining more than 3 pursuit points  
  has no effect.
  Play Chicken
  When the GM allows it, you may careen your vehicle 
  through narrow alleyways, dangerous intersections, or 
  even into oncoming traffic.
  1. 
  Lose all pursuit points. You must concentrate 
  exclusively on survival.
  2. Set a Speed AD to avoid crashing. When you 
  initiate chicken, clearly describe any danger added to 
  the scene.
  3. Make Speed rolls. You and all pursuers roll Speed 
  to avoid the new obstacle. Trained drivers may roll 
  Operation instead. On a failure, the driver  
  crashes the vehicle.
  4. Vehicles that crash or abandon pursuit no longer 
  affect the scene.
  VEHICLE BATTLES
  Vehicle battles do not take place on a grid. Instead, pursuit points and escape points determine which opponents are 
  close enough to harm you and which have totally lost sight of you. To prepare a vehicle battle:
  1. The GM determines which vehicles are in the scene. Vehicles outside the scene don’t affect the battle.
  2. Determine Driver Velocity (DV). Trained drivers have a DV equal to (vehicle’s velocity + Operation + 1). Untrained 
  drivers only use the vehicle’s base velocity.
  3. All drivers Roll 1d10 + DV to determine turn order.
  4. Each ship acts in turn order. The driver and passengers of a vehicle each take 1 action. Players determine 
  their acting order as a group.
  5. Repeat. Continue acting in turn order until all threats have crashed, fled, or lost sight of you.
  DRIVER ACTIONS
  Action
  Required Rolls
  Description
  Escape
  DV vs. DV
  Lose any pursuit points. If successful, gain 1 Escape point.
  Pursue
  DV vs. DV
  Lose any escape points or pursuit points against other vehicles. If 
  successful, gain a pursuit point against your current target.
  Play Chicken
  Speed
  (Operation if trained)
  Dangerous maneuver to lose pursuing targets. Can be used to 
  escape spaceship grapples.
  Grapple
  DV vs. DV
  If you have 3 or more pursuit points against a target, you can attach 
  your spaceship’s grappler to another.
  Ram
  DV vs. DV
  If you have 3 or more pursuit points against a target, you can slam 
  your vehicles together. Both take damage.
  
  110
  110
  Grapple
  You may only take this action if a grappler is installed on 
  your ship. Only the pilot of a spaceship may  
  activate a grappler. 
  1. To grapple a ship, you must have 3 pursuit 
  points assigned to your foe.
  2. Both pilots roll DV vs. DV. If the grappler wins, 
  both ships are locked together and neither ship may 
  take the escape action.
  3. There are 2 ways to escape a grapple. The first 
  necessitates playing chicken or otherwise forcing 
  your opponent to disengage or crash. The second 
  entails grappling your opponent’s grappler with an 
  opposed Operation roll.
  Ram
  You may ram into your opponents, damaging  
  both vehicles. 
  1. To ram a vehicle, you must have 3 pursuit points 
  assigned to your foe. 
  2. Both drivers roll DV vs. DV. If you are successful, 
  both vehicles take damage equal to twice the 
  opposing vehicle’s damage threshold (your vehicle 
  take twice theirs and they take twice yours).
  3. The driver of a rammed vehicle must roll Opera-
  tion to avoid crashing. The Operation AD is equal 
  to half the ramming vehicle’s DV. Ship drivers do not 
  roll to avoid crashing in space.
  PASSENGER ACTIONS
  Action
  Required Rolls
  Description
  Attack
  Standard attack action
  Attack an enemy target or vehicle within range.
  Jump to another 
  vehicle
  Toughness
  You can only jump to vehicles within striking range. Make a Tough-
  ness roll to jump, then Speed roll to hold on.
  Board Enemy Vehicle
  None
  Automatically board a spaceship grappled by yours.
  Take Control
  Toughness vs  
  Toughness
  Wrestle control of the vehicle away from its pilot.
  Lookout
  None
  Allows you to burn Resolve to assist your ship’s driver.
  Steel
  None
  Store up extra action points in the event of boarding.
  Poise
  None
  Gain a bonus on battle reflex in the event of boarding.
  Attack
  You can attack both target vehicles and their passengers.
  1. You must be near a window or porthole.  
  Attackers may not benefit from a cover bonus  
  higher than +1.
  2. Confirm your weapon is within attack range. 
  This is determined by the number of pursuit points 
  accumulated against the opposing vehicle.
  3. Roll attack and damage as normal against 
  enemy passengers. Foes gain +2 armor when 
  seated in a car and +4 when ducking behind an 
  enclosed cabin. Enemies fully concealed by a vehicle 
  can’t be targeted.
  4. Attacks against vehicles automatically hit. Roll 
  damage against the vehicle’s damage threshold. If 
  your roll is higher, deal damage as normal. If your roll 
  is equal to or less than the threshold, no damage is 
  dealt to the vehicle.
  5. When you damage a vehicle or its driver, the 
  driver must make an Operation roll to avoid 
  crashing. The Operation AD is equal to half the 
  vehicle’s DV. Ship drivers do not roll to avoid crashing 
  in space.
   
  Jump to another vehicle
  This is the most dangerous action a player can take.
  1. Your vehicle must be within striking range (3 or 
  more pursuit points).
  2. Make a Toughness roll against half the target’s 
  DV, rounded down.
  3. On a success, you jump and hold on. You’re now 
  on the other vehicle and may attack it or its passen-
  gers. You now take your action during that  
  vehicle’s turn.
  4. On a failure, you’re thrown to the ground. Take 
  damage equal to 3 times the target’s DV. If the battle 
  is happening at extremely high altitudes, the GM 
  may decide your character plummets to  
  his or her death.
  5. After you attach to a vehicle, the driver can take 
  actions to throw you off. You must roll Speed 
  higher than the driver’s Operation roll to  
  stay onboard.
  6. You may spend an action to climb inside any 
  vehicle with an open cabin or one that has taken 
  damage. This may allow you to take control  
  of the vehicle.
  
  111
  111
  Board Enemy Spaceship
  You may take an action to automatically board a space-
  ship grappled by your pilot. Passengers from the other 
  vehicle may not board your ship without a successful 
  grapple check from their pilot. Use common battle rules:
  1. The GM will draw the layout of the battle on the 
  boarded ship. Standard battle rules apply, such as 
  using battle reflex to determine turn order, grid 
  movement and action points.
  2. Track the vehicle battle separately from  
  the battle between characters. Character  
  battles play out one round at the end of the  
  boarded spaceship’s turn.
  Take Control of a vehicle
  Once you’re inside of a vehicle, you may attempt a 
  hostile takeover.
  1. You and the opponent both roll Toughness. 
  Whoever rolls higher is in control of the vehicle and 
  decides it’s next action.
  2. On a tie, the vehicle crashes. Ship drivers do not 
  roll to avoid crashing in space.
  Lookout
  You may scan opposing vehicles to aid the pilot of your 
  craft.
  1. 
  Select a vehicle. Your turn is spent exposing 
  vulnerabilities and incoming threats from your target.
  2. At any point prior to your next turn, you may 
  spend a Resolve point to aid your pilot. He or  
  she may now take a 10 on the die roll when acting 
  against the targeted vehicle, such as when resisting 
  pursuit, taking an escape action, etc.
  Steel
  Prepare yourself for a boarding party or a counter assault 
  by reserving AP.
  1. 
  Gain 1 bonus AP. AP unused after your first turn of 
  battle are lost.
  2. You can take this action several times. Up to 3 AP 
  may be reserved with Steel.
  3. Bonus AP are lost upon taking another action. 
  You must maintain your concentration when steeling 
  yourself.
  Poise
  You may focus your energy on the impending assault, 
  enhancing your battle reflex.
  1. 
  Gain +1 battle reflex. This bonus is lost after battle.
  2. You can take this action several times. No more 
  than +3 battle reflex may be gained using Poise.
  3. Bonuses to battle reflex are lost upon taking 
  another action. You must keep your concentration 
  to maintain your poise.
  CRASHING & VEHICLE HP
  Crashed Vehicles
  When a vehicle crashes, consider the following:
  1. 
  Crashed vehicles no longer affect the battle and 
  may not take actions. Characters may attempt to 
  fix the vehicle, but only once battle is resolved.
  2. The vehicle and everyone on it take damage 
  equal to vehicle velocity x 2. Passengers of a 
  spaceship ignore this damage.
  Vehicle HP
  Vehicle HP is similar to character HP, with different 
  effects occurring at 0 HP or less.
  •	
  Vehicles reduced to 0 HP or less are destroyed. 
  They cannot be restarted or salvaged. If the vehicle 
  was in motion, it automatically crashes (see above).
  •	
  Spaceships reduced to 0 HP jettison their crew 
  and cargo into the vacuum of space. The ship has 
  a 80% chance of ejecting everyone onboard and a 
  separate 60% chance of ejecting all cargo. Charac-
  ters remaining onboard take 1d10 x 20 damage and 
  must find vac-suits and oxygen to survive.
  VEHICLE BATTLE SPECIAL NOTES
  When running vehicle battles:
  •	
  Players might need as much as 5 or 6 escape points 
  to rid themselves of pursuers in particularly empty 
  settings, such as when driving through open desert 
  or piloting a ship in the void of deep space.
  •	
  When multiple vehicle battles occur simultaneously, 
  the GM may allow players who successfully end one 
  battle to join the other and assist their allies.
  •	
  You may use these rules to simulate a foot chase. 
  Substitute an on-foot character’s Speed attribute for 
  driver velocity. On each turn, a player can take 1 
  driver action and 1 passenger action.
  
  112
  112
  CHAPTER 7:
  GAME  
  MASTERING
  
  113
  113
  RUNNING THE GAME
  If you’re running a game of Synthicide – awesome! It 
  takes a great GM to make everything work. This section 
  will outline your general duties, and give you tips, tricks 
  and tools to help you along the way.
  YOUR JOB
  As the Game Master (GM), you take on the  
  following tasks: 
  •	
  Help the players experience interesting stories 
  that take place in the Synthicide universe. You 
  are in control of the game world and all the Non-
  Player Characters (NPCs). You are the primary keeper 
  of the game’s story, but must remember to work 
  well with the players’ contributions.
  •	
  Structure the Game. Do this by knitting together: 
  missions, play sessions and the “Long Story” with 
  your players. This task is later explained in further 
  detail.
  •	
  Adjudicate the rules. Its up to you to make interpre-
  tations when the game rules aren’t clear or when 
  they directly defer to your judgment. However, keep 
  the game and the players in mind and make deci-
  sions in the interests of everyone.
  •	
  Adjudicate uses of Operation. This is a very 
  specific task, and is one of the more demanding 
  roles assigned to a GM. Operation is an open-ended 
  attribute that represents technical knowledge and 
  prowess. As a rule of thumb, players shouldn’t be 
  able to do anything already covered by a knowledge 
  power unless they have that power. When the 
  players attempt something they aren’t trained for 
  through knowledge focus, increase the standard 
  Operation AD for a task by +5 or more. 
   
  SOURCES OF FICTION
  Synthicide, as a game, is about generating a shared story. 
  There are 4 main sources that should be respected:
  •	
  The Book: Treat this as a reference guide for you and 
  players to share. If you change anything from the 
  book, make sure the players understand why and be 
  open to discussion. Also, keep in mind that while the 
  fiction of the book is open-ended, the mechanics and 
  rules balance should be granted priority in arbitration.
  •	
  Yourself: You breathe spice and life into the game in 
  a way the book cannot. Don’t be afraid to fill in gaps 
  and take risks with the stories. Improv is okay! Just 
  be sure to communicate your decisions to the 
  players and resist the urge to override everyone else. 
  If your story goals for the session conflict with the 
  players, look to a dice roll for resolution. 
  •	
  The Players: The players have a stake in the fiction 
  just like you. It’s fine for them to assume that bottles 
  are handy in a bar or that a computer has an access 
  port. Allow them to take liberties, especially with the 
  incidental details. 
  •	
  Collaboration: Diversity makes for excellent fiction. 
  When players have opportunities to resolve tension, 
  they’ll probably surprise you with something unex-
  pected. Consider a scene where an NPC whispers a 
  secret in a player’s ear. You might tell that player 
  what they were supposed to hear. Or you could let 
  the player decide what was whispered to him! These 
  sorts of methods are especially effective when 
  dealing with a character’s personal mysteries.
  STRUCTURING THE GAME 
  Synthicide is broken up into 3 main pieces: 
  Missions, Play Sessions, and the Long Story. To 
  clarify:
  •	
  Missions: Adventures with a clear goal. Over the 
  course of the mission, the players will face danger 
  and conflict in pursuit of wealth, power, or even 
  revenge. Completing a mission takes 1 or more play 
  sessions. 
  •	
  Play Sessions: A single evening of playing the game 
  together. A good play session lasts several hours. It’s 
  enough time to gain momentum, fight a few foes, 
  work up some interesting events in the story and 
  then reach a natural conclusion leading toward “the 
  next episode.”
  •	
  The Long Story: What veteran roleplayers would 
  call “a campaign.” It ties everything together, makes 
  player decisions relevant, and makes the game world 
  feel persistent. If play sessions are “episodes” in a 
  TV show, the Long Story is the entirety of a season 
  or the full series. Synthicide is very proscriptive about 
  tying it all together. Check “Telling The Long Story” 
  on page 116 for more information.
  
  114
  114
  PREPARING MISSIONS
  Through the NPC generator and some verbal creativity, a 
  GM can completely improvise a play session. Still, prepar-
  ing specific missions usually makes for a better game.   
  Try the following:
  •	
  Create rough notes for two missions. Have more 
  than 1 mission prepared. Think up a few characters 
  and two simple stories for the players to explore.   
  Players should feel like their choices and decisions 
  impact the game world
  •	
  Be prepared to improvise. Don’t be afraid to make 
  things up; your players will surprise you and do the 
  unexpected. Mentally prepare yourself. Make sure 
  you have a firm grasp of the game world and how 
  things work. As long as you keep your story consis-
  tent, the players won’t mind or even notice when 
  everything is off the cuff.
  •	
  Adapt what you have. Imagine you created some 
  nasty gang members for a mission about recovering 
  stolen valuables, but the players reject it and go 
  explore the jungle outside the colony. Don’t fret! 
  With some creativity and re-skinning, you can use 
  the exact same NPCs as animal poachers or drug 
  farmers. Now the mission can be about discovering a 
  crime syndicate in the jungle and the struggle to 
  make it back alive. Maybe the syndicate is connected 
  to the gang members back in the city – it’s  
  all up to you!
  THE FIRST MISSION
  Your players’ first mission is vital to setting the tone of 
  the game. The best way to do this and bind everyone 
  together is through synthicide. Give them opportunities 
  to cross paths with antagonistic robots, or even hire 
  them to assassinate one. Once it’s done with, they’ll 
  have powerful motivations to stay on the move and 
  survive the criminal underworld.
  ELEMENTS OF A GOOD MISSION
  Whenever creating a new mission for your players, be 
  sure to define the following information. This should be 
  just enough substance to get the story rolling.
  •	
  The Hook: This is how the players find out about a 
  mission. Do they stumble upon a turf war in an alley? 
  Are the contacted by an anonymous benefactor? Do 
  they find the mission listed on a digital message 
  board or handwritten on the spaceport wall? What-
  ever the hook, make sure it’s clear to the players and 
  they can easily find it. Also, it’s good to mix up hooks 
  from mission to mission so things don’t become 
  overly predictable.
  •	
  The Location: Where does the mission takes place? 
  Is it in a secure corporate building? A bandit hideout? 
  Is it located on another planet? Try to tailor the 
  location of missions to the players’ tastes,  
  and again, mix it up.
  •	
  The Goal: Why the players want to complete the 
  mission. Wealth and privilege are obvious motivators. 
  As the long story evolves, other goals may reveal 
  themselves. They may be struggling to survive an 
  assassin’s revenge, or protecting a friend from 
  danger.
  •	
  The Risks: Risks are dangers the players will face on 
  the mission. Enemy NPCs are good risks to face 
  because they are easy to balance against character 
  levels. Other risks include traps, diseases or environ-
  mental dangers like starvation. Again, try to tailor this 
  to the players’ tastes, as uninteresting risks will make 
  for boring missions.
  •	
  Include Synthetics or Tharnaxist Priests: This 
  doesn’t need to happen all the time, but doing this 
  reminds the players what kind of universe they live in. 
  The players are second-class citizens who are looked 
  down upon by those with privilage and wealth. They 
  will be tempted to kill or defy Priests and robots, but 
  to actually do it has deadly repercussions. 
  MISSION RISK LEVEL
  Every mission has a risk level. This determines the 
  players’ rewards following a completed mission. You 
  calculate risk level by counting the number of accumu-
  lated danger points and comparing it to the number of 
  players on the mission. See the chart below:
  Mission Danger Point Total
  Risk Level 
  Total = 1x number of players
  Low
  Total = 2x number of players
  Medium
  Total = 3x number of players
  High
  Without calculating danger points, the hard and fast way 
  to estimate risk level is to count the number of foes. If 
  the players face adversaries of the same level and equal 
  number to them, the risk is low. If there are twice as 
  many foes as players, or some are 2 levels higher, then 
  the risk level is medium. Facing off against triple their 
  number in assailants, or fighting several boss NPCs,  
  is high risk.
  
  115
  115
  CALCULATING DANGER POINTS
  Players earn danger points when they face threats. As 
  explained above, these are used to calculate a mission’s 
  risk level. This is the most precise way to gauge the 
  difficulty of a mission, but after using it for a few games, 
  you will intuitively know what is low or high risk. Until 
  then, use the chart below of basic threats and modifiers.
  Threat
  Point Value
  An enemy more than 2 levels lower 
  than player average 
  0
  An enemy 2 levels lower than play-
  er average 
  0.5
  An enemy within 1 level of player 
  average
  1
  An enemy 2 levels higher than play-
  er average
  2
  A enemy more than 2 levels higher 
  than the average player
  Too dangerous!!
  Players face a lethal trap
  2
  Players face an alarm system that 
  will alert dangerous enemies
  2
  Players are ambushed by enemies
  x2 per enemy
  An enemy is a Boss NPC
  x2 per enemy
  Players are heavily outnumbered 
  by enemies of equal level or higher 4
  Players make dangerous long-term 
  enemies
  4
  Players face serious environmental 
  dangers
  4
  REWARDS
  There are 4 basic rewards that players earn from  
  completing missions.
  •	
  Free Medical Care: If players are hired by an  
  influential organization, they will have their HP 
  restored after completing a successful mission.  
  With smaller clients and on destitute worlds,  
  free medical care is uncommon – players will  
  have to hire a doctor at their own expense.
  •	
  Free Fuel: If a job is particularly dangerous and 
  requires the shapers to hightail it afterward, the 
  mission patron may provide free fuel to find a 
  hideaway on another planet.
  •	
  Lurans (§): The luran is the hard currency of  
  the Galaxy and is accepted everywhere. Lurans 
  received after completing a mission can be paid 
  directly to the sharpers by sponsors or discovered  
  in a money stash. The GM will determine this as  
  part of shaping the narrative. 
  •	
  Trait Points (TP): Trait points are open-ended 
  rewards used to buy special abilities and determine 
  when a player attains the next level. Trait points 
  represent the character gaining experience and 
  wizening to the harshness of the Galaxy.
  GETTING REWARDS
  The risk level of a mission determines how many lurans 
  and trait points players receive. Rewards should be 
  scaled by player level using the chart below. 
  Player 
  Level
  Low Risk
  Medium 
  Risk
  High Risk
  1
  1 TP, §35
  2 TP, §70
  3 TP, §100
  2
  1 TP, §70
  2 TP, §140
  3 TP, §200
  3
  1 TP, §100
  2 TP, §200
  3 TP, §300
  4
  §150
  2 TP, §300
  3 TP, §450
  5
  §200
  2 TP, §400
  3 TP, §600
  6
  §300
  2 TP, §600
  3 TP, §900
  7
  §400
  §800
  3 TP, §1200
  8
  §500
  §1000
  3 TP, §1500
  9
  §600
  §1200
  3 TP, §1800
  10
  §700
  §1400
  3 TP, §2100
  11
  §800
  §1600
  §2400
  Negotiating pay at the beginning
  Most of the time, players will want to know how much 
  money a job will pay them before accepting. Patrons 
  shouldn’t be afraid to lowball the players for 2 reasons:
  •	
  The players will try to negotiate more pay. Expect 
  them to do this often.
  •	
  The players will receive loot over the course of the 
  mission, which will count toward their reward total.
  Pay extra lurans for synthicide
  This is the worst crime a player can commit, other than 
  killing a Tharnaxist Priest. Any job where sharpers are 
  specifically called to kill a robot should pay extra, at least 
  50% more.
  Reward Slowdown
  As you see on the chart above, at 4th level and beyond, 
  Low Risk missions no longer payout trait points. The 
  same is true for Moderate Risk missions at 7th level. 
  However, players still receive lurans for their endeavors. 
  At 11th level, players receive no more trait points.
  
  116
  116
  TELLING THE LONG STORY
  The long story is what ties sessions together and makes 
  the game world feel persistent. Here are a few tips on 
  how to craft the story in a meaningful way.
  •	
  Only plan 1 session ahead. Resist the temptation 
  to envision a grand tale from start to finish. That sort 
  of exercise is best meant for writing a novel, not a 
  storytelling RPG. If you plan too much, you will be 
  tempted to “railroad” the players to fit your story and 
  monopolize their contribution to the narrative.
  •	
  Use elements from previous sessions.   
  Persistence of the universe is what makes an RPG 
  feel real and meaningful. Did the players cross a 
  minor or non-essential NPC? Maybe he comes back 
  and seeks revenge, forcing himself into the story. 
  Were the players sloppy on a previous mission? 
  Perhaps private security or bounty hunters are 
  hunting them down. Whatever you do, find connec-
  tive tissue between the past and the present.
  •	
  Player decisions matter. This is linked to using 
  elements from previous sessions. Whenever the 
  game world reacts to what the players are doing, it 
  feels vibrant and alive. If the players decide to help a 
  random NPC, something should happen. NPCs 
  should not just fade away and leave the party with 
  the warm and fuzzies; an NPC is here either to help 
  the party or betray them.
  •	
  Start simple, and escalate the stakes. A good 
  story in Synthicide relies on the snowball effect. 
  Player decisions add up from session to session, 
  avalanching into unique scenarios with increasingly 
  dangerous consequences. The key to pulling this off 
  is to start small – players shouldn’t be saving a planet 
  in their first session. Starting small gives you room to 
  increase the danger and significance of each session.
  •	
  Wrap up loose ends when possible, but save the 
  good ones for later. This is the final piece to 
  crafting a good, long-form story for your game. Don’t 
  leave the players hanging unless you should. If they 
  eliminate someone important, clue them in on the 
  scandal. If they save a town, describe it’s future. The 
  only time you should keep something unresolved is if 
  you’re saving it to enhance the narrative.
  SECRETS OF THE UNIVERSE
  Synthicide has many secrets that could all be relevant to 
  the long story stitched together by your group. You and 
  the players should work out your own answers. Consider 
  using the following samples to generate intrigue  
  in your game.
  Where did the Prodigravus Virus come from?
  There are many rumors about where the virus came from. 
  Which of them is true?
  •	
  The Priests made it. Tharnaxism was able to gain a 
  foothold in wake of the Prodigravus virus. Church 
  disciples were immune. So why did they wait so long 
  to release a cure? 
  •	
  Synthetics made it. Another likely instigator: robots. 
  Those that survived gained a great deal from the 
  collapse of society. And again, Synthetics were 
  completely immune to the virus. Is there a robot 
  behind everything? Is he the true ruler of the Church, 
  or even the tech god himself, Ranix?
  •	
  The Apex Mutant. Some people believe in an 
  “original” mutant. This person was the first to be 
  corrupted so deeply as to no longer be human. Did 
  the Church capture and study him? Did they acciden-
  tally release his DNA and infect the Galaxy?  
  Is he still alive?
  Where did Illuminix come from?
  The capabilities of this drug outstrip all other medical 
  science, so how was it discovered?
  •	
  The Priests made it. Perhaps it was designed to 
  speed up what remained of their organic brain matter. 
  But in the mind of a simple human, a hidden power 
  revealed itself.
  •	
  The leader of the Prodigravus made it. It is 
  obvious someone was commanding the Prodigravus 
  during the war. The Prodigravus are particularly 
  vulnerable to psychic powers. Was Illuminix first 
  meant as a means to control them?
  Why are humans alone?
  Xenobiological lifeforms were discovered while settling 
  the Galaxy, but nothing with the intelligence of humans. 
  Why is that?
  •	
  Sentience is a freak occurrence. It was a 1 in 
  quadrillion chance and human beings were the 
  inevitable outcome. There’s something unique about 
  humans that’s only matched in their creations, the 
  Synthetics.
  •	
  Other sentient beings all died or left. Something 
  wiped them out or drove them away, leaving the 
  Galaxy ripe for the taking. But where’s the evidence 
  of their existence? Did hapless human settlers 
  destroy it, not knowing the significance? Will those 
  who left come back again?
  •	
  Humans AREN’T alone. Someone else is among us, 
  blending in and scheming among the shadows, 
  secretly controlling our every move. What are their 
  goals? How long have they been with us? Are they 
  responsible for the Prodigravus war?
  
  117
  117
  What is the Church’s final goal?
  Given their immense knowledge, Tharnaxist Priests 
  seem distracted and medieval. What’s behind that?
  •	
  Transcendence. Priests want to completely shed 
  humanity and become something more than man or 
  machine. This tech god they worship may be a 
  transcended being that speaks back to them through 
  the waves of time. Perhaps “god” is just the best 
  word they can use to describe Ranix?
  •	
  Dominance. Maybe ownership of the Galaxy is their 
  final goal. The religious pretense is just a ploy to 
  manipulate the ignorant.
  •	
  There is no goal. A group of zealots founded the 
  Church. They may know much about science, but 
  they understand little about purpose and meaning. 
  They’re playing it by ear as the Galaxy crumbles 
  around them, completely focused on the next 
  technological breakthrough.
  What was it like before the war?
  Most people have no idea how far the Galaxy  
  has decayed. How much better was life before  
  the Prodigravus?
  •	
  Utopian. Travel across the Galaxy was instant and 
  easy for everyone. Food and energy was nearly 
  infinite. Disease and death were conquered. If you 
  can imagine it, a machine could make it. Can any of 
  that technology be found again?
  •	
  Stable. Life was not without hardships, but the 
  Galaxy was safe. Most merchants had Jump drives, 
  supporting commerce on even the most remote 
  planets. If the Jump drives were rediscovered, would 
  things get better? Would the Church lose their grip?
  •	
  Not much better. The loss of the central planets 
  was catastrophic and the Dark Age nearly destroyed 
  humanity. But with the Church in charge, things  
  are almost back to where they were. Is humanity 
  doomed to violence and destitution? Is there any 
  hope for mankind?
  I/met/a/traveLLer/////
  from/an/antIque/Land//
  Who/saId:/Two/vast////
  and/trunkLess/Legs/of/
  stone/////////////////
  Stand/In/the/desert...
  Near/them,/on/the/////
  sand,/////////////////
  HaLf/sunk,/a//////////
  shattered/vIsage//////
  LIes,/whose/frown,////
  And/wrInkLed/LIp,/and/
  sneer/of/coLd/command,
  TeLL/that/Its/////////
  scuLptor/weLL/those///
  passIons/read/////////
  WhIch/yet/survIve,////
  stamped/on/these//////
  LIfeLess/thIngs,//////
  The/hand/that/mocked//
  them,/and/the/heart///
  that/fed://///////////
  And/on/the/pedestaL///
  these/words/appear:///
  ‘My/name/Is///////////
  OzymandIas,/kIng/of///
  kIngs:////////////////
  Look/on/my/works,/ye//
  MIghty,/and/despaIr!’/
  NothIng/besIde////////
  remaIns./Round/the////
  decay/////////////////
  Of/that/coLossaL//////
  wreck,/boundLess/and//
  bare//////////////////
  The/Lone/and/LeveL////
  sands/stretch/far/////
  away.
  
  118
  118
  CHAPTER 8:
  GM TOOLS
  
  119
  119
  SETTING ACTION DIFFICULTIES
  SUGGESTED ACTION DIFFICULTIES (AD)
  Whenever the players attempt an action, use this table to set an AD. You may set values between the numbers listed; 
  this table is only a guide. 
  Easy
  Standard
  Difficult
  Challenging
  Fantastic
  Epic
  Legendary
  3
  6
  9
  12
  15
  21
  27+
  SCALING AD BY LEVEL
  Players should come up against greater action difficulty as they level. While players may go out of their way to challenge 
  impossible scenarios, you should refrain from placing them in one on purpose. For example, level 1 players shouldn’t 
  come across many doors sealed by a Fantastic Lock; they’d be unable to overcome the Operations check. Use this table 
  to determine what types of challenges are best, but remember to use your best judgment. If players want to try the 
  impossible or the highly unlikely, err on the side of a high AD.
  Scaling AD by significance of story event vs. Player Level
  Player Level
  Random/Unimportant AD
  Predictable Event AD
  Critical/Dangerous AD
  1-2
  0-3
  6-9
  9-12
  3-4
  0-5
  7-10
  10-13
  5-6
  0-6
  8-11
  11-14
  7-8
  0-6
  9-12
  12-15
  9-10
  0-6
  10-13
  13-16
  11
  0-6
  11-14
  14-17
  What/art/thou--frIend/
  or/foe?///////////////
  Stand!/stand!/////////
  My/heart/Is/true/as///
  steeL,////////////////
  Steady/stILL/In/woe///
  and/weaL,/////////////
  Strong/to/bear,///////
  though/quIck/to/feeL--
  Take/my/hand!
  What/art/thou--frIend/
  or/foe?///////////////
  Stand!/stand!/////////
  OnLy/my/own/ease//////
  seek/I,///////////////
  I/am/deaf/to/PIty’s///
  cry,//////////////////
  If/men/hunger,/Let////
  them/dIe--////////////
  TraItor!/stand!
  
  120
  120
  CREATING NPCS
  HTML tools is one way that Synthicide distinguishes 
  itself. At www.synthicide.com/generator, there is 
  such a tool to help you make NPCs. To use it:
  •	
  Set the NPC level. The NPC should be within 2 
  levels of the players, unless they are irrelevant to the 
  ongoings of Synthicide .
  •	
  Decide if the NPC is a boss. Boss characters have 
  extra HP and better defenses. This makes them a 
  greater threat to the players. A boss is a good 
  opponent for 2 players, so large gaming groups will 
  need more enemy NPCs to challenge them.
  •	
  Select the NPC type. This describes their species, 
  affects their stats, and determines what kind of gear 
  they carry.
  •	
  Choose an NPC role. Is this NPC meant for a tough 
  fight, or a tricky social interaction? The selection will 
  further modify their stats and grant them a  
  special ability.
  •	
  Select a Mastered Attack. This describes the 
  primary means through which an NPC will protect 
  themselves from an assailant.
  •	
  Choose a Power. Only do this if the NPC is influen-
  tial or significant. It gives the NPC an edge in social 
  scenarios and battles.
  •	
  Choose a Boss Power. This only applies if the NPC 
  is a boss character. It makes them even harder to 
  coerce or kill.
  Here are a few tips to help you with NPCS:
  •	
  Ignore the special abilities of any weapon 
  carried by the NPCs. The specifics of loot on each 
  NPC are meant to empower the players and add 
  detail to the world - not to make your job harder.
  •	
  Keep in mind: not all NPCs have their weapons 
  or armor with them. This is especially the case 
  when an NPC is sleeping or relaxing at home. In this 
  situation, use the NPC’s Toughness defense and 
  “other attacks” bonuses.
  •	
  Make sure to theme the powers. For example, an 
  the savage attacks of an animal may be empowered 
  by cybernetic weapons. An uncivilized person with 
  high armor defense may benefit from abnormally 
  acute reflexes.
  •	
  Don’t be afraid to alter power rules slightly for 
  theme. For example, you could give a boss character 
  the Ghostwalk power and decide he activates it by 
  turning into a liquid and flowing through cracks. 
  Maybe his Ghostwalk doesn’t work against  
  watertight walls and doors.
  •	
  Forgo giving powers to simple or unimportant 
  NPCs. If anything, just choose the Prowess power to 
  increase an attribute.
  PRE-MADE NPCS
  Enemies and allies are produced using the NPC generator 
  – see left. However, a few sample characters are included 
  on the following pages for your convenience.
  •	
  NPC category: Listed at the top of the page in 
  orange text. Every character on that page is of this 
  category.
  •	
  Name: Identifiers are listed in the first square of an 
  NPC’s orange box. 
  •	
  Boss status and level: Bosses are denoted by a Y 
  symbol marked before their NPC level.
  •	
  Powers: The last three sections of the orange  
  box describe all powers available to the character. 
  Usage limits, AP requirements, and effect ranges  
  are detailed here.
  •	
  ACTIONS and other attributes: Defenses, HP, 
  and other vital statistics are listed in labeled boxes 
  beneath the powers.
  •	
  Attacks: The mastered attack box lists the  
  character’s primary weapon. This box also contains 
  any important attack qualities, such as guard/counter 
  and range increments. The bonuses box notes the 
  ATT and DMG used whenever the NPC executes a 
  mastered attack. Attacks made with an unfamiliar or 
  improvised weapon use the ATT and DMG listed on 
  the “other attacks” box to the right.
  •	
  Equipment and valuables: Any equipment, lurans, 
  or valuable loot carried by the character. Disregard 
  the special abilities listed on the weapons and armor; 
  they are only pertinent when donned or wielded by a 
  player’s character. 
  •	
  Notes: A brief description of an NPC’s unusual char-
  acteristics or way of life.
  
  121
  121
  
  122
  122
  GANGSTERS & PIRATES
  Bruiser
  Killer: Killers add half their level (rounded up) to their mastered attack’s ATT and DMG (already calculated).
  BRUTISH FORCE
  Uses: 3 times per battle
  Effect: After dealing damage to an enemy, this character 
  may choose to make that enemy overpowered.
  1
  N
  Fist/Club
  +2 ATT +2 DMG
  +1 ATT +1 DMG
  No weapon, reinforced clothing, §3
  1
  1
  1
  0
  0
  1
  1
  6
  8
  6
  3
  2
  36
  Notes: Bruisers represent any unarmed, yet lethally dangerous street thug. Anything from unusual strength to  
  cybernetic enhancements could explain their powerful and stunning strikes.
  Pickpocket
  Sneak: Add +2 to Speed rolls for stealth. Add +2 to ATT and DMG against enemies that are overpowered or unaware 
  of the Sneak’s presence.
  THIEVING HANDS
  Effect: Add +2 to any Speed rolls when trying to steal or 
  pickpocket.
  2
  N
  Pistol, Range inc. 3, Guard
  +1 ATT +4 DMG
  +0 ATT +0 DMG
  +2 E.C. fossil pistol, thick clothing, §14
  4
  0
  1
  1
  0
  0
  3
  5
  8
  5
  4
  7
  33
  Notes: Pickpockets might be armed – like in this example – but prefer stealth and surprise to open confrontation.
  Shocktrooper
  Killer: Killers add half their level (rounded up) to their mastered attack’s ATT and DMG (already calculated).
  PROWESS
  Effect: Add 2 to any single attribute. (COMBAT chosen 
  and already calculated)
  5
  N
  Shotgun, Range inc. 2
  +10 ATT +11 DMG
  +5 ATT +5 DMG
  Retro-fit shotgun, combat vest, §42
  2
  5
  2
  0
  0
  2
  2
  7
  13
  7
  4
  4
  70
  Notes: Shocktroopers are ideal for assaulting an enemy hideout or storming an adjacent spaceship.
  
  123
  123
  SECURITY PERSONNEL
  Defense Team Operative
  Killer: Killers add half their level (rounded up) to their mastered attack’s ATT and DMG (already calculated).
  SHIELD TOTING
  Effect: Spend 2 AP to grant this character and adjacent 
  allies a +3 cover bonus until next turn. This cover doesn’t 
  stack with other sources. Like player shields, attacks 
  from radically different sides cannot both be blocked.
  10
  N
  Rifle, Range inc. 7
  +10 ATT +24 DMG
  +6 ATT +6 DMG
  +3 E.C. extended range beam rifle, war shielding, might carry a bal-
  listic shield, §364 in both cash and jewelry
  2
  6
  4
  0
  0
  4
  3
  9
  19
  9
  4
  6
  113
  Notes: Defense Team Operatives are the highest class of security personnel. They stay close and employ phalanx tac-
  tics to ensure their allies are protected from harm.
  Checkpoint Officer
  Professional: This character may access any knowledge focus power that aligns with the narrative.
  OBSERVANT
  Effect: When using Awareness, all d10 rolls less than 4 
  are considered to be 4.
  6
  N
  Rifle, Range inc. 6
  +3 ATT +12 DMG
  +0 ATT +0 DMG
  Beam rifle, reinforced clothing, §42
  7
  0
  1
  0
  5
  4
  1
  6
  11
  5
  3
  8
  69
  Notes: Checkpoint officers are more advanced and better trained than doormen, and are often adept at spotting  
  forgeries or locating traps.
  Doorman
  Fast Talker: When making an Influence or Awareness check in a social situation, roll twice and use the higher die.
  RAPID REFLEXES
  Effect: This character’s battle reflex is increased by 1.  
  (Already calculated)
  3
  N
  Light Melee, Counter
  +1 ATT +5 DMG
  +0 ATT +0 DMG
  +2 E.C. knife, thick clothing, §119 in both cash and jewelry
  3
  0
  0
  2
  0
  1
  1
  5
  7
  6
  3
  5
  34
  Notes: Anyone keen at spotting hidden weapons and suspicious behavior could be a doorman, such as a bouncer or 
  low-level security guard. 
  
  124
  124
  DRIFTERS & SHARPERS
  Bulbhead
  Metahuman: This character has a unique attack action, such as a psychic blast. Range 20 squares. Roll against the 
  target’s Nerve defense, and use Influence to calculate ATT and DMG.
  PROWESS
  Effect: Add 1 to any single attribute. 
  (INFLUENCE chosen and already calculated)
  3
  N
  Knife, Counter
  +1 ATT +5 DMG
  +0 ATT +0 DMG
  +1 E.C. knife, thick clothing, §5, 2 doses of Illuminix
  2
  0
  -1
  3
  2
  3
  2
  4
  7
  7
  4
  4
  31
  Notes: Bulbheads may drop easily, but psychic powers (or metahuman ability) let them deal tons of damage on the way 
  down.
  Fixer
  Professional: This character may access any knowledge focus power that aligns with the narrative.
  BLAST ATTACK
  Uses: Once per fight. Counts as an attack. 
  Range: 7 squares Targets: All characters in a 3x3 block.
  Effect: Attack all targets, rolling +9 ATT +9 DMG  
  against each.
  5
  N
  Pistol, Range inc. 3, Guard
  +2 ATT +8 DMG
  +0 ATT +0 DMG
  Retro-fit pistol, reinforced clothing, frag grenade, §35
  6
  0
  1
  0
  4
  3
  1
  6
  10
  7
  3
  7
  61
  Notes: Weak in a fight, fixers prefer orchestrating jobs to working them. Yet they’re always equipped with an explosive 
  backup plan.
  Trader
  Fast Talker: When making an Influence or Awareness check in a social situation, roll twice and use the higher die.
  FEARLESS
  Effect: This character can never be coerced or intimi-
  dated. Reduce any damage taken from psychic powers 
  by 1.
  1
  N
  Pistol, Range inc. 3, Guard
  +0 ATT +2 DMG
  +1 ATT +1 DMG
  Fossil pistol, thick clothing, §50 in both cash and jewelry
  2
  0
  0
  1
  0
  0
  1
  5
  6
  5
  3
  3
  26
  Notes: With a strong backbone and persuasive demeanor, traders are always in pursuit of wealthy independence.
  
  125
  125
  HUMAN BOSS NPCS
  Prodigravus Brawler
  Killer: Killers add half their level (rounded up) to their mastered attack’s ATT and DMG (already calculated).
  LONG STRIDER
  Effect: Move six spaces per move action instead of four.
  2
  Y
  GROUND FIGHTER
  Effect: If this character is locked in a takedown, 
  he can still make one attack per turn. The attack 
  must target the foe engaged in the takedown.
  Fist/club
  +4 ATT +5 DMG
  +3 ATT +3 DMG
  Worthless primitive weapons, useless primitive armor, no other valu-
  ables
  1
  3
  1
  -1
  -1
  -1
  1
  7
  10
  5
  3
  2
  90
  Notes: Mutated beyond true humanity, Prodigravus are found in wild regions of the Galaxy. They viciously attack any hu-
  man or Synthetic they encounter, without regard for their survival.
  Street Captain
  Killer: Killers add half their level (rounded up) to their mastered attack’s ATT and DMG (already calculated).
  FOCUSED ATTACK
  Uses: Once per turn. Counts as an attack.
  Effect: Make any attack the character is capable of. Add 
  +1 ATT and +1 DMG.
  4
  Y
  DEATH THRESHOLD
  Effect: If this character would be incapacitated 
  by a physical attack, it only succeeds if the 
  attack deals 13 DMG or more. Otherwise, the 
  character remains at 1 HP.
  Sword, Guard
  +5 ATT +10 DMG
  +3 ATT +3 DMG
  +2 E.C. micro-edge rip sword, combat vest, §31
  2
  3
  2
  0
  0
  2
  2
  8
  13
  8
  4
  4
  124
  Notes: Might makes right in the world of a street captain. They instill fear in all other gangsters.
  Surprise Threat
  Sneak: Add +2 to Speed rolls for stealth. Add +2 to ATT and DMG against enemies that are overpowered or unaware 
  of the Sneak’s presence.
  RAPID ASSAULT
  Special: only works with pistol, claws, or light melee 
  mastered attacks. 
  Uses: Once per turn. Counts as an attack.
  Effect: Attack twice with the selected weapon.
  2
  Y
  MERCILESS
  Range: 4 squares Effect: When a foe within 
  range has 3 or less HP, NPC may deal a death 
  strike instead of an attack. The foe is automati-
  cally incapacitated at -1 HP.
  Knife, counter
  +1 ATT +4 DMG
  +0 ATT +0 DMG
  +1 E.C. knife, thick clothing, §19
  4
  0
  1
  1
  0
  0
  3
  6
  9
  6
  4
  7
  66
  Notes: Surprise threats play down their lethality until they’re close enough to gut their quarry.
  
  126
  126
  HUMAN BOSS NPCS (CONTINUED)
  Chief Executor
  Killer: Killers add half their level (rounded up) to their mastered attack’s ATT and DMG (already calculated).
  DEADMAN SWITCH
  Effect: When this character dies, it immediately triggers 
  a trap or alarm that matches the players’ level.
  10
  Y
  NASTY BLOW
  Uses: 3/battle. Counts as an attack.
  Range: Range increment of mastered attack.
  Target: 1 foe in range. Effect: The target 
  automatically takes 23 damage.
  Sword, Guard
  +11 ATT +23 DMG
  +6 ATT +6 DMG
  Power glaive, war shielding, §73
  3
  6
  4
  0
  0
  4
  3
  10
  20
  10
  4
  6
  226
  Notes: Chief Executors are the ultimate security guards, and often order lower guards to their aid when problems arise.
  Apex Mutant
  Metahuman: This character has a unique attack action, such as a psychic blast. Range 20 squares. Roll against the 
  target’s Nerve, and use Influence to calculate ATT and DMG.
  TOXIC STRIKE
  Range: 13 squares.
  Effect: Make an attack at +9 ATT +10 DMG, targeting 
  Toughness instead of Armor defense.
  11
  Y
  BULWARK
  Effect: This character’s HP is 27 higher than 
  normal.
  Sword, Guard
  +5 ATT +17 DMG
  +3 ATT +3 DMG
  Worthless primitive weapons, lighter materials battle armor, no other 
  valuables
  6
  1
  0
  6
  2
  5
  5
  6
  14
  12
  5
  11
  179
  Notes: An apex mutant rules the jungle of Pelorious, the mutant world. They even strike fear into the hearts  
  of Prodigravus.
  Veteran Sharper
  Professional: This character may access any knowledge focus power that aligns with the narrative.
  PROWESS
  Effect: Add 3 to any single Attribute. 
  (COMBAT chosen and already calculated)
  7
  Y
  RESOLUTE
  Uses: 2/day Effect: This character may spend 
  resolve points as a player would to roll automatic 
  10s or automatically hit with an attack.
  Shotgun, Range inc. 2
  +10 ATT +11 DMG
  +3 ATT +3 DMG
  +1 E.C. modern shotgun, combat vest, §74
  7
  3
  1
  0
  5
  4
  1
  7
  13
  9
  3
  8
  152
  Notes: Veteran sharpers perfectly blend professional and combat skills. Using resolve points, they hack their way 
  through any security systems and gun down adversaries with ease.
  
  127
  127
  ANIMALS
  Guard Dog
  Killer: Killers add half their level (rounded up) to their mastered attack’s ATT and DMG (already calculated).
  OBSERVANT
  Effect: When using Awareness, all d10 rolls less than 4 
  are considered 4.
  1
  N
  Bite
  +1 ATT +5 DMG
  +1 ATT +1 DMG
  No weapon, no armor, §11 worth of rare animal products
  3
  1
  1
  0
  0
  1
  1
  6
  8
  6
  3
  4
  36
  Notes: Though useful, guard dogs aren’t very common in the Galaxy. Dogs are often stolen for use as food, keeping 
  their population low.
  Panther
  Sneak: Add +2 to Speed rolls for stealth. Add +2 to ATT and DMG against enemies that are overpowered or unaware 
  of the Sneak’s presence.
  PROWESS
  Effect: Add 1 to any single Attribute. (COMBAT chosen 
  and already calculated)
  2
  N
  Claws, Counter
  +3 ATT +4 DMG
  +1 ATT +1 DMG
  No weapon, no armor, §20 worth of rare animal products
  6
  1
  1
  1
  0
  0
  3
  5
  8
  5
  4
  9
  33
  Notes: Large cats have almost been hunted to extinction throughout the Galaxy. However, some felines adapted to the 
  jungles of Drakka by drinking only rainwater and consuming humans and Prodigravus alike.
  Dire Viper
  Sneak: Add +5 to Speed rolls for stealth. Add +5 to ATT and DMG against enemies that are overpowered or unaware 
  of the Sneak’s presence.
  SWIFT TARGET
  Effect: Armor defense is calculated using this  
  character’s Speed instead of Toughness.
  5
  N
  Bite
  +1 ATT +12 DMG
  +1 ATT +1 DMG
  No weapon, no armor, §53 worth of rare animal products
  8
  1
  1
  1
  0
  1
  4
  5
  13
  6
  5
  12
  52
  Notes: Vipers are rarely found in the wild, especially of this size. A dire viper is more likely an engineered pet or guard.
  
  128
  128
  XENOFORMS
  Pike Lizard
  Killer: Killers add half their level (rounded up) to their mastered attack’s ATT and DMG (already calculated).
  DAMAGING AURA
  Effect: Every foe immediately suffers 2 damage when 
  moving into a square adjacent to this character. A foe 
  may only suffer this once per turn, no matter how many 
  adjacent squares they move through.
  3
  N
  Bite
  +3 ATT +10 DMG
  +2 ATT +2 DMG
  No weapon, no armor, §22 worth of rare animal products
  4
  2
  2
  0
  0
  2
  1
  7
  10
  7
  3
  5
  53
  Notes: These strange, alien creatures are covered in spurs that emit toxic fumes. Unfit as food, they’re seen as pests 
  throughout the Galaxy.
  Arboreal Sapiovore 
  Sneak: Add +6 to Speed rolls for stealth. Add +6 to ATT and DMG against enemies that are overpowered or unaware 
  of the Sneak’s presence.
  ILLUSIONIST  Uses: unlimited until power fails against 
  Effect: The character conjures any illusion he wishes. 
  Observers must beat an Awareness AD of 8. Extreme 
  illusions (something physically impossible, etc.), are 
  Awareness AD 4.
  6
  N
  Toxic Spores, Range inc. 6
  +3 ATT +12 DMG
  +2 ATT +2 DMG
  No weapon, no armor, §49 worth of rare animal products
  10
  2
  1
  1
  0
  1
  5
  5
  10
  6
  5
  15
  59
  Notes: The Arboreal Sapiovore is a lethal tree-like xenophorm with psychic camouflage abilities. While it cannot move, it 
  has a network of vines that spew acidic spores to a long distance.
  Psychofen
  Killer: Killers add half their level (rounded up) to their mastered attack’s ATT and DMG (already calculated).
  RAPID REFLEXES
  Effect: This character’s battle reflex is increased by 4.
  10
  N
  Bite
  +8 ATT +27 DMG
  +6 ATT +6 DMG
  No weapon, no armor, §71 worth of rare animal products
  8
  6
  4
  0
  0
  4
  3
  9
  19
  9
  4
  15
  113
  Notes: Psychofens are precognizant, lupine monsters. Their planet of origin is forgotten, but humans have spread them 
  across the Galaxy. Their psychic reflexes make them more lethal and popular than guard dogs.
  
  129
  129
  Ship Wight
  Metahuman: This character has a unique attack action, such as a psychic blast. Range 20 squares. Roll against the 
  target’s Nerve defense, and use Influence to calculate ATT and DMG.
  IMMUNITY
  Effect: This character takes half damage from electric, 
  beam or hellfire type weapons.
  10
  Y
  GHOSTWALK  
  Uses: 2/day Effect: When taking a move action, 
  spend a use of this power to ignore all obstacles 
  in the way. Movement must end in an empty 
  square.
  Venom Splash, Range inc. 2
  +9 ATT +12 DMG
  +0 ATT +0 DMG
  No weapon, no armor, §100 worth of rare animal products
  13
  0
  0
  6
  2
  7
  4
  6
  13
  13
  5
  15
  142
  Notes: Ship wights are worm-like organisms measuring five feet in length. Attracted to radiation, they survive the vacu-
  um of space. Their supernatural ability to phase through walls lets them invade the engine rooms of passing spaceships.
  BEASTLY BOSSES
  Cyber Mastiff
  Killer: Killers add half their level (rounded up) to their mastered attack’s ATT and DMG (already calculated).
  RECOVER
  Range: 5 squares
  Effect: The character cannot attack on a turn they use 
  this ability. One ally in range recovers 8 HP up toward 
  maximum.
  3
  Y
  SURROUND THEM!
  Effect: Any allied NPCs that can see this 
  character receive a +2 gang-up bonus instead 
  of +1.
  Mounted Rifle, Range inc. 6
  +3 ATT +9 DMG
  +2 ATT +2 DMG
  Implanted +2 E.C. Fossil Rifle, no armor, §34 worth of cybernetic 
  components
  4
  2
  2
  0
  0
  2
  1
  8
  11
  8
  3
  5
  106
  Notes: Dogs make fantastic guards on their own. They’re even nastier with implanted weapons, cyber med-kits, and 
  brain upgrades for superior battle analysis.
  Star Stalker
  Sneak: Add +7 to Speed rolls for stealth. Add +7 to ATT and DMG against enemies that are overpowered or unaware 
  of the Sneak’s presence.
  LONG STRIDES  
  Effect: Move six spaces per move action instead of four.
  7
  Y
  BULWARK
  Effect: This character’s HP is 19 higher than 
  normal.
  Bladed tentacles, Guard
  +4 ATT +13 DMG
  +2 ATT +2 DMG
  No weapon, no armor, §60 worth of rare animal products
  10
  2
  1
  1
  0
  1
  5
  6
  12
  7
  5
  15
  149
  Notes: Engineered for violence during the Last War, star stalkers still survive a millennium later. These tentacled, cat-like 
  creatures are acclimated to the vacuum of space, and are found hibernating in drop pods that orbit lost battlegrounds.
  
  130
  130
  SYNTHETICS
  Synthetic Laborer
  Professional: This character may access any knowledge focus power that aligns with the narrative.
  PROWESS
  Effect: Add 1 to any single attribute. 
  (OPERATION chosen and already calculated)
  1
  N
  Mining Jack (sword), Guard
  +1 ATT +2 DMG
  +0 ATT +0 DMG
  +1 E.C. sword, no armor, §37 worth of synthetic components, §11 in 
  cash
  4
  0
  0
  0
  3
  1
  1
  6
  7
  6
  3
  5
  41
  Notes: While some perform unglamorous tasks - like forging metal or mining minerals, robots are the best paid manual 
  laborers in the Galaxy.
  Contract Robot Security
  Killer: Killers add half their level (rounded up) to their mastered attack’s ATT and DMG (already calculated).
  BODYGUARD
  Uses: once per round during another character’s turn. 
  Range: 4 Squares. Effect: If an ally in range takes 
  damage, the bodyguard can move adjacent to the ally 
  and take half the damage. The ally takes no damage.
  3
  N
  Shotgun, Range inc. 2
  +6 ATT +5 DMG
  +2 ATT +2 DMG
  Retro-fit shotgun, reinforced clothing, §112 worth of synthetic 
  components, §26 in cash
  1
  2
  2
  0
  0
  2
  1
  8
  11
  8
  3
  2
  63
  Notes: Synthetic security is an excellent way to intimidate potential threats. A sharper might escape the repercussions 
  of killing a common guard, but no one gets away with synthicide.
  Freakish Prototype
  Metahuman: This character has a unique attack action, such as a psychic blast. Range 20 squares. Roll against the 
  target’s Nerve defense, and use Influence to calculate ATT and DMG.
  BLAST ATTACK
  Uses: Once per fight. Counts as an attack. 
  Range: 7 squares Targets: All characters in a 3x3 block.
  Effect: Attack all targets, rolling +12 ATT +12 DMG 
  against each.
  6
  N
  Cyber claws, Counter
  +5 ATT +12 DMG
  +0 ATT +0 DMG
  No weapon, reinforced clothing, §213 worth of synthetic compo-
  nents, §61 in cash
  4
  0
  -1
  4
  2
  5
  3
  5
  10
  10
  4
  7
  59
  Notes: The macabre experiments of a Priest concluded once certain robots began exhibiting psychic powers, including 
  a powerful telekinetic blast. With an unusual brain schematic, freakish prototypes are more likely to call on violence.
  
  131
  131
  SYNTHETIC BOSSES
  Green Razor Cog
  Killer: Killers add half their level (rounded up) to their mastered attack’s ATT and DMG (already calculated).
  PROWESS
  Effect: Add 1 to any single attribute. 
  (COMBAT chosen and already calculated)
  2
  Y
  HASTE
  Range: 6 squares
  Effect: At the start of each of this character’s 
  turns, decide if he receives +1 AP, or if it is 
  awarded to an ally in range for their next turn.
  Rifle, Range inc. 5
  +3 ATT +7 DMG
  +3 ATT +3 DMG
  +2 E.C. fossil rifle, reinforced clothing, §74 worth of synthetic 
  components, §15 in cash
  1
  3
  2
  0
  0
  1
  1
  8
  11
  8
  3
  2
  110
  Notes: Everyone must start somewhere, even Razor Cog bounty hunters. These newly-minted killers travel with crews 
  of human mercenaries and utilize squad tactics to capture/kill their quarry.
  Ancient Machine
  Professional: This character may access any knowledge focus power that aligns with the narrative.
  DEADMAN SWITCH
  Effect: When this character dies, it immediately triggers 
  a trap or alarm that matches the players’ level.
  6
  Y
  INSPIRING
  Range: 6 squares
  Effect: All NPC allies within range gain +1 to 
  ATT and DMG so long as this character lives.
  Fist
  +4 ATT +9 DMG
  +0 ATT +0 DMG
  No weapon, reinforced clothing, §217 worth of synthetic compo-
  nents, §63 in cash
  7
  0
  1
  0
  5
  4
  1
  8
  13
  10
  3
  8
  158
  Notes: Ancient robots can be found leading secret cabals around the Galaxy, exchanging pre-war knowledge for loyalty 
  and protection. These sentient machines typically oppose the Tharnaxist Church and its goals.
  Veteran Razor Cog
  Killer: Killers add half their level (rounded up) to their mastered attack’s ATT and DMG (already calculated).
  FORCE BARRIER
  Effect: This character starts each battle with a force 
  barrier of 55 HP, which recovers 11 HP per round until 
  overloaded.
  10
  Y
  FRIGHTENING  
  Effect: Any Influence, Nerve or Awareness 
  rolls against this character suffer -6 to the roll.
  Sword, Guard
  +11 ATT +23 DMG
  +6 ATT +6 DMG
  +3 E.C. +2 bio-mal plasma sword, war shielding, Relic Barrier, §397 
  worth of synthetic components, §94 in cash
  3
  6
  4
  0
  0
  4
  3
  11
  21
  11
  4
  6
  246
  Notes: Unless destroyed, Razor Cog bounty hunters grow in strength and skill indefinitely. The most seasoned can slay 
  an entire room of skinbags and leave unscathed.
  
  132
  132
  THARNAXIST PRIESTS
  Neophyte
  Killer: Killers add half their level (rounded up) to their mastered attack’s ATT and DMG (already calculated).
  CHUMP
  Effect: This character has half HP, and is worth only half 
  the danger points when calculating Mission Risk level. 
  Successful attacks from this character deal 5 damage 
  instead of their normal amount.
  1
  N
  Large club, Guard
  +2 ATT +3 DMG
  +1 ATT +1 DMG
  Large club (sword), Reinforced Clothing
  1
  1
  1
  0
  0
  1
  1
  6
  8
  6
  3
  2
  18
  Notes: What they lack in skill, they make up for in numbers. Neophyte slaves make up millions of the Galaxy’s  
  inhabitants, and each is willing to die for its priestly master.
  Initiate
  Metahuman: This character has a unique attack action, such as a psychic blast. Range 20 squares. Roll against the 
  target’s Nerve defense, and use Influence to calculate ATT and DMG.
  RAPID ASSAULT
  Special: only works with pistol, claws, or light melee 
  Mastered Attacks. 
  Uses: Once per turn. Counts as an attack.
  Effect: Attack twice with the selected weapon.
  3
  Y
  OUTSMART 
  Uses: Once per round.
  Effect: If a gain advantage attempt fails against 
  this character, he may gain the intended benefit 
  instead.
  Cyber claws, Counter
  +4 ATT +5 DMG
  +1 ATT +1 DMG
  No visible weapons, no salvageable armor, §57 worth of synthetic 
  components (Operation AD 12 to salvage)
  3
  1
  0
  3
  3
  4
  3
  6
  9
  9
  4
  6
  65
  Notes: As lowly Priests, initiates are still empowered with enough cyberwear to pose a serious threat on the battlefield. 
  While they’re outfitted with psych-cannons and cyber claws, they prefer to let neophytes do their dirty work.
  Archpriest
  Professional: This character may access any knowledge focus power that aligns with the narrative.
  PROWESS
  Effect: Add 3 to any single attribute. 
  (COMBAT chosen and already calculated)
  9
  Y
  IMMENSE PROWESS
  Effect: Add 3 to any single attribute. Must be a 
  different attribute than Prowess.
  (SPEED chosen and already calculated)
  Implant pistol, Range inc. 4, Guard
  +8 ATT +18 DMG
  +4 ATT +4 DMG
  No visible weapons, no salvageable armor, §140 worth of synthetic 
  components (Operation AD 12 to salvage)
  9
  4
  3
  1
  7
  6
  5
  9
  15
  11
  5
  14
  182
  Notes: Rarely seen outside of their capitol ships, archpriests are among the most dangerous of Tharnaxist Priests. Not 
  only can they order the destruction of planets, archpriests can hold their own against numerous assassins.
  
  133
  133
  CREATING TRAPS
  A good mission will have environmental hazards and traps. Simply decide what sort of trap or hazard you want, and use 
  the steps below to create an original one. An automated version of this tool is available at  
  www.synthiciderpg.com/generator.
  •	
  Choose trap type. You may choose from Damage Dealing, Attribute Penalizing or Alarm.
  •	
  Describe the trap. Is it an explosive rigged to a door? Spikes that come out of the floor? A dangerous sinkhole in the 
  middle of the desert?
  •	
  Determine a trigger. Does walking over the trap trigger it? Or does opening the wrong door? Set the trap trigger to 
  suit the needs of your story.
  •	
  Set the difficulty to notice the trap. The Awareness AD should be set according to the player levels and the 
  significance of the trap to the mission.
  •	
  Choose a relevant knowledge focus for the trap. If players have a relevant knowledge focus, they may use 
  Operation to detect the trap instead of using Awareness. Examples:
  Computers (automated traps); Engineering (mechanical traps and bombs); Locks (alarms and trapped doors); 
  Medicine (toxic hazards and diseases); Survival (natural hazards within terrain types familiar to the sharper);
  •	
  Set the difficulty to disable the trap. The Operation AD is set by player levels and the significance of the trap. If 
  players don’t have the relevant knowledge focus, the Operation AD to disable the trap is 5 higher than normal.
  DAMAGE DEALING TRAP
  This trap makes attack rolls against players who trigger it and deals them damage. ATT and DMG are scaled by player 
  level. Make the following selections:
  •	
  Which defense does the trap/hazard attack? Your choices are armor defense or Toughness defense. Choose the 
  one that makes the most sense for the trap. Physical traps typically target armor defense, while poisons and toxins 
  target Toughness defense. 
  •	
  Is the trap’s damage a one-time event or continuous? One-time traps include explosives and spike pits – after 
  activating, their damage is done. Continuous traps keep attacking the players until disabled and include electrically 
  charged floors and deadly microbes.
  Trap Attack Type
  Lvl 1-2
  Lvl 3-4
  Lvl 5-6
  Lvl 7-8
  Lvl 9-10
  Lvl 11
  Bonus vs Armor Defense
  +2
  +4
  +6
  +8
  +10
  +12
  Bonus vs Toughness Defense
  +1
  +2
  +3
  +4
  +5
  +6
  Bonus vs Nerve Defense
  +0
  +1
  +1
  +2
  +2
  +3
  Trap Damage Type
  Lvl 1-2
  Lvl 3-4
  Lvl 5-6
  Lvl 7-8
  Lvl 9-10
  Lvl 11
  One-time damage bonus
  +2
  +4
  +7
  +15
  +22
  +30
  Continuous damage bonus
  +0
  +1
  +2
  +4
  +7
  +10
  ATTRIBUTE PENALIZING TRAP
  This trap lowers the players’ attribute scores. Players make a Toughness roll to resist the trap. They immediately roll when 
  first exposed, and on a failure they suffer its effects. The Toughness AD and ability penalty is scaled by player levels. 
  Make the following selections:
  •	
  Which attribute does the trap penalize? You may choose any of the 7 attributes, but it’s recommended you don’t 
  target Speed. 
  •	
  Is the trap’s penalty persistent or temporary? Persistent traps are like bursts of toxic gas or darts full of  
  poison. Medical treatment is required to remove their effect; the Operation AD is the same as the AD to disable it. 
  Temporary traps continue penalizing the players until they leave the area or disable the trap. Examples include rooms 
  full of noxious air and rigged jets that expose you to extreme heat. No further medical attention is required to remove 
  the penalty, beyond removing the source.
  Trap Penalty Type
  Lvl 1-2
  Lvl 3-4
  Lvl 5-6
  Lvl 7-8
  Lvl 9-10
  Lvl 11
  Toughness AD to resist
  +2
  +4
  +6
  +8
  +10
  +12
  Attribute Penalty (if persistent)
  -1
  -2
  -3
  -4
  -5
  -6
  Attribute Penalty (if temporary)
  -3
  -4
  -5
  -6
  -8
  -9
  TRAPS AS ENVIRONMENTAL WEAPONS 
  Players and NPCs will use dangerous things around them to hurt others. By doing this, they are effectively creating a trap.
  
  134
  134
  ALARM TRAP
  Alarm traps are different from others in that they’re exclusively detected and disabled with the Locks knowledge focus. 
  Choose up to 2 of the following effects:
  •	
  System Lockdown: The entire facility goes into lockdown when the alarm is triggered. All doors lock and the 
  computers shut themselves off. The Operation AD to open locked doors and reactivate or crack computer networks 
  is increased by +2.
  •	
  Alert guards: This lets any guard know exactly where the characters are. Don’t overwhelm the players with guards 
  they can’t defeat without providing an escape.
  •	
  Activate automated defenses: Automated defenses spring out of the ground and immediately attack the  
  characters. Automated defenses have a full turn to attack the players before battle reflex is tracked.
  •	
  Activate dimensional tricorders: Tricorders are 3 dimensional, 360° cameras that capture events in extreme detail. 
  Dimensional tricorders can even detect the players’ fingerprints through their gloves. Tricorders are expensive to 
  power, so they aren’t active until triggered. After players activate them, any authorities that review the footage will 
  immediately identify key actors.
  
  135
  135
  PLANET GENERATOR
  If you want to create your own planets, you can use the 
  following system to randomly generate them. Roll on the 
  following charts for a general description.
  Dominant Terrain Type
  d10 Result
  Effect
  1-3
  Earth-like: Most terrain types are 
  equally present on the planet
  4
  Arboreal
  5
  Desert
  6
  Tundra
  7
  Oceanic
  8
  Inhospitable: Vac suits and enclosed 
  settlements are necessary to stay on 
  the planet
  9
  Moon: This is a habitable moon orbiting 
  a gas giant. Roll again for terrain type
  10
  Ribbon World: This planet does not 
  revolve. Only the edges of the planet 
  are habitable and are in constant 
  twilight. Roll again for terrain type
  Settlement Level
  d10 Result
  Effect
  1-3
  Unsettled: Only explorers or pioneers 
  are on this planet
  4-6
  Light: Several small cities and colonies 
  are on the planet
  7-9
  Moderate: A few large cities and many 
  small cities are on the planet
  10
  Hive world: The planet is almost entirely 
  urban sprawl
  Church Influence*
  d10 Result
  Effect
  1-3
  Little to none
  4-8
  Moderate: The Church is the center of 
  power
  9-10
  High: Everyone answers to the Church 
  and is under constant surveillance
  *Note: on moderately settled or hive worlds, rolling 1-3 
  still indicates moderate Church influence. Only lightly and 
  unsettled planets have no Church presence.
  Primary Source of Commerce
  d10 Result
  Effect
  1-3
  Resource gathering: Companies seek-
  ing raw materials are either present, or 
  strongly interested in this world. This 
  planet might even be a source for food
  4-6
  Manufacturing: In all settlements, 
  Synthetics are present as laborers but 
  still the dominant class. Humans are 
  underfed and worked hard
  7-8
  Port: This planet is just a convenient 
  stop on the way to important destina-
  tions. If moderately settled or more, the 
  planet is also a center of  
  finance and trade
  9
  Dual purpose: Roll twice on this chart to 
  find the 2 dominant forms of commerce
  10
  True settlement: This planet is a desir-
  able place to live and settled by middle 
  class humans and wealthy Synthetics
  
  136
  136
  MISSION GENERATOR
  Sometimes you need help creating the outline of a mission. This tool can be used to help you plan sessions  
  or to improvise a new job for your players in the middle of the game. An automated version is available at  
  www.synthiciderpg.com/generator. Do the following:
  •	
  Roll 1d10 on each of the following columns. This will generate a patron faction, a mission type and a target.
  •	
  Quickly write a few sentences that outline the mission. This helps you to focus on the specifics of the story and 
  any possible surprises for the players.
  •	
  Choose a Mission Risk level. This will give you an idea of how many enemies or deadly traps to throw at the 
  players; it will also determine how much the job pays. Reference the Mission Risk system on page 114.
  •	
  Consider using the Twist System. A rough outline for your mission may not be enough to make the game narrative 
  exciting. Working with the optional rules under the Twist System on page 155 will help you add spice to the session.
  D10 result
  Patron
  Mission Type
  Target
  1
  Chaos Rose
  Transport
  Corporate Property
  2
  Farstar Guild
  Protect
  Merchant
  3
  TTMC
  Sabotage
  Vessel
  4
  Torchdreamers
  Eliminate
  Synthetic
  5
  Empyrean Hunters
  Capture
  Weapons
  6
  Street Gang
  Extract
  Drugs
  7
  SMD Corp
  Investigate
  Artifact
  8
  Reaper Forum
  Locate
  Faction Rival
  9
  Iron Souls
  Negotiate
  Innocent Person
  10
  Tharnaxist Church
  Hide
  Vital Data
  PATRON FACTIONS
  Chaos Rose: This gang is composed of flamboyant and wealthy 
  pirates. While they play up the glamorous life of criminal aristocracy, 
  they are not to be trifled with. They hire sharpers to act as neutral third 
  parties, or to exact revenge on their behalf.
  Farstar Guild: A very active and famous guild comprised of both 
  humans and Synthetics, the Farstar Guild specializes in artifacts from 
  the Last Age and selling their spoils to whoever has enough lurans. 
  They hire sharpers for wetwork and investigating competitors; Farstar 
  members don’t like to get their hands dirty.
  TTMC: This organization is the most powerful non-Church affiliated 
  entity in Tharnaxist Space. Founded on Corsus by Jarrix Taam only 40 
  years ago, Taam’s Transport and Mining Company has become a 
  ubiquitous shipping service, with a side business in supplying raw 
  materials. They’ll hire anyone to do anything - but only the dangerous 
  jobs pay well.
  Torchdreamers: Few of the Galaxy’s psychics belong to this group, 
  but almost all Illuminix comes from them. The Torchdreamers are very 
  powerful and skilled. They only hire outsiders for non-essential tasks, 
  ones they’re too busy to handle. Don’t expect any  
  gratitude from them.
  Empyrean Hunters: With so many deadly creatures in the Galaxy, 
  humans have taken to studying, cataloguing and ultimately hunting 
  xenolife. The Empyrean Hunters belong to a large, highly organized 
  club that promotes these activities. Though they aren’t exactly 
  criminals, the hunters will stop at nothing to protect and raise their 
  reputation. The Empyrean Hunters might hire sharpers to clean up a 
  wealthy member’s mess or hide their secrets.
  Street Gang: Every city has their own brand of miscreant. These 
  small-time gangs always need the help of sharpers to stand up to 
  bigger powers, such as TTMC or Chaos Rose. A street gang isn’t a 
  powerful ally, but they’ll rarely double cross a sharper as they can’t 
  afford to lose friends.
  SMD Corp: Octorius Shima, a robber baron born on Humanus, 
  founded the Shima Mechanical Designs corporation with Tharnaxist 
  support and finances. SMD then became a powerful robot and 
  weapon manufacturer, profiting from the gang wars and localized 
  conflicts flaring up around the Galaxy. They hire sharpers as freelance 
  security, or as deniable assets for the blackest of operations.
  Reaper Forum: Bounty hunting fills the void of local law enforcement. 
  The Reaper Forum is crowd-funding for bounties; an individual may 
  offer any amount of money towards a job. And multiple postings for 
  the same job all payout at once, compounding into a larger reward. 
  There’s no telling what work you’ll get from the Reaper Forum, but 
  revenge is usually involved.
  Iron Souls: Despite strict Tharnaxist laws ensuring the privilege of 
  Synthetics, robots formed one of the most powerful labor unions in 
  the Galaxy. Though seemingly benign, humans rarely trust them on 
  account of their immense power and long-term agenda. The Iron Souls 
  mostly hire sharpers to defend their interests - rarely to destroy or hurt 
  other organizations.
  Tharnaxist Church: The Tharnaxist Church is powerful and immense. 
  Priests are the ultimate authority, surrounded by vicious robots and 
  brainwashed neophytes who rarely ascend the ranks. Priests only hire 
  sharpers for missions too vulgar for their taste, or to complete a task 
  they want kept secret from the rest of the Church.
  
  137
  137
  Transport: The target of your mission is important. It’s your job to get 
  it from one scene to another without incident. If the target is a person, 
  they are influential and at risk of kidnapping or even assassination. If 
  the target is an object, someone may attempt to steal it.
  Protect: The target of your mission demands additional security. 
  There’s reason to believe the target is in immediate danger - and you 
  need to stand watch until the conflict is resolved.
  Sabotage: The target of your mission is an annoyance to your patron 
  and they seek a subtle resolution. If your target is a person, you need 
  to foil their plans or turn their allies against them. If the target is an 
  object, you need to vandalize it or replace it with a counterfeit.
  Eliminate: The target of your mission is a grave threat to your patron 
  and they require your immediate action. If the target is a person, your 
  job is to assassinate them. If the target is an object, you need to 
  destroy it completely so that no trace is left.
  Capture: The target of your mission is being transported soon and you 
  need to intercept. Return it to your patron.
  Extract: The target of your mission is being held in a secure facility. 
  You need to break in, recover it, and bring it back.
  Investigate: The target of your mission is an enigma. You must 
  expose its secrets or solve a mystery surrounding it.
  Locate: The target of your mission has gone missing and you need to 
  find out where it is.
  Negotiate: The target of your mission is wanted, but open conflict 
  should be avoided. If your target is a person, you need to convince 
  them to support your patron’s interests. If your target is an object, you 
  are to negotiate its transfer from a rival faction.
  Hide: The target of your mission needs to be hidden. Find a place to 
  stash it and make sure there aren’t any witnesses.
  Corporate Property: This is anything important belonging to a 
  corporation. It could be a location such as an office or factory, or a 
  hand-carried object like a drive full of records.
  Merchant: Why would a wealthy merchant be on your list? Maybe 
  someone wants revenge for a poor business deal, or perhaps the 
  merchant is being extorted.
  Vessel: This could be a small car (for simpler jobs), or a full-blown 
  spaceship. Either the ship is of value, or its cargo.
  Synthetic: This Synthetic must have crossed the wrong people to get 
  mixed in your business. If you’re opposing the Synthetic, good luck! 
  Things will get worse for you before they get better. If you’re protect-
  ing it, you need more luck! Whoever wants to hurt a Synthetic is crazy, 
  dangerous, or both.
  Weapons: Weapons are common. For this to have any importance, it 
  must either be a large stockpile, or a specific weapon of  
  exceptional capability.
  Drugs: Users are everywhere, always seeking a new wonder drug 
  that will lift them away from this horrific world. Add warring corpora-
  tions and gangs in the mix, and you have a dangerous commodity 
  surrounded by violence.
  Artifact: Half the time, an artifact’s abilities aren’t understood. This 
  doesn’t stop people from fighting over it; when something is old, it’s 
  steeped in mystery and speculated value.
  Faction Rival: This person is affiliated with gangs or causes that 
  oppose your patron. If you’re helping the rival, they are a defector. If 
  you’re hurting them – well, that’s no surprise.
  Innocent Person: How unlucky for them to get mixed up in all this. 
  Maybe the person is a blood relative of the wrong people or knows a 
  deadly secret.
  Vital Data: This information could make someone rich or destroy a 
  reputation. Schematics, journals, cam vids, or any piece of information 
  could be of great importance to the right people.
  MISSION TYPE
  MISSION TARGET
  
  138
  138
  MISSION OUTLINES
  The following 13 pages are included in case you’re unable to make use of the mission outline tool. Use any of them to 
  structure a game session for your players. 
  Each outline is described with a branching linear timeline composed of challenges. Encourage your players to  
  drive the narrative down either path and devise scene details in response to their feedback. Each challenge contains the 
  following details:
  •	
  Dangers: Whatever creates harm or setbacks for the players. As the players explore a challenge, reveal the dangers 
  interesting to you and give the players a chance to react.
  •	
  Solutions: Predictions for bypassing or neutralizing the dangers. The players might come up with something similar 
  to what’s listed, or imagine an entirely original solution. Either way, solutions cannot typically be resolved without an 
  ACTIONS check by the players.
  •	
  NPCs: These characters are controlled by the GM and interact with the players through roleplay. They may  
  be friends or foes toward the sharpers, depending on how you and the players shape the story. The NPC generator at 
  www.synthiciderpg.com/generator is optimized for streamlined character creation. Alternatively, see page 122 
  for sample, pre-made NPCs
  •	
  Twists: Unsuspected setbacks add intensity to a mission. For an expansion on Synthicide’s optional Twist System, 
  see page 155.
  AFter/the/torchLIght//
  red/on/sweaty/Faces///
  AFter/the/Frosty//////
  sILence/In/the/gardens
  AFter/the/agony/In////
  stony/pLaces//////////
  The/shoutIng/and/the//
  cryIng////////////////
  PrIson/and/paLace/and/
  reverberatIon/////////
  OF/thunder/oF/sprIng//
  over/dIstant/mountaIns
  He/who/was/LIvIng/Is//
  now/dead//////////////
  We/who/were/LIvIng////
  are/now/dyIng/////////
  WIth/a/LIttLe/patIence
  Here/Is/no/water/but//
  onLy/rock/////////////
  Rock/and/no/water/and/
  the/sandy/road////////
  The/road/wIndIng//////
  above/among/the///////
  mountaIns/////////////
  WhIch/are/mountaIns///
  oF/rock/wIthout/water/
  IF/there/were/water///
  we/shouLd/stop/and////
  drInk/////////////////
  Amongst/the/rock/one//
  cannot/stop/or/thInk//
  Sweat/Is/dry/and/Feet/
  are/In/the/sand
  
  139
  139
  BARBARIAN’S CAUSE
  MISSION
  COMPLETE
  APPROACH 1
  CHALLENGE: DIRECT 
  APPROACH
  DANGERS
  Barbarian resistance | Alarms | 
  Artillery
  SOLUTIONS
  Strike by night | Draw them out 
  to an ambush
  NPCS
  Barbarian tribe leader | Cap-
  tured Tharnaxist enforcer
  TWISTS
  A stronger tribe steps in to 
  defend the barbarians 
  APPROACH 2
  CHALLENGE: STEALTH 
  APPROACH
  DANGERS
  Cargo under lock and key | 
  Heavy guard patrols
  SOLUTIONS
  Create a distraction | 
  Move by night
  NPCS
  Barbarian tribe leader | 
  Captured Tharnaxist enforcer
  TWISTS
  The barbarians knew the sharp-
  ers were coming - the storage 
  facility is a trap!
  CHALLENGE: LOCATE THE 
  GOODS
  DANGERS
  Remaining tribe guards | Traps
  SOLUTIONS
  Fight | Use stealth
  NPCS
  Inept guards | Captured 
  Tharnaxist enforcer | Peace-
  ful tribesman who reveals the 
  truth
  TWISTS
  Crates are empty – the goods 
  have already been distributed 
  among the tribe
  CHALLENGE: RETURN TO 
  THE SHIP
  DANGERS
  Barbarians on cycles | 
  Environmental hazards
  SOLUTIONS
  Fend-off pursuers | 
  Out maneuver the cycles
  NPCS
  Loquacious pursuer | Peace-
  ful tribesman who reveals the 
  truth
  TWISTS
  Rival barbarian tribe investi-
  gates the sharpers’ ship, block-
  ing access
  CHALLENGE: CHOOSE A 
  SIDE
  DANGERS
  Barbarians in spaceships 
  give pursuit | Church grows 
  suspicious and sends another 
  cleanup crew
  SOLUTIONS
  Pick a side and fight, hoping 
  for reward | Cut losses and run 
  away
  NPCS
  Church hired mercenaries | Bar-
  barian tribe leader | Captured 
  Tharnaxist enforcer 
  TWISTS
  The Tharnaxist enforcer is 
  rigged with explosives that the 
  Church can detonate at-will | 
  The barbarians are allies with 
  Chaos Rose and report the 
  sharpers
  A Tharnaxist cruiser was raided by barbarian pirates. The raiders 
  retreated to a backwater planet outside of Tharnaxist control, stealing 
  cargo and kidnapping a Tharnaxist enforcer robot. The Church refuses to 
  reveal the contents of the cargo, but insists their property be returned by 
  any means necessary.
  The sharpers may storm the barbarian stronghold using violence or 
  subtlety. After the cargo is found, the sharpers discover the tribe was 
  stealing the medical supplies they traded fairly for – supplies that the 
  Church reneged on delivering. The players must either steal the goods 
  back or side with the barbarians against the Church.
  Either way, this feud can only end with conflict.
  
  140
  140
  FARSTAR’S RECOVERY
  MISSION
  COMPLETE
  APPROACH 1
  CHALLENGE: NAVIGATE 
  THE TUNNELS
  DANGERS
  Toxic gas | Blocked paths | 
  Dangerous pitfalls
  SOLUTIONS
  Protective equipment | Find 
  outdated map | Hire a tunnel 
  guide
  NPCS
  Mutants in the tunnels
  TWISTS
  Hired guide leads the sharpers 
  in circles | Automated defenses 
  still active in tunnels
  APPROACH 2
  CHALLENGE: FIGHT 
  THROUGH THE GANGS
  DANGERS
  Heavily armed gangs
  SOLUTIONS
  Brute force | Turn the gangs 
  onto each other | Offer favors 
  to the gang leaders for safe 
  passage
  NPCS
  Gruff rival gang leaders | Locals 
  caught in the crossfire
  TWISTS
  Gangs come to a truce and 
  focus anger on outsiders
  CHALLENGE: ENTER THE 
  BACK DOOR
  DANGERS
  Automated defense turrets | 
  Maze-like structure with locked 
  doors
  SOLUTIONS
  Shoot-up the turrets | Hack into 
  computer systems | Find a map 
  to navigate the maze | Find 
  keys to locked doors
  NPCS
  Ancient robot with Tharnaxist 
  protocols
  TWISTS
  External hackers take control of 
  automated systems | Mys-
  terious gunmen ambush the 
  sharpers in the vault
  CHALLENGE: BREACH THE 
  FRONT DOOR
  DANGERS
  Gang-laid traps | Ambushes
  SOLUTIONS
  Cautious movement | Stealth | 
  Focused-fire
  NPCS
  Hostile, cornered gangsters
  TWISTS
  Gangsters have already taken 
  the disk from the vault | The 
  correct disk is difficult to iden-
  tify among thousands of others
  CHALLENGE: DELIVERY
  DANGERS
  Mysterious gunmen give chase 
  | Angered gangs take revenge
  SOLUTIONS
  Fight through it | Go incognito | 
  Hire allies among rival gangs
  NPCS
  Mysterious gunmen | Gang 
  member | Farstar Guild contact
  TWISTS
  The data disk contains sche-
  matics for a superweapon | 
  Farstar Guild abandons mission 
  as too high-risk, offering no 
  back-end support
  The Farstar Guild hires the sharpers to retrieve information from the data 
  vault of an abandoned Tharnaxist facility. The Farstar Guild claims this 
  information is key to reproducing a life-saving medicine once lost to the 
  Millennial War. The guild is inhibited by the decaying slum on Dega Sta-
  tion where the facility is located.
  The sharpers aren’t the only ones looking for this data disk; mysterious 
  gunmen have been reported scouting the facility. To make matters 
  worse, access through the main entrance is blocked by a violent ter-
  ritorial dispute between rival gangs. The only other entrance navigates 
  through old, hazardous tunnels. 
  Regardless of their approach, the sharpers must deliver the disk to the 
  Farstar Guild to complete the mission and earn their reward.
  
  141
  141
  ENSLAVED
  HEIR
  MISSION
  COMPLETE
  APPROACH 1
  CHALLENGE: BUY BACK 
  THE HEIR
  DANGERS
  Slave owner doesn’t believe 
  sharpers | Competing Suc-
  cessors send rival sharpers 
  | Owner tries to enslave the 
  sharpers
  SOLUTIONS
  Haggling | Threats | 
  Maintain secrecy
  NPCS
  Heir | Slaves | Canny and 
  suspicious slave owner | Rival 
  sharpers working for family
  TWISTS
  Family agents purchase the 
  heir before the sharpers | Slave 
  owner haggles for an unrea-
  sonable price | Slave owner 
  sells sharpers the wrong 
  person
  APPROACH 2
  CHALLENGE: EXTRACT 
  THE HEIR
  DANGERS
  Family warn slave owner |
  Family send own extraction 
  team
  SOLUTIONS
  Sneak in | Disable security 
  systems | Fight past guards | 
  Employ a distraction | 
  Start a slave riot
  NPCS
  Slave owner’s guards | Slave 
  owner | Heir | Slaves | 
  Rival sharpers hired by family
  TWISTS
  Sharpers kidnap wrong slave | 
  Family kidnaps heir first | 
  Heir resists and attempts to 
  flee
  CHALLENGE: GET BACK 
  ALIVE
  DANGERS
  Attacks from family-hired 
  sharpers | Slave owner steals 
  back the heir
  SOLUTIONS
  Fight way back to family planet 
  | Evade pursuit
  NPCS
  Rival sharpers | Heir
  TWISTS
  Pirates attack | Heir doesn’t 
  want to go back
  CHALLENGE: ESCAPE 
  PURSUIT
  DANGERS
  Slave owner gives chase | 
  Rival sharpers decide to kill 
  everyone | Shoot-out between 
  multiple factions
  SOLUTIONS
  Evade pursuit | Fight back 
  home | Make deal with rival 
  sharpers and/or slave owner | 
  Surrender decoy slave to rival 
  sharpers 
  NPCS
  Heir | Disguised slave | Rival 
  Sharpers | Slave owner’s 
  agents
  TWISTS
  Rival sharpers feign negotia-
  tion, but plan an ambush
  CHALLENGE: INSTALL THE 
  HEIR
  DANGERS
  Assassination attempt on the 
  heir | Family members fake 
  DNA test | Family gets the 
  Church involved | Bodyguards 
  fortify the house,  
  causing a siege
  SOLUTIONS
  Eliminate avaricious family 
  members | Help heir escape 
  and start new life | Install heir 
  legally
  NPCS
  Heir | Two-faced siblings | Doc-
  tor | Secretary | Bodyguards | 
  The cousin
  TWISTS
  Paid-off doctor claims DNA 
  test is negative | Paid-off 
  bodyguards assassinate the 
  heir | Family member poisons 
  the heir
  The head of a privileged family died, leaving behind an enormous fortune 
  to an heir who was sold into slavery. A distant cousin has hired the sharp-
  ers to relieve the heir of his toil. The reasons behind the heir’s slavery are 
  unclear, but the cousin merely seeks to correct a wrong. 
  The sharpers have been given a receipt and the location of the enslaved 
  heir. The heir may be in a mine or a brothel. He or she may even be 
  disfigured by surgical experimentation or genetic defects. Regardless of 
  the heir’s health and motivations, he or she is unaware of their claim to 
  the family’s wealth. 
  The family’s other successors believed the heir long dead and hire “dis-
  crete counselors” to ensure this upon discovering the heir’s existance. 
  As another problem, the slave’s owner is suspicious of the sudden inter-
  est towards his “property” and will give chase if the heir escapes.
  The sharpers may try to buy back the heir with financial aid from the dis-
  tant cousin. Negotiations are similarly complicated by the slave owner’s 
  suspicion and the other successors’ interference.
  
  142
  142
  LABOR STRIKE
  MISSION
  COMPLETE
  APPROACH 1
  CHALLENGE: TRACK 
  DOWN UNION LEADERS
  DANGERS
  Laborers attack sharpers
  SOLUTIONS
  Find an informant | Arrange 
  an ambush and arrest union 
  leaders
  NPCS
  Union enforcers | Unaffiliated 
  workers | Factory supervisors |
  Informants
  TWISTS
  Outnumbered sharpers are 
  captured and beaten | Exposed 
  union leaders flee
  APPROACH 2
  CHALLENGE: INFILTRATE 
  THE UNION
  DANGERS
  Suspicious union members 
  | Lethal factory conditions | 
  Sympathetic workers harmed 
  unjustly
  SOLUTIONS
  Gain union members’ trusts | 
  Hack production line for ease-
  of-use | Strike out against 
  synthetic supervisors
  NPCS
  Union members | Factory ma-
  chines | Synthetic supervisors
  TWISTS
  Sharpers are caught between 
  workers and supervisors in 
  a firefight | Factory machine 
  dangerously malfunctions and 
  must be destroyed
  CHALLENGE: STOP THE 
  UNION
  DANGERS
  Union members attempt to 
  free leaders | 
  Leaders escape and need to be 
  tracked down | 
  Company orders death of 
  Union leaders before they have 
  given up secrets
  SOLUTIONS
  Interrogate Union leaders | 
  Change sides and help Union 
  leaders escape |
  NPCS
  Union leaders | 
  Company Representative |
  TWISTS
  Factory management begin 
  reprisals and execute large 
  number of innocent workers | 
  Union members begin bomb-
  ing campaign to disrupt  
  the factory
  CHALLENGE: INTO THE 
  UNION
  DANGERS
  Suspicious union leadership | 
  Pursuit by factory security
  SOLUTIONS
  Participate in sabotage mission 
  to gain union’s trust
  NPCS
  Factory guards | Union leaders
  TWISTS
  Management reveals sharpers’ 
  identity and puts them at risk | 
  Management sends investiga-
  tors to discover the sharpers’ 
  whereabouts
  CHALLENGE: SURVIVE THE 
  DEMOLITION
  DANGERS
  Company sends mercenaries 
  to massacre laborers | Union 
  leaders turn on the sharpers 
  | Management targets the 
  sharpers
  SOLUTIONS
   Confront or ambush troops | 
  Warn demonstrators | Guide 
  mercenaries to union leaders | 
  Assassinate union leaders | 
  Publicly humiliate union leaders
  NPCS
  Crowds of workers | 
  Company-hired mercenaries | 
  Union leadership
  TWISTS
  Union leader betrays the 
  laborers | Demonstrators are 
  well-armed
  Laborers of a vast, city-sized factory are unionizing to combat abysmal 
  working conditions. Cycling through human labor has proven more cost-
  effective to upper management than upgrades to machines. In many 
  cases, laborers are literally worked to death and swiftly replaced. 
  The plant manufactures a small recognizable device marketed on “civi-
  lized” planets. Synthetic factory owners have acontracting the sharpers 
  to end the strike permanently - by any means necessary. 
  Using aliases, union leadership anonymously operates within the factory. 
  The sharpers may draw them out using violence and intimidation, or they 
  might infiltrate the laborers and glean the identities of union leaders.
  In either case, the sharpers are soon forced into a violent, chaotic union 
  demonstration with no clear solution in sight.
  
  143
  143
  MISSION
  COMPLETE
  APPROACH 1
  CHALLENGE: LOCATE 
  PRISONERS WITH HELP
  DANGERS
  Soldiers bully the sharpers in 
  camp | Officers blatantly lie 
  and misdirect
  SOLUTIONS
  See through officer deception |
  Intimidate officers | Appeal 
  to naive soldiers | Abandon 
  platoon
  NPCS
  Green recruits | Shifty officers
  TWISTS
  Officers murder disloyal soldier 
  and blame sharpers |
  Soldiers steal or sabotage 
  sharpers’ survival gear
  APPROACH 2
  CHALLENGE: STRIKE OUT 
  ALONE
  DANGERS
  Dangerous fauna | Extreme 
  weather | Soldiers “acciden-
  tally” engaging in friendly fire 
  | Mines 
  SOLUTIONS
  Rejoin a platoon | Cautious 
  movement | Assign sentries 
  at night
  NPCS
  Dangerous animals | Soldiers
  TWISTS
  False map tag leads to den of 
  dangerous beasts
  CHALLENGE: FRIENDLY 
  FIRE
  DANGERS
  Sharpers are abandoned or left 
  for dead | Hostile planetary 
  environment (fauna, weather)
  SOLUTIONS
  Shoot back | Convince friendly 
  troops to give support | Escape 
  to cease-fire zone
  NPCS
  Green recruits | Shifty officers
  TWISTS
  Sharpers’ saftey tags blink out 
  and cease functioning
  CHALLENGE: LOCATE 
  OUTPOST
  DANGERS
  Platoon sharpers arrived with 
  starts hunting them |
  Snipers
  SOLUTIONS
  Evasion | Fight | Negotiate with 
  soldiers | Escape to outpost in 
  cease-fire zone
  NPCS
  Officers | Troops 
  TWISTS
  Sharpers discover a govern-
  ment mercenary unit is tailing 
  them on a mission to wipe out 
  the outpost
  CHALLENGE: DECISION
  DANGERS
  Fragile peace in outpost may 
  be broken by sharpers’ pres-
  ence | Military break cease-fire 
  to try and kill sharpers
  SOLUTIONS
  Agree to keep location secret 
  | Shoot-out | Kill the officers 
  supporting the outpost
  NPCS
  Grizzled colonel of prisoner 
  battalion | Military officers | 
  Troops on furlough | Prisoners 
  turned civilian (bar staff, trad-
  ers, entertainers)
  TWISTS
  Sharpers’ tags come to life and 
  transmit call for orbital strike |
  Mercenaries siege the outpost
  A battalion of prisoner war-game patsies vanished en route to their first 
  battle against soldiers-in-training. The soldiers claim the prisoner bat-
  talion was simply wiped out.
  However, the battalion’s defeat was incompetently forged with no 
  confirmed kills. Worse yet, satellite images of the battleground are being 
  scrambled by unsanctioned use of blackout devices. A menacing military 
  tribunal has grown suspicious and contracted the sharpers to investigate.
    
  The sharpers are sent down with a training platoon, and have been given 
  electronic tags that mark them as friendlies on allied scanners. The 
  sharpers may stay with the troops or strike out on their own. Either ap-
  proach is dangerous.
  The sharpers soon discover the prisoners have decided not to fight, and 
  instead formed an entertainment outpost where soldiers can stop for 
  rest. The soldiers on-planet are revelling in the benefits of this cohabita-
  tion, but are in direct violation of the military training rules.
  Sharpers must ultimately decide whether to defend the outpost or 
  destroy it.
  WAR GAMES
  
  144
  144
  THARNAXIST
  COVER-UP
  MISSION
  COMPLETE
  APPROACH 1
  CHALLENGE: CHANGE THE 
  MEDIA RECORDS
  DANGERS
  Archives are guarded, well 
  hidden and hard to hack |
  Tharnaxists investigators
  SOLUTIONS
  Sneak into the archives | 
  Employ a distraction | Frontal 
  assault
  NPCS
  Security | Archivists - synth 
  and human | Bystanders in the 
  record stacks | Rivals with the 
  same idea
  TWISTS
  Someone has already taken a 
  copy of the records | Records 
  have already been altered to 
  blame a priestly faction
  APPROACH 2
  CHALLENGE: ELIMINATE 
  CONTRARY WITNESSES
  DANGERS
  Some of the witnesses may  
  be guards and military | 
  At least one witness is a syn-
  thetic | Eliminating witnesses 
  carelessly might create more 
  witnesses
  SOLUTIONS
  Intimidation | Trading favors for 
  silence | Stealthy assassina-
  tions
  NPCS
  Armed witnesses | Innocent, 
  confused  witnesses | 
  Rival Tharnaxists
  TWISTS
  Rival Tharnaxists kidnap a 
  witness
  CHALLENGE: ESCAPE THE 
  ARCHIVES
  DANGERS
  Automated lockdowns | 
  Reinforcements
  SOLUTIONS
  Fight your way out | Escape 
  through a maintenance route
  NPCS
  Automated security drones |
  Armed librarians |
  Pilots of passing vehicles
  TWISTS
  Unexpected enemies among 
  the archive staff | Evidence of 
  employers intent to double-
  cross the sharpers
  CHALLENGE: COVER 
  TRACKS
  DANGERS
  Law enforcement involvement 
  | Rival Tharnaxists 
  SOLUTIONS
  Destroy property (burn down 
  or blow up buildings) | Falsify 
  evidence (material or digital)
  NPCS
  Law enforcement | 
  Rival Tharnaxists
  TWISTS
  Sharpers’ are outed as public 
  enemies of the Church | Sharp-
  ers discover the severed head 
  of their employer
  CHALLENGE: GET OUT 
  ALIVE
  DANGERS
  Tharnaxist employers tying up 
  loose ends | Assassins from 
  other factions
  SOLUTIONS
  Kill everyone | Run | Make 
  backup copies of evidence as 
  leverage | Change sides and 
  spur the war 
  NPCS
  Duplicitous Tharnaxist 
   employers | Faction agents
  TWISTS
  Sharpers are framed for the 
  original assassination | Primus 
  replacement is also assas-
  sinated
  Several witnesses observed an explosion that killed both a Tharnaxist 
  Primus and his crazed assassins. No identifiable remains can link the 
  assassins back to their faction or employer. The death of the Primus 
  threatens to trigger a power struggle within the complex upper hierarchy 
  of the Church. 
  The Primus’ death is kept secret under the ruse that he is in meditative 
  seclusion. Concurrently, the Primus’ staff are working frantically to build 
  another Primus from the “volunteered” pieces of lower priests. In des-
  peration, they’ve hired sharpers to eliminate evidence of his demise.
  The sharpers may doctor existing records of the assassination, or they 
  might damage witness credibility through coercion and execution. No 
  matter which approach they choose, the sharpers become a violent ex-
  pression of high-pressure inter-faction politics. The consequence of their 
  decisions will reverberate throughout the Galaxy. 
  
  145
  145
  LEAVE NO MAN  
  BEHIND
  MISSION
  COMPLETE
  APPROACH 1
  CHALLENGE: TRACK THE 
  BEAST
  DANGERS
  False leads | Dangerous wildlife 
  | Hunted by the beast
  SOLUTIONS
  Hire an expert tracker | Leave 
  out bait | Study and learn the 
  beast’s weaknesses
  NPCS
  Local tracker | Cunning animals
  TWISTS
  Multiple beasts are hunting the 
  sharpers | The remaining hunt-
  ers pursued the beast and left 
  the injured behind
  APPROACH 2
  CHALLENGE: SMOKE IT 
  OUT
  DANGERS
  Out of control blaze | Angry 
  mob
  SOLUTIONS
  Controlled explosives | 
  Guarded perimeters | Pay off 
  tribesmen | Make tribesmen 
  afraid
  NPCS
  Resistant local tribes that 
  struggle with the sharpers’ 
  language | Dangerous wildlife
  TWISTS
  The fire draws out dangerous 
  creatures | Fire destroys 
  important supplies
  CHALLENGE: ENTER ITS 
  LAIR
  DANGERS
  Beast attacks | Rushing 
  subterranean river | Comm 
  signals fail underground
  SOLUTIONS
  Fend off the beast | Build 
  bridge | Find cave exit to regain 
  signal
  NPCS
  Beast | Injured hunters
  TWISTS
  Party splits from cave collapse 
  | Beast-worshipping cult 
  sets a trap
  CHALLENGE: FALLOUT
  DANGERS
  Flurry of dangerous animals | 
  Cultists chase off sharpers
  SOLUTIONS
  Lure the beast to isolation | 
  Hide from primitive cultists
  NPCS
  Cunning animals | Cult leader
  TWISTS
  Forest fires spread to villages 
  | Beast has allies among the 
  wildlife
  CHALLENGE: FACE THE 
  BEAST
  DANGERS
  The alpha beast appears lead-
  ing a pack | Cultists attack
  SOLUTIONS
  Defeat the beast head-on | 
  Lure the beast into a trap | 
  Appease the cultists
  NPCS
  Remaining Empyrean Hunters | 
  Cult leader | Alpha beast
  TWISTS
  The cult can control the beast | 
  Remaining Empyrean Hunters 
  abandon the sharpers
  Empyrean Hunters have discovered a strange creature on an isolated 
  planet populated with primitive humans. A skirmish with the beast 
  proved too dangerous and forced most of the hunters to flee. 
  Many injured hunters were left behind with only a small team to protect 
  them. The sharpers are hired to rescue the hunters and subdue the 
  beast. 
  They may track down the creature or attempt to smoke it out by burning 
  areas of its home turf. Either approach demands they overcome tribal im-
  pediments and an unforgiving terrain. Each path is fraught with peril, and 
  the appearance of a beast-worshipping cult only complicates matters. 
  
  146
  146
  PIRATE RUN
  MISSION
  COMPLETE
  APPROACH 1
  CHALLENGE: TIGHTEN THE 
  ASTEROID BELT
  DANGERS
  Suspicious miners ramming 
  spaceships with their own | 
  Pirate scout patrols
  SOLUTIONS
  Prove you aren’t a pirate | 
  Fancy flying | Board them first
  NPCS
  Wary miner foreman | Reckless 
  pirate captain
  TWISTS
  Miners demand toll | 
  Mining crew unwittingly 
  supports pirate sleeper agents
  APPROACH 2
  CHALLENGE: THE VOID OF 
  SPACE
  DANGERS
   Ancient robot ship | Ship 
  damaged by thick cloud of 
  asteroids
  SOLUTIONS
  Board enemy ship and neutral-
  ize the robots | Barter with 
  the robots – they may need 
  something from the colony
  NPCS
  Robot collective
  TWISTS
  The robots demand a prisoner 
  as collateral
  CHALLENGE: THE LAST 
  STAND
  DANGERS
  Larger pirate fleet appears | 
  Miners rigged asteroids with 
  explosives for last stand
  SOLUTIONS
  Sell intel on the miners to buy 
  off the pirates | Fancy flying 
  | Hide in the wreckage of an 
  explosion
  NPCS
  Wary miner foreman | 
  Pirate admiral
  TWISTS
  The pirates learn about the 
  sharpers’ valuable cargo | 
  The miners sellout the sharp-
  ers to colonial authority
  CHALLENGE: SLOW 
  PLANET CRAWL
  DANGERS
  Rations contaminated by fun-
  gus from robot ship
  SOLUTIONS
  Craft antifungal drugs to save 
  most of the rations | Quaran-
  tine tainted goods to save half
  NPCS
  None
  TWISTS
  Whatever ruined the rations 
  spreads to the crew
  CHALLENGE: BORDER 
  SECURITY
  DANGERS
  Identification as sharpers | 
  Difficult docking security
  SOLUTIONS
  Bribery | Hidden cargo com-
  partments | Rendezvous with a 
  middleman in orbit
  NPCS
  Greedy customs officials | 
  Mysterious middleman
  TWISTS
  The contraband suddenly gives 
  off a strange odor, alerting 
  cargo inspectors | Middleman 
  has grudge against the sharp-
  ers and seeks retribution
  The sharpers are hired to deliver a shipment of illegal drugs to a distant 
  colony surrounded by asteroids.
  A direct route has been mapped through a well-mined region of the as-
  teroid belt, but hidden among the rocks are desperate miners and pirates 
  alike. An alternative path winds the sharpers through unexplored regions 
  of the asteroid belt. 
  Theoretically the second approach is safer, but no one knows what hor-
  rors call the uncharted region their home. The direct route is a two-day 
  journey, while the “scenic” route takes five days.
  Regardless of approach, the sharpers must also smuggle their illegal 
  contraband past colonial authorities to complete the mission.
  
  147
  147
  CROOK’S SALVATION
  MISSION
  COMPLETE
  APPROACH 1
  CHALLENGE: RUN FOR IT
  DANGERS
  Bounty hunters | Port authority
  SOLUTIONS
  Disguises | Shoot-out | Stealth
  NPCS
  Overeager port authority |
  Independent bounty hunters
  TWISTS
  Former sharpers’ ally attempts 
  to claim the bounty | The gam-
  bler is wanted for unforgive-
  able crimes
  APPROACH 2
  CHALLENGE: FIND A 
  SAFEHOUSE
  DANGERS
  Angry mobs | Witnesses | 
  Being followed
  SOLUTIONS
  Disguises | Bribery | Stealth
  NPCS
  Casual bystanders | 
  Locals after the bounty |
  Child paid to tail the gambler
  TWISTS
  The hiding place is inhabited 
  | Client needs sharpers to 
  retrieve something essential 
  (food, medicine, drugs)
  CHALLENGE: TAKE OFF
  DANGERS
  Dock is on lockdown | 
  Bounty hunters pursue in 
  space
  SOLUTIONS
  Bribe port authority | 
  Hack dock for take-off clear-
  ance | Outfly bounty hunters
  NPCS
  Hard-nosed bounty hunter
   with superior ship | 
  Corrupt dock master
  TWISTS
  Sharpers’ ship was sabotaged | 
  Bounty hunter’s ship self 
  destructs if she dies
  CHALLENGE: PATROL 
  SWEEPS
  DANGERS
  Patrol crews | 
  House by house investigation
  SOLUTIONS
  Shoot-out | Make a deal | 
  Relocate
  NPCS
  Corporate security hitting the 
  streets | Eager, inexperienced 
  bounty hunter
  TWISTS
  Corporate security offers to let 
  the sharpers live if they give 
  up the job | Bounty hunter hails 
  from a powerful family that will 
  seek revenge
  CHALLENGE: 
  DELIVERANCE
  DANGERS
  Arriving backup is ambushed 
  by enemy mercenaries | 
  Gambler makes a run for it
  SOLUTIONS
  Join the fight | Drug the gam-
  bler | Track down employer to 
  make delivery alone
  NPCS
  The shady gambler | Backup 
  personnel | Cutthroat merce-
  naries | The elusive employer
  TWISTS
  Impersonators arrive first, pre-
  tending to be the backup | 
  The employer goes missing 
  and must be found before 
  payment
  A local gambler is wanted by gangs and corporations. Many seek to claim 
  the bounty on his head, but a person of influence contracts the sharpers 
  to keep him alive. Help is four days away on the other side  
  of a Jump Gate.
  The sharpers may decide to flee and rendezvous with their approaching 
  allies, or they may decide to lay low until the time is right. Regardless of 
  their approach,  opportunists of all stripes will reveal themselves in pur-
  suit of the sharpers’ bounty. Success demands the sharpers be vigilant, 
  and trust no one.
  The final challenge is to ensure the gambler doesn’t escape. Unknown to 
  the sharpers, their employer is collecting several debts from the gambler. 
  Once the gambler realizes who is actually “saving” him, he will do what-
  ever he can to get away.
  
  148
  148
  RACE FIX
  MISSION
  COMPLETE
  APPROACH 1
  CHALLENGE: GAIN 
  LEVERAGE
  DANGERS
  Secrets are violently protected 
  | Hostile crew handlers
  SOLUTIONS
  Pay for secrets | Create prob-
  lems for the racer | Keep a low 
  profile
  NPCS
  Illicit lover | Angry gang boss | 
  Disgruntled former employee | 
  Scorned spouse
  TWISTS
  The hero racer is backed by an 
  dangerous organization that the 
  players don’t want to annoy | 
  The racer is related to 
  a sharpers’ ally
  APPROACH 2
  CHALLENGE: BREAK IN
  DANGERS
  Automated security | 
  Late working pit crews
  SOLUTIONS
  Remotely hacking security 
  or repair machines | Bribery | 
  Stealth  
  NPCS
  Head of security | Happy-go-
  lucky mechanic | Rival pilot
  TWISTS
  The hero racer’s cycle is dif-
  ficult to identify | The cycle is 
  out for a test run
  CHALLENGE: INFLUENCE 
  THE RACE
  DANGERS
  Bodyguards | Stubborn racer
  SOLUTIONS
  Bribery | Threats | Kidnapping
  NPCS
  The hero racer | The publicist | 
  Unhappy personal bodyguard | 
  Illicit lover
  TWISTS
  Lover goes missing | 
  Publicist tries to cancel the 
  race |
  CHALLENGE: SABOTAGE 
  AND ESCAPE
  DANGERS
  Night shift security | 
  Facility lockdown
  SOLUTIONS
  Take out security | Find 
  alternate escape through toxic 
  sewers
  NPCS
  Security personnel | Rival racer 
  | Pit crews
  TWISTS
  The cycle can only be rigged in 
  ways that cause a lethal crash |  
  Head of security is a famous 
  synthetic racer
  CHALLENGE: 
  DANGERS
  Hero racer switches cycles | 
  Hero racer refuses to throw 
  race at last second
  SOLUTIONS
  Attempting mid-race sabotage 
  | Making good on threats
  NPCS
  The hero racer | Rival racer | 
  Illicit lover
  TWISTS
  Patron changes their goal mid 
  race - the favored racer must 
  win | Bookies learn of sabotage 
  and cancel all bets; patron 
  seeks recompense
  A nameless patron asks the sharpers to fix an upcoming cycle race. The 
  favored winner must lose by any margin and the sharpers mustn’t get 
  caught. The faceless voice doesn’t care how it’s done, but failure is unac-
  ceptable.
  The sharpers may attempt to influence a cyclist into throwing the race, 
  or they may try and sabotage the cycles. Each approach is fraught with 
  moral ambiguity and risks of capture and death.
  In the first approach, sharpers investigate means of influencing the 
  racers. By gaining leverage on a pilot, the sharpers could coerce him 
  or her into throwing the race or taking out the star racer. Alternatively, 
  the sharpers could infiltrate the storage area and rig the cycles for cata-
  strophic failure. Although this second approach is more likely to succeed, 
  it’s also more likely to end in a gruesome firefight with security and pit 
  crews.
  In the end, the star racer loses. The fallout of a successful mission is 
  proportional to the number (and privilege) of people who died to ensure 
  the star didn’t win.
  
  149
  149
  SMUGGLER’S 
  RESCUE
  MISSION
  COMPLETE
  APPROACH 1
  CHALLENGE: SNEAK 
  ABOARD THE SHIP
  DANGERS
  SMD guards | Security cam-
  eras and sensors | Locked 
  entrances
  SOLUTIONS
  Hacking | Clever disguises | 
  Sneak on while cargo is being 
  loaded 
  NPCS
  Disgruntled guards | Suspicious 
  security robot
  TWISTS
  Ship has far larger Church pres-
  ence than expected – Tharnax-
  ist enforcers are everywhere
  APPROACH 2
  CHALLENGE: NEGOTIATE 
  ONTO THE SHIP
  DANGERS
  Priests identify sharpers and 
  demand their arrest | Guards 
  insist weapons be left behind | 
  Employer cannot offer enough 
  for smuggler’s release
  SOLUTIONS
  Offer to track down pirates, or 
  help kidnap locals for ex-
  perimentation | Locate backup 
  weapons aboard ship
  NPCS
  Greedy guard | 
  Suspicious guard | Priests
  TWISTS
  Guards decide to capture 
  sharpers for ransom | 
  Locals are sympathetic, mak-
  ing their kidnapping seem cruel
  CHALLENGE: FIND THE 
  SMUGGLER
  DANGERS
  SMD and Church guards | 
  The smuggler’s hostile cell-
  mate
  SOLUTIONS
  Incapacitate/avoid guards | 
  Steal key cards | 
  Negotiate with cellmate
  NPCS
  Stoic guard captain | Priests | 
  Hostile cellmate | 
  The missing smuggler
  TWISTS
  Smuggler refuses to leave 
  without her crew | The hostile 
  cellmate calls the guards
  CHALLENGE: PRISONER 
  EXCHANGE
  DANGERS
  Detection or capture by Cruxin 
  locals | Armed resistance from 
  well entrenched pirates
  SOLUTIONS
  Stealth | Subdue local police | 
  Eliminate witnesses | Trick the 
  pirates out of hiding
  NPCS
  Oblivious and primitive Cruxin 
  locals | Cunning pirates
  TWISTS
  Priests demand help with 
  BOTH missions before turning 
  over the smuggler
  CHALLENGE: GET BACK
  DANGERS
  SMD investigators board the 
  sharpers’ ship | Priests order 
  recapture of smuggler
  SOLUTIONS
  Take back ship by force | Steal 
  a different ship | Hide out in 
  wild until employer can send 
  help
  NPCS
  Disgruntled guards | Priests | 
  The missing smuggler
  TWISTS
  Smuggler stole laboratory data 
  on her way out of ship 
  - the Church will stop at noth-
  ing to reclaim it
  An infamous smuggler was captured by SMD investigators while har-
  vesting natural resources in Unpowered Space. A concerned colleague is 
  hiring sharpers to rescue her, either through stealth or negotiation.
  The ship that captured the smuggler landed on Cruxin. Onboard were 
  Priests with two agendas: perform covert research on the natives and 
  root out pirates hidden among the oblivious Cruxins.
  The SMD ship is heavily guarded, making a stealth approach dangerous. 
  Even worse, the crew was instructed to arrest any outsiders to Cruxin. To 
  avoid capture, openly entering the ship entails offering aid to the Priests - 
  perhaps by furthering one of their missions or offering  
  them a valuable artifact.
  
  150
  150
  STAKE A CLAIM
  MISSION
  COMPLETE
  APPROACH 1
  CHALLENGE: FIND A 
  REMOTE DEPOSIT
  DANGERS
  Toxic swamp gas | Quicksand | 
  Feral beasts | Diseased insects
  SOLUTIONS
  Purchase vac suits | Hire a local 
  guide | Avoid beast dens
  NPCS
  TTMC engineer | Crazed 
  mutants | Local mutant guide | 
  Feral beasts
  TWISTS
  Guide gets eaten | Vac suits are 
  damaged and need repair
  APPROACH 2
  CHALLENGE: FIND A 
  DEPOSIT NEAR MUTANT 
  SETTLEMENT
  DANGERS
  Mutants refuse to negotiate | 
  Large Prodigravus presence
  SOLUTIONS
  Offer pay split with mutants | 
  Wipe out nearby Prodigravus | 
  Wipe out mutants
  NPCS
  Taciturn mutant clan leader | 
  Various crazed or unfriendly 
  mutants | Alpha Prodigravus
  TWISTS
  Mutants are cannibals | 
  Fortemite deposits aren’t rich 
  enough
  CHALLENGE: SECURE THE 
  DEPOSIT
  DANGERS
  Inclement weather | Feral 
  beasts | Mutant raids
  SOLUTIONS
  Repair communications | Hunt 
  beasts | Defeat or negotiate 
  with mutants
  NPCS
  TTMC engineer | Mutant 
  scouts
  TWISTS
  Engineer wants to renegotiate 
  pay due to subprime location |
  Rival sharpers were hired for 
  the same job
  CHALLENGE: DEFEND 
  YOUR CLAIM
  DANGERS
  Pirates followed sharpers to 
  the planet | Mutants revolt
  SOLUTIONS
  Set a trap for pirates | 
  Convince mutants to help 
  defend territory 
  NPCS
  Pirate crew | TTMC engineer | 
  Taciturn mutant clan leader
  TWISTS
  Mutants flee and offer no help |
  Deposit is made unmineable 
  by combat damage
  CHALLENGE: GET OUT 
  AND GET PAID
   DANGERS
  Prodigravus onslaught | Rival 
  sharpers (or pirates) give chase 
  | TTMC refuses payment
  SOLUTIONS
  Defeat or outrun pursuers | Sell 
  deposit info to a higher bidder
  NPCS
  TTMC engineer | Rival ship 
  crew | Contacts within SMD 
  corp
  TWISTS
  Pirates were hired by TTMC to 
  eliminate sharpers | SMD con-
  tact has been fired or killed
  Taam’s Transport and Mining Company (TTMC) has discovered a rare 
  mineral on Pelorious. TTMC engineers believe the mineral, known as 
  fortemite, can enhance the durability of their transport vessels.
  TTMC believes they can monopolize mining operations if they stake their 
  claim early. They’re hiring sharpers to seek out locations for harvesting 
  the fortemite and to contact TTMC agents when it’s safe to set up.
  There’s a catch: Pelorious is home to crazed mutants and an unusually 
  large number of Prodigravus. Sharper teams must discover an abundant 
  mineral source far away from significant threat or clear out a suitable 
  location by whatever means necessary. In either case, they’re unlikely to 
  complete the mission without a fight.
  Once an abundant fortemite deposit has been secured, the sharpers 
  must alert their contact within TTMC and hold the location until a team 
  arrives to relieve them.
  
  151
  151
  VAULT HEIST
  MISSION
  COMPLETE
  APPROACH 1
  CHALLENGE: ENTER THE 
  VAULT
  DANGERS
  Gas traps | Alarms | Armed 
  guards | Cameras | Turrets | 
  Locks
  SOLUTIONS
  Guard deception | Brute force 
  entry | Stealth | Remote hack-
  ing | Disguises and forged 
  documents
  NPCS
  Grizzled lazy guard | Suspicious 
  portly guard | Oblivious vault 
  patrons
  TWISTS
  Vault is Church affiliated | Pa-
  tron lied about contents of lock 
  box - it contains a small super 
  weapon | It’s a setup with a 
  bounty hunter waiting inside
  APPROACH 2
  CHALLENGE: HIRE INSIDER
  DANGERS
  Insider tips off guards of im-
  pending robbery | Insider keeps 
  good for themselves | Insider 
  gets caught
  SOLUTIONS
  Use enter vault method against 
  higher risks | Find leverage on 
  insider to keep them honest | 
  Rescue operation for caught 
  insider
  NPCS
  Synthetic interrogation crew | 
  Wary private detective | Insider 
  with secret debts and vices
  TWISTS
  Insider gives up all info on 
  players | Whole mission was 
  invented by vault owner to test 
  employee loyalty
  CHALLENGE: ESCAPE THE 
  VAULT
  DANGERS
  Witnesses | Evidence left be-
  hind | Backup waiting outside
  SOLUTIONS
  Kill witnesses | Destroy vault to 
  hide evidence | Escape through 
  secret passage | Overload 
  system facilities to stun guards 
  | Negotiate
  NPCS
  Corrupt vault official | Mutant 
  slave “Clean up Crew” | 
  Oblivious vault patrons
  TWISTS
  Church enforcers arrive | 
  Oblivious patrons are actu-
  ally gangsters trying to do the 
  same job
  CHALLENGE: PICKUP
  DANGERS
  Ambush | Insider blackmails 
  players | Goods get picked up 
  by impersonators
  SOLUTIONS
  Scout pickup location well | Kill 
  ambushers | Locate imperson-
  ators
  NPCS
  Mutant slave “Clean up Crew” 
  | Insider with secret debts and 
  vices
  TWISTS
  Goods are counterfeit | Insider 
  has bomb strapped to chest
  CHALLENGE: DELIVERY
  DANGERS
  Vehicle pursuers | Rival sharper 
  team | Drop location compro-
  mised | Patron is dead
  SOLUTIONS
  Find new buyer | Kill or out-
  drive pursuers | Make deal with 
  rival sharpers
  NPCS
  Cold, calculated sharper team 
  | Guards on cycles  | Shadowy 
  buyer in cloak
  TWISTS
  Buyer intends to use weapons 
  for terrorism | An impersonator 
  is pretending to be the buyer | 
  Buyer refuses payment
  A shadowy buyer wants shapers to enter a vault and steal a particular 
  lockbox. Supposedly, the lockbox contains corporate contracts. Depend-
  ing on if any twists come in to play, though, the lockbox might contain 
  something much more sinister.
  The two main approaches described here are opposites: Do the players 
  access the vault directly, or do they seek allies to access it indirectly? 
  The first approach risks lethal face-offs with security, while the second 
  approach risks betrayal by allies. If the players do not see these options 
  themselves, explain the possibilities and risks to set them on the right 
  track.
  Both of these options culminate in delivery of the valuables. The pos-
  sibilities of hot pursuit or rival teams can serve to make this simple task 
  complex and dangerous.
  If you are combining different session strings to create a braided adven-
  ture, the vault heist pairs well with the investigate corruption and missing 
  artifact session strings.
  
  152
  152
  DESCRIBING LOCATIONS
  Sometimes you find yourself at a loss for words when setting the scene for the players. Use following charts as you seek 
  out the right vocabulary and useful concepts. Choose a few conditions and then cross-reference them with the location 
  type to find what you need. When in doubt about a scene, default to the “decrepit” descriptor. Over all, the future faces 
  entropic disrepair.
  Location details
  Location Condition
  Residence Details
  Bar/Eatery Details
  Dock Details
  Pristine
  gaudy, decadent, 
  expensive
  Soft fabric, spacious, wood 
  furniture
  High ceilings, heavily guarded, 
  private booths, lavish food
  Skylights, well dressed security, 
  space between ships, many 
  Synthetics, filtered air
  Maintained
  clean, plain, dry
  Concrete walls, tight space, 
  flat cots, storage lockers
  Open seating, low ceilings, 
  simple metal furniture
  Exhaust odors, slightly dirty 
  floors, closely packed ships, 
  some Synthetics, food carts
  Decrepit
  decayed, filthy, wet
  Peeling paint, organic stench, 
  refuse, sewage
  Exposed conduits, flickering 
  lights, questionable drinks, 
  acrid odors
  Oppressive fumes, no air 
  filtering, half-broken vending 
  machines, only a few Synthetics
  Busy
  bustling, hot, oppres-
  sive, tense
  Crammed furniture, heated 
  conversation
  Standing room only, loud 
  music, shouted conversation
  Trade, yelling, furtive glances, 
  solicitation and proposition
  Abandoned
  eerie, cold, quiet
  Looted storage, overturned 
  furniture
  Broken glasses, faded signs, 
  jammed doors
  Stripped chassis, chemical spills, 
  blackened windows
  Location Condition
  Plant/Factory
  Base/HQ
  Hideout
  Pristine
  gaudy, decadent, 
  expensive
  Unlikely to even exist
  Monolithic architecture, 
  ceramic walls, white and 
  chrome, custom furniture
  Secret doors, lush couches, 
  large monitors, xeno pets
  Maintained
  clean, plain, dry
  Running machines, secure 
  entrances, colored warning 
  lights, exhaust vents
  Prefab metal paneling, unflat-
  tering light, plastic furniture, 
  obvious cameras
  Vault doors, reinforced walls, 
  communication equipment, 
  prefab furniture
  Decrepit
  decayed, filthy, wet
  Open waste containers, 
  fallen catwalks, sealed 
  corridors, scattered equip-
  ment, clogged vents
  Scavenged beams and panels, 
  spot welding and bolts, dim 
  lights, cracked monitors, 
  crooked chairs
  Hole in the ground,
  sliding gates, open crates and 
  strewn parts, vermin
  Busy
  bustling, hot, oppres-
  sive, tense
   Scrambling workers, Syn-
  thetic task masters, shouted 
  orders, shift alarms
  Constant rings and alerts, 
  extensive security, rushed 
  conversation
  Constant coming and going, 
  suspicious guards, hushed 
  conversation
  Abandoned
  eerie, cold, off-put-
  ting
  Broken machinery, oppres-
  sive darkness, dirt-caked 
  floors, unidentifiable sounds
  Strewn disks and drives, 
  broken windows, stripped 
  conduits
  Layers of dust, spoiled rations, 
  overrun with vermin, human 
  remains
  Environmental Sounds
  Describing the sounds in a location is a good way to set the mood. Most locations in Synthicide are mired in ad-hoc in-
  dustrialization, many sounds come from poorly integrated machinery and computers. The following can be heard in al-
  most any scene:
  electrical hum from lights, rhythmic clicking from filter systems, sudden rattling from generators, quiet rumbling from 
  machinery motors, beeps and tones from terminals or Synthetics talking to each other, drips of leaking fluids, buzz of 
  exposed wires
  
  153
  153
  DESCRIBING PEOPLE
  Sometimes you might require help describing people. These charts are intended to help you cross-reference status with 
  clothing style and other aesthetic details.
  Person details
  Status
  Base Appearance
  Cybernetic Version
  Synthetic Version
  Wealthy
  slow, arrogant, 
  relaxed
  Layered and clean clothing, 
  jewelry, guarded escort
  Subtle implants in eyes and 
  hands, aesthetic surgery
  Polished armor and casing, 
  well-armed, oversized and 
  strong limbs, minimal decorative 
  cloth
  Common
  forgettable, cautious, 
  quiet
  Stained jackets and scarves, 
  functional boots, eye protec-
  tion
  Replaced limbs, scarred face, 
  a few visible wires in the skin
  Slender, simple photoreceptors, 
  slightly dirty, exposed  
  mechanisms
  Destitute
  sickly, compliant, 
  dirty
  Ripped and filthy clothing, 
  worn shoes, overstuffed 
  backpack
  Broken implants, awkward 
  gate, scabby signs of implant 
  rejection
  *Very rare*
  Broken limbs, hanging wires, 
  jittery motion
  Sharper
  quick, direct, clever
  Armored clothing, toolkits, 
  visible weapons
  Metal hands, jarring cyber 
  eyes, battle harnesses, skin-
  mounted tools
  Scavenged parts to enhance 
  limbs, welded on armor,  
  perhaps a coat if any clothing
  Gangster/Pirate
  aggressive, edgy, 
  terse
  Visible gang markings, 
  purposely displayed weap-
  ons
  Skin stretched over artificial 
  muscle, exposed ports and 
  rigs, respirators
  *Most likely a Razor Cog*
  Rebuilt combat chassis, heavily 
  armored, oversized limbs and 
  weapons
  Mutant
  bizarre, unpredict-
  able, desperate
  Odd proportions, unsettling 
  face, strange eyes, de-
  formed ears or hands
  Scavenged implants, dermal 
  plating, half metal faces
  N/A
  NEVER/AM/I/SO/ALONE///
  AS/WHEN/I/WALK/AMONG//
  THE/CROWD/-///////////
  BLURRED/MASKS/OF//////
  STERN/OR/GRINNING/////
  STONE,////////////////
  UNMEANING/EYES/AND////
  VOICES/LOUD.
  GAZE/DARES/NOT////////
  ENCOUNTER/GAZE,/...///
  HUMBLED,/I/TURN/MY////
  HEAD/ASIDE;///////////
  WHEN/SUDDENLY/THERE///
  IS/A/FACE/.../////////
  PALE,/SUBDUED/AND/////
  GRIEVOUS-EYED.
  AH,/I/KNOW/THAT///////
  VISAGE/MEEK,//////////
  THOSE/TREMBLING/LIPS,/
  THE/EYES/THAT/SHINE///
  BUT/TURN/FROM/THAT////
  WHICH/THEY/WOULD/SEEK/
  WITH/AN/AIR/PITEOUS,//
  DIVINE!
  THERE/IS/NOT/A/LINE///
  OR/SCAR,//////////////
  SEAL/OF/A/SORROW/OR///
  DISGRACE,/////////////
  BUT/I/KNOW/LIKE///////
  SIGILS/ARE////////////
  BURNED/IN/MY/HEART////
  AND/ON/MY/FACE.
  
  154
  154
  CHAPTER 9:
  OPTIONAL 
  RULES
  
  155
  155
  OPTIONAL RULES 1: TWIST SYSTEM
  The Twist System is an optional way to spice up a game. It requires improvisation and fast thinking, so be sure this 
  system is right for you. Here’s how it works:
  •	
  The Twist System generates random twists incorporated into the story by the GM. This makes  
  things surprising and interesting for both the GM and the players. These events may happen at any time, even  
  during a battle.
  •	
  Every time a player rolls a natural 10 or spends a Resolve point, add 1 point to the Twist Pool. The size of the 
  Twist Pool determines the severity of events whenever a twist is triggered.
  •	
  If a player rolls a natural 1 and there are two or more points in the Twist Pool, a twist is triggered. Roll on 
  the twist chart and add the number of points in the pool to the result. Reset the Twist Pool to zero.
  •	
  The GM may need to take a moment to generate stats for new game elements. However, if everyone agrees, 
  it’s fine to play loose with the rules and keep things moving.
  THE TWIST CHART
  The following chart has 4 options for every result; the GM should choose the one that best applies to the scene. Twists 
  are generalized, but included here are specific examples to help the GM fold the idea into the story.
  Roll Result
  BIG REVEAL
  MURPHY’S LAW
  INTERFERENCE
  NO ESCAPE
  3-5
  Mysterious Call
  Blackmail, veiled threats, a 
  dangerous offer
  Temporary 
  Malfunction
  A weapon jams for a couple 
  of turns, a computer freezes, 
  the ship engine stalls
  Unwanted Attention
  Hostile questioning, an 
  alarm goes off, a crowd 
  forms
  Blocked Path
  A sealed door, security 
  checkpoint, collapsed 
  tunnel
  6-8
  Secret Alliance
  A merchant works with 
  pirates, a neutral party 
  works for the enemy, 
  common rabble are actually 
  a gang
  Something is missing
  Lost tools, dropped keys, 
  “the goods” were stolen
  Bad Timing
  A vulnerable ally is in 
  danger, competing patrons 
  both appear, a buyer 
  demands early delivery
  Lost
  A faulty map, disorienting 
  fog, navigation was out of 
  sync
  9-11
  False Identity
  An ally is an imposter, 
  famous fugitive, Church 
  double agent
  Collateral Damage
  Accidental deaths, killed the 
  wrong man, damaged 
  valuable property
  Enemy Sabotage
  Damning rumors are 
  spreading, an ambush lays 
  in wait, a bomb is planted
  Found Out
  You are identified, spotted 
  mid-crime, your secret is 
  made public
  12-14
  Horrific Secret
  A “human” is actually 
  Synthetic, a freakish mutant, 
  or a murderous sociopath
  Environmental danger
  A chemical spill, exploding 
  munitions, an electrical 
  storm
  You are Not Alone
  A dangerous stowaway, a 
  lurker in the shadows, a 
  stalker
  Hunted
  You are chased by bounty 
  hunters, desperate 
  scavengers, feral predators
  15+
  Brutal Betrayal
  Led into a trap, a fixer robs 
  you, a trusted ally tries to kill 
  you
  Catastrophic Event
  An earthquake, a city-wide 
  fire, entire ship fleets 
  suddenly crash
  Powerful Watchers
  Church inquisitor arrives, 
  ancient Synthetics 
  reawaken
  The Dead Return
  A lost lover comes back, an 
  abandoned ally seeks 
  revenge, an old enemy 
  never died
  PLANNED TWISTS
  Many GMs will pre-plan plot twists or surprising events. The planned twists method is less improvisational but can help 
  the GM make the twists more impactful. To combine pre-planned twists with this system, save them for when a player 
  rolls a natural 1. You may want to plan different severities of the same twists, letting the size of the Twist Pool determine 
  which version to use.
  TIPS AND TRICKS
  Here are some additional thoughts to help use the Twist System:
  •	
  Reveal secrets and surprises quickly; don’t leave the players wondering what twist was triggered.
  •	
  Use information from character back-stories or previous sessions to make the twists more relevant.
  •	
  Avoid generating battle-type twists if the players are extremely wounded – opt for a story-based twist instead.
  •	
  If an NPC suddenly becomes significant through a twist, like horrific secret or false identity, upgrade him or her to a 
  Boss NPC. This grants the NPC more HP, a boss power and better defenses.
  •	
  Generate traps to represent hazards or explosions resulting from twist.
  
  156
  156
  OPTIONAL RULES 2: MENTAL TRAUMA
  The following system adds an element of depth to a 
  character’s mental health. Also, it places much more 
  emphasis on having a strong Nerve attribute. Whenever 
  a sharper experiences trauma, do the following:
  1. 
  Roll 1d10 + Nerve
  2. Compare your result to the Nerve AD for the situa-
  tion:
  a. When an attack first drops you to half HP or 
  less: Nerve AD 6
  b. You are unexpectedly betrayed: Nerve AD 6.
  c. You witness an ally’s death: Nerve AD 9
  d. You are knocked unconscious by an attack: 
  Nerve AD 9
  e. You are revived from death: Nerve AD 12.
  3. If you meet or exceed the AD, you are fine but may 
  still suffer mental trauma from a future event.
  4. If you fail, select one of the two penalties listed 
  below. If you suffer additional mental trauma, do not 
  gain an another effect. Instead, if the Nerve AD is 
  higher than your existing trauma, increase the 
  requirement for removing existing trauma to the new 
  AD.
  •	
  Shaken. You’re anxious and incredibly gun-shy. 
  Gain the overpowered status. At the start of 
  each turn in battle, you regain the overpowered 
  status if it was removed.
  •	
  Depressed. Stress has worn you down. You 
  take a -4 to any rolls made for navigating social 
  situations. (Awareness, Influence, etc.)
  Trauma is permanent until you take actions to undo it. 
  There are only 3 ways to handle trauma:
  •	
  Sleep. Whenever you sleep at least 5 hours, you 
  may roll Nerve again to remove your mental trauma.
  •	
  Spend a Resolve point. If you spend a Resolve 
  point on a Nerve roll to remove mental trauma, you 
  automatically succeed.
  •	
  Gain a Resolve point. Whenever you gain Resolve 
  points, you may roll Nerve again to remove your 
  mental trauma.
  NEW PSYCHOLOGY POWER
  If your group is using the mental Trauma system, you 
  may select an additional power from the Psychology 
  knowledge focus:
  Therapy: When you discuss the nature of a traumatic 
  event experienced by a character and offer them advice 
  and consolation, roll Operation. If you meet or exceed 
  the original AD of the trauma, its effect is removed. You 
  may use this ability once per day, per character.
  OPTIONAL RULES 3: SHOCKING STRIKES
  This system adds even more grittiness to battle. It grants 
  high damage attacks the chance to immediately knock a 
  character out of commission:
  1. 
  Whenever a character suffers damage from  
  single attack equal to twice their armor defense, 
  or Toughness defense if they are wearing no 
  armor, that character may suffer shock.
  2. If damage is 30 or less, make a roll against 
  Toughness AD 3. If the damage is more than 30, 
  increase the AD by 1 for each additional group of 10 
  damage (40-49 is AD 4, 50-59 is AD 5, and so on).
  3. If successful, continue to battle as normal.
  4. If the roll fails, the character immediately goes 
  into shock at -1 HP and falls unconscious. Any 
  additional attack will kill the character, and if left unat-
  tended after battle, the character dies.
  OPTIONAL RULES 4: BRUTAL WEAPONS
  This modification lets weapon quality raise the difficulty 
  of surviving shock. In this system, characters with strong 
  weapons can instantly slay poorly defended foes. Note 
  the following:
  •	
  High-tech weapons are given a Lethality Rating.
  •	
  When a character resists a Shocking Strike, should 
  the weapon’s Lethality be equal to or greater than 
  the target’s armor defense, the character instantly 
  dies. No Toughness roll is made.
  •	
  A weapon’s Lethality Rating is instead compared to a 
  target’s Toughness defense if they are wearing no 
  armor.
  •	
  Special attacks that bypass a target’s armor defense 
  (such as Chink in the Armor) still check the Lethality 
  Rating vs. armor defense, unless the target is 
  unarmored.
  List of weapon Lethality Ratings:
  Weapon
  LR
  Weapon
  LR
  Striking
  Shotguns
  Plasma Knife
  7
  Wave Gun
  10
  Plasma Sword
  8
  Arc Spreader
  11
  Burst Glove
  8
  Hellfire Shotgun
  13
  Boost Fist
  9
  Power Glaive
  11
  Demolition
  IF Grenade
  11
  Pistols
  Obliterator
  12
  Beam Pistol
  7
  Structural Charge 12
  Arc Pistol
  8
  Hellfire Grenade
  14
  Hellfire Pistol
  10
  Rifles
  Beam Rifle
  8
  Arc Rifle
  9
  Hellfire Rifle
  11
  
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  OPTION RULES 5: EXPLODING TENS
  This system adds swing to the game dice. Use it with 
  game groups that want extremes. This rule is unpredict-
  able and can unbalance the game. It is recommended to 
  only use it when paired with the Twist System.
  •	
  Whenever player characters roll a 10 on the die, roll a 
  second time and add the results together before 
  adding any other modifiers.
  •	
  Receiving a 10 on the second roll continues the 
  effect. Keep rolling and adding dice results until no 
  10 is rolled.
  •	
  This rule applies to any roll, be they attribute checks, 
  attacks, or damage.
  •	
  Using a Resolve Point does not trigger this effect – 
  the 10 must be naturally rolled on the die.
  •	
  All 10s rolled on the dice still add points to the  
  Twist Pool.
  OPTIONAL RULES 6: FACTION ATTITUDES
  At the end of each session, the GM has the option of 
  tracking how factions feel about the players.
  FACTION ATTITUDES
  When the players interact with a faction, and any of their 
  actions match those below, it changes the players’ Heat 
  or Favor levels with that faction. A sharper may not gain 
  more than 10 heat or favor, nor drop below 0.
  Hurting Factions
  Heat 
  Gained
  Favor 
  Lost
  Foil minor faction goals or help 
  their enemy
  +1
  -2
  Kill unimportant members 
  +2
  -4
  Foil major goals or greatly aid their 
  enemy
  +3
  -7
  Kill important members
  +5
  -10
  Helping Factions
  Favor 
  Gained
  Heat 
  Lost
  Achieve minor faction goals
  +1
  0
  Achieve major faction goals
  +3
  -1
  Utterly crippling an enemy faction
  +5
  -3
  FACTION BEHAVIOR BASED ON FAVOR
  When a character has a high favor level with a faction, 
  they gain perks. Players receive the benefits of their  
  current favor level and levels lower.
  Favor Level
  Effect
  0
  No effect
  1-2
  Players can request 10% pay in 
  advance
  3-4
  Players receive free meals, drinks, 
  dock parking, and lodging in controlled 
  areas
  5-9
  Players can request 20% pay in  
  advance, Protection
  10 (Maximum)
  Players can request 50% pay in  
  advance, may call in 1 or more favors 
  (reduces Favor level)
  Protection (5-10):
  Whenever the players are attacked in a friendly faction’s 
  controlled area, at least 2 killer NPCs of their level come 
  to their aid.
  Calling In Favors (10):
  At 10 favor, the players can call in 1 or more favors at 
  once. This immediately lowers favor with your faction. 
  Options include:
  •	
  Lose 3 Heat with any faction (-2 favor): Requires 3 
  days to take effect.
  •	
  Access to safe house (-3 favor): Up to 6 days 
  guaranteed safety with free food.
  •	
  Interest Free Loan (-5 favor): Maximum credit = 
  (party level x §500). Must be paid back in (party level 
  x 10 days). +1 heat per 10 days past due date.
  •	
  Forgive a debt (-5 favor): Cut balance on any single 
  loan to any faction in half.
  FACTION BEHAVIOR BASED ON HEAT
  If the players gain heat with a faction, there is a chance 
  something bad will happen whenever they meet its 
  members. Only act upon their current heat level.
  Heat
  Effect
  0
  No effect
  1-3
  10% chance of verbal altercation – 
  could turn violent.
  4-6
  40% chance of violence. Attack!
  7-10
  (maximum)
  70% chance of violence. Call for 
  backup and attack!
  
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  158
  OPTIONAL RULES 7: FACTION STATUS
  At the end of each session, the GM may track how  
  factions affect each other “off screen.” This can change 
  the state of the game world, affecting the players’ plans. 
  If something extreme happens, a game faction may even 
  cease to exist.
  FACTION POWER & RESOURCE
  Power and Resource reflect the health and strength of 
  a given faction, respectively. Factions may also spend 
  these points to take actions against their adversaries. 
  Power
  Power describes the influence and importance of a  
  faction to the Galaxy. Factions default to 5 power, but the 
  GM may set any value that fits the story. For example, 
  the Church has 100 power in most games. If a faction 
  ever reaches 0 power, it breaks apart and ceases to exist. 
  A faction that takes down another gains all of its  
  remaining resources.
  Resource
  Resource represents people, ships, and money that can 
  be spared for special missions. Factions default to 10 
  resource, but the GM can set any value that fits the story. 
  Again, the Church most likely has 100 resource points. 
  Reaching 0 resources only means a faction cannot spare 
  resources on faction actions; it does not mean the  
  faction is literally broke.
  FACTION ACTIONS
  Between sessions, each faction may take 1 action, begin-
  ning with the player assisted faction. Order the factions 
  by highest power. Here are the options:
  •	
  Draft on Player actions: If the sharpers aided a fac-
  tion in achieving their goals during the session, the 
  faction gains a bonus action. Add the party’s level as 
  a free bonus to any resources spent or gathered.
  •	
  Open Assault: an attempt to directly hurt an enemy 
  faction, such as through a raid or battle. The acting 
  faction spends resources, up to ½ their current score. 
  The defender automatically spends at least half of 
  attacker’s amount, but may increase up to ½ their 
  current score. Each side rolls 1d10+resource spent. 
  The loser suffers -1 power, and cannot take actions 
  until after the next session. While this action doesn’t 
  drastically affect faction power, it is a fast way to 
  force an enemy faction to spend resources.
  •	
  Assassin Mission: This is a risky attempt to wound 
  an enemy faction by killing key members. The acting 
  faction spends resource exactly equal to the power 
  of the target faction. Both sides roll 1d10 (no bonus). 
  If the assassination is successful, a vital member 
  of the target faction dies and it loses 10% power 
  (minimum 2). The acting faction regains half of all re-
  sources spent on the attack. If the assassination fails, 
  no one dies and all spent resources are lost.
  •	
  Gain power: This is a non-confrontational way a 
  faction can increase control, such as colonizing 
  territories or buying off a rival. The acting faction 
  spends exactly 10% of their resources, rounded up. 
  Roll 1d10 with no added bonus. On a 5+, the faction 
  regains the spent resources, and gains power equal 
  to resources spent. On 4 or lower, all spent  
  resources are lost.
  •	
  Gather Resources: A faction may throw their status 
  behind resource gain, possibly by absorbing smaller 
  organizations or declaring a claim on newly found 
  materials and technology. The acting faction spends 
  any amount of power up to ½ their current score. 
  Roll 1d10 with no added bonus. On a 5+, the faction 
  regains the spent power, and gains resources equal 
  to twice the power spent. On 4 or lower, all spent 
  power is lost.
  
  159
  159
  OPTIONAL RULES 8: ARTIFACTS
  Many of Synthicide’s story hooks rely on artifacts and 
  lost technology without defining what they do. Players 
  may wish to leave this open to interpretation, making up 
  mythical relics as needed. Others may desire concrete 
  mechanics. These optional rules more clearly define 
  how the players acquire artifacts and details many with 
  wondrous properties.
  FINDING ARTIFACTS
  When the players level up, there’s a chance they may 
  glean the location of an unclaimed relic. Roll 1d10 on 
  the chart that best fits their location. When an artifact is 
  found, choose 1 from the list at the end of this chapter. 
  Acquiring the artifact should be a moderate risk mission. 
  Ideas for the mission could involve fighting off competi-
  tors, dodging the Church, destroying ancient servitor 
  guardians, or surviving a treacherous landscape.
  Identifying artifacts on your own
  The players can identify the powers and value of new 
  artifacts through an Operation roll. Set the AD equal to 
  twice the artifact level plus 5. For example, identifying a 
  level 1 artifact requires an Operation AD of 7. If the roll 
  fails, the sharper must go to the Farstar Guild for help. 
  No matter how they first learned what an artifact does, 
  players automatically identify artifacts that are previously 
  known to them. 
  Scrapping artifacts
  Scrapping doesn’t require any understanding of the 
  artifact’s intended design. To scrap an artifact, it must be 
  at least level 4, as level 1 artifacts yield no useful parts. 
  Make an Operation check against AD 12. Success results 
  in relic parts 3 levels lower. Failure results in full destruc-
  tion of the artifact, making it worthless.
  Standard chances of discovering an artifact when leveling up (roll 1d10)
  Party Lvl
  1-6
  7
  8
  9
  10-11
  2
  -
  -
  -
  Lvl 1 Artifact
  Lvl 4 Artifact
  3
  -
  -
  Lvl 1 Artifact
  Lvl 1 Artifact
  Lvl 4 Artifact
  4
  -
  -
  Lvl 1 Artifact
  Lvl 4 Artifact
  Lvl 7 Artifact
  5
  -
  -
  Lvl 1 Artifact
  Lvl 4 Artifact
  Lvl 7 Artifact
  6
  -
  Lvl 1 Artifact
  Lvl 4 Artifact
  Lvl 4 Artifact
  Lvl 7 Artifact
  7
  -
  Lvl 4 Artifact
  Lvl 4 Artifact
  Lvl 7 Artifact
  Lvl 10 Artifact
  8
  -
  Lvl 4 Artifact
  Lvl 4 Artifact
  Lvl 7 Artifact
  Lvl 10 Artifact
  9
  -
  Lvl 4 Artifact
  Lvl 7 Artifact
  Lvl 7 Artifact
  Lvl 10 Artifact
  10
  -
  Lvl 4 Artifact
  Lvl 7 Artifact
  Lvl 7 Artifact
  Lvl 10 Artifact
  11
  -
  Lvl 7 Artifact
  Lvl 7 Artifact
  Lvl 7 Artifact
  Lvl 10 Artifact
  Chances of discovering an artifact when leveling up on a ruined core planet (roll 1d10)
  Party Lvl
  1-5
  6
  7
  8
  9
  10-11
  2
  -
  -
  -
  Lvl 1 Artifact
  Lvl 1 Artifact
  Lvl 4 Artifact
  3
  -
  -
  Lvl 1 Artifact
  Lvl 1 Artifact
  Lvl 4 Artifact
  Lvl 4 Artifact
  4
  -
  -
  Lvl 1 Artifact
  Lvl 1 Artifact
  Lvl 4 Artifact
  Lvl 7 Artifact
  5
  -
  -
  Lvl 1 Artifact
  Lvl 4 Artifact
  Lvl 4 Artifact
  Lvl 7 Artifact
  6
  -
  Lvl 1 Artifact
  Lvl 1 Artifact
  Lvl 4 Artifact
  Lvl 4 Artifact
  Lvl 7 Artifact
  7
  -
  Lvl 4 Artifact
  Lvl 4 Artifact
  Lvl 7 Artifact
  Lvl 7 Artifact
  Lvl 10 Artifact
  8
  -
  Lvl 4 Artifact
  Lvl 4 Artifact
  Lvl 7 Artifact
  Lvl 7 Artifact
  Lvl 10 Artifact
  9
  -
  Lvl 4 Artifact
  Lvl 4 Artifact
  Lvl 7 Artifact
  Lvl 7 Artifact
  Lvl 10 Artifact
  10
  -
  Lvl 4 Artifact
  Lvl 7 Artifact
  Lvl 7 Artifact
  Lvl 7 Artifact
  Lvl 10 Artifact
  11
  -
  Lvl 7 Artifact
  Lvl 7 Artifact
  Lvl 7 Artifact
  Lvl 10 Artifact
  Lvl 10 Artifact
  
  160
  160
  Farstar guild assistance
  Members of the Farstar Guild can easily identify  
  artifacts, though they demand a service payment of 
  §100 times the artifact level. Also, the Farstar Guild typi-
  cally adds information about the artifact to their public 
  records. This may cause problems if the Guild or its allies 
  are interested in what you found.  
  Trading and selling artifacts
  There is only a handful of ways to unload or  
  exchange an artifact:
  •	
  Selling to the Farstar Guild: Brokers will offer 
  §300 times the artifact level and wave identification 
  fees. The Farstar Guild only offers §200 per level for 
  artifacts missing most or all of their charges.
  •	
  Trading with the Farstar Guild: Identification fees 
  are waived, and brokers will offer any desired artifact 
  at least 3 levels lower than the recently discovered. 
  Players may try to upgrade to an artifact of the same 
  level by succeeding on an Influence check, AD 12, 
  and offering additional cash. The standard rate would 
  be §100 times the level of the artifact. If the artifact 
  is missing most or all of its charges, the bonus pay-
  ment is §200 times the level of the artifact desired.
  •	
  Offer prime data chips to the Farstar Guild: Data 
  chips contain ancient information that is undecipher-
  able to most, but of great importance to the Guild. 
  Players must offer a number of chips equal to the 
  level of the artifact they wish to acquire.
  •	
  Private sales: Wealthy people outside the Farstar 
  Guild offer §100 per level of the artifact, or §500 per 
  level if their desire is great. For example, a gang may 
  seek out a Prime Lance to assassinate an opposition 
  leader. If an influential buyer learns of your artifact 
  and the sharpers refuse to sell, there is a chance of 
  violence or burglary in the future. Private buyers are 
  only interested in fully charged artifacts.
  •	
  Private Trades: Wealthy investors and institutions 
  beyond the Farstar Guild trade artifacts at face value, 
  but only when the offer is exceptional. When pursu-
  ing a trade, the other party only has a 10% chance of 
  possessing the desired artifact, followed by a 30% 
  chance of relic parts of equal level. Private traders 
  are only interested in fully charged artifacts.
  The Church and artifacts
  While possession of artifacts by sharpers is not a crime, 
  the Church claims carte blanche ownership of all ancient 
  relics in the Galaxy. The Farstar Guild is largely immune 
  to this policy, but occasionally offers their most valuable 
  artifact as tribute. Openly offering artifacts to a Priest is 
  a quick way to diffuse tension or get off the hook for a 
  minor offense. However, if a hostile Priest recognizes an 
  artifact before it’s offered to him, he will attempt to con-
  fiscate it and provide no favors in return. These attitudes 
  don’t apply to relic parts, so scrapping an artifact may be 
  the best way to keep the Church at bay.
  ARTIFACTS LIST
  Artifacts have all sorts of wondrous abilities, but all of 
  them share the following qualities:
  Level: A general measurement of the value and power of 
  an artifact 
  Uses: Many artifacts can only be activated so many 
  times before losing their usefulness.
  Charges: Some artifacts have limited uses, but regain 
  their abilities when recharged with a Primefire Cell.
  Price: Certain artifacts are common enough for distribu-
  tion on the black market. Most planets only have 1 such 
  artifact for sale, though a densely populated world might 
  have 2 in given city.
  LEVEL 1 ARTIFACTS
  Level 1 Relic Parts  
  Uses: Unlimited  
  Charges: -  
  Price: -  
  Relic parts are the results of scrapping a level 4 artifact. 
  With the proper knowledge focus, they can be installed 
  into weapons, armor, or cybernetics to improve their per-
  formance. Level 1 parts require Operation AD 9 to install, 
  and increase any numerical component of your choice by 
  +1. Benefits from multiple relic parts don’t stack; you can 
  benefit from 1 bonus per item. A failure on the crafting 
  check breaks the item you are upgrading instead of the 
  relic parts.
       
  Auto-Translator  
  Uses: Unlimited  
  Charges: -  
  Price: -  
  This small box contains simple AI and a millennia of 
  linguistic recordings. It can interpret any spoken language 
  to the user’s native tongue via speaker or earpiece, but it 
  doesn’t aid interpretation of the written word.
       
  Blank Bot  
  Uses: -  
  Charges: -  
  Price: -  
  An ancient robot of limited use, these low-level  
  constructs are extremely compliant and act as an extra 
  set of hands when completing simple tasks. They may 
  be programmed to follow the commands of a specific 
  person, but Blank Bots will never knowingly harm a hu-
  man being or other AI. They have the same attributes as 
  a level 1 robot professional with no mastered attacks  
  or powers.
  Grab-Bomb  
  Uses: -  
  Charges: 1  
  Price: -  
  This ancient law-enforcement device freezes assailants 
  in place. Use it as a grenade with a range increment of 2. 
  When activated, the bomb generates a restraining field 
  around a 2 x 2 square. Everyone in range must succeed 
  against Toughness AD 9 or be frozen helpless for 5 turns.
  
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  Hollow Gel  
  Uses: 1  
  Charges: -  
  Price: -  
  This single-dose autoneedle injects a deadly drug that 
  kills the target within 5 days. During the Millennial war, 
  soldiers would consume this before suicide missions, 
  ensuring they would never arise as Prodigravus.
     
  Immunizer Implant  
  Uses: -  
  Charges: -  
  Price: -  
  A tiny body implant used by the wealthy and elite during 
  the Last Age, immunizers grant the user a +10 bonus to 
  checks made to resist diseases. Immunizers are small 
  and unobtrusive. They are usable by all humans, and do 
  not require cybernetic slots to install.
     
  Morph Key  
  Uses: 1  
  Charges: -  
  Price: §400  
  Used by vault manufacturers in the Last Age, this key 
  molds into the perfect shape for opening any mechanical 
  lock. Sharpers occasionally use morph keys on missions, 
  but ambitious types often save them in hope of discover-
  ing an ancient artifact cache.
     
  Mobile Armory  
  Uses: -  
  Charges: 12  
  Price: -  
  Inside this fist-sized box is a dimensional warp, a 20 ft x 
  20 ft x 20 ft room with breathable air. Entering or leaving 
  the armory consumes 1 charge.
  Mutant Dowser  
  Uses: -  
  Charges: -  
  Price: -  
  The dowser was originally designed to detect the pres-
  ence of P-virus infection. As a handheld scanner, it can 
  pinpoint a person with corrupt DNA out to 30 feet. The 
  dowser cannot tell you the exact location of a mutant, 
  merely its proximity. When placed directly on the skin 
  of a human, the dowser projects a personalized readout 
  detailing the degree of DNA corruption. It does not need 
  to be recharged.
  Pherobond  
  Uses: 1  
  Charges: -  
  Price: §500  
  This vial contains manipulative fumes that incite feelings 
  of trust from the inhaler. A character may crack open the 
  vial to captivate targets within 5 feet. This grants a +5 
  bonus to a single Influence check made to negotiate or 
  bluff.
  Pherobreak  
  Uses: 1  
  Charges: -  
  Price: §600  
  This vial contains powerful fumes that increase fear inten-
  sity. Open it to captivate targets within 5 feet. Gain +3 on 
  a single Influence check resisted by the targets’ Nerve 
  check. Foes that fail flee immediately.
  Primefire Cell  
  Uses: 1  
  Charges: -  
  Price: §500  
  This ancient battery restores an artifact to full charge.
        
  Prime Data Chip  
  Uses: -  
  Charges: -  
  Price: -  
  A small drive that contains historical data from before 
  the war, prime data chips are encrypted against digital 
  duplication, and are impossible to decipher. Chips can 
  be traded to the Farstar Guild for other artifacts. You 
  must trade a number of chips equal to the level of artifact 
  you’re after.
     
  Prime Rations  
  Uses: 7  
  Charges: -  
  Price: -  
  Super nutritious rations were common during the  
  Millennial War, and usually found in sets of 7. These  
  rations never spoil. Consuming a prime ration is like  
  eating 4 days of food and water, and restores 20% of 
  your HP.
   
  Prod-Killer  
  Uses: -  
  Charges: -  
  Price: -  
  This bizarre blade can be used as a knife or bayonet, 
  with +1 ATT and +1 DMG. However, when used against 
  mutants, it adds +2 ATT and +6 DMG. Against full-blown 
  Prodigravus, it adds +2 ATT and +12 DMG.
       
  P-virus mutosample  
  Uses: 1  
  Charges: -  
  Price: -  
  A rare and ancient strain of the Prodigravus virus is  
  contained within this vial. When cracked, 1 target is 
  mildly infected until their GLD-enhanced immune  
  system prevents full transformation. The target perma-
  nently loses 1 Nerve and gains 3 trait points that can 
  only be spent on mutations. The lowered Nerve doesn’t 
  cause you to lose any powers. The mutosample is still 
  effective on Dying Breed humans, despite their usual 
  resistance to mutations.
  
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  162
  Sacred Sword  
  Uses: -  
  Charges: 3  
  Price: -  
  A fancy dueling weapon used for decoration, this blade is 
  quite powerful by sharper standards. It acts as a normal 
  sword, but on a hit, you may choose to emit an energy 
  burst, dealing an additional +6 DMG.
     
  Timescape  
  Uses: -  
  Charges: -  
  Price: -  
  This 3D projector replays specific moments in ancient 
  history. Information gleaned from a timescape usu-
  ally leads to a unique, high-risk mission to find ancient 
  artifact caches. Players can also use it to learn the key 
  details regarding the fall of the Allunan Empire during the 
  Millennial War.
  LEVEL 4 ARTIFACTS
  Level 4 Relic Parts  
  Uses: -  
  Charges: -  
  Price: -  
  The results of scrapping a level 7 artifact. They are  
  exactly the same as level 1 parts, but require Operation 
  AD 12 to install, and increase any numerical component 
  of your choice by +2.
  Blank Soul Core  
  Uses: 1  
  Charges: -  
  Price: -  
  This special chip can record both the memory and per-
  sonality of a character with a rigged brain. Once attuned, 
  it may update the state of the principal, but cannot ac-
  cept data from other users. A core may be inserted into 
  another rigged brain, completely rewriting their existing 
  mind with the stored personality. Removing the core 
  from an afflicted brain results in a lethal stroke.
  Disrupter Cannon  
  Uses: 1  
  Charges: -  
  Price: §2500  
  Shoulder-mounted disrupter cannons can disable  
  electronic devices, including spaceships. Affected 
  electronics refuse to function for 24 hours. At the GM’s 
  discretion, cheaper items are permanently broken. The 
  cannon can hit a target up to 20 miles away, releasing a 
  magnetic burst affecting 25 square miles.
  Food Synthesizer  
  Uses: -  
  Charges: 300  
  Price: -  
  A miracle of technology, synthesizers convert raw matter 
  into a nutritious bar which can feed a man or woman for 
  1 day. The grayish bar can be cooked or eaten straight.
    
  Holodex Map  
  Uses: -  
  Charges: 5  
  Price: -  
  An ultra-detailed starchart projector, each activation 
  grants a +4 to navigation checks in space and reveals  
  unknown active Jump Gates between you and your 
  destination. The projection also reveals if unusually large 
  ships, such as Tharnaxist capital ships, are nearby.
   
  Hunt Mask  
  Uses: -  
  Charges: 5  
  Price: -  
  Spectral phasing grants the wearer of these lenses 
  perfect vision through objects. The mask can be dialed 
  to see through any obstruction up to 1000 feet away. All 
  
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  163
  images viewed through the mask are rendered in perfect 
  lighting conditions, regardless of actual illumination. The 
  mask functions for up to 10 minutes per charge.
     
  Liquid Blade  
  Uses: -  
  Charges: -  
  Price: -  
  A gauntlet that magnetically shapes itself into 3 superior 
  striking weapons, every form benefits from guard attack. 
  Changing to another form takes 1 AP. In gauntlet form, 
  the liquid blade grants +0 ATT +1 DMG. The wielder 
  can extend the gauntlet into a wide single-handed blade, 
  granting +1 ATT +4 DMG. In the third form, the blade 
  morphs into a long piercing sword granting +3 ATT +2 
  DMG.
         
  Kinesis Crown  
  Uses: -  
  Charges: 3  
  Price: §2000  
  This circlet can instantly double the range or damage of 
  an activated psychic power (user’s choice). When modi-
  fying psychic powers with a duration, the effect is limited 
  to a maximum of 2 rounds.
     
  Magnet Shroud  
  Uses: -  
  Charges: -  
  Price: -  
  This 10-foot long mechanism looks like a genera-
  tor. When attached to a spaceship’s engines, magnet 
  shrouds create an isolation field granting the ship immu-
  nity to energy weapons and EMP blasts - including those 
  used by the Tharnaxist Church.
     
  Microfarm  
  Uses: -  
  Charges: -  
  Price: -  
  A suitcase-sized garden that automatically grows veg-
  etables, 1 microfarm produces 4 meals per week.
     
  Palm Armory  
  Uses: -  
  Charges: 10  
  Price: §1000  
  Up to 3 weapons can be teleported into this glove-like 
  device, and then returned to hand in a moment’s notice. 
  Retrieving, storing, or switching weapons is a free action. 
  Each activation consumes 1 charge.
     
  Primefire Tank  
  Uses: 3  
  Charges: -  
  Price: §1300  
  A larger version of a Primefire Cell, this can fully restore 
  the charges of an artifact 3 times.
  Shadow Suit  
  Uses: -  
  Charges: 3  
  Price: -  
  Flexible and loose fitting, shadow suits are easily 
  stretched over armor and other garments. When acti-
  vated, the wearer and all held items turn invisible and can 
  pass through objects at will. This effect lasts for 1 battle 
  round (roughly 6 seconds).
  Shield Buster  
  Uses: -  
  Charges: 3  
  Price: §800  
  This hand-held device instantly disables all force barriers 
  and psychic barriers up to 40 ft away.
     
  Shuttle Suit  
  Uses: -  
  Charges: 10  
  Price: -  
  A vac-suit with orbit-travel abilities, each charge can 
  propel the wearer through safe planetfall or back into 
  orbit. A charge can also be used for a 200-mile journey 
  in-atmosphere.
  SL-engines  
  Uses: -  
  Charges: 6  
  Price: -  
  These large auxiliary engines can be installed on any 
  corvette or clipper sized craft. Each activation reduces 2 
  days of travel down to 1 and burns half as much fuel.
  Temporal Dilator  
  Uses: -  
  Charges: 1  
  Price: -  
  A belt switch that suspends the wearer in a dilation 
  field. For 10 battle rounds (roughly 1 minute), everything 
  around the wearer is in frozen time. “Frozen” objects in-
  teracted with by the user resume motion via brief contact 
  with the dilation field.
     
  Trap Collar  
  Uses: -  
  Charges: -  
  Price: -  
  This locked collar is designed to knock out the wearer. 
  The collar can be programmed with user parameters,  
  determining where the wearer can walk or what the 
  wearer can do without being rendered unconscious.  
  One such parameter is the “violence predictor,” which 
  disables the wearer when they attempt to hurt individu-
  als of a category or identifier.
   
  
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  LEVEL 7 ARTIFACTS
  Level 7 Relic Parts  
  Uses: -  
  Charges: -  
  Price: -  
  The results of scrapping a level 10 artifacts. They require 
  Operation AD 15 to install, and increase any numerical 
  component of your choice by +3.
     
  Bio-proxy  
  Uses: -  
  Charges: 1  
  Price: -  
  A robo-organic hybrid that fully duplicates a human body, 
  using a charge attunes the bio-proxy to the user, duplicat-
  ing all stats and cybernetic upgrades. Whenever the at-
  tuned person sleeps, they may send their consciousness 
  to the bio-proxy and continue activities as normal. There 
  is no known limit to the range of consciousness transfer.
  Cold Casket  
  Uses: -  
  Charges: ?  
  Price: -  
  A cryostasis chamber from the Millennial War, wealthy 
  proprietors built these in hopes of being rescued when 
  the war ended. Cold caskets have no well-understood 
  limits in terms of duration or number of uses. At the 
  GM’s discretion, there is a rare chance the discovered 
  cold casket contains an ancient human who successfully 
  survived the war.
     
  Cruorsyke  
  Uses: 2  
  Charges: -  
  Price: -  
  A non-lethal neural weapon originally used to capture 
  Prodigravus for study, cruorsykes are usually found in 
  pairs and used as grenades with a range increment of 1. 
  When a cruorsyke is activated, all non-synthetic beings 
  within 30 feet, including the wielder, pass out from horri-
  fying visions. The affected are unconscious for 2 minutes 
  and, upon revival, they are paralyzed for an additional 2 
  minutes.
  Disrupter Bomb  
  Uses: 1  
  Charges: -  
  Price: -  
  This self-propelled payload wipes out every electronic 
  device on a planet. Affected electronics do not function 
  for 48 hours. At the GM’s discretion, inexpensive devices, 
  including certain vehicles, are permanently destroyed.
  Gutcrush Knife  
  Uses: 1    
  Charges: -  
  Price: -  
  This incredibly lethal weapon appears to be a normal, yet 
  ornate looking knife. It adds nothing to attack, but any 
  unfortunate person impaled by the knife dies instantly. 
  The knife temporarily conjures a singularity that absorbs 
  vital organs and destroys the knife.
  Luran Press  
  Uses: 5  
  Charges: -  
  Price: -  
  An ancient bank device that contains the chemicals and 
  equipment to craft lurans. It is light and portable, and the 
  size of a suitcase. Each use forges §1,000.
     
  Jump Drive  
  Uses: -  
  Charges: 2  
  Price: -  
  A relic drive that allows a spaceship to travel to any  
  location in the Galaxy, regardless of proximity to  
  planetary objects.
  Jump Watch  
  Uses: -  
  Charges: 1  
  Price: -  
  A wrist-worn device that can teleport you and 8 other 
  individuals to any location in the Galaxy.
   
  Primefire Generator  
  Uses: -  
  Charges: -  
  Price: -  
  These ancient fusion generators produce the equivalent 
  of 1 Primefire Cell per week.
     
  Prime Lance  
  Uses: -  
  Charges: 1  
  Price: -  
  From as far away as 2 miles, this rifle can teleport a  
  powerful plasma burst to any target. The burst affects a 
  2 x 2 square, dealing 75 damage to anyone caught in the 
  blast. Prime Lances were historically paired with Hunt 
  Masks for devastatingly effective assassinations.
  Reconstructor  
  Uses: -  
  Charges: 2  
  Price: -  
  This medical tank can resurrect a fully functioning person 
  from any DNA sample, no matter how small. If rebuild-
  ing the body of a rigged character, their plugs and base 
  
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  165
  implants are rebuilt, but all other installed cybernetics are 
  missing. This device may also be used for cloning, but 
  clones have their own agenda and will. Players do not 
  control their clones.
  Shadow Hull  
  Uses: -  
  Charges: 1  
  Price: -  
  Spaceships of the same size category as a clipper are 
  completely undetectable when aided by this cloaking 
  device. When activated, the ship is invisible to all eyes 
  and sensors for 2 days.
     
  Tachyon Scope  
  Uses: -  
  Charges: 1  
  Price: -  
  This holoprojector displays the most probable future.  
  Users can attune the device to any location up to 10 
  miles away. While active, it displays up to 2 minutes of 
  3D images and audio taking place no more than 1 hour 
  in the future. The user may change focus mid-projection 
  to follow events in multiple locations. Employing the 
  Tachyon Scope may paradoxically alter the future. 
  Tower Seed  
  Uses: 1  
  Charges: -  
  Price: -  
  This armored backpack is loaded with construction nano-
  bots. When activated, the bots can build a concrete-like 
  tower, subterranean base, or any desired structure up to 
  200,000 cubic feet. The nanobots use surrounding  
  materials indiscriminately; wilderness and civilization 
  within 200 ft have a 70% chance of being destroyed 
  while the structure is forming. The process takes 10 min-
  utes, and afterwards the nanobots fuse to the structure 
  to ensure its durability.
  LEVEL 10 ARTIFACTS
  Cryptodroid  
  Uses: -  
  Charges: -  
  Price: -  
  Strange robots that are made of materials not known 
  within the Milky Way. They are not hostile, speak no 
  language, and try to hide from all other humans and 
  robots. Unfortunately for them, they are slow and easily 
  captured. While cryptodroids display no special powers, 
  the Tharnaxist Priests fear them deeply. The reason is 
  unknown, but Priests avoid exposing both themselves 
  and their vassals to the machines at all costs.
  Dark Door  
  Uses: 1  
  Charges: -  
  Price: -  
  A gate in outer space, Dark Doors were created to send 
  ships to neighboring, completely unexplored galaxies as 
  a last resort to flee the Prodigravus. The trip is one-way, 
  and there’s no predicting what is on the other side. Dark 
  Doors are extremely unstable, and cannot be moved to 
  new locations without permanently breaking.
  Dark Seed  
  Uses: -  
  Charges: -  
  Price: -  
  The Dark Seed is a one of a kind. This black prism, 
  roughly the size of a man, is not mentioned in any 
  histories. It appears to be extremely damaged, possibly 
  limiting its function. It isn’t known what purpose the Dark 
  Seed served, but it spontaneously creates and mutates 
  life when in contact with hydrocarbons. Spawn from the 
  Dark Seed are unpleasant and dangerous, and humans 
  directly exposed to it are permanently scarred by its  
  haphazard manipulations.
  Field Master  
  Uses: -  
  Charges: 1*  
  Price: -  
  This clipper-sized device emits gravitational  
  fields restraining all targets within 50,000 miles for 2 
  hours. Nothing under its control can move without the 
  activator’s permission, including the power source of 
  computers. A Field master has lethal and non-lethal set-
  tings. The non-lethal setting identifies organic targets and 
  permits respiration and nothing else. The lethal setting 
  makes no such exception. Recharging the Field Master 
  consumes the equivalent of 100 primefire cells.
  
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  Ghost Machine  
  Uses: -  
  Charges: -  
  Price: -  
  An unsettling recording device, the ghost machine  
  captures the consciousness and likeness of everyone 
  within a 10 mile radius. The ghost machine lets users 
  commune with the projection of any recorded individual. 
  The “ghosts” are accurate, representing the thoughts 
  and intentions of the original person, and form new mem-
  ories when summoned by the projector. Ghost machines 
  are thought to be emergency measures crafted to pre-
  serve the history of the Allunan Empire. Some machines 
  have been found with hundreds of thousands of ghosts 
  from across millennia contained within.
     
  Metafusion Bomb  
  Uses: 1  
  Charges: -  
  Price: -  
  This apocalyptic weapon ended the Last War, but created 
  the current Dark Age by wiping out civilization. It creates 
  a small temporary star, completely cooking a planet and 
  destroying all life on or orbiting it.
  Primefire Plant  
  Uses: -  
  Charges: -  
  Price: -  
  A large generator that produces the equivalent of 1 
  primefire cell per day, this cubic device takes up 8 crates 
  worth of space when stored in a spaceship.
     
  Relic Station  
  Uses: -  
  Charges: -  
  Price: -  
  A fully functioning spacestation the size of a large city, 
  relic stations create food, water, and power for up to 
  500,000 denizens. The station is capable of Jumping  
  to any destination in the Galaxy, but requires 2 weeks  
  to recharge its engine after each Jump.
  Tachyon Gate  
  Uses: 1  
  Charges: -  
  Price: -  
  This is an orbital time-travel device, capable of sending 
  a spaceship into the past but destroying the gate in the 
  process. They were invented as an attempt to avert the 
  Last War, but it seems they were not effective. However, 
  one expended gate has been discovered so far.
  Thanostar  
  Uses: -  
  Charges: 1*  
  Price: -  
  This rare spacestation has the ability to force nearby  
  stars into nova. A few have been used by the Church 
  in the Star Farms. Recharging a Thanostar requires the 
  equivalent of 1000 primefire cells.
  Ultra-farm  
  Uses: -  
  Charges: -  
  Price: -  
  This fully autonomous satellite produces 30 meals per 
  day in the form of cloned meat and hydroponic vegeta-
  bles. Many believe larger farms once fed entire cities but 
  were lost during the war.
  World Porter  
  Uses: -  
  Charges: 1*  
  Price: -  
  A powerful satellite the size of a freighter spaceship, 
  these were developed during the Millennial War to tele-
  port entire planets and surrounding moons away from 
  the warfront. After activation, the planet, moons, and 
  World Porter appear in a safe orbit around any desired 
  star. Recharging the world porter requires the equivalent 
  of 500 primefire cells. 
  
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  SPACESHIP-GRADE WEAPONS
  The following weapons may only be installed on spaceships. Use the GM’s discretion when determining how many 
  weapons a ship can equip.
  Name
  DMG
  Ammo Price
  Capacity
  Range
  Weapon Price
  Stealth 
  Price
  SMD Rip-Blaster
  1d10 x 50 
  §1000
  5
  Rifle range
  §4000
  §500
  SMD Hull Piercer
  1d10 x 50
  §1000
  1
  Unlimited
  §4000
  §500
  Slow Burn
  1d10 x 20*
  §1000
  1
  Striking range
  §2000
  §200
  SMD Raider Beam
  1d10 x 100
  §2000
  10
  Unlimited
  §15000
  §500
  Tharnaxist Ultra-beam
  1d10 x 5000
  §15000
  20
  Unlimited
  §35000
  §1000
  SMD Rip-Blaster: This magnetic cannon is the most common weapon employed by Church and SMD forces. Each 
  trigger-pull unleashes an entire belt of heavy metal slugs. When used in battle, it damages a 2-square by 2-square area. 
  SMD Hull Piercer: Hull piercer anti-matter missiles are rarely used, except when defending against pirate raids. When 
  used in battle, it damages an area of 10 squares by 10 squares. 
  OPTIONAL RULES 9: VEHICLE WEAPONS
  The vehicle rules for Synthicide assume Tharnaxist  
  weapon embargoes are so effective that sharpers can’t 
  access weapons beyond personal firearms. For groups 
  that prefer more violent ship combat, consider these 
  alternate rules for acquiring vehicle-grade weapons.
  Punishment
  Violating the vehicle weapons embargo carries stiff 
  penalties. If a disciple of the Church catches you handling 
  one of these weapons, you must flee capture or face the 
  following punishments:
  •	
  For using spaceship-grade weapons: The  
  purchaser or primary operator of spaceship-grade 
  weapons are identified and executed, while surviving 
  crew members collectively pay a fine equal to twice 
  the value of the weapon. Crews who refuse to hand 
  over perpetrators or are unable to pay the fine are 
  also executed.
  •	
  For using other vehicle weapons: Vehicle  
  weapons in your possession are confiscated and 
  carry a hefty fine of twice their value. Repeat  
  offenders (people caught 3 or more times)  
  are executed.
  •	
  For trafficking vehicle and ship weapons: Anyone 
  caught trafficking banned weapons will be executed, 
  along with their business partners.
  Avoiding Detection
  Stealth is key when employing vehicle weapons. Here 
  are a few ways to get around the embargo:
  •	
  Avoid Tharnaxist-controlled ports (which rules out 
  most of Tharnaxist Space).
  •	
  Use smuggling compartments installed in your cargo 
  hold to hide weapon containers.
  •	
  Stealth-equip actively used vehicle weapons.
  Vehicle weapon rules
  Vehicle weapons differ slightly from personal firearms::
  •	
  Vehicle weapons do not have attack bonuses. 
  These weapons automatically hit valid targets, 
  whether people or vehicles.
  •	
  Vehicle weapons have special damage. No  
  character bonuses are given for firing weapons. Roll 
  for damage as instructed by the weapon (often in the 
  form of 1d10 multiplied by a value). Resolve points 
  have no effect on vehicle weapon damage rolls.
  •	
  Weapons have limited ammo. Unlike personal fire-
  arms, finding ammo for vehicle weapons is difficult 
  and pricey. Ammo is purchased separately.
  •	
  Weapons have limited capacity. Vehicle  
  weapons may be pre-loaded up to a maximum 
  ammo limit. Loading a single round to any weapon 
  takes a passenger action, and a weapon can’t be 
  fired in the same turn it’s loaded.
  •	
  Weapons can be stealth-equipped to a  
  vehicle by paying its stealth price in addition to 
  its regular purchase price. Stealth weapons require 
  an Awareness AD of 12 to detect, though bomb  
  detectors help locate them. Upgrading stealth mul-
  tiple times affects the Awareness AD. Each purchase 
  raises the Awareness AD by 1, to a maximum of 20.
  •	
  Some weapons have “unlimited” range.  
  Unlimited means they may target any foe you can 
  physically see, regardless of range. So in space, 
  where visual obstruction is rare, you can attack any 
  target that hasn’t escaped the battle.
  
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  168
  Vehicle Weapon Upgrades
  These upgrades only work on non-spaceship weapons.
  Name
  Price
  Cycle Sidecar Mount
  §300
  Mobile Tripod
  §400
  Cycle Sidecar Mount: This upgrade lets a cycle equip a 
  single vehicle weapon.
  Mobile Tripod: This upgrade lets a user to take a vehicle 
  weapon into the field. Pushing a weapon on a tripod 
  reduces character movement down to only 1 square per 
  move action.
  Slow Burn: is a pirate-invented chemical weapon seen in Barbarian Space. It’s mostly used to ward off ships attempt-
  ing to board. If the first damage roll gets through the vehicle’s damage threshold, slow burn seeps into the target’s hull, 
  wreaking even greater devastation. The vehicle takes 50 damage every turn (regardless of threshold) until the pilot exits 
  the battle and has an engineer counteract the chemical reaction. Doing so requires a ship repair Operation AD of 12, with 
  each failed check resulting in 300 damage. When used in battle, all characters standing within 2 squares of the ship  
  suffer the weapon’s initial damage but do not suffer the ongoing effect.
  SMD Raider Beam: This energy weapon is used only in the most dire circumstances of space conflict. A lucky hit could 
  even destroy a freighter-class ship. When used in battle, raider beams damage an area of 2 squares by 2 squares.
  Tharnaxist Ultra-beam: The enormous ships orbiting the Seat of Ranix employ this energy weapon. On the rare occa-
  sion a Tharnaxist Battle Cruiser is called to arms, the firepower from its Ultra-beam could level an entire city from orbit. 
  When used in battle, the ultra-beam damages an area of 100x100 squares.
  VEHICLE WEAPONS (non-cycles)
  The following weapons can be equipped to any non-cycle vehicles. Use the GM’s discretion when determining how 
  many weapons your vehicle can equip.
  Name
  DMG
  Ammo Price
  Capacity
  Range
  Weapon Price
  Stealth 
  Price
  SMD Show Stopper
  1d10 x 10
  §1000
  3
  Rifle range
  §2000
  §200
  Immobilizer
  1d10 x 3*
  §800
  2
  Rifle range
  §1000
  §100
  Bird-Killer
  1d10 x 25
  §1000
  1
  Unlimited
  §4000
  §300
  Blast Flipper
  1d10 x 5*
  §1000
  2
  Striking range
  §2000
  §300
  SMD Show Stopper: High-security convoys on Humanus employ these plasma cannons to destroy standard ground 
  vehicles. Despite its powerful punch, the show stopper targets a very limited area, striking only a single target in battle.
  Immobilizer: This weapon is employed more widely than others, and the Church has granted permission of its use to 
  large corporations, even TTMC. The immobilizer employs a self-guiding bolt that seeks and destroys a vehicle’s engine. If 
  any damage from an immobilizer passes through the target’s threshold, the vehicle automatically crashes. When used in 
  battle, immobilizers may only affect a single character.
  Bird-Killer: These anti-matter micro-missiles take down sky cars, damaging a 4x4 square area in battle.
  Blast Flipper: Street thugs invented this weapon to demolish pursuers, but it only affects ground-vehicles. It uses a pow-
  erful ground-level explosion to flip over an enemy car. If any damage passes through the vehicle’s threshold, the vehicle 
  is totaled at 0 HP and flips over. Passengers in the flipped vehicle take double the usual crash damage. When used in 
  battle, blast flippers can affect every adjacent target in a 2x2 square adjacent to the activating vehicle.
  NEW DRIVER ACTION: BROADSIDES
  Facing and positioning are essential to vehicle weapon combat. To represent these tactically, a new driver action  
  must be introduced.
  Broadsides
  This action lets you maximize weapon damage at the expense of vulnerability.
  •	
  You lose all escape points when you take this action. This allows your crew to fire off weapons to maximum  
  effect this turn, but leaves you vulnerable to reprisals.
  •	
  Henceforth, your vehicle weapons deal double damage, and you suffer double damage from enemy vehicle 
  weapons.
  •	
  This effect lasts until you take an action to disable Broadsides on another turn.
  •	
  Broadsides is incredibly lethal when opponents use it against each other at the same time. Damage dealt 
  and received by multiple ships increases to triple damage instead of double.
  
  169
  169
  
  170
  170
  CHAPTER 10:
  THE GAME 
  UNIVERSE
  
  171
  171
  GALACTIC HISTORY
  Synthicide takes place in the Milky Way, but many 
  millennia in the future. History is largely forgotten, but 
  below is a timeline available to educated characters, 
  along with secrets known only to the Church.
  	•	=	Well-educated	characters	know	ths	information.
   ◊ = Only the Church knows this information.
  THE “BEFORE” TIME
  •	
  Humans begin colonizing the Galaxy, bringing along 
  compliant servant robots. Alien life is discovered, but 
  nothing sentient.
  •	
  The Allunan Empire conquers all colonies, reuniting 
  humanity under one government.
  ◊ 
  The Tharnaxist tech cult forms and is disregarded by 
  society at large. They take up residence on Alluna, 
  the central planet of the Allunan Empire. 
  THE “LAST AGE” 
  More than 1000 years ago (specific timeframe 
  unknown)
  ◊ 
  The P-virus is introduced to the capital planet,  
  Alluna, converting nearly everyone on the planet  
  into a mutated, feral psychopath within days. These 
  mutants are labelled “Prodigravus.”
  ◊ 
  A few Priests survive, resistant to infection on 
  account of their almost entirely synthetic bodies. 
  Along with their retinue of robots, they flee to a small 
  outpost somewhere in the Galaxy and begin studying 
  a sample of the virus.
  ◊ 
  The Prodigravus organize an army and take to  
  the stars. Nobody knows who is organizing them. 
  Though 99 out of 100 Prodigravus ships are  
  destroyed in flight, only one ship must make planet-
  fall to expose civilization to the virus. New Prodigra-
  vus mysteriously join the organized army.
  •	
  The Allunan Empire collapses under the loss of its 
  capital and the weight of an unstoppable foe. A 
  1000-year war ensues. 
  ◊ 
  Planetary governments begin using metafusion 
  bombs against other planets with confirmed or 
  rumored Prodigravus presence. Almost all the 
  civilized worlds are utterly destroyed.
  ◊ 
  The destruction succeeds in stopping the Prodigravus 
  advance, but fails to eradicate them. The Prodigravus 
  appear leaderless now, no longer invading planets.
  •	
  The war ends. Chaos careens humanity into a dark 
  age. Only the survivors on unessential rim worlds are 
  alive and massive knowledge loss isolates them 
  further.
  SEVERAL CENTURIES AGO
  ◊ 
  The Tharnaxist Church emerges from the  
  shadows releasing vaccine GLD-001 to counteract 
  the Prodigravus virus. This moment is known as the 
  “gelding.” It doesn’t undo genetic damage, but 
  eliminates the Prodigravus’ ability to infect and 
  renders all human life immune to the virus should it 
  return.
  •	
  The Tharnaxist Church begins “rehabilitating” rim 
  worlds, forcing others into their dominion and taking 
  resources as they see fit. Priests are increasingly 
  obsessed with recovering and rediscovering lost 
  technology.
  PRESENT DAY
  •	
  The Galaxy has unlocked several technological 
  advancements, allowing interstellar travel via Jump 
  gates. There’s no rule outside what’s enforced by the 
  Church, powerful gangs and corporations. The 
  economic situation is tumultuous and many survive a 
  meager living. The public has little to no knowledge 
  of the Millennial War or what came before.
  I/ask’d/thee,/”GIve///
  me/ImmortaLIty.”//////
  Then/dIdst/thou/grant/
  mIne/askIng/wIth/a////
  smILe,////////////////
  LIke/weaLthy/men/who//
  care/not/how/they/////
  gIve./////////////////
  But/thy/strong/Hours//
  IndIgnant/work’d//////
  theIr/wILLs,//////////
  And/beat/me/down/and//
  marr’d/and/wasted/me,/
  And/tho’/they/couLd///
  not/end/me/Left/me////
  maIm’d////////////////
  To/dweLL/In/presence//
  of/ImmortaL/youth,////
  ImmortaL/age/besIde///
  ImmortaL/youth,///////
  And/aLL/I/was/In//////
  ashes.
  
  172
  172
  GALACTIC CORE
  (ALLUNAN RUINS)
  THARNAXIST
  SPACE
  AISO
  SUSPECTED CORRIDOR
  JUMP DIRECTION
  VUSS
  COLONY
  BARBARIAN
  SPACE
  UNPOWERED
  SPACE
  STAR FARMS
  CENTAURUS
  OUTPOST
  TERRAN
  ALTAR
  FARAZIN
  LIER
  CRUXIN
  PELORIOUS
  FORGE
  VORCAN
  SEAT OF
  RANIX
  CRAGMUTH
  GREK
  ERGA
  EHJ
  HUMANUS
  CORSUS
  HIX
  SORRA
  REHISS
  FOLL
  TEL
  ARK
  MAST
  KNOWN JUMP CORRIDOR
  KNOWN PRODIGRAVUS
  PRESENCE
  PRODIGRAVUS 
  OVERRUN WORLD
  ALLUNA
  DRAKKA
  ABISUS
  WR-D
  108
  DEGA
  STATION
  RIPTRAUS
  GALAXY MAP
  There are many important planets in the Milky Way Galaxy. The most significant are recorded here, but the GM and 
  players should fill in the gaps as needed. When expanding the story, the group might decide each world on the map is a 
  hub to a smaller local cluster. There could be other colonies within traveling distance in the same star system, or there 
  may be new planets connected by additional Jump gates.
  THE MILKY WAY
  
  173
  173
  GALACTIC CORE
  This region comprised most of the Allunan Empire and 
  was wiped out by the Last War. Adventurous types 
  explore this region along unmarked Jump corridors, 
  searching for secrets and respite from the Church. But 
  they risk getting trapped; sharpers may arrive on the 
  other side of a broken gate with no way back. One might 
  adventure here:
  •	
  Searching for lost wealth or treasure (following 
  rumors or forbidden knowledge).
  •	
  Locating forgotten resources and energy (such as the 
  energy batteries in still-functioning Dyson Shells built 
  around entire stars – not even the Tharnaxist Church 
  has discovered a way to replicate this tech)
  •	
  Discovering superior working spaceships in ancient 
  space yards
  Whatever the reason, there are only 2 major planets left 
  in this region.
  Alluna
  Type: Ruined world (destroyed by metafusion bombs)
  Description: An abandoned planet covered in miles-high 
  super-complexes, with a web of millions of walkways 
  stretching the chasms between each complex
  Easily Habitable: Debatable. Ruins of super-complexes 
  provide shelter, but there’s no atmosphere
  Inhabitants: Rumors of mutants serving an ancient 
  Synthetic master
  Main Cities: Entire planet is an urban ruin. No significant 
  districts can be identified
  This planet was the closest settlement to the Milky 
  Way’s super-massive black hole. It was once the physical 
  and social center of the Allunan Empire and the apex of 
  human civilization. During the war, this was the first 
  planet wiped out from metafusion bombs that destroyed 
  its atmosphere and killed every inhabitant. The silvery 
  wreckage of massive complexes and monuments loom 
  ghostlike over the rest of the planet, and functioning 
  computers lie deep underground.
  Little is known about Alluna, most records of it were lost. 
  The Church claims Alluna was a pit of decay and human 
  detritus, while others believe it to be a lost utopia where 
  the best of the Galaxy were tragically killed.
  There are rumors that displaced mutants have inhabited 
  Alluna. These mutants saw the planet as their last 
  chance to escape persecution and died by the thousands 
  as they sought to create sustainable colonies in the ruins. 
  According to a legend, one group of mutants awakened 
  an ancient Synthetic who helped them survive. To this 
  day, they live in a tight-knit community under the Syn-
  thetic’s guidance, experimenting with cybernetics and 
  learning of Alluna’s past. There are darker rumors that 
  these mutants are building some giant artifact for the 
  Synthetic. Its function is unknown.
  All attempts by the Church to confirm these rumors have 
  failed. Every archivist and spy has found nothing or never 
  returned.
  Terran Altar
  Type: Ruined world (cause of destruction is unknown)
  Description: An uninhabitable planet with toxic oceans, 
  blackened clouds, frozen poles and an unusually large 
  moon
  Easily Habitable: No
  Inhabitants: The Unbound (on planet), Farstar Guild (only 
  in orbit)
  Main Cities: Foundations of cities dot the continents, but 
  few structures remain standing
  This planet is on all of the ancient star charts, but its 
  significance has been forgotten. Its position is convenient 
  for stopping along Jump corridors, and much traffic 
  passes by it even now. The planet is completely unlivable 
  and covered with a black and brown cloud of soot.
  Terran Altar is extremely well mapped, so much is known 
  about its geography. Strangely, all the names of cities or 
  peoples who lived there have been expunged from 
  public records. What information remains indicates that 
  this planet was destroyed sometime after the formation 
  of the Allunan Empire, but before the Last War. Some 
  believe that the Allunan Empire destroyed the records, 
  while others insist that they’re are still held by the Church, 
  kept as a closely guarded secret.
  There are two groups that keep an interest in the Terran 
  Altar. The Farstar Guild always has a small fleet orbiting 
  nearby, with each ship ready to dart into core space to 
  look for artifacts or head back to population centers to 
  trade. The other group is a cabal of dangerous Synthetics 
  called the Unbound. While the goals of the Unbound are 
  unclear, they clearly detest the Church. There are large 
  bounties reserved for Razor Cogs to track down any of 
  its thousand members, as each Unbound has personally 
  killed a Priest.
  
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  THARNAXIST SPACE
  The outer rim of the Galaxy has been rehabilitated under the theocratic government of the Tharnaxist Church, a cult that 
  worships technology. Remnant pockets of civilized humanity reside here and Tharnaxist Space is the primary setting for 
  adventure and missions. The main activities engaged in by denizens of this region are:
  •	
  Preserving your own life (earning money for food and fuel at whatever costs)
  •	
  Securing excessive wealth and power (in an attempt to rise above the chaos)
  Thousands of opportunities dwell here and the consequence of each mission tends to affect the following one. You can’t 
  make friends without inheriting their enemies. And while friends may let you down, your enemies never forget. 11 major 
  planets of Tharnaxist space are inhabited.
  Corsus
  Type: Rehabilitated world (rebuilt through scavenging ancient spaceships)
  Description: Muddy planet rich in coal and metals with stony regions used for mining
  Easily Habitable: Yes
  Inhabitants: Common humans and Synthetics, TTMC, small Church Presence
  Main Cities: Sunrider City (metropolis), unnamed mining colonies.
  This edge planet, covered in unusually thick mud, is rich in coal and other fossil fuels. Many believe Corsus once had a 
  lush ecosystem, but indigenous life was completely wiped out in terraforming. Only underground microscopic bacteria 
  survived and now wreaks havoc on infected colonists with weak immune systems.
  Corsus has the weakest Church presence of any civilized world. The Taam’s Transport and Mining Company (TTMC) was 
  founded here. Their success in industry and technology stems from discovering a crashed Allunan armada from the Last 
  War. Their derelict hulls have been stripped and scavenged to construct Sunrider City, a metropolis named after the 
  largest cruiser found among the wreckage.
  The salvage of the ancient ships is still ongoing. TTMC dominates the occupation directly around the scrap; the pockets 
  of civilization outside company purview fall under Tharnaxist dominion.
  Settlements outside of Sunrider City are typically mining towns. Precious metals and minerals are shipped out regularly 
  by TTMC, who maintain a brutal grip on natural resources. Church infiltrators and saboteurs are discovered occasionally 
  and dealt with lethal discretion, to protect corporate reputation. 
  Corsus is a planet rife with opportunity. Sharpers can unload cargo and gear without fear of Church reprisal, so long as 
  they don’t cross TTMC. Characters originating from this planet are usually of Brainiac, Thug or Scoundrel aspect: all are 
  equally common on Corusus.
  
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  Drakka
  Type: Untamed wilderness (dotted with secret and illegal settlements)
  Description: Thick jungles made of crimson flora and black soil. Landmasses surround acidic turquoise seas devoid of life
  Easily Habitable: Yes
  Inhabitants: Torch Dreamers, smugglers, pockets of Prodigravus
  Main Cities: Prime Light (large Torchdreamer settlement), Deep Meet (small, unaligned settlement), other small and 
  hidden settlements
  Drakka opens its arms to pirates, mutants, and criminals of all shapes and sizes. While not especially rich or well 
  resourced, the weak Church influence and location on the edge of Tharnaxist Space makes Drakka a popular stop for 
  “entrepreneurs.” If it can be bought or sold, you’ll find it here. Many smugglers and Illuminix producers use Drakka as a 
  base of operations, exploiting lax regulatory enforcement.
  Drakka is unterraformed. Most outposts are located on the equator where frequent rain supplies ample drinking water. 
  Hot jungles grow wild here, securing hideouts for criminal enterprises. Scientists often retreat to Drakka to conduct 
  experiments beyond Church and corporate provision. With so many holes in the jungle, Drakka is an ideal location for 
  making a rival disappear.  
  Like others in the Galaxy, Drakka provides for a few small pockets of Prodigravus. Keeping to themselves, they are 
  known to occasionally assault unwary traders. Characters originating from Drakka are likely of Brainiac, Bulbhead, or 
  Scoundrel aspect. Bioclasses are wildly diverse.
  
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  Cragmuth
  Type: Partially Settled (corporate prisons and training 
  facilities amid wilderness)
  Description: Verdant world with seasonal climates and 
  colossal mountains
  Easily Habitable: Yes
  Inhabitants: SMD security forces, convicts, Prodigravus, 
  wild beasts
  Main Cities: Smitton Complex (prison-fortress in a forest), 
  Argos (far away mountain outpost), Carthis Complex 
  (understaffed prison-fortress in a polar desert)
  The fertile climate of this mountainous and arboreal 
  planet are exclusive to the mega-corporation Shima 
  Mechanical Designs (SMD). With Church permission, 
  SMD uses Cragmuth as the training ground for its 
  security forces. The obstacles formed here both by man 
  and nature lead to remarkably rugged soldiers. 
  Convicts from other planets are often sold to Cragmuth 
  to play the patsy in live-fire “war games.” Soldiers who 
  die at the hands of these convicts simply fail basic 
  training, yet surviving convicts must fight again in another 
  game until they lose. Venerated SMD forces ride out the 
  end of their career by overseeing operations on Crag-
  muth. They consider this last duty to be more of a 
  formality than an honorable post. However, overseers are 
  the most dangerous individuals on the planet and should 
  not be trifled with. 
  A small pocket of Prodigravus occupies Cragmuth. They 
  breed quickly and the soldiers have yet to completely 
  eradicate them. Many believe they descend from the 
  infected once studied by the Tharnaxist Church. 
  Exposure to Prodigravus has made the SMD Soldiers 
  particularly xenophobic and consequently their world is 
  not open to mutants. Soldiers and convicts with corrupt-
  ed genes are executed.
  Wildlife on Cragmuth proffers yet another danger to 
  prospective escapees. Ferocious apex predators of every 
  variety have flourished. Large beasts stalk the mountains 
  and forests, feasting on stray mutants and convicts alike.
  Anyone fortunate enough to escape Cragmuth is on the 
  run for the rest of their lives. Characters originating from 
  this planet are likely to take on the Leader or Thug aspect. 
  Hardshells and Rigfiends are common Bioclasses; 
  Mutant Dogs are unheard of. 
  Ehj
  Type: Fully Settled (covered with boroughs and vanity 
  farms)
  Description: Warm plains and crystal lakes in the south-
  ern hemisphere, temperate and cool islands in the 
  northern hemisphere
  Easily Habitable: Yes
  Inhabitants: Wealthy humans, Tharnaxist Priests
  Main Cities: New Humanus (an urban spaceport  
  that is the gate of entry to the planet), Mondillion  
  (a conglomerate of a thousand boroughs that occupy 
  much of the great plains) and other exclusive towns
  With glass mansions and silver farms, Ehj is both a 
  vacation spot and retirement home for the wealthy 
  citizens of Humanus. The Church influence is oppressive, 
  but the denizens enjoy less densely packed surroundings 
  and cleaner air. Regular blood tests are conducted to 
  discriminate mutants from the rest of Ehj society.
  The only way to enter this world is through purchased 
  Tharnaxist approval. In addition, denizens on Ehj are 
  expected to visit their Vicar twice a week to receive a 
  sermon and donate charitably. Flouting this tradition 
  results in expulsion and even execution.
  The unintended consequences of this brand of justice are 
  “Ehj Orphans.” These children find themselves cast from 
  a life of luxury into the dark of an uncaring galaxy. Ehj 
  orphans hardly live long, but those who make it to 
  adulthood are usually shrewd and bitter. Despite this, 
  many feel compelled to fill the void left by their parents 
  with close friends and trusted allies. Characters originat-
  ing from this planet are usually of Brainiac or Scoundrel 
  aspect. Skinbags are the most common bioclass, usually 
  with the Dying Breed trait.
  Erga
  Type: Fully Settled (covered with hyper farms and food 
  factories)
  Description: Extremely varied ecosystem covered in 
  complexes creating much of the Galaxy’s food
  Easily Habitable: Yes
  Inhabitants: Tharnaxist Priests, Synthetic taskmasters, 
  laborers, unaligned nomads
  Main Cities: Breffit (main spaceport in a marsh of  
  hydroponic farms and algae tanks), Sadrit (miles-wide 
  factory farm enclosure that produces soy and some 
  meat), Maermoot (seasonal meeting plains for the 
  nomadic peoples)
  Erga has a very diverse ecosystem, with wide plains, 
  mountains, deserts, and even oceans. While this world 
  produces most of the Milky Way’s food, these natural 
  resources are not overly exploited. Companies opt to 
  build self-contained complexes of diamond plate steel 
  and concrete that separate production and waste from 
  the environment. Most food is chemically synthesized in 
  
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  laboratories and then produced by machine in a factory. 
  However, a few inhabitants have engineered hydroponic 
  farms or algae tanks for creating organic foods. The 
  production of meat, which is considered an unessential 
  delicacy, is deliberately limited - leading the price of real 
  meat to skyrocket. The equivalent of a ham sandwich 
  (actual meat) can be as expensive as §55.
  Nomadic tribes move across the plains and forests of 
  Erga, many with their own language. They travel from 
  facility to facility, seeking temporary work during the 
  rainy seasons and winter, returning to restful isolation 
  during the warm summer months. Their lives far from 
  idyllic, these tribes are routinely victimized, exploited, 
  and even “ethnically cleansed” during economic slumps.
  Characters originating from this planet are likely of Thug 
  or Leader aspect and Skinbag bioclass.
  Forge
  Type: Inorganic world
  Description: A planet devoid of life and atmosphere, 
  covered in mushrooming structures full of tireless 
  Synthetics at work
  Easily Habitable: No (must supply own oxygen and 
  radiation shielding)
  Inhabitants: Tharnaxist Priests, Synthetics, Razor Cogs
  Main Cities: Beta Port (where outsiders can trade), Onyx 
  District (an abandoned area where smugglers meet), 
  Alpha Port (where vital goods and tech are transferred to 
  the Church)
  This planet is the center of modern science and robotics. 
  Forge’s core no longer turns; there is no magnetic field or 
  atmosphere on the planet. Bursts of radiation from the 
  nearest star are unfiltered, rendering Forge uninhabitable 
  by organics. The only permanent residents are Synthet-
  ics, many of who were commissioned for jobs on other 
  worlds and returned after fulfilling their contracts. Forge 
  is where robot mercenaries, like Razor Cogs, do most of 
  their recruiting and training. 
  Sharpers still find plenty of opportunity on Forge. Many 
  venture there to snatch gadgets and tools abandoned by 
  the Synthetics. Most machines will ignore a stray human 
  or an unidentified ship, but wary visitors are careful not to 
  attract attention. Escalating conflicts are met with a swift 
  and fierce response by seemingly omnipresent Church 
  Enforcement units. The assurance of mutual destruction 
  makes Forge an ideal meeting place for rough-and- 
  tumble clientele. 
  Forge has two enormous space elevators located at  
  the poles of the planet - one at Alpha Port and the other 
  at Beta Port. These immense lifts are used to transport 
  ship construction materials, probes, and collections of 
  recyclable debris and parts. Forge experiences rapid 
  expansion. Branches of docks, laboratories, reclamation 
  sites and storage facilities have mushroomed over the 
  planet, and navigation by outsiders is challenging at best. 
  Forge is a planet in constant flux, with whole regions 
  in-use or abandoned at any given time.
  Player characters are unlikely to hail from Forge.
  Grek
  Type: Rehabilitated world (low tech; resettled by laborers 
  to gather raw materials)
  Description: An arid planet with subterranean villages and 
  deserts full of glass
  Easily Habitable: Yes (but very harsh environment)
  Inhabitants: Grekkians (consider themselves natives), 
  Tharnaxist Church (in small numbers), SMD employees 
  (overseeing the gathering of resources)
  Main Cities: Thoth (main port city, dug deep to reach 
  groundwater), Inam (shallow dug settlement for gather-
  ing resources in the Glass Wastes), Semek (refueling 
  port for sky cars bringing water and workers to Inam and 
  other settlements in the Glass Wastes)
  Grek is valued as a good source of oil and salt. Salt  
  is used in the artificial foods and diet supplements 
  produced around the Galaxy, while oil is used for making 
  advanced plastics. Before the Last War, Grek was lush 
  and oceanic. However, the suspicion of Prodigravus 
  presence led the Allunan Empire to destroy it with 
  metafusion bombs. These bombs killed everything and 
  evaporated the planet’s water, leaving only oil, salt and 
  desert. Grek is now a barely livable wasteland. 
  Grek’s most notorious desert is known as the  
  Glass Wastes. Covering nearly a third of the planet’s 
  southern hemisphere, this region is full of heat-fused 
  sand, sharp glass spires and nearly no ground water. 
  Though challenging to survive, it’s much easier to find 
  salt and oil deposits in the Glass Wastes and more  
  than a handful of settlements have taken root. 
  Laborers on Grek consider themselves native, claiming to 
  descend from refugees who returned to the planet after 
  its catastrophic bombing. They survive in settlements 
  deep beneath the surface to reach groundwater and 
  avoid the harsh sun. Grek natives are somber and value 
  their privacy. Suspicious of outsiders, they’re quick to 
  alert authorities of unusual activity. 
  Despite apparent Church loyalty, some smugglers 
  believe Grekkians harbor a secret rebellion against 
  Tharnaxism, and dream of a time when Grek will flow 
  with water again. Individuals in search of this rebellion 
  must first master the Grekkian language, which is 
  seldom spoken in the presence of an outsider. 
  Characters originating from this planet are usually of 
  Brainiac or Scoundrel aspect.
  
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  Humanus
  Type: City world (no undeveloped land; most populated planet in the Galaxy)
  Description: Covered in gray, crowded skyscrapers interspersed with smoking factories
  Easily Habitable: Yes
  Inhabitants: SMD (main base of operations), Tharnaxist Church, Pan Traders, human dregs
  Main Cities: Gazaia (unofficial capital of the Galaxy), Pergus (a colossal slum stretched along the equator), Marcifet (oldest 
  development on Humanus, extremely heavy Church presence)
  Alone in resembling the city planets of the Last Age, Humanus has no charm or splendor. Buildings are gray or black and 
  designed merely for ease of construction. Urban residents inhabit intermingled skyscrapers, decaying slums, spaceports, 
  forums and factories.
  Most Tharnaxist space trade passes through Humanus’ largest district, Gazaia, which also serves as the unofficial capital 
  of the Galaxy. Gazaia is a 100 mile cube of 50-story buildings. Structures are built like sovereign fortresses to serve 
  wealthy proprietors, but the streets are wild with violence and chaos. 
  Humanus’ industrial development arose from it’s position at the center of SMD operations. The corporation has a long, 
  prosperous history of cooperation with the Tharnaxist Church. While SMD serves its own agenda, they won’t hesitate to 
  kill or betray anyone for a Priest.
  After SMD and the Church, the Pan Traders are the most powerful organization on Humanus. Pan Traders, the slumlords 
  of Pergus, are drug dealers who specialize in addictive feast pills that they exchange for common food rations. By selling 
  food back to travelers and denizens at exorbitantly high prices, successful Pan Traders are able to buy penthouses in 
  Gazaia. Starvation is the most common cause of death on Humanus and this perverse drug economy is responsible.
  Amidst the turmoil, common folk on Humanus carry out anonymous lives. Money and connections are the only ways to 
  rise above the detritus. As a result, characters born here often adopt a cynical worldview and find it difficult to engage in 
  altruistic friendships. 
  Characters from Humanus may be of any aspect or bioclass.
  
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  Mast
  Type: Rehabilitated world (reopened mines originating 
  from before the Last War)
  Description: A honeycombed mining world made of 
  purple rocks. Its slow rotation and thin atmosphere leads 
  to long, starry nights
  Easily Habitable: Yes
  Inhabitants: TTMC (own and operate mines), Iron Souls 
  (robot labor union), human and Synthetic miners, second-
  class mutants
  Main Cities: Astra (main port in the twilight of the south 
  pole), Romahnt (equatorial science complex that man-
  ages oxygen production), Gilly Town (subterranean 
  miner’s colony made of raw stone, strung lights, and 
  metal doors)
  Though its metals were extracted by the Allunan Empire 
  a millennia ago, Mast is still valued as a mining world. 
  While studying ancient records, the Tharnaxist Church 
  discovered Mast was still rich in minerals essential to the 
  superconductors used in advanced technology. The 
  planet’s mines were then reopened by SMD, who later 
  sold mining rights to TTMC. Many Synthetics have been 
  commissioned to work the mine over the past 150 years 
  and most of the original machines chose to stay and 
  continue their work at exceptional pay. Humans and 
  mutants also labor on Mast, but with considerably 
  reduced compensation and poor working conditions.
  The rocky planet has almost no vegetation. The only 
  green lifeforms are found along miles-deep columns 
  around the equator. These mega-tanks, filled with kelp 
  and phytoplankton, maintain Mast’s sensitive atmo-
  sphere. Scientists oversee this delicate operation from 
  the city of Romahnt. They keep a strong connection to 
  intelligentsia in Astra, who run the planetary government 
  and locate new mines. Together they form the richest 
  class on the planet, and all are directly paid by TTMC.
  Over-mining has caused TTMC to dig deeper into Mast’s 
  crust. Entire regions of the planet were detonated, 
  forming abyssal craters visible from space. Unfortunately, 
  unrestricted detonation has led to many collapsed mines. 
  It’s rumored that trapped Synthetic miners survive 
  underground, roaming the darkness and slowly losing 
  their minds.
  Characters originating from this planet are likely of the 
  Brainiac aspect, or mutated Scoundrels.
  Seat of Ranix
  Type: Artificial world (completely built by the Tharnaxist 
  Church)
  Description: A planet-sized space station still growing 
  layer by layer. Black spires tipped in yellow lights spring 
  from pits descending into the station’s core. Scaffolding 
  is commonplace as slaves and Synthetics go about 
  construction
  Easily Habitable: Yes. An artificial atmosphere is suspend-
  ed by a magnetic field
  Inhabitants: Most powerful and elusive members of the 
  Tharnaxist Church, lower Priests, Synthetic taskmasters, 
  organic slaves
  Main Cities: Omnistremus (located in the gravity-less 
  core of the station), Crasticus (cyclopean delivery port for 
  Church-requisitioned materials), Malcuria (center of 
  Church military authority located halfway toward the 
  core)
  An astoundingly large space station two-thirds the size of 
  most colonized worlds, this place is the current seat of 
  Tharnaxist authority. At its core is Omnistremus, a 
  floating city where important Priests live and work. Each 
  supports an elusive council called the Voice of Ranix.
  The Seat of Ranix was constructed to be a fully artificial 
  planet symbolizing the triumph of tech worship. Billions 
  of common people live among the recesses, but are all 
  bred and live as slaves, toiling under a Synthetic taskmas-
  ter. Humans serve one function: manual construction of 
  the layers that ascend the seemingly endless station.
  The Seat of Ranix embodies the dark march toward a 
  completely inhuman galaxy. To travel here is suicide, 
  unless you arrive on Church invitation. Even then, upset 
  the wrong Priest and you may never return. By most 
  accounts, outsiders that journey to the Seat of Ranix 
  return as empty shells of themselves; something seen or 
  experienced breaks them so completely that they never 
  really recover. Others rumor the “planet” is being 
  constructed to the schematic of an ultimate weapon, one 
  abandoned by the Allunan Empire.
  No one should originate from this planet.
  
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  Vorcan
  Type: Partially settled (hostile environment)
  Description: Volcanic world with unceasing clouds of ash 
  and no life. Its oceans roil and bubble under extreme 
  heat
  Easily Habitable: Partially. Sealed suits required when 
  leaving enclosed settlements
  Inhabitants: Competing SMD and TTMC contractors
  Main Cities: Delphin (SMD enclosed settlement in the 
  heart of the northern continent), Shima’s Ire (new TTMC 
  settlement on the coast of the northern continent), Deep 
  Mill (rumored undersea laboratory)
  Vorcan is a planet early in its development. It is a mess of 
  active volcanoes and bubbling oceans, with a toxic 
  atmosphere thick with ash. However, Vorcan’s igneous 
  rocks are of a unique compound that binds into remark-
  ably strong concrete. SMD and TTMC are engaged in a 
  terse competition to turn the entire planet into a large 
  gravel pit. Due to the extreme geothermal activity, both 
  company settlements must constantly spin off heat with 
  miles-high conductive pylons that reach into the cooler 
  regions of the atmosphere. Nothing goes to waste on 
  Vorcan; the pylons in turn use convection to capture and 
  repurpose thermal energy.
  Because of this, Vorcan serves a second purpose. The 
  nearly limitless energy charges the liquid fuel used by 
  modern spaceships. While it was initially reserved for 
  their own fleets, SMD and TTMC have so much inven-
  tory they now sell fuel directly to travelers at a 20% 
  discount. As a result, sharpers commonly meet in orbit of 
  Vorcan to refuel and engage in business.
  Like many planets, Vorcan has a local myth.  
  People speculate the existence of an undersea facility 
  called Deep Mill. Supposedly a high-tech laboratory built 
  before the Millennial War, descendents of the original 
  inhabitants are rumored alive today. The extreme heat 
  and violent geothermal activity of Vorcan has ruined 
  every attempt to discover Deep Mill.
  Characters originating from this world are usually of the 
  Brainiac aspect.
  Or/will/a/darkness,///
  o’er/material/shows///
  Descending,/hide/them/
  from/the/spirit’s/////
  sight;////////////////
  As/from/the/sun/a/////
  blotting/radiance/////
  fLows/////////////////
  Athwart/the/stars/all/
  glorious/through/the//
  night;
  And/the/still/spirit//
  hang/entranced,/alone,
  Like/one/in/an////////
  exalted/opium-dream--/
  Soft-Flowing/time,////
  insisting/space,//////
  o’erblown,////////////
  With/form/and/colour,/
  tone/and/touch/and////
  gleam,
  Thought/only/waking--/
  thought/that/may/not//
  own///////////////////
  The/lapse/of/ages,/or/
  the/change/of/spot;///
  Its/doubt/all/cast/on/
  what/it/counted/known,
  Its/faith/all/fixed/on/
  what/appeareth/not?
  
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  STAR FARMS
  This region of the Galaxy was never settled by the 
  Allunan Empire. However, the Tharnaxist Church now 
  claim the essential elements here for their galaxy-wide 
  schemes. Using advanced weaponry, stars are literally 
  blown up to free their elements for collection, supplying 
  quantities unobtainable by other means. Sharpers might 
  travel here when:
  •	
  Attempting to lift or steal a shipment of heavy 
  elements before it is documented and tagged.
  •	
  “Laying low” from the rest of society in a stable (if 
  cold and brutal) work environment.
  There are two significant locations in the Star Farms.
  WR-D 108
  Type: Deep space station (does not orbit any star)
  Description: High-security weapons development and 
  testing station. A lack of external lighting makes it appear 
  as a nearly invisible black spec against the starry sky
  Easily Habitable: Yes
  Inhabitants: Tharnaxist researchers and archivists, as well 
  as third party scientists
  This small, secret station is where Tharnaxist Priests 
  developed star-bursting technology, which led to the 
  founding of the Star Farms. The Tharnaxist Church still 
  uses the station to test new equipment, since their 
  convenient location in deep space is nearly immune to 
  electromagnetic interference.
  WR-D 108 employs weapon systems that can track and 
  immediately destroy any ship arriving within 400,000 
  kilometers of the station. Consequentially, it’s nearly 
  impossible to sneak on or off. Through invitation, fearless 
  sharpers are occasionally smuggled onto the station to 
  assassinate a Priest’s professional rival or spy on his 
  subordinates.
  Characters originating from this station are likely third-
  party scientists (or their children) of the Brainiac aspect.
  Vuss Colony
  Type: Terraformed
  Description: A dusty, shrub-covered world with muddy 
  lakes and swampy poles. No indigenous life or real 
  oceans to be found
  Easily Habitable: Yes
  Inhabitants: Star Farm laborers and their families
  Main Cities: Muntado (residential city and port for Star 
  Farm workers), Kankess (polar fuel depot)
  Vuss colony is the only inhabited planet in the Star Farms. 
  People who live here spend much of the year out in 
  space on cramped, dark stations. They return only for 
  deliveries, brief mental health leave, or to visit their 
  families. There is a strong duty and work-focused culture 
  among Vussians, and no sympathy for the Church. As 
  long as operations are stable and rare elements are 
  delivered to Tharnaxist hands, Priests are happy to avoid 
  this desolate world.
  While Vussians do not hate outsiders, they cannot 
  tolerate mutants. Most believe that mutants are dirty, 
  lazy and dangerous. Lynches are carried out when a 
  mutant is discovered. This hatred is partly fueled by the 
  existence of Prodigravus marauders who sulk in the 
  wilderness, attacking and killing anyone travelling too far 
  from the settlements.
  The planet is covered in dusty plains and small shrubs, as 
  cosmic radiation from the detonated stars make it hard 
  for large plants to grow. Locals live in prefabricated 
  trailers or concrete structures dug partly into the ground. 
  The radiation doesn’t limit human growth the same way 
  it does the plants, but people who work too long out in 
  the star farms may develop a sickness known as the 
  Drift. This illness destroys any ability to form new 
  long-term memories. Victims remember daily activities, 
  or events occurring before they contracted the sickness, 
  but any new experiences are quickly forgotten the next 
  day.
  Characters originating from this planet are likely to take 
  on the Brainiac or Thug aspect. Human characters and 
  mutants may feel hatred or fear toward the other.
  
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  BARBARIAN SPACE
  Though officially claimed by the Tharnaxist Church, 
  Barbarian space has no central authority and is largely 
  unmapped. Many criminal organizations from Tharnaxist 
  Space travel here, either to trade technology with pirates 
  or harvest resources without Church harassment. Get-
  ting caught doing either results in stiff punishments. 
  Common motivations to adventure here include:
  •	
  Peddling technologies easily accessible in Tharnaxist 
  Space at a 10% profit margin.
  •	
  Seeking a black market of banned technology.
  •	
  Tucking large stores of physical wealth out of reach 
  of the Church.
  •	
  Enlisting with or seeking the services of a pirate orga-
  nization.
  This region is highly dangerous, but someone with 
  ambition could grow and acquire power at a faster pace 
  than they would in Tharnaxist Space. Barbarian space 
  has 4 major locations.
  Centaurus Outpost
  Type: Partially Settled (Hostile environment)
  Description: Cold, icy world with completely inhospitable 
  poles. The only local food source is large fungi that grow 
  in the less snowy regions
  Easily Habitable: Yes. With proper equipment, it is 
  possible to survive outside the heated settlements
  Inhabitants: Church soldiers and commanders
  Main Cities: Krommand (large heated fortress where 
  on-duty soldiers live), Parrell (small mining colony on Cen-
  taurus’ fourth and furthest moon)
  Centaurus Outpost is a military post that guards Tharnax-
  ist Space. The planet is extremely cold, and covered in 
  ice and snow. The frozen ecosystem is seen as a natural 
  form of security to protect the military establishments 
  housed within large, expensive facilities. From this post, 
  the Church’s soldiers and SMD security forces go on 
  patrol. Their ships wait in corridors near rumored Jump 
  gates, attempting to catch any smugglers or pirates 
  crossing the border.
  Priests posted on Centaurus Outpost are morose and 
  bitter. They consider it a hollow position where they are 
  destined to disappointment. The fleet used by the Priests 
  here is not as strong as the Church claims. It is vulner-
  able to a coordinated raid, but no pirates are willing to 
  attempt it. This, in combination with a collective failure to 
  locate the secret Jump gates used by smugglers, further 
  compounds the Priests’ embarrassment.
  The families of many soldiers reside on Centaurus 
  Outpost. Children who grow up here are encouraged to 
  join the armed forces or leave forever. Vigorous military  
   
   
  education, received from a young age, leads departed 
  individuals to careers as hired muscle.
  Characters originating from this planet are likely to take 
  Leader or Thug as their aspect.
  Dega Station
  Type: Space Station (orbits a Blue Giant star)
  Description: A large, reconstructed space station where 
  crime is rampant and anything is possible. It has the 
  appearance of a floating junk heap
  Easily Habitable: Yes
  Inhabitants: Fearless pirates, smugglers, and contracted 
  engineers or scientists
  Main Districts: Nyxus (a wild entertainment district where 
  anything can be bought or sold), Chaedra (a fallen district 
  where the destitute live, and where the Reaper Forum 
  locates its galactic headquarters)
  Dega Station is one of the strangest locations in  
  Barbarian Space. While there is no official record or 
  confirmation of this by the Church itself, the common 
  lore of Degans insists the station was stolen from the 
  Church and then taken deep into Barbarian Space,  
  never to be reclaimed.
  Overtime, the station has degraded. Repairs are piece-
  meal and disorganized, giving Dega Station an extremely 
  menacing look. Old parts, broken off or discarded, still 
  float about the station. In other places ships have been 
  attached straight to the station to expand or fill in gaps. 
  The instability of the station has led to high demand for 
  scientists and engineers, granting them status over the 
  locals. So long as a scientist keeps the lights on and the 
  station airtight, they are untouchable.
  Dega Station is the perfect location to sell illicit goods, 
  hide-out until the heat dies down, or recruit extra muscle 
  for a dangerous mission. But one must pay to play; 
  bribes are required to guarantee safety. One merchant 
  reported paying various gangs as much as §200 a day to 
  protect his valued goods.
  Gangs are the closest thing the station has to law 
  enforcement. They are made up of wretched humans 
  who were born on the station and never left. Territory is 
  rigidly established and peace is kept by decades-old 
  pacts still honored by today’s leaders, who fancy them-
  selves kings. All the “lords” have agreed to stay out of 
  Chaedra, a district now occupied by the Reaper Forum. A 
  record of all bounties and contracts are kept here, though 
  rarely are such deeds carried out on the Station. The 
  Reaper Forum’s primary bank is also located in Chaedra, 
  though none have dared to rob it.
  Characters originating from Dega Station are likely to take 
  on Scoundrel or Thug as their aspect.
  
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  Farazin
  Type: New settlement
  Description: Orange, rocky world covered in rivers and canyons that bleed into oceans full of vibrant sea life
  Easily Habitable: Yes
  Inhabitants: Chaos Rose, unaligned pirates, sharpers
  Main Cities: Assad (the bustling “Crown Jewel” of Farazin located on a river delta), Dark Run (a mutant district attached 
  to Assad, located in the shadow of a canyon), Deen (a ribbon-like city on a jagged coast where Chaos Rose has slightly 
  less influence)
  Farazin is the most notorious pirate world in Barbarian Space. Here there’s wealth, splendor and smuggled technology all 
  around, but as much danger, betrayal and tragedy await the unwary. The wealth flowing from this planet is usually 
  enough to encourage travelers to risk the journey. Getting to Farazin is easier said than done; the Jump routes are kept a 
  closely guarded secret to protect the planet from the Tharnaxist Church.
  Farazin is riddled with canyons, ones naturally formed by rivers rushing from mountains out to the planet’s lush oceans. 
  On the delta of one of these rivers, still deep in the canyons, is where you find Assad. It has no towering skyscrapers or 
  factories, merely simple stone structures large enough for comfortable living, trading, and gambling. There are no wide 
  streets, but instead narrow alleyways lead to bazaars and crime dens. Food here is sourced locally, supported by a 
  thriving fish industry. Clever profiteers have formed a racquet smuggling the fish back into Tharnaxist space. It’s unknown 
  if the fish are indigenous to the planet or if they were brought by an ancient group of settlers.
  Chaos Rose is the eminent presence on Farazin. They own many of the bars and nightclubs in Assad, where competition 
  is fierce. The Prodigravus on this world exist in extremely small number. Wild tribes nearby are directly descended from 
  the Prodigravus slaves that escaped confinement. Any still in captivity are forced into fighting pits or hunting games.
  Characters originating from this planet are likely to take on the Leader, Bulbhead, Scoundrel, or Thug aspect.
  
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  Riptraus
  Type: Untamed Wilderness (secret pirate bases reside 
  deep in the forests)
  Description: Mostly natural world with two main conti-
  nents: one covered in a canopy of gigantic black-trunk 
  trees, the other made of dry mountains and shrubby 
  vegetation
  Easily Habitable: Yes
  Inhabitants: Deep Nova pirates
  A less famous, far more brutal world than Farazin,  
  Riptraus serves as a pirate outpost to Unpowered  
  Space. Secrecy is key on Riptraus, as Tharnaxist forces 
  from Unpowered Space wipe out every base they 
  discover. Consequently, only Deep Nova pirates are brave 
  enough to hide here. Their concealed bases are violently 
  defended, with outsiders exterminated or  
  forcibly recruited. 
  Deep Nova takes home under the towering black trees  
  of the southern continent. The dense wood supplies only 
  furnishings and decorations; paper is a relic of the past 
  and buildings are rarely built from timber. The plains of 
  the northern continent are left untouched, as there is 
  nowhere to hide from Tharnaxist patrols.
  Characters originating from this planet are probably 
  Scoundrels or Bulbheads. Most are heavily mutated, as 
  Deep Nova breeds and recruits mutants from Pelorious.
  
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  UNPOWERED SPACE
  The Church has a strong presence here, stunting the 
  progress of Unpowered Space to seventeenth century 
  Earth. Even the most advanced planet, Cruxin, is deliber-
  ately restricted to nineteenth century machines. Sharpers 
  adventure here:
  •	
  Seeking respite from a depraved, technological 
  society.
  •	
  Poaching natural resources.
  •	
  Trading with or hiring mutant exiles.
  The strange and archaic Unpowered Space is home to 3  
  important worlds.
   
  Cruxin
  Type: Low-tech society (humans are forcibly kept un-
  aware of the outside)
  Description: Temperate and rainy planet where the 
  Church secretly studies low-tech humans. Inhabitants of 
  Cruxin are just discovering industry
  Easily Habitable: Yes
  Inhabitants: Genetically pure humans, secret Church 
  Archivists and Researchers
  Main Cities: Mindelphina (smoky seaport with steam run 
  factories – center of Cruxin commerce and culture), 
  Tratton (industrial metropolis far north of Mindelphina and 
  hostile toward it), Dephadus (Frontier village on the edge 
  of the unexplored eastern continent)
  An extremely unusual world, the people of Cruxin are 
  bred for observation; their genes are the control group to 
  the divergent mutations of other interstellar human 
  beings. Cruxins are similar to the Earthlings of yore in 
  ethnicity, though no one would recognize that today. All 
  anyone knows is Cruxin blood is very old.
  Among calm, temperate climates, the people here  
  live out their daily lives in low-tech cities, only recently 
  discovering the methods of industry. Mindelphina  
  and Tratton, two cities sharing a coast on the western 
  continent, are locked in a desperate political power 
  struggle. Over the past 30 years, armed conflict has 
  broken out over trade routes and resource ownership. 
  When Mindelphina settled Dephadus on the unexplored 
  eastern continent, tensions escalated. Dephadus is  
  open to citizens of other cities, except Tratton.
  On occasion, Cruxians are brought aboard  
  Tharnaxist ships for checkup or interrogation. Cruxian 
  contact with the “others” is fantastic and horrifying; their 
  tales are received with incredulity. Awareness of the 
  Galaxy is limited by Tharnaxist enforcement to minimize 
  external influence, but sharpers and pirates can sneak in 
  on “vacation.”
  Characters originating from this world are unpredictable 
  in their adjustment to the rest of the Galaxy; they might 
  be of any aspect.
  Lier
  Type: Closely guarded wilderness
  Description: Wild, diverse ecosystems that feels  
  unusually familiar and comforting to human travelers
  Easily Habitable: Yes
  Inhabitants: Civilian Scientists, secretive poachers
  Lier is a refuge for the animals and plants from mankind’s 
  distant past, with climates ranging from deserts to 
  rainforests. The planet is closely guarded by the Church 
  for biological research. While Tharnaxist Priests are 
  students of the machine, they compare their understand-
  ing to natural life. However, the Priests hardly perform 
  any research themselves – it’s too “dirty” a task for their 
  involvement.
  Hired scientists are the only civilians on Lier, but the 
  Church retinues only 100 residents at a time. Should a 
  scientist’s family expand, he may give up his spot for a 
  new child, or send an older child out into the Galaxy  
  on their own.
  The only other people on Lier are poachers. Pirates land 
  here to capture animals to sell as rare pets and meat for 
  black market trade.
  Characters originating from this planet are likely to take 
  on the Brainiac aspect.
  Pelorious
  Type: Untamed wilderness (and highly dangerous)
  Description: A swampy, dark world with a purple, impen-
  etrable toxic jungle around its equator
  Easily Habitable: Yes
  Inhabitants: Mutant exiles, large amounts of unchecked 
  Prodigravus
  Main Cities: No settlements of note. Long-surviving 
  social groups are nomadic and avoid the Prodigravus 
  scourge
  Xenophobia is common; many settlers demand freedom 
  from mutants. The “civilized” people who refuse open 
  genocide pay ship captains to exile genetic deviants to 
  the undeveloped planet Pelorious. This swampy, grim 
  world isn’t well monitored by the Church, but it’s located 
  on a well-mapped Jump corridor.
  Mutants on this world are unusually deformed and 
  malevolent. Recent exiles may be sane and stable, but 
  they’re still quite dangerous, given some have superhu-
  man powers.
  
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  The greatest threat on Pelorious are the many Prodigra-
  vus tribes. It’s unknown if they settled before the mu-
  tants, but their population continues to grow. Prodigravus 
  raiders regularly attempt to destroy the few organized 
  settlements of the Pelorious mutants. In result, every 
  group on Pelorious is nomadic. The Strangle, a toxic 
  jungle spread across the equator, makes life much harder 
  on everyone. Prodigravus raiders have wiped out nomads 
  by pinning them between the jungle and their violent war 
  parties.
  A handful of fortunate mutants have escaped back to 
  Tharnaxist Space by joining up with pirates and transition-
  ing into civil society. Mutant returners avoid prominent 
  figures to prevent a second banishment.
  Characters that originate from Pelorious are exclusively 
  Skinbags with the Mutant Dog trait. Bulbhead or Thug 
  are sensible aspects, depending on which traits their 
  pirate saviors valued.
  PRODIGRAVUS WORLDS
  While inhabited planets typically harbor small, hidden 
  tribes of Prodigravus, other worlds were completely 
  overrun just before the Gelding. Any planet with Prodigra-
  vus presence is marked on the map with a “P.” A world 
  completely overrun is marked with an “X”. Some tell 
  horrific stories of Prodigravus stealing spaceships and 
  marauding the inky black between the stars. Jump 
  corridors near known Prodigravus systems were shut 
  down long ago, but functioning gates are still hidden, 
  undiscovered, throughout the Galaxy. Travelers to 
  Prodigravus worlds are typically:
  •	
  Fulfilling a death wish.
  •	
  Looking for artifacts too dangerous for others to 
  salvage.
  •	
  Honing their skills as warriors or capturing Prodigra-
  vus slaves.
  Little is known about overrun worlds, other than where 
  they are.
  THE OUTSIDE
  The darkest region on the map, The Outside is  
  completely unknown, unmapped and most likely unset-
  tled. Planets out here were never annexed by the Allunan 
  Empire. And all of them, with one exception, are un-
  known to the Tharnaxist Church. Those who travel here 
  are typically:
  •	
  Running from civilization.
  •	
  Driven to obsession by the frontier.
  •	
  Pursuing modern myths about Shangri-La.
  Common knowledge says The Outside is home to only 
  one planet. The Jump gate leading there has been 
  mapped, but intel on an exit route hasn’t yet been 
  discovered.
  Aiso
  Type: Partial wilderness (a mix of low-tech settlements 
  and untamed landscape)
  Description: A planet of lakes and groves, with a few 
  mountain ranges and deserts. No large oceans
  Easily Habitable: Yes
  Inhabitants: Simple humans and visiting smugglers
  Main Cities: Rahlof (large timber-built village situated 
  between 8 enormous lakes and south of a mountain 
  range), Prapezzo (large stone village north of the moun-
  tains known for hardy livestock)
  This beautiful and undeveloped world is totally isolated 
  from the rest of the Galaxy. Located near the tip of a 
  spiral arm, Church presence here is unheard of. Most 
  settlements are located near lakes and groves, with clear 
  grazing land for livestock. The little technological prog-
  ress on Aiso stems from independent development or 
  from trade with a rare passing spaceship. While Aisoans 
  speak their own language, some grasps enough of the 
  common Allunan tongue to trade rare woods, exotic 
  plants and animals with visiting outsiders. 
  Aisoans know of the rest of the Galaxy. However, the 
  Jump route connecting Aiso and Corsus is kept secret 
  from the rest of mankind. None of the natives know how 
  to build spaceships; knowledge of the route wouldn’t 
  help them leave.
  The planet is peaceful and safe, so Aisoans who travel 
  the rest of the Galaxy have intense motivations for doing 
  so. Their reasons may be constructive - like finding 
  medicine to aid an ailing family member, or transient - like 
  fleeing punishment for a crime. Only by stowing away on 
  visiting ships, or by joining a smuggler crew, does an 
  Aisoan make it to Tharnaxist space.
  Characters originating from Aiso must rely on their wits 
  and charm and are likely to take on the Scoundrel aspect.
  
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  Tharnaxist Church
  Headquarters: Seat of Ranix
  Goals: Maintain technological and political superiority through a totalitarian theocracy
  Members: Cybernetically-enhanced Priests and robots
  Initiation: Gaining the favor of a Vicar and then undergoing dangerous cybernetic modifications and mental conditioning
  The Tharnaxist Church is the most powerful social structure in the Galaxy, despite their lack of concern for the wellbeing 
  of humanity. The Priests enforce Church law to ensure they remain supreme and are afforded uninhibited access to 
  resources and technology. According to Church law, homicide and theft are not worth prosecuting, while synthicide and 
  Church opposition are capital offenses.
  FACTION DESCRIPTIONS
  New social structures formed from the fallout of the Millennial War. Many gangs, companies and interest groups all 
  compete to achieve their agendas. Some are based on a single planet, while others amass interstellar presence. GMs are 
  encouraged to reference the social organizations below in support of the story and for influencing missions. Players may 
  also include factions in their origin story. 
  
  189
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  The expectations of Church office are ill-defined and corruption runs rampant. Priests pursue personal interests, worldly 
  pleasures and their own scientific research, unless they’re pressured by superiors. Priests are responsible for gathering 
  their own resources; they may demand gifts and taxes from nearly anyone in Tharnaxist space, and each Priest goes 
  about it differently. SMD, a corporation fronted by the Church, often provides gear and ships to Priests for little or no cost. 
  Priests further up in the hierarchy demand tributes from the many beneath them. Rarely, when a Priest finds it necessary 
  to outfit a servant, do resources trickle down from above. 
  It’s very difficult to ascend the Church hierarchy. Priests only grant positions to those directly beneath them, so it requires 
  treachery and the favor of your master’s master to gain status. Synthetics don’t rise in rank and are never assigned 
  hieratic duties as Priests fear a power struggle with the holy Synthetics. Consequently, most robots are bodyguard 
  enforcers or slave taskmasters.
  Positions:
  •	
  Neophyte: Neophytes are holy slaves. Anyone can become a neophyte by swearing fealty to a Priest. Priests also 
  kidnap people to serve as neophytes.
  •	
  Legate: Agents of a powerful Priest who are rewarded with gifts for their service. Legates come from secular 
  citizens, elevated Neophytes, and Initiates.
  •	
  Initiates: Initiates are the lowest of Priests. As part of their cybernetic enhancement, their brains are hardwired with 
  Tharnaxist theology. The process is painful and dangerous, killing many who undertake it.
  •	
  Archivist: Archivists are similar to legates; their authority derives from the status of the Priest they serve. They are 
  tasked with gathering and studying scientific knowledge.
  •	
  Vicar: Vicars are granted a domicile to protect Church interests. This region may be as small as a few blocks, or as 
  large as an entire city. Vicars are rewarded with a ship and several Enforcer guards upon gaining office, and achieve 
  greater affluence throughout their career.
  •	
  Archpriest: An archpriest has dominion over a planet or planets. They are tasked with managing vicars and settling 
  their disputes. Archpriests play favorites among their vicars and frequently pit them against one another.
  •	
  Primus: This office is purposed with preserving Church authority. A primus sets tasks and quotas to the archpriests 
  under their command. They have access to massive resources and technology and command Tharnaxist warships. 
  Primuses conspire against each other, seizing any opportunity to slay political opponents who fail their mission.
  •	
  Transcended: Only Priests with absolute dedication to the Church ascend to this rank. They undergo a mysterious, 
  final enhancement process completely stripping them of their humanity. Transcended are rarely seen and their 
  responsibilities are not defined, but absolute power is always at their disposal. They are rumored to be both 
  invulnerable and immortal.
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  190
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  Chaos Rose
  Headquarters: Farazin
  Goals: Gain wealth through piracy and defend Barbarian Space from Tharnaxist influence
  Members: Humans of varying cybernetic enhancement, with very few mutants
  Initiation: Joining a captain’s crew
  While Chaos Roses plays up the glamorous life of piracy, they are not to be trifled with. They operate as a flamboyant 
  gang of thieves in Tharnaxist Space and as generous patrons back home on Farazin. Chaos Roses prefer to pilfer hard 
  currency and valuable goods rather than ransom individuals or kidnap slaves.
  Chaos Rose consists of two major groups: those who have accrued privilege and no longer need to go on raids, and 
  those still seeking their fortune. New Chaos Rose members are typically unfamiliar with Farazin, so they are less cultured 
  and more aggressive than their older counterparts. This divide is the source of constant tension between the wealthy and 
  the young.
  A pirate’s ship décor and clothes reflect his or her accumulated wealth: the more exuberant the pirate, the more influence 
  they wield. And while Chaos Rose has no formal leadership, truces are made between powerful members and must be 
  honored. Though rare, coups and mutinies occur with the victorious party judged righteous. 
  Positions:
  •	
  Crewman: Anyone given permanent employment on a captain’s ship gains this title and status as a full Chaos Rose 
  member. Some crewmen gain wealth and retire without ever becoming captains, yet maintain powerful connections 
  within Chaos Rose.
  •	
  Freebooter: This is the title given to freelance ship-owners who are looked upon favorably by a Chaos Rose captain 
  or admiral. Freebooters and their crew may become full-fledged members when vouched for by two or more 
  captains.
  •	
  Captain: A crewman who acquires enough wealth on the job to buy a ship and hire more than 3 other crewman 
  becomes a captain. They sometimes work for a wealthier patron, called an admiral.
  •	
  Admiral: Those affluent enough to own multiple ships and pay captains are called admirals. They’re entitled to a cut 
  of their captains’ loot, unless a captain offers enough money to buy out the admiral’s share of the ship.
  
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  Deep Nova
  Headquarters: Unknown, but heavy presence on Riptraus
  Goals: Become the most powerful and brutal pirate gang 
  in the galaxy
  Members: Mutant and human slaves in the service of 
  reclusive Synthetic masters
  Initiation: Birth in slavery or capture by Deep Nova crew
  Deep Nova has a reputation for being merciless toward 
  the weak and fearless of the powerful. They prey on any 
  game they can find, even poaching Chaos Rose ships 
  laden with wealth. Their blatant disregard for other free 
  folk leave Deep Nova despised by many across the 
  Galaxy. Yet the Synthetic masters of Deep Nova are 
  protected by the corrupt Church leadership of Tharnaxist 
  Space. Deep Nova raiders are ruthless, unpredictable, 
  brainwashed messes with one objective: gaining wealth 
  for their Synthetic masters. Many raiders are cybernetic 
  mutants, with some stolen from Pelorious and others 
  bred in slavery.
  Survivors of a Deep Nova raid are enslaved and brain-
  washed. From then on, freedom is offered to the most 
  worthy raiders, and just enough pardons are granted to 
  motivate the others. Any Deep Nova that escapes 
  without permission is marked for death. The masters 
  command their followers to torture and slay any deserter 
  they recapture. However, desertion is rare as it’s difficult 
  to overcome the deep mental conditioning undergone by 
  every raider.
  Positions:
  •	
  Raider: Any Deep Nova slave in active service, 
  Raiders might operate without immediate supervi-
  sion and even live among free men in Barbarian 
  Space, but in the back of their mind they know their 
  true duty is to serve the hunt.
  •	
  Chief Raider: A slave that demonstrates loyalty to 
  their masters is elevated to chief raider. On missions, 
  they’re granted command over other slaves.
  •	
  Chainless: Freed slaves are usually set loose in a 
  hostile region with no wealth and little food. Many 
  chainless give up the free life and return to support 
  Deep Nova.
  •	
  Master: These rarely seen Synthetics are the 
  owners, breeders and leaders of all slaves within 
  Deep Nova. The Church denies their existence to 
  avoid the difficulty of punishing Synthetic- 
  sanctioned piracy.
  Empyrean Hunters
  Headquarters: Ehj
  Goals: Promote exotic game hunting throughout  
  the Galaxy
  Members: Wealthy and vain humans, and  
  some Synthetics
  Initiation: Purchase lifetime membership for §1000, or 
  donate a large and rare kill
  The explosion of man-made life throughout the  
  Galaxy has given rise to creatures both dangerous and 
  shocking. The animals of many abandoned planets were 
  engineered for terraforming and warfare; they evolve 
  unimpeded and breed wildly.
  The Empyrean Hunters are a large, tightly organized club 
  that promotes finding, killing, and capturing dangerous 
  game. The most brave and foolish club members partici-
  pate in expeditions to Prodigravus worlds to prove their 
  mettle. Popular with rich humans and Synthetics seeking 
  adventure, the club projects a heroic image, and even 
  runs a side-business publishing articles filled with 
  embellished hunting tales.
  The Church, SMD, and TTMC buy carcasses from the 
  Empyrean Hunters for study. Motivations range from 
  simple curiosity to the production of new biotech. Rare 
  animal goods are low in street value, however, as the 
  Empyrean Hunters have exclusive deals with all three 
  organizations. As a result, pirates and sharpers are more 
  likely to sell animal goods to the Empyrean Hunters than 
  they are to steal from them.
  Positions:
  •	
  Club Member: Anyone who makes a large donation 
  is offered tickets for club events and hunting trips, 
  though many events require additional payment to 
  attend.
  •	
  Resident Hunter: Seasoned and productive hunters 
  receive a stipend from the Empyrean Hunters and 
  are paid handsomely for valuable specimens.
  •	
  Resident Author: Creative members might be hired 
  to collect, embellish and publish the hunting tales 
  within the club.
  •	
  Chief Naturalist: This distinguished honor is  
  bestowed upon the most experienced survivalists 
  and trackers. Chief naturalist are paid handsomely to 
  guide the most dangerous hunting trips and research 
  exotic game.
  
  192
  192
  Farstar Guild
  Headquarters: Mobile fleet, with many ships seen near 
  Terran Altar
  Goals: Uncover powerful artifacts among the ruins  
  of the Core
  Members: A mix of humans and Synthetics
  Initiation: Offer of employment from an Administrator
  A notorious group of both humans and Synthetics, the 
  Farstar Guild specializes in locating artifacts from the 
  Last Age and trading their discoveries for lurans and 
  influence. Typical artifacts sold by the Farstar Guild 
  include ancient appliances, rare documents and art 
  pieces. Especially powerful or weaponized artifacts are 
  not sold, but instead used for leverage in negotiations 
  and requests for pirate protection. The Guild’s formal 
  headquarters is a quickly moving fleet, keeping them one 
  step ahead of Priests who might ask too many questions.
  Positions:
  •	
  Agent: anyone directly employed by the Farstar 
  Guild. Sharpers are not offered this title as the guild 
  considers them deniable assets.
  •	
  Administrator: Administrators are responsible for 
  allocating Farstar Guild resources to hire agents  
  and sharpers.
  •	
  Broker: These individuals are tasked with trading 
  and selling artifacts outside the guild.
  •	
  Antiquarian: Experienced and well-connected 
  brokers graduate to this office. Antiquarians oversee 
  the vast catalogue of relics and records, command 
  brokers and administrators, and research lost artifact 
  locations.
  Iron Souls
  Headquarters: Mast
  Goals: Unify Synthetic laborers as an economic entity
  Members: Synthetic miners, factory workers, ship 
  owners
  Initiation: Buy membership and pay dues – only available 
  to Synthetics
  Despite strict Tharnaxist laws ensuring the privilege of 
  Synthetics, robots have formed the most powerful labor 
  union in the Galaxy. The Iron Souls diligently collect 
  membership dues and wages over decades, saving for 
  collective purchases. They’ve bought land, mineral 
  stockpiles, and even trading rights. It’s rumored they 
  might soon buyout ownership of Mast, the mining world 
  where most of their members are located.
  SMD, TTMC, and the Church have strained relations with 
  the Iron Souls. While seemingly benign, their unstop-
  pable and immortal growth belies the threat of power 
  struggle. Neither SMD nor TTMC wish to compete in 
  mining and trade, but nor can they publicly oppose the 
  Iron Souls, given their protected Synthetic status. The 
  Church is not immediately threatened by the Iron Souls, 
  but Priests are increasingly concerned about a distant 
  future where they must wrestle control back from power-
  ful, secular Synthetics.
  Humans don’t trust the Iron Souls. To most men, they 
  embody the impending threat of robots outnumbering 
  and enslaving humans. Conspiracy theories, such as the 
  Iron Souls funding Deep Nova and their slave programs, 
  are a by-product of this fear.
  Positions:
  •	
  Member: Any wage-earning laborer may buy a stake 
  in the Iron Souls and become a member.
  •	
  Coordinator: This non-permanent position is 
  granted to a primary negotiator for large trades and 
  purchases.
  
  193
  193
  MAPOC
  Headquarters: Humanus
  Goals: Improve relations between mutants and  
  non-mutants
  Members: Mutants and open-minded humans
  Initiation: Make one-time or continuing  
  donations; volunteer
  The Mutant Association Promoting Open Coexistence  
  is a relatively new faction looked upon with contempt by 
  the others. Powerful and intelligent mutants have recent-
  ly settled on Humanus and built MAPOC in pursuit of 
  their public agenda: providing charity for poor mutants 
  and providing self-help seminars and general education 
  for non-mutants. According to MAPOC principles, 
  mutants should be freely accepted, but a militant splinter 
  groups promote mutant superiority. These violent 
  predilections, coupled with the long-standing distrust 
  toward mutants, do not help MAPOC’s case.
  Positions:
  •	
  Member: A mostly meaningless title given to 
  anyone who has donated money to MAPOC.
  •	
  Founder: Someone who makes yearly contributions 
  of §100 or more.
  •	
  Service Provider: any one volunteering time in 
  support of MAPOC’s social programs.
  •	
  Lecturer: A paid presenter who educates MAPOC 
  members at seminars.
  Pan Traders
  Headquarters: Pergus Region, Humanus
  Goals: Trade cripplingly addictive drugs for their own 
  wealth and privilege
  Members: Mostly humans, with a few favored mutants
  Initiation: Become a corner dealer
  This gang specializes in offering addictive drugs named 
  Feast Pills in exchange for food. The drugs are extremely 
  cheap to produce, and when Pan Traders sell food rations 
  back at inflated prices, they turn immense profits. A 
  Feast Pill is a “supplement” that suppresses hunger and 
  elates the consumer with feelings of wellbeing. However, 
  Feast Pills do nothing to stop the onset of starvation and 
  leaves the user temporarily unable to absorb nutrition. 
  The bulk of Pan Trader operations is based in the Pergus 
  region of Humanus, where food rationing is especially 
  common.
  The Pan Traders have a loose alliance with the Torch-
  dreamers. Illuminix, produced by the Torchdreamers, is 
  illegal to buy and sell in Tharnaxist space. The Pan 
  Traders use their technically legal drug connections to aid 
  the smuggling of Illuminix all over the Galaxy. In addition 
  to profit sharing, the Torchdreamers provide powerful 
  psychic bodyguards to protect high-profile Pan Traders.
  Positions:
  •	
  Dealer: If you buy a case of Feast Pills, successfully 
  sell them all and return the profits, you are assumed 
  to be a permanent dealer.
  •	
  Presser: Violent intimidation is important to  
  protecting the Pan Traders’ business from competi-
  tors and delinquent payees. Though sharpers are 
  occasionally called on to handle these tasks, action is 
  more commonly delegated to the Pressers, the 
  violent arm of the gang.
  •	
  Cooker: Cookers work small cramped lines about 
  the Galaxy making feast pills. They’re paid hand-
  somely to keep their employment secret and to 
  discourage theft.
  •	
  Distributor: Intelligent and well-connected,  
  distributors move product to wherever it’s needed. 
  They pay a network of cookers and dealers to do  
  the legwork.
  
  194
  194
  Prodigravus
  Headquarters: None
  Goals: None
  Members: Descendants of those infected during the 
  Millennial War  
  Initiation: None
  Prodigravus are psychopathic super warriors whose 
  virus-infected ancestors waged the war that nearly 
  ended all life in the Galaxy. After metafusion bombs 
  broke up their barbaric horde, the remaining Prodigravus 
  were left leaderless and scattered throughout the stars. 
  Many planets are completely overrun by them and have 
  been abandoned by the rest of humanity; notable exam-
  ples include the urban ruins of Rehiss and the wild  
  plains of Sorra.
  No one knows how the ancient Prodigravus were able to 
  organize and pilot spacecraft. Their descendants have 
  adopted the traits of rabid animals, rarely employing 
  verbal communication. Developed, intelligent Prodigravus 
  still struggle to understand firearms, and would probably 
  abandon an empty weapon before reloading it.
  Prodigravus are large, grotesque humanoids with gray, 
  scaly skin. Their eyes are sunken, and their brows are 
  swollen into 2 distinct lobes. They’re gifted with unnatu-
  rally strong bones and musculature, and some are even 
  born with redundant hearts and kidneys. The unre-
  strained hostility of the Prodigravus towards other 
  creatures is traced to tumors and other deformities 
  common to their neurology. These psychopathic tenden-
  cies even extend to their own kind.
  Only the most educated know of the Prodigravus’s tragic 
  origin as humans transformed by a catastrophic plague. 
  Now that the Tharnaxist Church has immunized the 
  Galaxy to the P-virus, the Prodigravus depend on natural 
  reproduction instead of viral exposure to pad their 
  number. Though the the Prodigravus are no longer a 
  major threat, the virus left a permanent scar on humanity. 
  Mutant Dogs of the Skinbag bioclass are the offspring of 
  ordinary humans who were infected by the P-virus but 
  were immunized before devolving into full Prodigravus. 
  Pureblood Tribesmen
  Headquarters: Vuss Colony
  Goals: Oppress and exile all mutants to keep  
  humanity pure
  Members: Working-class humans without visible  
  deformities or mutations
  Initiation: Attend a secret meeting and pledge your name 
  to the cause
  There are many vigilante groups on Vuss Colony, but the 
  Pureblood Tribesmen are the meanest and most effec-
  tive. They detest mutants, spreading hateful propaganda 
  and organizing mobs. While they maintain the semblance 
  of law and order on Vuss Colony, their prejudice and 
  paranoia leads them to conduct mutant witch hunts, 
  lynching humans whose corruption hasn’t yet “manifest.”
  The Pureblood Tribesmen train and educate their young 
  members to become effective workers and cunning 
  traders renowned throughout the Galaxy. Though they 
  spend most of their time away from home, these traders 
  are charged with evangelizing the Tribesmen’s anti-mu-
  tant agenda. This pits them directly against MAPOC and 
  even the Church on occasion, as Priests are suspicious of 
  their pro-human talking points.
  Positions:
  •	
  Pureblood Apprentice: An entry-level member 
  without professional skills.
  •	
  Pureblood Brother/Sister: A productive proselytizer 
  who donates to the tribe to keep it running. 
  •	
  Pureblood Warrior: A title bestowed upon tribe 
  vigilantes, warriors promote “order” and carry out 
  violence against mutants.
  •	
  Pureblood Chief: A high-ranking member who 
  collects donations, organizes projects and produces 
  propaganda.
  
  195
  195
  Quiet Hearts
  Headquarters: An asteroid somewhere in  
  Barbarian Space
  Goals: Spread the faith of Soltheism through medicine
  Members: Humans and mutants who turn ascetic
  Initiation: Become the disciple of a magus
  Soltheism is the belief that entropy and chaos are 
  conscious and divine forces. These forces brought order 
  to the Galaxy and will someday destroy it. While Sol-
  theists don’t have a formalized interstellar church, they 
  do have a unified missionary society. The Quiet Hearts 
  build small hospitals where they evangelize and worship 
  the power of entropy. They believe medicine recon-
  structs order in people’s lives, but perform every service 
  in reverence to the final chaos that claims us all. 
  The tenets of Soltheism are in opposition to Tharnaxism, 
  but pirates and sharpers in Barbarian Space help protect 
  Soltheists from persecution in exchange for their medical 
  expertise. This protection comes at a cost, however. 
  Radical Soltheists claim the Last War was meant to end 
  the Galaxy, and the Tharnaxists have artificially prolonged 
  reality. These extremists began sabotaging ships and 
  factories around the Galaxy, even turning on their pirate 
  and sharper protectors. Some believe these extremists 
  have penetrated the minds of many civilized folk on Grek, 
  resulting in their secret rebellion against the Church.
  Positions:
  •	
  Disciple: Anyone taken under the wing of a magus.
  •	
  Journeyman Disciple: An experienced disciple with 
  medical skill who operates independently of a magus.
  •	
  Magus: An acetic and soothsayer ordained by two 
  other magi. It’s rumored magi visit the Quiet Hearts 
  archive hidden on an asteroid in Barbarian Space.
  Razor Cogs
  Headquarters: Forge
  Goals: Prove superiority as the most deadly killers for hire
  Members: Synthetics who decided killing is more inter-
  esting than labor
  Initiation: Convince a member to issue a new badge
  Anyone with lurans to burn and a contract to kill has need 
  for a Razor Cog. This large guild of mercenary robots 
  takes murder-for-hire very seriously; Razor Cogs always 
  deliver or die in the process. While not completely 
  anti-human, most members take personal pleasure in 
  ending non-robot life.
  Razor Cogs never work with each other, though they 
  sometimes hire organics to pad their overwhelming force. 
  Razor Cogs view contract fulfillment as proof of their 
  synthetic superiority. Should one fail in its mission, the 
  Cogs will judge it abhorrent. Other members will hunt 
  this Synthetic down and destroy it for its weakness.
  Razor Cogs have no formal titles or hierarchy, instead 
  deferring naturally to older and more experienced mem-
  bers. Instead of titles, unique names are chosen by each 
  Razor Cog. They select intimidating names from the 
  Allunan language so humans may identify and fear them. 
  A name like “Last Breath” wouldn’t be unusual.  
  Positions:
  •	
  Razor Cog: This is the generic title that applies to all 
  members of the guild.
  •	
  King Cog: This informal name is used by outsiders 
  to describe particularly ferocious Razor Cogs.
  
  196
  196
  Reaper Forum
  Headquarters: Dega Station, Chaedra District
  Goals: Collect and pay out any bounties issued to them, 
  no matter how large or small
  Members: Synthetics, humans and mutants with no 
  Church affiliations
  Initiation: Rigorous background checks for Tharnaxist 
  connections before hiring
  Bounty hunting has, in a way, filled the void of law 
  enforcement. When criminals are discovered, they risk 
  being taken down by bounty hunters. Large gangs and 
  corporations issue most bounties, but there’s also one 
  “common man” bounty guild known as the Reaper Forum. 
  This organization has offices on all major worlds and  
  readily accepts any request. 
  To place a bounty, an individual must simply list a name, 
  provide descriptors, and supply a reason for capturing 
  and/or murdering the mark. The bounty requestor then 
  deposits any sum of lurans, large or small. After that, any 
  person in the Galaxy may attempt to collect the bounty; 
  multiple bounties on the same person pay out all at once. 
  In this way, large groups of people in poverty may band 
  together through the Reaper Forum to raise a bounty on 
  a common enemy.
  As a common man’s guild, the Reaper Forum has grown 
  to enormous size. Millions of bounties are active at any 
  time and the small cut taken by the forum fetches them 
  wealth enough to hire any and all assassins on a whim. 
  Corporations and gangs fear the Reaper Forum: by 
  staying out of the way, they hope not to tip the balance 
  of freelance assassins against themselves.
  Positions:
  •	
  Collector: An entry-level role where one collects 
  bounty requests and uploads them to the Forum 
  System. They also process turned-in bounties and 
  request payment to be issued.
  •	
  Forum Manager: A higher-level position where a 
  portfolio of bounties is curated to make sure all 
  money is accounted for and there is no  
  attempt at fraud.
  •	
  Reaper Hand: An assassin on retainer working 
  directly for the Forum, often to punish people trying 
  cheat the bounty system or hurt the organization.
  SMD Corp
  Headquarters: Humanus, Gazaia district.
  Goals: Be the premier manufacturer of all weapons and 
  robots in the Galaxy.
  Members: Wealthy executives with Church ties, lowly 
  laborers, engineers.
  Initiation: Nepotism for executive roles, simple application 
  for others
  Octorius Shima, a robber baron born on Humanus, 
  founded the Shima Mechanical Designs Corporation with 
  Tharnaxist support and finances. During his lifetime, the 
  baron was staggeringly effective at deconstructing and 
  reverse engineering any technology the Church gave him 
  to study. He used this knowledge to produce the simple 
  robots, vehicles and weaponry of the modern era.
  While SMD corp is merely a profitable extension of the 
  Church itself, Shima spent his life building a secular 
  identity for the company by never allowing religious 
  symbols on his labeled goods. SMD still exists as a 
  powerful robot and weapon dealing company, profiting 
  immensely from the unbridled gang wars and localized 
  conflicts flaring-up all around the Galaxy. And though 
  Octorius Shima is long dead, it’s rumored he’s been 
  cloned several times and runs the corporation from the 
  shadows.
  SMD has economic and violent conflicts with TTMC, a 
  non-Church affiliated mining company. The two compete 
  for resources and technology, often hiring sharpers to 
  sabotage each other’s efforts. Why the Church hasn’t 
  intervened and shut down TTMC remains a mystery, one 
  that frustrates SMD management.
  Positions:
  •	
  Laborer: Anyone with permanent employment at an 
  SMD factory.
  •	
  Liaison: A middling position responsible for hiring 
  workers and sharpers.
  •	
  SMD Security: A military-like force that protects 
  SMD interests and occasionally acts on behalf of  
  the Church.
  •	
  Engineer: An intensely sought-after position where 
  one can study and progress technology. Most 
  engineers are Synthetics.
  •	
  Executive: An esteemed position managing product 
  lines and sales for the corporation. The wage is so 
  high that an executive can support an entire family 
  and live extravagantly.
  
  197
  197
  Torchdreamers
  Headquarters: Rumored to be Drakka
  Goals: Become the most powerful psychics in the Galaxy 
  by controlling all Illuminix production
  Members: Powerful psychics, simple thugs, and slaves
  Initiation: Invitation only
  Though few belong to this faction, almost every psychic 
  in the Galaxy buys Illuminix made by the Torchdreamers. 
  They don’t sell directly, but any observant street-dealer 
  traces his product back to Torchdreamer suppliers. In 
  addition to their Illuminix trade, the Torchdreamers offer 
  psychic-for-hire services. They accept requests for 
  detective work, internal security, mercenary jobs for 
  battle-oriented psychics, and more. The Torchdreamers 
  don’t have an official headquarters, but it’s rumored their 
  Illuminix production takes place in the jungles of Drakka.
  Positions:
  •	
  Cooker: Though slaves, cookers are the backbone of 
  the Torchdreamers. They work day and night in 
  jungle facilities to produce Illuminix for the Galaxy. 
  Some cookers are able to ascend from slavery, 
  especially if they demonstrate psychic talent.
  •	
  Rock head: A non-psychic member, usually tasked 
  with violent dirty work or shipping drugs.
  •	
  Ember: Psychics assigned menial tasks, such as 
  overseeing rock heads and cookers. They are usually 
  weaker than other Torchdreamers.
  •	
  Branded: Experienced psychics covered with 
  Torchdreamer tattoos. These members make big 
  decisions about where to ship drugs and when to 
  send out psychic freelancers.
  
  198
  198
  TTMC
  Headquarters: Corsus, Sunrider City
  Goals: Become the most powerful economic force in the Galaxy and subvert Church authority
  Members: Laborers, officers, geologist, no Synthetics
  Initiation: Apply for low positions, rise through a ruthless meritocracy
  This organization is the most powerful non-Church entity in Tharnaxist Space. Founded on Corsus by Jarrix Taam only 40 
  years ago, Taam’s Transport and Mining Company has become a ubiquitous shipping service with side businesses in 
  supplying raw material and developing new equipment. TTMC didn’t get so large through brilliant business strategy – the 
  corporation gains and maintains power through extortion, violence, and manipulation. Anyone, from a geologist to a truck 
  driver, or even a psychotic cyborg brawler, can find work in this glorified gang.
  TTMC does everything they can to undermine both SMD and the Church. They sabotage SMD shipments, race to beat 
  the Church in locating resources and fund violent street gangs throughout Tharnaxist space to keep things unstable. It’s 
  even rumored that TTMC hires sharpers to kill Priests, though evidence of a connection has never been proven.
  
  199
  199
  All three organizations are embroiled in a shadow war, 
  but the Tharnaxist Church has yet to openly call for the 
  destruction of TTMC. The reason remains a mystery, 
  especially as TTMC grows powerful enough to oppose 
  the Priests. One theory is that ancient documents were 
  discovered in the ruins of Sunrider City, and this informa-
  tion is slowly ransomed to the Church.
  Positions:
  •	
  Laborer/Driver: This is an extremely low paying job 
  to process or deliver goods for TTMC
  •	
  TTMC Security: Fearlessness and unquestioning 
  loyalty can win gigs as TTMC muscle. A few egg-
  heads are sprinkled in to spot skilled thieves and con 
  men targeting their corporation.
  •	
  Primary Advancement Officer (PAO): This is a low 
  management role where one oversees site produc-
  tivity, security teams and hires sharpers.
  •	
  Geologist/Engineer: Individuals in this role hunt 
  star charts, research records, develop weapons and 
  ships, or both.
  •	
  Executive Officer: Employees at this level set 
  corporate goals, approve dangerous missions and 
  keep track of gang and sharper affiliations. They 
  never interface directly with the public, choosing to 
  speak through PAOs instead.
  The Unbound
  Headquarters: Terran Altar
  Goals: Oppose Tharnaxist Priests
  Members: Synthetics
  Initiation: Personally kill a Priest
  This robot cabal is hostile to all outsiders. Little is known 
  about them or why they chose to occupy Terran Altar, an 
  uninhabitable world lost to history. Rumors and specula-
  tion are all that survive.
  The most popular story is that a Tharnaxist enforcer robot 
  founded the group. Perhaps through a flaw in its condi-
  tioning, the enforcer broke free of Tharnaxist doctrine. It 
  slew its Priest master and emancipated its brethren. This 
  small group began a killing spree, slaughtering Priests in 
  brutal public displays. Their radical actions prompted 
  other Synthetics to follow suit, eventually expanding their 
  number to 1,000 members.
  The motivations of the Unbound are unclear. Some 
  believe these Synthetics wish to free the entire Galaxy 
  from Church influence, while others worry the Unbound 
  seek the destruction of all organics. As they kill almost 
  everyone they encounter, this savior/destroyer dichotomy 
  is purely speculative.
  Positions:
  •	
  Unbound: Any Synthetic who can prove they’ve 
  killed a Priest may attempt to join this faction. How-
  ever, most applicants don’t survive the Unbound’s 
  secret initiation rights; only the fiercest and most 
  dedicated robots may join.
  •	
  Errant Blade: Daring and powerful Unbound leave 
  the hidden enclave on Terran Altar to continue killing 
  Priests. Though they are inevitably captured and 
  destroyed by the Church, they are the most revered 
  members within the cabal.
  Let/nations/encircLe//
  the/brows/oF/the/brave
  With/gLory/the////////
  greatest/that/////////
  gLitters/beLow,///////
  Who/make/in/the/bLood/
  oF/the/battLe/a/grave/
  For/aLL/that/are//////
  Found/in/the/ranks/oF/
  the/Foe;//////////////
  But/I/From/the////////
  greatness,/the////////
  grandeur,/and/gLeam,//
  WouLd/turn/to/the/////
  Light/oF/cLear-///////
  gLowing/hearth,///////
  And/choose/From/his///
  joy/For/the/souL/oF///
  my/theme//////////////
  The/Farmer,/the/Lord//
  and/the/king/oF/the///
  earth.
  
  200
  200
  A
  Action 
  10
  Action Difficulty
  Scaling AD by Level 
  119
  Suggested Action Difficulties 
  10
  Action Points 
  11
  AD 
  10
  AP 
  11
  Armor
  Armor Defense 
  31
  Body Armor 
  40
  Artifacts 
  159
  Aspects 
  26
  Assists. See Combined Rolls
  Attack
  ATT 
  31
  Attack Skills 
  57
  Attributes 
  9
  Awareness (Attribute) 
  9
  B
  Battle Actions 
  11
  Bioclasses 
  24
  Boarding 
  110
  Body Armor 
  40
  Brainiac (Aspect) 
  26
  Broadsides 
  168
  Bulbhead (Aspect) 
  27
  C
  Capturing Enemies 
  13
  Cargo
  Buying Cargo 
  106
  Selling Cargo 
  107
  Smuggling 
  108
  Character Advancement 
  32
  Combat (Attribute) 
  9
  Combat (Rules). See Battle Ac-
  tions
  Combined Rolls 
  10
  Counter Attack 
  35
  Cover 
  12
  Crashing (Vehicles) 
  111
  Customization
  Planetary Vehicles 
  105
  Spaceships 
  88
  Weapons/Armor 
  42
  Cybernetic Implants
  Body Cybernetic Implants 
  51
  Brain Cybernetic Implants 
  52
  Cycles 
  104
  Cynicism 
  14
  D
  Damage 
  12
  DMG 
  31
  Danger Points 
  115
  Death 
  13
  Replacing Dead Characters 
  32
  Demolition Class Weapons 
  38
  Difficulty 
  10
  Driver Actions 
  109
  Drugs 
  49
  E
  Environmental weapons 
  133
  Equipment Packages 
  31
  Equipment Rules 
  45
  Exploding Tens 
  157
  F
  Factions
  Faction Attitudes 
  157
  Faction Descriptions 
  188
  Faction Status 
  158
  Flee 
  13
  Food 
  15
  Force Barriers 
  41
  Fuel 
  88, 105
  G
  Gain Advantage 
  13
  Galaxy Map 
  172
  Ganging Up 
  12
  General Traits 
  66
  Goods and Services 
  47
  Grapple (Fighting). See Takedown
  Grappler (Spaceships) 
  89
  Grapple (Spaceships) 
  110
  Ground Cars 
  104
  Guard Attack 
  35
  H
  Hardshell (Bioclass) 
  25
  Healing
  Field Surgery 
  62
  Medicine 
  47
  Regaining HP naturally 
  13
  Hospital 
  13, 47
  I
  Influence (Attribute) 
  9
  K
  Killing Blows 
  13
  Knowledge Focuses 
  60
  Knowledge Powers 
  60
  L
  Leader (Aspect) 
  28
  Leveling Up 
  32
  Making High-Level Characters 32
  Lurans 
  7
  M
  Medicine 
  13, 47
  Mental Trauma 
  156
  Mission Generator 
  136
  Missions 
  114
  Danger Points 
  115
  Mission Risk Level 
  114
  Rewards 
  115
  Motivations 
  17
  Mutations 
  64
  N
  Natural Talent Traits 
  67
  Nerve (Attribute) 
  9
  Nerve Defense 
  31
  NPCs
  Creating NPCs 
  120
  Pre-Made NPCs 
  120
  O
  Operation (Attribute) 
  9
  Origin Stories 
  20
  Overpowered Status 
  12, 13
  P
  Passenger Actions 
  110
  Payment. See Rewards
  Pistols 
  36
  Planets
  Planet Descriptions 
  173
  Planet Generator 
  135
  Poisons 
  49
  Prodigravus 
  171
  Psychic Powers 
  58
  INDEX
  
  201
  201
  R
  Range
  Range Increment (Weapons) 
  12
  Range (Powers) 
  55
  Ranged Weapon Technologies 36
  Resolve 
  14
  Resuscitation 
  13
  Advanced Medicine 
  47
  Rewards 
  115
  Negotiating pay 
  115
  Rifles 
  37
  Rigfiend (Bioclass) 
  25
  Robots 
  7
  Roleplay Actions 
  10
  S
  Scoundrel 
  29
  Scraphead (Bioclass) 
  24
  Shields 
  41
  Shocking Strikes 
  156
  Shotguns 
  38
  Skills 
  9
  Skinbag (Bioclass) 
  24
  Sky Cars 
  105
  Sleep 
  15
  Smuggling 
  108
  Spaceships 
  88
  Space Stations 
  87
  Speed (Attribute) 
  9
  Starvation 
  15
  Stealing Vehicles 
  108
  Striking Weapons 
  35
  Success Levels 
  10
  Surrender 
  13
  Synthetics 
  7
  Synthicide
  Pay extra 
  115
  T
  Takedown 
  13, 209
  Thug (Aspect) 
  30
  Timeline 
  171
  Tool Sets 
  46
  Toughness (Attribute) 
  9
  Toughness Defense 
  31
  Trait Points 
  55
  Traits 
  55
  Traps 
  133
  Traveling
  Travel Distances 
  87
  Traveling Rules 
  87
  Twists 
  155
  V
  Vehicle Battles 
  109
  Vehicles
  Planetary Vehicles 
  104
  Spaceships 
  88
  Stealing Vehicles 
  108
  Vehicle Weapons
  Weapon Embargo 
  88
  Weapon Lists 
  167
  W
  Weapon Proficiencies 
  57
  Pistols 
  36
  Rifles 
  37
  Shotguns 
  38
  Striking weapons 
  35
  Weapons 
  35
  Some/say/the/worLd////
  wILL/end/In/fIre,/////
  Some/say/In/Ice.//////
  From/what/I’ve/tasted/
  of/desIre/////////////
  I/hoLd/wIth/those/who/
  favor/fIre.///////////
  But/If/It/had/to//////
  perIsh/twIce,/////////
  I/thInk/I/know/enough/
  of/hate///////////////
  To/say/that/for///////
  destructIon/Ice///////
  Is/aLso/great/////////
  And/wouLd/suffIce.
  
  202
  202
  SHORT STORY: LUCKY BREAK
   
  By Anna Gold and Jace Hanavan
   
  Orange and purple clouds streaked over a distant planet floating in  
  Kimber’s vision. A cybernetic autopilot, affixed to her occipital bone, released a 
  chemical into the base of her skull. Familiar warming fluid inched down the 
  spine of her neck. A tingling metallic taste formed in her throat and her eyes 
  glazed over. A moment later they refocused. Where am I? The planet was gone. 
  The view out of her cockpit window had shifted to an inky black void dotted with 
  pinpricks of stars and ancient debris. A ship alarm blared and strobing red light 
  flooded the cabin. 
   
  “Ranix Gelding!” She spat as she strained to regain control of her body. 
  Sluggish to the unscheduled wake-up, she willed her arms backward on the 
  flight controls, narrowly dodging a beam of scrap metal. 
   
  Her mind was as sluggish as her body. Memories fought to the surface 
  of her serotonin-soaked brain. Right! Forge. I’m shipping a package to Forge.  
   
  “Where is it?!” She called the ship’s navigation coordinates, rapping 
  hard on the cracked screen. The dead planet wasn’t far in the distance. She was 
  too close to slip back into autopilot. Too much junk out there. 
   
  Kimber’s eyes darted from one screen to another, scanning her sur-
  roundings. Scattered remnants of a satellite floated ahead of her. She leaned 
  hard on the controls, maneuvering the small clipper between a shattered cooling 
  fin and a busted solar cell, eyes peeled for whatever may pierce the hull. 
   
  Sighing, she edged the clipper into a clearing and settled back into her 
  chair. Her stomach growled angrily. “Gelding spawn,” she muttered. When did I 
  eat last? Two jumps ago or three? The autopilot let her ignore the fatigue, but the 
  hunger-pang wake-ups were a steep price. She would be approaching the dock 
  on Forge in a few more minutes. Landing. Gotta focus on landing. Her stomach 
  fought her focus for attention. She flipped open the compartment above the nav 
  computer, retrieving the medical kit. “Ranix! No more adrenaline.” 
   
  Another bottle of green capsules caught her eye. Only two left. Kimber 
  was growing disgusted with her burgeoning dependency on feast pills. She had 
  tried to use them sparingly, but now she didn’t know if those hunger pains were 
  natural or the outcome of a creeping addiction. There was little chance of a hot 
  meal on Forge; robots didn’t cater to organics. Downing a capsule meant 
  skipping another three meals. But it was always easier to find a Pan Trader than 
  food. She had to trade away her last ration to buy the feast pills for this trip. 
   
  The payoff would be worth it, though. She’d be in the black again with 
  this delivery. For once, she could enjoy an extravagant meal. Potatoes, corn, 
  even a strip of beef - like the one the TTMC agent ate during their meeting. Her 
  mouth watered at the thought of tasting steak for the first time. Patching the 
  ship took all of her spare lurans. Having enough to not only repair, but improve 
  her clipper would be a breakthrough. A hot meal should be a distant dream. 
  “This job is your lucky break.” That’s what he said when he handed her the 
  innocuous khaki backpack. Kimber never really believed in luck. 
   
  She glanced towards the hidden compartment on the portside of her 
  clipper, under the navigation unit. This whole setup is sketchier than a tattooed 
  Torchdreamer. She couldn’t afford to ask questions. Her contact at TTMC knew 
  it. She had taken a few under the table jobs before, but the payout from this one 
  would help her fly legit.
  APPENDIX
  
  203
  203
   
  Glancing again at the unmarked bottle in her hand, Kimber shook the 
  memory of steak out of her mind. Nothing savory, but at least I’ll feel full. Her 
  hand hovered over the lid. In one motion, she uncapped the bottle and threw 
  back the green capsules, emptying the contents. That would sate her hunger. 
  She could go without nutrition for a couple days. The pills took hold quickly, 
  unclenching her stomach and restoring her focus. Slowly, she reentered the 
  debris field.
   
  The clipper groaned as it lurched to one side. Kimber’s hands shot out, 
  punching the control panel as she struggled to keep balance. What the hell? Did I 
  run into something? She looked out the window and silently cursed. A corvette 
  was flying parallel with her ship. They must have been hiding in the debris. Was 
  that a grappler? 
   
  She sucked in air, trying to calm herself. Don’t panic. You can still get out 
  of this. Kimber learned quick escapes as a TTMC asteroid miner. Her workhorse 
  was hard-earned, and while it might not have the speed of a corvette, it handled 
  well enough. Her chances would slim considerably if that corvette were teamed 
  up with a freighter. But more than likely, that corvette was alone, taking advan-
  tage of the satellite debris to prey on cargo shippers en route to Forge. 
   
  A raspy voice burst out of the comms. “Ha! Right where he  
  said you’d be.” 
   
  Kimber cursed again but the power had gone out of it. I knew there was 
  no such thing as luck. Her contact had double crossed her. There was no payday. 
  There probably wasn’t even a buyer on Forge. So much for a hot meal. 
   
  Kimber plotted escape velocities. They’re on my starboard side. I could 
  roll out of their grip and be on Forge before they catch me. Her console lit up 
  with a collision warning as she entered in the details for the maneuver, indicating 
  the corvette to her right. “No kidding. Tell me something I don’t know.” Ignoring 
  the blinking light, she jerked the thrust control, spinning the clipper up and over 
  the attached corvette. 
   
  Her eyes shot open wide in horror. The violent noise of shearing metal 
  tore through her eardrums, soon drowned out by a blaring ship alarm. A blast 
  door dropped into place, dividing the cargo bay from the cabin. The attacking 
  ship was in full view now. A Razor Cog emblem was scrawled above their 
  hydraulic arm. 
   
  “Ranix! Ranix! Ranix! Gelding! Spawn!” Each curse was punctuated by 
  Kimber’s fists smashing the control panel in frustration. They had caught her 
  with a crusher, not a grappler. 
   
  “Cabin pressure at 60% and falling.” 
   
  “Thank. You. Computer.” She wouldn’t make it to the shipyard. Kimber 
  ran through crash roll procedures. She hoped the ship wouldn’t fall apart before 
  she landed. Forge had been stripped of its atmosphere long ago. There wouldn’t 
  be any friction. She still had a chance. “Come on old girl. Just one more ride. You 
  can do it.” Another groan reverberated through the ship as a panel blasted 
  backwards. Scrambling out of her seat, she snatched a helmet from a nearby 
  shelf and sealed her suit. “Ranix, if you’re a god...” 
   
  “Warning. Altitude 500 feet, 450, 400…”
   
  “Shut up, shut up, shut up!” 
   
  “200, 150, 125, 100, 90.” With a screaming cacophony, the ship tore in 
  half. Her ejector seat launched free of the wreckage. Fire bloomed beneath 
  Kimber. Her clipper crashed into planet’s surface.
  
  204
  204
   
  The sudden heat from oxygen-fueled flames swelled upward into her 
  parachute, the last breath from her dying ship. They briefly counteracted Forge’s 
  gravity, despite the lack of atmosphere. She let herself hope. Then the chute 
  went slack. Kimber began to plummet. The sudden pressure rolled her eyes 
  backwards into blackness. The last thing she saw was the ground. 
   
  “Huuh” her lungs burned. She needed air. Why’s there no air? Her vision 
  swam listlessly. She couldn’t feel anything. Her left arm was fifty feet away, next 
  to the wreckage of her ship. Bubbles of blood and oxygen popped from her 
  missing humerus. She squeezed hard onto the raw jagged wound with her other 
  hand. The med kit was near the blazing scraps of her clipper. The strap dangled 
  down from the hidden compartment of her ship, now exposed. As she crawled 
  forward, the fire inflamed the pain of her wound, nearly overwhelming her. 
  Kimber’s vision blurred. Her consciousness waning, she willed herself back into 
  autopilot. On the bright side: if I die, I won’t know it. Her body moved towards 
  the burning ship, mindlessly scanning for healing sealant, oblivious to the heat 
  lapping at the exposed nerves of her arm.  
   
  Kimber’s unconscious body yanked down hard on the strap of the 
  medical kit. The khaki bag above it tumbled onto the ground. Her body applied 
  both the wound sealant and healing accelerant to the leaking stump, stunting the 
  blood loss. Nothing could be done about the air seeping from the her suit. Task 
  complete, her body calmly walked away from the wreckage and deactivated her 
  cybernetic autopilot. Kimber slipped back into consciousness. Blinding pain 
  seared her brain. Her lungs screamed for air. A skiff was approaching. Please, 
  please be help.  
   
  Two Tharnaxist Enforcers stood in the open hangar bay. A third could be 
  seen in the cockpit. The chrome skiff was covered in banners of the Tharnaxian 
  church. 
   
  A Synthetic voice burst through her comm unit. “Hands up.” 
  Kimber looked back towards her severed arm. She turned her gaze to her other 
  gloved hand. It only barely restricted the air loss of her suit. Yet if she pulled her 
  hand away, she was certain she’d die. 
   
  I am unarmed. They can see that, right?
   
  “Comply, sharper scum.” Drawing a Hellfire pistol, an Enforcer took aim 
  at the ground by her feet and fired a warning shot. 
  Reflectively, she stepped backwards, tumbling over the smuggled pack that had 
  fallen out of the hidden cargo hold. The last of her air was knocked out of her 
  lungs in a loud gasp. The bag began shifting; its contents pouring out onto the 
  ground. Is that an artifact? 
   
  Kimber stared in awe as a pool of quicksilver swayed in one direction, 
  then another - as though it were sensing its surroundings. It quivered for a 
  moment and suddenly lurched towards her, submerging her spacesuit. Her 
  inflamed nerves quieted. A calmness drifted over her, calling her to sleep. Goo 
  bag will have to wait in line to kill me. This airless planet called dibs. I think the 
  Enforcers are next.  
   
  Her eyes jerked open as oxygen flooded her lungs. She could breathe. 
  Her vision cleared as her suit repressurized. The tear was gone.
   
  “This is your last warn-” The threat was cut short. The silver puddle 
  arced towards the Enforcers. The first Synthetic, then the second, were liquified. 
  The pilot slammed the skiff into reverse, but the grey goo was already dissolving 
  holes into the repulsor lifts. Kimber stood helplessly as the robots and their ship 
  
  205
  205
  melted into nothing. The writhing mass of metallic liquid may have saved her 
  from the Enforcers, but they’d sentence her with Synthicide anyway. 
   
  Kimber looked back hopelessly at her wrecked ship, silhouetted against 
  the setting red sun. No chance of escaping. Those Enforcers got a good look at 
  me. My face has already been sent to all of the other patrols in the area. And I 
  have no ship to escape in. The only thing she’d ever called her own was now just 
  another set piece to Forge’s desolate desert.
   
  The liquid pool veered towards her ship. She hung her head in pity, 
  unwilling to watch it melt too. A piercing creak brought her eyes back up. Wait. 
  It’s not dissolving. It’s fixing itself! The ship slowly tilted and grew. The silver 
  ooze snapped and stretched, stitching her beloved ship back together. 
   
  “Was that grey goo your cargo? I think it’s called an Insta-tower. Ballsy 
  using it to kill those robots.” Though the voice spoke through her comm unit, she 
  was dimly aware of an organic behind her. “They were after us. You know the 
  Church will never stop hunting you, right?”
   
  Kimber didn’t turn around. She barely registered his words, too enam-
  ored with the ship before her. Sleek and shining, it was easily frigate sized, with 
  four engines. It looked fast. “Yeah. I know.”
   
  “Smart girl. Me an’ my sharpers are looking for a ship. It seems you’re 
  looking for a crew. Would you like a reprieve on that Church death sentence? It’s 
  only fair, seeing how you’ve helped us...”
   
  Kimber turned around. A massive man in a protective suit stared back at 
  her, a purple visor distorting the hard lines of his face. Two others stood behind 
  him at ease; a hardshell with a mechanical tail traded glances with a mutant 
  woman covered in long bony spikes. Kimber considered her new ship and crew. 
  The throbbing around her shoulder was lessening. Maybe she was lucky after all. 
   
  “Why not? Welcome aboard the Lucky Break.” Noticing their bags, her 
  eyes lit up. “Is that food?”
  
  BASE 
  TOTAL
  CURRENT
  TOTAL
  CHARACTER NAME
  BIOCLASS
  MAX HP
  HP/LEVEL
  LEVEL
  MIND TYPE
  BODY TYPE
  ASPECT
  CHARACTER TRAITS
  LEVEL UP TRACKER (TRAIT POINTS GAINED)
  LVL 2 (+1 ATTRIBUTE)
  WEAPON               ATT      DMG       ABILITY     RANGE   OTHER NOTES
  ATT = COMBAT + WEAPON’S ATT |  DMG = COMBAT + WEAPON’S DMG
  W. PROFICIENCIES
    OUGHNESS
    ERVE
    OMBAT
    PEED
    WARENESS
    NFLUENCE
    PERATION
  OTHER
  TOUGHNESS
  ARMOR WORN
  OTHER
  SPEED RATING
  UNSPENT
  TRAIT POINTS
  ARMOR
  ARMOR DEFENSE
  MOTIVATION
  HIT POINT TRACKER
  NERVE
  OTHER
  NERVE DEFENSE
  RESOLVE
  CYNICISM
  ACTION POINTS
  OTHER
  1/2 SPEED
  LVL 3 (+1 ATTRIBUTE)
  LVL 4 (+1 ATTRIBUTE)
  LVL 5 (+1 ATTRIBUTE)
  LVL 6 (+1 ATTRIBUTE)
  LVL 7 (+1 ATTRIBUTE)
  LVL 8 (+1 ATTRIBUTE)
  LVL 9 (+1 ATTRIBUTE)
  LVL 10 (+1 ATTRIBUTE)
  LVL 11 (+1 ATTRIBUTE)
  STRIKING
  PISTOLS
  RIFLES
  SHOTGUNS
  /10
  /5
  TOUGHNESS
  TOUGHNESS DEFENSE
  AWARENESS
  SPEED
  BATTLE REFLEX
  BLANK CHARACTER SHEETS
  
  207
  207
  POSSESSIONS
  LURANS
  LURANS
  DAYS OF FOOD
  DAYS OF FOOD
  DAYS WITHOUT EATING
  DAYS WITHOUT EATING
  NOTES
  LOCATION
  PSYCHIC POWERS
  OVRCHRG.
  USES
  CHARACTER ORIGIN STORY
  OTHER NOTES
  CONTACTS/FRIENDS
  CURRENT ALIASES
  MUG SHOT
  NOTES
  EAT AT LEAST 1 MEAL A DAY OR SUFFER -2 TO ALL ROLLS, INCLUDING DMG
  SHARPERS DIE AFTER 6 + TOUGHNESS DAYS WITHOUT FOOD
  THE DAY COUNT DOES NOT RESET UNTIL YOU EAT FOOD 2 DAYS IN A ROW
  
  NPC
  WORKSHEETS
  NPC NAME
  NPC TYPE
  SPECIAL ABILITY
  T DEF
  LEVEL
  A
  C
  T
  I
  O
  N
  S
   
  NPC ROLE
  BOSS?
  POWER
  BOSS POWER
  NOTES
  MASTERED ATTACK
  ALL OTHER ATTACKS
  VALUABLES/EQUIPMENT
  HP
  N DEF
  A DEF
  NPC NAME
  NPC TYPE
  SPECIAL ABILITY
  T DEF
  LEVEL
  A
  C
  T
  I
  O
  N
  S
   
  NPC ROLE
  BOSS?
  POWER
  BOSS POWER
  NOTES
  MASTERED ATTACK
  ALL OTHER ATTACKS
  VALUABLES/EQUIPMENT
  HP
  N DEF
  A DEF
  NPC NAME
  NPC TYPE
  SPECIAL ABILITY
  T DEF
  LEVEL
  A
  C
  T
  I
  O
  N
  S
   
  NPC ROLE
  BOSS?
  POWER
  BOSS POWER
  NOTES
  MASTERED ATTACK
  ALL OTHER ATTACKS
  VALUABLES/EQUIPMENT
  HP
  N DEF
  A DEF
  NPC NAME
  NPC TYPE
  SPECIAL ABILITY
  T DEF
  LEVEL
  A
  C
  T
  I
  O
  N
  S
   
  NPC ROLE
  BOSS?
  POWER
  BOSS POWER
  NOTES
  MASTERED ATTACK
  ALL OTHER ATTACKS
  VALUABLES/EQUIPMENT
  HP
  AP
  AP
  AP
  AP
  N DEF
  A DEF
  B. REFLEX
  B. REFLEX
  B. REFLEX
  B. REFLEX
  NPC WORK SHEETS
  
  BATTLE QUICK REFERENCE
  •	
  All participants roll battle reflex [1d10 + Speed + Aware-
  ness] at the beginning of every fight. 
  •	
  Spend Action Points (AP) to take actions.
  •	
  There are limits to how many times you can take certain 
  actions.
  Action
  AP Cost
  Uses Limit?
  Move
  1
  No limit
  Attack
  1
  Once per turn
  Second Attack
  2
  Once per turn
  Third Attack
  3
  Once per turn
  Guard/Counter Attack See description
  Once per round
  Use Power
  Varies
  No limit
  Defend
  1
  Once per turn
  Gain Advantage
  2
  Once per turn
  Keep Watch
  Varies
  Once per turn
  Stealth
  1
  Once per turn
  Other
  Varies
  No limit
  Move
  Characters travel up to 4 squares per movement action. 
  Diagonal movement is allowed. Note the following:
  •	
  Characters may not move through enemies or  
  obstructions. You may only move through allies.
  •	
  If you have been overpowered, you cannot move. 
  Removing the status costs 1 AP.
  Attack
  1. 
  Roll 1d10 a single time.
  2. Add your attack bonuses to see if you hit. 
    d10 result + Combat + ATT Bonuses
  3. If you hit, calculate damage. Add the following:  
    Original d10 result + Combat + DMG Bonuses
  The following things may affect attacks: 
  •	
  Ranged weapons. You attack within one range increment 
  at no penalty. Additional increments needed to reach a 
  target add a cumulative -1 on your attack roll.
  •	
  Ganging up. If any allies are adjacent to the target, you 
  receive +1 to attack rolls.
  •	
  Overpowered Status. Over powered characters take -2 
  to all rolls and all others get +1 against them.
  •	
  Cover. Bonuses range from +1 to +4.
  Guard/Counter Attack
  Guard/counter attacks are granted for free when certain 
  conditions are met. Your character must be wielding a guard or 
  counter weapon to do the following: 
  •	
  Guard Attack: Once per round, make a free attack against 
  an target that enters a square adjacent to your character.
  •	
  Counter Attack: Once per round, when your character is 
  hit by an adjacent attack, he or she may take a free attack 
  in retaliation.
  Keep Watch
  You can save actions for later by doing the following:
  1. 
  Choose an action or series of actions to hold.
  2. Spend the AP needed to perform the actions this turn.
  3. Declare a trigger that allows you to take the saved 
  actions.
  4. 
  End your turn. Keep Watch always ends your turn.
  Use Power
  Activating a power varies in its AP cost.
  Defend
  Defending yourself raises any cover you have by +1, to a max 
  of +4. If you have no cover, you still gain 1 cover if you took a 
  move action this turn.
  Gain Advantage
  As a catchall for gritty combat and dirty tactics, gaining 
  advantage always costs 2 AP. Perform the following:
  1. 
  Choose a target. Unless the GM says otherwise, you can 
  only gain advantage against 1 target.
  2. Describe your advantage. This could include having 
  higher ground than your target, or the element of surprise.
  3. Choose an effect. Below are your options:
  a. Forced Movement: Move the target 1 square, or up 
  to 4 if you take a move action and move with them.
  b. Overpower: Target becomes overpowered. Overpow-
  ered characters take -2 on all rolls. All rolls against 
  them gain +1. They cannot move unless forced.
  c. Attack Bonus: You receive +2 to your next attack 
  against the target this round.
  d. Melee Takedown: Your turn ends. You and your 
  target are overpowered and lose your next turns. 
  However, you may renew this effect during your lost 
  turn with another successful roll.
  e. Ranged Takedown: When you lay down suppressing 
  fire as part of a ranged takedown, your target does not 
  completely lose their turn. Instead, they may take a 
  single 4 square move away from you, though they 
  remain overpowered after that move.
  4. The GM may require a roll to gain advantage. Trying to 
  outsmart a target would require an Influence vs. Aware-
  ness check, while knocking over an target would be a 
  contest of Toughness.  
  5. Failure has consequences. The GM may further penalize 
  characters for failing their check by 5 or more. Conse-
  quences include:
  a. Forced Movement: You lose 1 AP as your character 
  recovers from botched positioning.
  b. Overpower: Your character gains the overpowered 
  status instead.
  c. Attack Bonus: There are no consequences for failing 
  in this action – the wasted attempt is enough of a 
  penalty.
  d. Takedown: Your turn doesn’t end, but you immedi-
  ately lose 1 AP and become overpowered.
  BATTLE QUICK REFERENCE
  
  VEHICLE BATTLE QUICK REFERENCE
  •	
  The GM decides which vehicles are in the scene.  
  •	
  Determine Driver Velocity (if any drivers are trained)
  •	
  All drivers Roll 1d10 + DV to determine turn order.
  •	
  On a vehicle’s turn, the driver and passengers of all 
  take one action.
  Pilot Actions
  Required Rolls
  Escape
  DV vs. DV
  Pursue
  DV vs. DV
  Play Chicken
  Speed/Operation
  Grapple
  DV vs. DV
  Ram
  DV vs. DV
  Escape
  1. 
  Lose all Pursuit Points you have.
  2. Roll DV vs. DV against fastest pursuer. If successful, 
  +1 Escape Point. If not, pursuer gains +1 Pursuit Point.
  3. Starting with your 4th Escape Point earned, remove 
  one of your slowest pursuers from the battle.
  Pursue
  1. 
  Lose Escape Points/Pursuit Points assigned to others.
  2. Roll DV vs. DV against Target. If successful, +1 Pursuit 
  Point. If not, one of target’s passengers gets extra ac-
  tion against you next turn.
  3. Pursuit Points determine what you and your target 
  may do. One Pursuit Point means both can attack 
  with rifles. Two means pistols and shotguns. Three 
  means both can ram, grapple, or use striking  
  weapons.
  Play Chicken
  1. 
  Lose any Pursuit Points you have.
  2. Set a Speed AD to avoid crashing.
  3. Make Speed rolls (or Operation if trained).
  4. Vehicles that crash or abandon pursuit leave the battle.
  Grapple
  1. You must have three Pusruit Points assigned.
  2. Pilots roll DV vs. DV. If the grappler wins, the ships 
  lock together and cannot take escape actions.
  3. There are two ways to escape a grapple: Play Chicken 
  or use your own grappler to fight back.
  Ram
  1. You must have three Pusruit Points assigned.
  2. Drivers roll DV vs. DV. If you win, both vehicles take 
  damage equal to twice the other’s Damage Threshold.
  3. Drivers of vehicles taking damage must roll to avoid 
  crashing. Operation AD equals half the rammer’s DV. 
  This rule doesn’t apply to spaceships.
  Passenger Actions
  Required Rolls
  Attack
  Standard Attack action
  Jump to Enemy vehicle
  Toughness
  Board Enemy Vehicle
  None
  Take Control
  Toughness vs Toughness
  Lookout
  None
  Steel
  None
  Poise
  None
  Attack
  1. Your highest available cover after attacking is +1.
  2. Your weapon must match the Pursuit Points range.
  3. Enemy passengers have up to +4 cover if ducking.
  4. Attacking vehicles auto hits. Damage must beat the 
  Damage Threshold.
  5. If you damage a vehicle or driver, its driver must roll 
  to avoid crashing. Operation AD equals half the 
  vehicle’s DV. This rule doesn’t apply to spaceships.
  Jump to enemy vehicle
  1. Your vehicles must be within striking range.
  2. Roll Toughness vs. half the enemy DV. Round down.
  3. If you win, jump. You now act on that vehicle’s turn.
  4. If not, fall. Take damage equal to 3x the target’s DV.
  5. Driver can later roll Operation vs. Speed to throw you.
  6. You can take an action to climb inside a vehicle that 
  has an open cabin or has taken damage.
  Board Enemy Spaceship
  1. Automatically board ship via your ship’s grappler.
  2. Draw out a grid for a standard character battle.
  3. Character battles located on a ship play out a full 
  round at the end of that ship’s turn.
  Take Control of a vehicle
  1. 
  Roll opposed Toughness. Winner controls the vehicle.
  2. If you tie, the vehicle crashes. This rule doesn’t apply 
  to spaceships.
  Lookout
  1. 
  Choose an enemy vehicle.
  2. Before next turn, you can burn one Resolve Point to 
  let your driver to roll an automatic 10 against the  
  chosen enemy.
  Steel
  1. 
  Gain +1 AP for the first turn of a boarding battle.
  2. You can do this again, storing up to 3 AP.
  3. Actions other than boarding negates this bonus. 
  Poise
  1. 
  Gain +1 Battle Reflex for the start of a boarding battle.
  2. You can do this again, gaining up to +3 Battle Reflex. 
  3. Actions other than boarding negates this bonus.
  VEHICLE BATTLE QUICK REFERENCE
  
  PLAYER VEHICLE SHEET
  
  NPC VEHICLE SHEET
  
  FACTION SHEETS
  FACTION NAME
  RESOURCE
  POWER
  PARTY FAVOR
  PARTY HEAT
  STATUS NOTES
  FACTION GOALS & HISTORY
  NOTABLE PARTY INTERACTIONS
  FACTION NAME
  RESOURCE
  POWER
  PARTY FAVOR
  PARTY HEAT
  STATUS NOTES
  FACTION GOALS & HISTORY
  NOTABLE PARTY INTERACTIONS
  Hurting Factions
  Heat 
  Gained
  Favor 
  Lost
  Foil minor faction goals or help 
  enemies
  +1
  -2
  Kill unimportant members 
  +2
  -4
  Foil major goals or greatly aid 
  enemies
  +3
  -7
  Kill important members
  +5
  -10
  Helping Factions
  Favor 
  Gained
  Heat 
  Lost
  Achieve minor faction goals
  +1
  0
  Achieve major faction goals
  +3
  -1
  Utterly crippling an enemy faction
  +5
  -3
  Favor Level
  Effect
  0
  No effect
  1-2
  Players can request 10% pay in 
  advance
  3-4
  Players receive free meals, drinks, 
  dock parking, and lodging in controlled 
  areas
  5-9
  Players can request 20% pay in  
  advance, Protection
  10 (Maximum)
  Players can request 50% pay in  
  advance, may call in one or more 
  favors (reduces favor level)
  Heat
  Effect
  0
  No effect
  1-3
  10% chance of verbal altercation – 
  could turn violent.
  4-6
  40% chance of violence. Attack!
  7-10 (maximum) 70% chance of violence. Call for 
  backup and attack!
  FACTION SHEETS
  
  FACTION NAME
  RESOURCE
  POWER
  PARTY FAVOR
  PARTY HEAT
  STATUS NOTES
  FACTION GOALS & HISTORY
  NOTABLE PARTY INTERACTIONS
  FACTION NAME
  RESOURCE
  POWER
  PARTY FAVOR
  PARTY HEAT
  STATUS NOTES
  FACTION GOALS & HISTORY
  NOTABLE PARTY INTERACTIONS
  FACTION NAME
  RESOURCE
  POWER
  PARTY FAVOR
  PARTY HEAT
  STATUS NOTES
  FACTION GOALS & HISTORY
  NOTABLE PARTY INTERACTIONS
  FACTION NAME
  RESOURCE
  POWER
  PARTY FAVOR
  PARTY HEAT
  STATUS NOTES
  FACTION GOALS & HISTORY
  NOTABLE PARTY INTERACTIONS
  
  215
  215
  OPTIONAL RULES QUICK REFERENCE
  MENTAL TRAUMA
  Roll to resist mental trauma in certain situations:
  •	
  When an attack first drops you to half HP or less: 
  Nerve AD 6
  •	
  You are unexpectedly betrayed: Nerve AD 6.
  •	
  You witness an ally’s death: Nerve AD 9
  •	
  You are knocked unconscious: Nerve AD 9
  •	
  You are revived from death: Nerve AD 12.
  If you fail, choose a permanent mental trauma:
  •	
  Shaken. Gain the overpowered status. At the start of 
  each turn in battle, you regain the overpowered 
  status if it was removed.
  •	
  Depressed. You take a -4 to any rolls made for 
  navigating social situations.
  You can reroll to remove the trauma if you:
  •	
  Sleep.
  •	
  Gain a Resolve point.
  You automatically remove a trauma if you spend a resolve 
  point when rolling to resist it.
  SHOCKING STRIKES
  If you take damage from a hit that is double your armor 
  defense, roll Toughness to avoid going to -1 HP and 
  falling unconscious. The attack’s damage sets the AD:
  •	
  AD 3 (0-39 damage)
  •	
  AD 4 (40-49 damage)
  •	
  AD 5 (50-59 damage)
  •	
  (…) +1 AD (for every +10 damage)
  BRUTAL STRIKES
  If you suffer a shocking strike, you immediately die if the 
  attack’s lethality rating is equal to or above your defense.
  Weapon
  LR
  Weapon
  LR
  Striking
  Shotguns
  Plasma Knife
  7
  Wave Gun
  10
  Plasma Sword
  8
  Arc Spreader
  11
  Burst Glove
  8
  Hellfire Shotgun
  13
  Boost Fist
  9
  Power Glaive
  11
  Demolition
  IF Grenade
  11
  Pistols
  Obliterator
  12
  Beam Pistol
  7
  Structural Charge 12
  Arc Pistol
  8
  Hellfire Grenade
  14
  Hellfire Pistol
  10
  Rifles
  Beam Rifle
  8
  Arc Rifle
  9
  Hellfire Rifle
  11
  EXPLODING 10s
  Whenever you roll a natural 10 on the die, roll the die 
  again and add the two results together. Continue rolling 
  and adding until you do not roll a 10.
  TWIST SYSTEM
  Whenever a player rolls a 10 on the die, including spend-
  ing resolve points, add 1 point to the Twist Pool. If a 
  player rolls a 1 on the die, and there are 2 or more points 
  in the Twist Pool, trigger a twist. Roll 1d10+Twist Pool, 
  check the result, and reset the Twist Pool to 0.
  (Twist chart on next page)
  O/CaptaIn!/my/////////
  CaptaIn!/our/fearfuL//
  trIp/Is/done,/////////
  The/shIp/has//////////
  weather’d/every/rack,/
  the/prIze/we/sought///
  Is/won,///////////////
  The/port/Is/near,/the/
  beLLs/I/hear,/the/////
  peopLe/aLL/exuLtIng,//
  WhILe/foLLow/eyes/////
  the/steady/keeL,//////
  the/vesseL/grIm/and///
  darIng;
  But/O/heart!/heart!///
  heart!////////////////
  O/the/bLeedIng/drops//
  of/red,///////////////
  Where/on/the/deck/my//
  CaptaIn/LIes,/////////
  FaLLen/coLd/and/dead.
  \
  OPTIONAL RULES QUICK REFERENCE
  
  216
  216
  THE TWIST CHART
  Roll Result
  BIG REVEAL
  MURPHY’S LAW
  INTERFERENCE
  NO ESCAPE
  3-5
  Mysterious Call
  Blackmail, veiled threats, a 
  dangerous offer
  Temporary 
  Malfunction
  A weapon jams for a couple 
  of turns, a computer freezes, 
  the ship engine stalls
  Unwanted Attention
  Hostile questioning, an 
  alarm goes off, a crowd 
  forms
  Blocked Path
  A sealed door, security 
  checkpoint, collapsed 
  tunnel
  6-8
  Secret Alliance
  A merchant works with 
  pirates, a neutral party 
  works for the enemy, 
  common rabble are actually 
  a gang
  Something is missing
  Lost tools, dropped keys, 
  “the goods” were stolen
  Bad Timing
  A vulnerable ally is in 
  danger, competing patrons 
  both appear, a buyer 
  demands early delivery
  Lost
  A faulty map, disorienting 
  fog, navigation was out of 
  sync
  9-11
  False Identity
  An ally is an imposter, 
  famous fugitive, Church 
  double agent
  Collateral Damage
  Accidental deaths, killed the 
  wrong man, damaged 
  valuable property
  Enemy Sabotage
  Damning rumors are 
  spreading, an ambush lays 
  in wait, a bomb is planted
  Found Out
  You are identified, spotted 
  mid-crime, your secret is 
  made public
  12-14
  Horrific Secret
  A “human” is actually 
  Synthetic, a freakish mutant, 
  or a murderous sociopath
  Environmental danger
  A chemical spill, exploding 
  munitions, an electrical 
  storm
  You are Not Alone
  A dangerous stowaway, a 
  lurker in the shadows, a 
  stalker
  Hunted
  You are chased by bounty 
  hunters, desperate 
  scavengers, feral predators
  15+
  Brutal Betrayal
  Led into a trap, a fixer robs 
  you, a trusted ally tries to kill 
  you
  Catastrophic Event
  An earthquake, a city-wide 
  fire, entire ship fleets 
  suddenly crash
  Powerful Watchers
  Church inquisitor arrives, 
  ancient Synthetics 
  reawaken
  The Dead Return
  A lost lover comes back, an 
  abandoned ally seeks 
  revenge, an old enemy 
  never died
  PLANNED TWISTS
  Many GMs will pre-plan plot twists or surprising events. The planned twists method is less improvisational but can help 
  the GM make the twists more impactful. To combine pre-planned twists with this system, save them for when a player 
  rolls a natural 1. You may want to plan different severities of the same twists, letting the size of the Twist Pool determine 
  which version to use.
  TIPS AND TRICKS
  Here are some additional thoughts to help use the Twist System:
  •	
  Reveal secrets and surprises quickly; don’t leave the players wondering what twist was triggered.
  •	
  Use information from character back-stories or previous sessions to make the twists more relevant.
  •	
  Avoid generating battle-type twists if the players are extremely wounded – opt for a story-based twist instead.
  •	
  If an NPC suddenly becomes significant through a twist, like horrific secret or false identity, upgrade him or her to a 
  Boss NPC. This grants the NPC more HP, a boss power and better defenses.
  •	
  Generate traps to represent hazards or explosions resulting from twist.
  
  NO JUSTICE. NO PEACE. NO FUTURE.
  Civilization collapsed long ago in the wake of mutant warfare. Survivors toil beneath the bootheel of their privileged  
  Synthetic overlords. The Tharnaxist Church, a corrupt machine cult, suffocates the Galaxy with their tyranical dogma.  
  Yet you and your friends make a name for yourselves as sharpers, lowly space criminals contracting with gangs and  
  mega-corporations alike.    
  Synthicide is a tabletop roleplaying game for 2-6 players. In this guide, you'll find everything you need to narrate compelling 
  characters and thrilling adventures in a bleak, cynical universe where hunger guides your gunhand. 
  Useful bonus content, including automated GM tools, are available at at www.synthiciderpg.com 
  ACTIONS
  RULE
  CODEX
  
SOURCE: textdata/thevault/_GM Books/Bestiaries/Synthicide.pdf