TEXT: PROMEHEUS RISING
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  PROMEHEUS RISING
  rpg objects presents:
  A BLOOD AND SPACE SETTING
  BY 
  CHARLES RICE
  Lead Designer: Charles Rice
  Science Guru: Chris Nicholson
  Editing: Charles Baize
  Layout: Chris Davis, David Jarvis
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  at www.wizards.com. Portions of this work 
  are derived from the d20 System Reference 
  Document.
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  of the Coast, Inc., a subsidiary of Hasbro, 
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  All rights Reserved.
  WHAT IS 
  BLOOD AND SPACE?
  A comprehensive starship adventure 
  toolkit designed to supplement or 
  extend any of the popular d20 space 
  based role-playing games. Blood and 
  Space contains extensive rules for 
  starship construction, combat, and 
  crews as well as new classes, feats, 
  and skills for space based adventures. 
  Click Here 
  For More Information 
  
  PROMEHEUS RISING
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  PROMETHEUS RISING
  Prometheus Rising is a setting designed for 
  use with Blood and Space.  The setting is best 
  described as “cinematic hard sci-fi”.  All the hard 
  sci-fi ships from the Blood and Space rulebook are 
  usable in the Prometheus setting.
  AUTHOR’S NOTE  
  They say some dreams never die, and Prometheus 
  has been a dream of mine for over 10 years.  Under 
  the old Star Hero system, in the early 90’s, I began 
  running a different sort of sci-fi campaign from the 
  usual “intergalactic federation” model.  One alien 
  race, genetic engineering, one solar system, ours.  
  That campaign stuck with me long after it was 
  over.  Long after I even had my old notes.  In odd 
  hours when I’d be working or writing something 
  else, visions of beat up space trawlers making the 
  Earth-Mercury run would come to me.
  So, in a gap between projects, a friend of mine, 
  Chris Nicholson and I, decided to turn it into a d20 
  game, called Prometheus Rising.  The game had a 
  lot of interesting ideas, a ton of nice crunchy rules, 
  but for some reason, never really caught on.  But 
  the rules were so strong, I had the chance to expand 
  on the starship creation and construction chapter, 
  on a project that turned into Blood and Space, the 
  start of a long and very successful collaboration 
  with RPGObjects.
  Still, I have these dreams.  Someday, you will 
  get a much deeper look at those dreams I promise.  
  In the meantime, here is the Prometheus-specific 
  material which was removed from Blood and 
  Space, tweaked, expanded, and improved.  Since 
  Blood and Space is also an improvement over 
  Prometheus’ crunch, between these two products 
  you have an improved version of the Prometheus 
  Rising setting, and a glimpse at a dream I can’t 
  seem to shake.  
  Until we meet again on the Jovian Moons.
  Chuck
  Shell Therrin shivered uncontrollably in the brig of the Valkyrie.  This is the way it was going to end.  
  On the prison colony Valhalla, set deep in the Valhalla Crater on Callisto, like they wanted it hidden 
  away.  Umber leaned over, nudging her with his shoulder, when she met his eyes, he smiled.  His face 
  was so battered, missing several teeth, and he looked ridiculous when he smiled, his mouth a bloody 
  gash in his face.  She couldn’t help it.  She smiled back.  She couldn’t believe him.  Umber Grey, ex-
  Gladiator, ex-Company “Fixer” (a polite term for an assassin), they had been hardest on him, because 
  Umber was one of them, and he had turned on them, but still, his spirits were high.  In four-point 
  restraints on his way to a slow agonizing death.  The guards kept wondering how he would respond to 
  having that laser garrote he was so good with used on him loud enough for the occupants of the cell to 
  hear, and Umber was sitting there, coughing up blood, cheering her up. 
  Suddenly, Umber’s expression changed, hardened, as he stared fixedly at the door.  Without letting 
  his eyes leave the door, he muttered under his breath “Get ready Shell, the ride gets bumpy from 
  here”.
  “How could it get any worse?”, she thought to herself, as the ship rocked from the outside, knocked 
  into a slow slalom by a rocket impact.
  As a persistent thumping sound, like hailstones on a corrugated aluminum roof sounded from the 
  ceiling, the door burst open and the guard rushed inside.  “Looks like your friends are trying to bust 
  you out ‘King Umber’, but they won’t....”, and just like that the Company guard was on the floor, still.  
  Umber had braced back against the wall, and driven both his feet into the guard’s stomach.
  Wide-eyed, the computer slasher asked, “Is he dead?”.
  Grim-faced, Umber looked down at the guard, and smiled  “Not yet.”, and brought his magnetic leg 
  restraints straight down in an axe-kick on the back of the guard’s neck.  A sick crack filled the small 
  cell, and the guard slumped, a widening pool of blood flowing from his mouth and nose.
  Suddenly, a giant appeared in the doorway, one of those new “mauler” rewrites the Company was 
  scaring the shit out of everyone with.  Shell let out a small cry, they really were going to die.  But 
  Umber was smiling.  “Have your men taken the bridge yet?” was all he said to the brute.  The sounds 
  of men screaming in agony could be heard from down the hall.
   “Yes Sir Captain Grey.  Your daughter is changing the transponder codes on the bridge.  Want to 
  rename her? The Valkyrie is a pretty nice name.”
  “Valkyrie is their name.  Tell Serenity to change the transponder signal to the JSS John Brown.”
   The giant’s expression went blank, and he was clearly trying, in vain, to catch the reference 
  before he looked stupid.  Frowning, he instead reached out with a massive hand and ripped the 
  “unbreakable” magnetic shackles from Umber’s arms and legs.  Laughing, Captain Umber Grey, 
  leader of the Sons of Jove, the most hated and feared revolutionary cell in the solar system, patted the 
  huge monster on the back.  “Shell, explain the historical significance of John Brown to my boarding 
  officer please.”, then, in an introductory tone, as if he were introducing two co-workers at a Company 
  office party, he brought her tiny hand and his gigantic hand together and said, “Goliath, meet our new 
  Ops Officer, Shell Therrin.”
  She looked over to ask if he was kidding, but he was gone, heading, no doubt, for the bridge.  
  Looking up, she saw that the creature, Goliath, was waiting for her to explain who John Brown was.  
  “Welcome to the revolution.” she thought to herself.
  
  PROMEHEUS RISING
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  Umber slowly came awake, trying to remember where he was, and how he had gotten there.  He 
  tried to sit up, but he couldn’t move.  His body felt so heavy.  Then he remembered the Fixer.  There 
  was a Fixer.  He was going to kill him.  He had to get up or he was going to die.  Why was it so hard 
  to think?  Umber began to thrash and jerk.  He was tied down somehow.  Maybe the Fixer wanted 
  to interrogate him before he killed him.  Maybe the sadistic bastard just wanted to have a little fun 
  before he killed him.  “That will be the day.”, Umber thought grimly, continuing to thrash in his 
  bonds, ignoring the sharp pain in his forearm.
  Suddenly, Umber’s limbs quit working, and a wave of calm seemed to filter through his mind.  
  “Calm.  Calm.  That’s better.  So much rage within you.  So much pain.”  
  The voice was inside his head.  Umber closed his eyes, grimly reciting the mantra he had learned 
  to drown out any attempt to read his mind.  He’d be damned if some Company Psi was going to fish 
  around inside his head.  Then, he saw her, deep blue skin like deep still water, large oversized eyes, 
  she was wearing a surgical gown, her smooth slick skin furrowed in a look of concern. Her enormous 
  bulk (she weighed 400 lbs if she weighed an ounce) somehow graceful as she bent over him. A Euro.  
  Umber stopped struggling.  Euros were too good.  If this whale-bitch was working for the Company, 
  he might as well let her have whatever it was she wanted from his mind, rather than fight, let her 
  destroy it while she “sifted” him.  The enormous blue face was split by a soft smile as he relaxed, 
  hundreds of small plankton-eating teeth visible as a white picket fence in the expanse of her mouth.
  “Better. Calm. Calm.  No young  human, I do not work for human Company.  You have nothing to 
  worry about.  If you promise not to struggle or move too much  I will allow you to sit up. Agreed?”  
  Umber nodded.  He needed to figure out where he was and how he was going to get out.
  Suddenly, his limbs obeyed his commands again.  Umber slowly sat up, eyes adjusting to the dimly-
  lit room.  Operating room?  Interrogation room? Torture chamber?  Umber winced as another sharp 
  pain lanced his forearm.  Looking down, he saw the thin red line around his forearm.  Suddenly he 
  remembered.  He had been set-up.  The Fixer had been in the hotel room waiting for him.  How had 
  they known he was there?  He just barely got his arm up in time to stop the Laser Garrote from taking 
  his head off.  The last thing he saw before the darkness was his arm come in half.  Clean.  No blood.  
  The wound of a Laser Garrote was cauterized instantly.
  “How did you...?”, Umber’s question was cut short, by a series of racking coughs.  His throat was 
  so dry.
  Suddenly, there was a small glass of water at his lips “Drink human.  Drink.  You are still not well.  
  Your arm has been reattached.  It was severely infected for many days.  You almost died many times.”
  The Euro smiled at him again.  “I am Doctor Ande’Eela, and this is my clinic.  Your friends are 
  outside.  You are in better hands than you deserve little human.”
  RACES
  ANDROID
  The ultimate expression of robotics, the first fully 
  aware robot, or Android, was constructed in 2162 
  at the Advanced Intelligence Project (AIP), Tycho 
  City.  Owned by The Company, these beings have 
  no rights at all, mere slaves, they are given the 
  most dangerous jobs, and die by the thousands 
  every year.
  Physical Description: Androids are built for 
  work.  They tend to be tall, muscular, and agile.  
  No thought is given to the aesthetic at all, and 
  Androids are often made of cheap materials that 
  corrode and pit on the surface over time, leading 
  to actual holes in their “skin” being a common 
  sight.  Their internal components are purposefully 
  designed to fail over time, leading to a very short 
  “life”.  The average life expectancy of an Android 
  is less than 10 years.  Given the terribly dangerous 
  conditions in which they work however, most will 
  live less than two.
  Relations: Androids tend to be quiet, utilitarian, 
  and subservient.  They are programmed with a very 
  “cooperative” personality.  Also, keep in mind that 
  most Androids were only born a month or two ago 
  when they enter service.  This is by design.  The 
  Company fosters conditions in which Androids, 
  ideally, will not live long enough to develop their 
  own personalities.
  Android Racial Traits
  Base Speed 30 ft.
  Android Physiology:  Androids are completely 
  immune to disease and radiation of all types.  
  Androids do not heal WP naturally, and drugs, 
  medicines, poisons, and telepathy  have no effect 
  on them.  Only the Repair skill can restore WP 
  to an Android.  An Android’s VP represents its 
  energy supply, which can be drained from periods 
  of intense activity (like combat).  If the Android 
  rests, he recovers VP as his internal reactor restores 
  energy to his systems
  Starting Age/Lifespan: Starting Age 1-4 Years;  
  5 Years (Middle Age), 7 Years (Old), 9 Years 
  (Venerable), Maximum Age: Unknown.
  Ability Modifiers: +2 Str, +2 Dex, +2 Int, -2 
  Wis, -4 Cha: Androids are strong and fast, with 
  computerized brains capable of memorizing and 
  categorizing information quickly and efficiently.  
  However, they have also been programmed to be 
  
  PROMEHEUS RISING
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  compliant servants, and have little 
  time to develop skills to help them 
  interact with others.
  Favored Classes: Pilot, 
  Soldier: Androids are used by 
  The Company for dangerous 
  jobs perfectly suited for their 
  “expendable” natures. 
  ASTRONOMERS
  Astronomers, also known as 
  “peepers”, are a rare rewrite.  No 
  more than 1,000 of these men and 
  women are thought to exist, and rarely are they 
  seen except for those who make the long, lonely 
  supply run to the Pluto Deep Space Observatory.  
  Physical Description:  The most striking feature 
  on an Astronomer is his eyes.  Astronomers are 
  rewritten to have the sharpest vision for minute 
  details, and in dim light.  In fact, the Pluto run 
  is very unpopular because the peepers wont turn 
  on the lights even for the Haulers.  They are nice 
  enough to supply them with nightvision goggles, 
  however.  In terms of height and weight peepers 
  tend to be within the human range, though on the 
  small side.  In the words of Caleb Storm, famous 
  Hauler, “That’s because anyone who wants that 
  rewrite is a ****in’ geek to begin with”.
  Relations: As long as they are left to their work, 
  and left in the dark, Astronomers are extremely 
  easy going.
  Astronomer Racial Traits
  Base Speed 30 ft.
  DarkVision: Astronomers see perfectly in 
  Darkness out to 120’
  Sharp Eyes: Astronomers have a +4 Racial 
  Bonus to the Spot skill.  Spot is always a class skill 
  for these characters.  However, Astronomers take 
  double damage, or are blinded for twice as long, 
  by any blinding attack or an attack that affects the 
  eyes (such as tear gas).
  Ability Modifiers: +2 Int, -2 Str: Astronomers 
  tend to be intellectually inclined.  Many have never 
  picked up anything heavier than a shotglass since 
  high school however.
  Starting Age/Lifespan: 18+1-6 Years; Middle 
  Age 53 Years, Old 80 Years, Venerable 105 Years, 
  Maximum Age +3d20 Years.
  Favored Class: Scientist, Tech.
  CLONE
  One of the wonders of the Genetic Age, Clones are 
  created for a variety of purposes, and are seen all 
  over the Jovian colonies as workers, soldiers, and 
  “entertainers”.  There are several standard varieties 
  of clones, as well as many rare and unique models.  
  This race covers several of the most common 
  varieties, but any character can play a unique or 
  rare clone as a member of any other race with no 
  penalty.
  Bambi/Ken:  Bambis/Kens are the entertainment 
  model, grown for entertainment, hostess and escort 
  duties, especially in the days when slavery of 
  clones was legal.  Today, many Bambis continue 
  in these roles, especially in the Jovian colonies, 
  where these jobs are the most plentiful.  However, 
  a growing number of ambitious Bambis have 
  either married rich, or entered the Corps where 
  their looks can be parleyed into sizable fortunes.  
  Because of their reputations as 
  vapid playthings, many others have 
  become very successful intelligence 
  agents.   Bambis who marry rich are 
  colloquially known as “trophies” or 
  “kendolls”, while those in business 
  are called “working boys/girls” 
  (never to their faces).  Bambis in 
  the intelligence services are called 
  “Mata Haris”, while Kens in this 
  line work are “Bondsmen”.
  Jack/Jill:  Jacks/Jills are the most 
  common clone, bred after the Gene 
  War when populations were ebbing, fertility rates 
  low, and slave labor was needed in great supply to 
  rebuild Earth’s shattered infrastructure.  Designed 
  for maximum fertility, Jacks and Jills are known all 
  over the colonies for their large families, especially 
  when a Jack marries a Jill. Extremely quiet and shy 
  by nature (passivity being a trait included in the 
  design to make them more docile workers in boring 
  menial jobs), normally the only time you will ever 
  hear a Jack is when he is followed by a gaggle of 
  his children.
  Joe/Jane: Designed for strength and size, Joes 
  and Janes most often find work as manual laborers 
  or in the military.  These clones are commonly 
  referred to as “average” when employed as manual 
  laborers, and G.I. when in the military.  Thus, a 
  character might be an “average Joe”, or a “G.I. 
  Jane”.
  Everyone has an interest in where they came 
  from, and for clones, this interest in genealogy is 
  a passion bordering on obsession. Or religion, as 
  some social scientists have observed. Every clone 
  strives to find out everything they can about their 
  Progenitor, and things owned by a Progenitor are as 
  sought after as medieval relics.
  Clone Racial Traits
  Some Clone racial traits vary by model, and some 
  are common to all clones.
  RACIAL ABILITY ADJUSTMENTS
  Race
  Ability  Adjustments
  Favored Class
  Android
  +4 Str,+2 Dex,-2 Wis,-4 Cha
  Pilot, Soldier
  Astronomer
  +2 Int, -2 Str
  Scientist, Tech
  Clone
  Varies
  Varies
  Earther
  +2 Cha, -2 Con
  Corporate Lackey
  Euro
  +2 Wis, -2 Dex
  Sensitive
  Floater
  +2 Dex,+2 Cha,-2 Str,-2 Con
  Hauler, Pilot
  Hopper
  +2 Dex, -2 Str
  Hauler
  
  PROMEHEUS RISING
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  All Clones:  Clones gain a +4 racial bonus to 
  disguise, as they can easily impersonate another 
  clone to get away or get close to someone.  
  Investigate skill checks have their DC raised 
  by 10 to find evidence about a specific Clone, 
  as all clones of the same model have identical 
  fingerprints and leave identical fiber trace evidence.  
  Clones get a +6 to Disable Device/Computer Use 
  checks to defeat security based on fingerprints, 
  retina scans, or voiceprints when trying to 
  impersonate a clone of the same type. 
  Ken/Bambi:  +4 Cha, -2 Wisdom, -2 Str; +2 to 
  all Charisma based skills when dealing with the 
  opposite sex.
  Jack/Jill:  +2 Intelligence, +2 Wisdom, -4 Cha; 
  4 bonus skill points at first level, 1 bonus skill point 
  each level after first level.
  Joe/Jane:  +2 Str, +2 Dex, -2 Wisdom, -2 Cha
  EARTHER
  Earthers are one of the rarest sights in the Jovian 
  System.  These fine folks hail from the cradle 
  of humanity: Terra.  Earthers are found in all 
  ethnicities and nationalities, and have a higher 
  degree of religious participation than most other 
  peoples.  
  Physical Description:  Like the majority of 
  people in the 24th century, Earthers have been 
  rewritten at the genetic level.  Earthers enjoy 
  immunity to almost all diseases, and tend to 
  be much better looking than their un-modified 
  counterparts.  
  Relations: Earthers are generally disliked.  They 
  are seen as tools of corporate interests, fat, lazy, 
  and spoiled.
  Earther Racial Traits
  Base Speed 30 ft.
  Genetic Immunity: Earthers receive this feat for 
  free.
  Ability Modifiers: +2 Cha, -2 Con: Earthers 
  have been rewritten to represent beauty, with 
  moles, freckles, brown hair, and other “average” 
  traits completely eliminated from the genepool.  
  However, despite the fact that their immune 
  systems have been strengthened as well, with 
  genetic diseases eradicated completely, their 
  sedentary lifestyle still makes them less robust than 
  the average Jovian.
  Starting Age/Lifespan: 22+1-6 Years; Middle 
  Age 53 Years, Old 80 Years, Venerable 105 Years, 
  Maximum Age +3d20 Years.
  Favored Class: Corporate Lackey: Earthers tend 
  to be political animals.  Also, there are not many 
  jobs to be had on Earth that do not involve working 
  for The Company in one capacity or another.
  EURO
  One of the first major scientific expeditions to the 
  Moons was a thorough exploration of Europa.  
  Scientists were hopeful of finding extraterrestrial 
  life there.  In the scientific certainty of the day, 
  they told the peoples of Earth that this life, if it 
  existed at all, would be nothing but bacteria.  If 
  they were lucky they would have a beaker full of 
  alien life to study.  What they found was an entire 
  ecosystem, and the Europans, The Prime as they 
  called themselves, were Sensitives of the highest 
  order, and had known of the Human “presence” 
  for centuries.  Everything changed after that.  As 
  more and more alien cities, abandoned and ruined 
  are found, scientists who thought the only life 
  they would find in the solar system was microbes 
  are thought of in the same light as 15th Century 
  scientists who thought the Earth was the center 
  of the solar system.  The Prime, for their part, are 
  happy to educate humans about their pacifistic, 
  theocratic society, which boasts colonies on four 
  moons, and has been exploring space for 5 hundred 
  years.
  Physical Description: Euros (as the humans call 
  them) evolved in a completely liquid environment.  
  Their bodies are blubbery to protect them from the 
  cold of Europa’s oceans, lending them a clumsy 
  gait on land.  In the water, however, their entire 
  appearance changes, and Euros are fast, sleek, 
  graceful, and deadly if they choose to be.  Most 
  Euros are slightly shorter than humans, males 
  averaging 5’9, females about half a foot shorter.  
  Their weight averages 350 lbs for males, 300 for 
  females.
  Relations: Euros are pacifists, explorers, and 
  scientists.  They are great talkers, and enjoy 
  spending time with like-minded individuals.  They 
  have great reservations about getting too close to 
  humans, because of their violent tendencies and 
  disregard for the natural balance.  In particular, 
  the “Titan Issue” is a flash point with the Euros, 
  causing them to be ill at ease when dealing with 
  The Company, whom they distrust greatly.  Euros 
  refuse to have anything to do with Androids, who 
  do not register mentally at all, and thus, according 
  to the Prime Order are mere objects.
  Euro Racial Traits
  Euro base speed is 20 ft.  They are heavy and 
  ungainly out of the water.  In the water, their 
  Swimming speed is 60 feet.
  Psionic Sensitivity: All Euros are psionic, and 
  receive this feat for free, even if they do not meet 
  the requirements.
  Water Born: Euros receive a +6 Racial Bonus 
  to swimming checks.  Like whales and dolphins, 
  Euros breathe air, and can hold their breath for over 
  30 minutes.
  Sharp Hearing: While the echolocation of their 
  primitive cetacean ancestors has become vestigial, 
  Euros still possess extremely good hearing by 
  human standards.  Euros receive a +4 Racial 
  Bonus to all Listen checks.  In addition, Listen 
  is automatically a class skill for these characters.  
  Euros take double damage from any weapon 
  involving sound, or are deaf for twice as long if the 
  weapon deafens rather than damages.
  Ability Modifiers: +2 Wis, -2 Dex: Euros 
  
  PROMEHEUS RISING
  PAGE - 6
  are very calm, pacifistic, and in tune with their 
  environment.  However, by human standards, they 
  are large, and rather ungainly, especially outside 
  the water.
  Starting Age/Lifespan: 20+2d4; 50 Years 
  (Middle Age), 75 years (Old), 100 Years 
  (Venerable), Maximum Age: +5d20 Years.
  Favored Class: Sensitive: Euros are some of 
  the most powerful Psis on record.  Their First 
  Prime, ministers of the Prime Order, maintain a 
  network through all their colonies, and are able to 
  communicate the wishes of the One, the leader of 
  their faith over millions of miles.
  FLOATERS
  Floaters are people who have grown up in 
  microgravity.  Developing bodies are greatly 
  affected (some would say warped) by this new 
  environment.  Floaters are increasingly rare, 
  as most craft are now designed with gravity 
  generators, or are used for only very short trips.
  Physical Description: Floaters tend to me 
  smaller than average, with males averaging only 
  5 feet tall, and females slightly smaller.  They 
  also tend to be extremely thin and waiflike in 
  appearance, as a consequence of growing up 
  without gravity to help build bone and muscle 
  mass.
  Relations: Floaters tend to be travelers, and as 
  such have good relations with everyone.  Floaters 
  were also the first wave of Haulers and Explorers, 
  and became known for generosity to early outposts 
  on the Moons.  As such, Floaters probably have the 
  best cross-race relations of any group.
  Floater Racial Traits
  Floater base speed is 20 ft.  They are extremely 
  small and slight, with joints ill-suited for rapid 
  movement.
  Low-G and Zero-G Maneuvering: Floaters 
  receive these feats for free.
  Gravity Sensitive: Floaters take double damage 
  from any Gravitic weapon.  If exposed to Gravity 
  over 1 G for an extended length of time (as would 
  happen on a fast moving Starship), a Floater will 
  be fatigued after 8 hours, and exhausted after 12, 
  until she has a chance to rest in conditions of less 
  than 1 G for 8 hours.
  Ability Modifiers: +2 Dex, +2 Cha, -2 Str, -2 
  Con: Floaters are very graceful, and considered 
  quite attractive for their small waiflike frames by 
  most peoples.  However, microgravity is very bad 
  for the human body, especially developing human 
  bodies.  Floaters have little muscle mass, poor bone 
  density, weak joints, and underdeveloped immune 
  systems.
  Starting Age/Lifespan: 15+1d4; 35 Years 
  (Middle Age), 53 Years (Old), 70 Years 
  (Venerable), Maximum Age: +2d20 Years.
  Favored Classes: Hauler, Pilot: Most Floaters 
  are born on a ship, and can fly one before they can 
  walk. Some are so used to the confined spaces of 
  their sips that they refuse to set foot into a port, 
  hiring “lumpers” to ferry their goods off ship.
  HOPPERS 
  Hoppers is the colloquial name of the most 
  common type of “Rewrite”.  A Rewritten person 
  has had his DNA altered in a radical fashion to 
  create a genome that does not exist anywhere 
  in nature.  Hoppers were originally created to 
  facilitate the construction of Tycho City, the first 
  off planet settlement.  As such, Hoppers are the 
  ideal colonists of any Low Gravity world.  Given 
  that this is the most common type of Terrestrial 
  Planet, Hoppers continue to be the most popular 
  rewrite.
  Physical Description: Hoppers tend to fall in the 
  same height range as humanity, typically standing 
  between 5 and 6 feet tall.  However, Hoppers are 
  extremely lithe, built like ballet dancers, and weigh 
  between 90 and 125 lbs on average.  Hoppers have 
  longer legs than would be typical for their height, 
  and shorter torsos.  Also, as all Hopers are double 
  jointed, they favor a crouching position to sitting, 
  which has been said to make them look more like 
  grasshoppers than people, hence the name.  Hopper 
  skin tends to be extremely pale, and their eyes 
  tend to be larger than the human norm, and sunk 
  into their heads.  Many “normal” humans consider 
  Hoppers unattractive, and early in the Program 
  there were even some attempts to alter the Rewrite 
  to make them look more like Humanity.  However, 
  Gene Splicing is more art than science, and no 
  satisfactory solution has been found.  The point is 
  moot now, as Hoppers are, if anything, the majority 
  species in the Jovian System.
  Relations: Most relations are based more 
  on political affiliation than race, especially as 
  revolution nears in the Jovian Colonies.  However, 
  some tendencies have emerged.  Hoppers tend to 
  prefer being among other Rewrites, tending to shy 
  away from anyone who looks like an “Earther”
  Hopper Racial Traits
  Hopper base speed is 30 ft.  However, in a Low G 
  Environment, where hopping is the most common 
  form of travel, Hoppers move at a base speed of 60.
  Skills: Hoppers receive a +6 Racial bonus to 
  Jump Skill.  Jump and Balance are automatically 
  class skills for Hoppers, regardless of Class.
  Low-G Maneuvering: Hoppers receive this feat 
  for free.
  Ability Modifiers: +2 Dex, -2 Str: Hoppers are 
  lithe and graceful, built for ease of movement in a 
  Low G environment.  However, their rewrite gives 
  them less sheer muscle mass, which they really 
  won’t need living in below normal gravity anyway.
  Starting Age/Lifespan: 15+1-4 Years; Middle 
  Age 53 Years, Old 80 Years, Venerable 105 Years, 
  Maximum Age +3d20 Years.
  Favored Class: Hauler. Hoppers have been “out 
  there” longer than anyone, and have been piloting 
  junk freighters for over a century.
  
  PROMEHEUS RISING
  PAGE - 7
  CLASSES
  CORPORATE LACKEY
  In many places all through the Jovian System, 
  there are only two types of people: Corps and 
  Grunts.  In the moons of the Frontier, these two 
  megalithic entities are everything: mother and 
  father, employer and government all rolled into 
  one.  The Corporations were here first, and resent 
  the military’s “paranoid” sniffing around ancient 
  ruins that, they feel, should be theirs to plunder.  As 
  a result of this, many Corps have begun funding 
  their own expeditions to the ruins, intent on beating 
  the military to the occasional cache of fantastic 
  alien technology.  Every one of these groups has a 
  Corporate Representative along to make sure the 
  interests of The Company are well looked after.  
  These “Representatives” are more commonly 
  called Corporate Lackeys, though never to their 
  faces.
  Class Information
  The following features pertain to the Corporate 
  Lackey class.
  Weapon and Armor Proficiencies: The Corp is 
  Proficient in Light Armor, and Simple and Martial 
  Weapons
  Hit Die: 1d6
  Alignment: any
  Skill Points per Level: 6+Int. Modifier
  Class Skills: Appraise, Bluff, Diplomacy, 
  Forgery, Gather Information, Listen, Sense Motive, 
  Spot.
  Class Features
  The following features pertain to the Corporate 
  Lackey class.
  Part Time (Ex): The character is employed by 
  The Company on a casual basis.  Fifty percent of 
  the character’s medical costs will be paid for. 
  Rumor (Ex): Information is power.  Corps are 
  well aware of this, and any time they are in port 
  they will be talking to their fellow employees, 
  looking for any shift in the wind.  On a Gather 
  Information, Listen, or Sense Motive check (DC 
  25), the Corp receives a rumor.  The exact nature 
  of this rumor must be determined by the GM, but 
  Alvarez fidgeted nervously in the call booth, retaping the broken nose support that held his bottle-
  thick eyeglasses together.  He hated this place.  Casino they called it.  Just a matter of time before the 
  Company tracked it down and arrested the whole lot of them.  Everyone knew gambling was only 
  permitted at Company-sanctioned entertainment complexes.  The small Floater jumped when the 
  door to the call booth slid open, relaxed only a little as he saw the black-clad Smuggler he was here to 
  meet.  Masterson, he called himself.  God only knew what his real name was.  Didn’t pay to ask.
  Masterson wrinkled his nose as he entered the booth.  “Jesus you stink Alvarez.”  Masterson 
  frowned as he watched Alvarez fidgeting with his glasses.  The little twitch did that when he was 
  nervous, and there was no reason to be nervous.  Casino was independent.  The UEG, the Company, 
  the Military, none of those clowns were welcome here.
  Alvarez was still fidgeting.   “Look, let’s just g-get this over with ok?  This place is t-too crowded 
  for me.  Why can’t we do this in deep space? Or in the hold of my s-ship?”  
  Masterson relaxed.  The little twitch had agoraphobia.  Hated to be around people.  Hated to be off 
  his ship.   He wrinkled his nose as another gust of Alvarez’s body odor wafted over him.  Little toad 
  was worth millions, and he stank to high heaven, wore spectacles for Christ’s sake.  He should be on 
  an island somewhere surrounded by Trophies.  “Freakin’ Floaters”,  he thought to himself.
  “Let’s get this over with.”, Alvarez repeated.  “I have your order.  The w-whole thing.  Beef patties, 
  multivitamins, stimdose, antiproton packs.  You better have my payment, do you know how hard that 
  stuff was t-to get?”
  Masterson smiled and took a vidcube out of his pocket and flipped it on.  A three-dimensional 
  holographic image of three beautiful women appeared.  Alvarez actually reached out and passed his 
  hand through the matrix, as if he could actually touch them.  “Three androids.  A blonde, a brunette, 
  and a redhead.  They cook, they clean, they’re imprinted with sweet subservient personalities, and 
  they’re fully anatomical.”  Alvarez was still staring at the images.  Masterson had no idea what he 
  wanted with these things, though he could guess.
  “F-Fully?”
  Masterson chuckled.  “You want the specs? I guarantee you a gynecologist couldn’t tell them from 
  the real thing.”  Rising, Masterson started to leave the booth.  “You have your boys offload the goods 
  to the Mystic’s hold, and I’ll have the ladies sent up to your bridge.”
  “W-wait!”  Masterson felt the hackles rise on the back of his neck.  His eyes narrowed as he sat 
  back down.  Alvarez was fidgeting with his glasses again.  “W-what did you want all that stuff for 
  anyway?”  Masterson watched Alvarez for a good long time.  Then he smiled as he patted the little 
  twitch on his head and rose to leave again.  “I’m equipping an army, dumbass” And with that, the 
  Hauler was alone in the booth.  He looked out the window, but Masterson had already disappeared 
  into the crowd.  Alvarez took out a transmitter, dialed in a 10 digit page-code, then exhaled a breath 
  he had been holding since Masterson had stepped into the booth.
  
  PROMEHEUS RISING
  PAGE - 8
  it will always be in the character’s benefit, either a 
  way to make some quick cash, or help in advancing 
  the current adventure.  This ability may be used 
  once each time the Corp comes into port.
  Company Man (Ex): The character works for 
  The Company, and as a loyal Company Man, can 
  expect to be cared for.  As the slogans say, The 
  Company is mother and father.  The Corp can 
  expect free medical care at any frontier outpost, 
  and is paid a monthly salary of 250 credits per 
  Corporate Lackey level. 
  Power Play (Ex): The Corps in the Jovian 
  System tend to be the most ambitious.  Less 
  ambitious executives would rather plod their way 
  up The Company ladder back on Earth.  At any 
  time after the Corp reaches 10th level, he may 
  attempt a Power Play to rise within the ranks 
  quickly, but at great risk. The Corp makes either 
  a Bluff, Diplomacy, or Forgery check (DC30).  If 
  he succeeds, he triples his salary (750 credits per 
  Corp Level).  If he fails, he is reduced to Part Time 
  benefits until he gains another Corp Level, at which 
  time he is reinstated, though with a black mark in 
  his “Jacket”.  A Corp may attempt a Power Play 
  only once, whether he succeeds or fails, although 
  he may wait as long as he wants after 10th level 
  before he makes the attempt.
  Bankroll (Ex): The character has entered the 
  upper tier of The Company.  His business savvy 
  and loyalty are unquestioned.  The Corp may 
  Bankroll expeditions and business adventures, 
  requisitioning credits and materials of up to 1,000 
  credits/Level from The Company.  This ability 
  may be used once per Level. (In other words, the 
  Corp could requisition up to 15,000 credits worth 
  of materials from The Company upon reaching 
  15th level.  He could not again use this ability until 
  after he achieved 16th level).
  High Stakes (Ex): Like Power Play, only with 
  greater rewards and greater risks.  An opportunity 
  presents itself to the Corp to rise to an extremely 
  high level of power and influence.  Perhaps even 
  to CEO.  This “ability” constitutes a very difficult 
  adventure.  If successful, the character will have 
  unimaginable wealth.  If he fails, he will be forced 
  to leave The Company, and could even be killed.
  SENSITIVE
  Ever since Geneticist Karl Mueller unlocked the 
  secrets of the brain in 2186, a rare few individuals 
  have been born with what used to be called 
  “psychic powers”.  The Mueller Institute, founded 
  in 2207, was the first concerted attempt to train 
  and hone these abilities.  Although promoted as 
  a way to help these new sensitives to cope with 
  their abilities, many saw the Institute as a way for 
  The Company to identify those most powerful 
  individuals and recruit them into service by hook 
  or by crook.  For this reason, many sensitives hide 
  their abilities, and many of these find their way to 
  the Jovian System.
  Requirements
  To qualify to become a Sensitive, a character must 
  fulfill the following criteria.
  Feats:  One base psionic feat (Telepathy, 
  Telekinesis, or Precognition)
  CORPORATE LACKEY
  Level
  Base Attack 
  Fort 
  Ref 
  Will
  Special
  Defense 
  1st 
  +0
  +0
  +0
  +2
  Part Time
  +2
  2nd 
  +1
  +0
  +0
  +3
  +2
  3rd 
  +1
  +1
  +1
  +3
  Rumor
  +3
  4th
  +2
  +1
  +1
  +4
  Bonus Feat
  +3
  5th
  +2
  +1
  +1
  +4
  Company Man
  +4
  6th
  +3
  +2
  +2
  +5
  +4
  7th
  +3
  +2
  +2
  +5
  +5
  8th
  +4
  +2
  +2
  +6
  Bonus Feat
  +5
  9th
  +4
  +3
  +3
  +6
  +6
  10th 
  +5
  +3
  +3
  +7
  Power Play
  +6
  11th 
  +5
  +3
  +3
  +7
  +7
  12th
  +6/+1
  +4
  +4
  +8
  Bonus Feat
  +7
  13th
  +6/+1
  +4
  +4
  +8
  +8
  14th
  +7/+2
  +4
  +4
  +9
  +8
  15th
  +7/+2
  +5
  +5
  +9
  Bankroll
  +9
  16th 
  +8/+3
  +5
  +5
  +10
  Bonus Feat
  +9
  17th 
  +8/+3
  +5
  +5
  +10
  +10
  18th
  +9/+4
  +6
  +6
  +11
  +10
  19th 
  +9/+4
  +6
  +6
  +11
  +11
  20th 
  +10/+5
  +6
  +6
  +12
  High Stakes
  +11
  
  PROMEHEUS RISING
  PAGE - 9
  Class Information
  The following features pertain to the Sensitive 
  class.
  Weapon and Armor Proficiencies: The 
  Sensitive is proficient with Light Armor and 
  Simple Weapons.
  Hit Die: d4
  Alignment: any
  Skill Points per Level: 2+Int Modifier (x4 at 1st 
  Level)
  Class Skills: Animal Empathy, Concentration, 
  Diplomacy, Sense Motive
  Class Features
  The following features pertain to the Sensitive 
  class.
  Recognition (Su): On a Concentration check 
  (DC 15), sensitives can recognize each other.  This 
  ability is a full round action and provokes an attack 
  of opportunity.
  Psyche: A character’s Psyche determines how 
  many times each day he can use psychic abilities.  
  A character’s Psyche is equal to his Wisdom 
  modifier.  As the sensitive gains levels, he receives 
  the listed bonus to his Psyche.
  Inner Reserve:  By calling on his inner power, 
  the Sensitive can ignore pain and fatigue.  Once 
  per day, the character can make a Concentration 
  check (DC 15) to dispel fatigue, exhaustion, or 
  any damage or penalties due to environment, 
  hunger, heat, and so forth (but not radiation). If 
  used to heal damage or dispel fatigue, this effect 
  is permanent (though obviously the character 
  can become fatigued or damaged again).  If used 
  to ignore penalties due to extreme heat or other 
  environmental conditions, the effect lasts one hour 
  per Sensitive level.  The Sensitive may use this 
  ability more than once per day, but each time he 
  does so it counts against the character’s Psyche.
  Inner Resolve:  Once per day the character 
  may reroll any failed Will saving throw.  The 
  Sensitive may use this ability more than once per 
  day, but each time he does so it counts against the 
  character’s Psyche.
  Inner Power:  The character’s mastery of his 
  powers is increasing, and may use any ability that 
  affects only himself as a free action, rather than a 
  move equivalent action, though the character may 
  still only use one psionic power per round, and 
  only activate powers during his action. 
  Inner Awakening:  At 10th and 20th levels, the 
  Sensitive can select a new Psionic feat (either a 
  normal psionic feat or one of the base powers of 
  Telepathy, Telekinesis, and Precognition).  This is 
  the only case in which Telepathy, Telekinesis, or 
  Precognition may be selected at a level other than 
  first.
  PRESTIGE CLASSES
  PSYCHIC HEALER
  The Power of the mind has great healing potential.  
  For those gifted with psychic energies, this energy 
  can be used to heal injuries outside the bounds 
  of normal medicine.  The power of the mind and 
  the power of modern medicine combine in this 
  character.
  SENSITIVE
  Level
  Base Attack 
  Fort
  Ref
  Will
  Special
  Defense 
  1st 
  +0
  +0
  +0
  +2
  Recognition
  +1
  2nd 
  +1
  +0
  +0
  +3
  +1
  3rd 
  +1
  +1
  +1
  +3
  Psyche +1
  +2
  4th
  +2
  +1
  +1
  +4
  Inner Reserve
  +2
  5th
  +2
  +1
  +1
  +4
  +3
  6th
  +3
  +2
  +2
  +5
  Psyche +2
  +3
  7th
  +3
  +2
  +2
  +5
  +4
  8th
  +4
  +2
  +2
  +6
  Inner Resolve
  +4
  9th
  +4
  +3
  +3
  +6
  Psyche +3
  +5
  10th 
  +5
  +3
  +3
  +7
  Inner Awakening
  +5
  11th 
  +5
  +3
  +3
  +7
  +6
  12th
  +6/+1
  +4
  +4
  +8
  Psyche +4
  +6
  13th
  +6/+1
  +4
  +4
  +8
  +7
  14th
  +7/+2
  +4
  +4
  +9
  +7
  15th
  +7/+2
  +5
  +5
  +9
  Inner power
  +8
  16th 
  +8/+3
  +5
  +5
  +10
  Psyche +6
  +8
  17th 
  +8/+3
  +5
  +5
  +10
  +9
  18th
  +9/+4
  +6
  +6
  +11
  Psyche +7
  +9
  19th 
  +9/+4
  +6
  +6
  +11
  +10
  20th 
  +10/+5
  +6
  +6
  +12
  Inner Awakening
  +10
  
  PROMEHEUS RISING
  PAGE - 10
  Requirements
  To qualify to become a Psychic Healer the 
  character must meet the following criteria.
  Feats: Psionic Sensitivity, Empathy, Empathic 
  Healing
  Skills: Heal 8+, Medicine 8+, Pharmacology 4+, 
  Concentration 6+
  Class Information
  The following information pertains to the Psychic 
  Healer Prestige Class.
  HD: 1d4
  Weapon and Armor Proficiencies: Light Armor
  Class Skills: Concentration, Diplomacy, Heal, 
  Knowledge (any medical specialty), Medicine, 
  Pharmacology, Sense Motive
  Skill Points per Level: 6+Int Modifier
  Class Features
  The following features pertain to the Psychic 
  Healer prestige class.
  Natural Soma: This ability counts against the 
  character’s psyche as one of his psychic powers 
  that he can use for the day.  The character can 
  use his psyche to induce the brain to speed up the 
  body’s natural healing factor.  This acts like the 
  drug Soma (see the drugs section), but with no side 
  effects.
  Empathic Surgery:  This ability counts against 
  the character’s psyche as one of his psychic powers 
  that he can use for the day.  The character, while 
  performing surgery, attunes his mind to the body 
  of his patient.  This is an advanced version of the 
  Empathic Healing feat, and like that feat requires a 
  Concentration check of 20 to successfully execute.  
  However, in addition to the +10 bonus to Heal, 
  Medicine, and Pharmacology granted by Empathic 
  Healing, the character also heals an added amount 
  of damage with his skill.  This extra healing goes 
  up as the character gains levels in this class.
  Psyche: As the character gains levels, he masters 
  the abilities of his mind, and can tap his Psyche 
  a greater number of times per day.  This ability is 
  cumulative with any other class ability (such as 
  that of the Sensitive and the Psychic Pilot) that 
  increases psyche.
  Natural Endorphins: This ability counts 
  against the character’s psyche as one of his psychic 
  powers that he can use for the day.  The character 
  can use his psyche to induce the brain to release 
  massive amounts of pain killing endorphins.  These 
  endorphins act like the drug Morphine (see the 
  drugs section), but with no side effects.
  Natural Stim Dose: This ability counts against 
  the character’s psyche as one of his psychic powers 
  that he can use for the day. Endorphins can not 
  only inhibit pain, they can also banish fatigue.   
  This ability acts like the drug Stim Dose (see the 
  drugs section), but with no side effects.
  The Mind Heals the Body: A character must be 
  at full Psyche to use this ability.  This ability is so 
  draining that the character immediately becomes 
  exhausted (see the condition summary in the 
  DMG) upon successfully using it.   Furthermore, 
  the character’s Psyche is halved for one week as 
  his mind recovers.  This ability allows the Psychic 
  Healer to fully unleash the healing powers of the 
  mind.  The character must make a Concentration 
  skill check (DC 20) to successfully execute this 
  ability.  The patient’s body is completely purged of 
  all diseases, and will be healed of all damage. 
  PSYCHIC PILOT
  A small percentage of all people are born different.  
  These lucky (or cursed) few are able to tap into 
  reserves of inner strength locked away from normal 
  folk.  Fighter pilots already know a life of stress 
  and danger unknown to even most adventurers.  
  These pilots are stranger still, a minority within a 
  minority.  However, no one can doubt the power 
  of being able to separate the task at hand from 
  the constant danger, and when one can control 
  the minds of others, controlling your own fear is 
  much easier to accomplish.  Psychic Pilots are 
  also skilled at taking an empathic “read” on an 
  opponent during a dogfight, knowing which way 
  he’s going to turn, and firing so he flies right into 
  the field of fire.
  Requirements
  To qualify to become a Psychic Pilot, a character 
  must meet the following criteria.
  Feats: Psionic Sensitivity, Empathy
  PSYCHIC HEALER
  Level
  Base Attack
  Fort
  Ref
  Will
  Special
  Defense
  1st
  +0
  +0
  +0
  +2
  Natural Soma
  +1
  2nd
  +1
  +0
  +0
  +3
  Empathic Healing +1d6
  +1
  3rd 
  +1
  +1
  +1
  +3
  Psyche +1
  +2
  4th
  +2
  +1
  +1
  +4
  Empathic Surgery +2d6
  +2
  5th
  +2
  +1
  +1
  +4
  Natural Endorphins
  +3
  6th
  +3
  +2
  +2
  +5
  Psyche +2
  +3
  7th
  +3
  +2
  +2
  +5
  Natural Stim Dose
  +4
  8th
  +4
  +2
  +2
  +6
  Empathic Surgery +3d6
  +4
  9th
  +4
  +3
  +3
  +6
  Psyche +3
  +5
  10th 
  +5
  +3
  +3
  +7
  Mind Heals the Body
  +5
  
  PROMEHEUS RISING
  PAGE - 11
  Skills: Pilot 10+, Concentration 6+
  Class Abilities: Dogfighting
  Class Information
  The following pertains to the Psychic Pilot Prestige 
  Class.
  HD: 1d6
  Weapon and Armor Proficiencies: Light and 
  Medium Armor, Ship-to-Ship Weapons
  Class Skills: Communications Operations, 
  Concentration, Navigation, Navigation- 
  Hyperspace (Space Opera), Sensor Operations, 
  Spot
  Skill Points per Level: 2+Int Modifier
  Class Features
  The following features pertain to the Psychic Pilot 
  prestige class.
  Zen Piloting: Psychic pilots are masters at 
  removing their personal fortunes from the task at 
  hand.  Fear is a part of the mind that can be “put to 
  sleep” by the psionically gifted.  This ability allows 
  the Psychic Pilot to add 1⁄2 his Concentration skill 
  to any piloting check.  This ability counts against 
  the character’s psyche as one of his psychic powers 
  that he can use for the day.
  Psyche: As the character gains levels, he masters 
  the abilities of his mind, and can tap his Psyche 
  a greater number of times per day.  This ability is 
  cumulative with any other class ability (such as 
  that of the Sensitive and the Psychic Pilot) that 
  increases psyche.
  Bonus Feat: Every fourth level she gains in this 
  prestige class, the Psychic Pilot gains a bonus feat.  
  This bonus feat may either come from the list of 
  bonus feats available to the Sensitive, or the list of 
  bonus feats available to the Pilot.
  Empathic Dogfighting: By making a successful 
  Empathy check, the pilot gains a read on where 
  and when to attack his opponent to best effect.  
  The ability allows the Psychic Pilot to add 1⁄2 his 
  Concentration skill to her next attack roll.  This 
  ability counts against the character’s psyche as one 
  of his psychic powers that he can use for the day.
  Empathic Evasion: By making a successful 
  Empathy check, the pilot gains a read on where and 
  how his opponent intends to attack him in the near 
  future (until the beginning of the Psychic Pilot’s 
  next action).  This ability allows the Psychic Pilot 
  to add 1⁄2 his Concentration skill to the Defense of 
  his craft.  This ability counts against the character’s 
  psyche as one of his psychic powers that he can use 
  for the day.
  NEW FEATS
  In this section are 28 new feats to enrich Blood 
  and Space campaigns set in the Prometheus Rising 
  setting.  These feats fall into three categories, all 
  of which are important to the feel and tone of the 
  setting: Psionic Abilities, Genetic Enhancements, 
  and Martial Arts.  
  For the Prometheus GM, additional information 
  is available on all of these abilities.  The psionic 
  system presented in this enhancement is one that 
  was adapted by Chris Davis, author of the excellent 
  Darwin’s World, second edition.  The GM wishing 
  more psionic information, or a slight variation 
  on the system used in this book can find much to 
  enhance psionics in his game.
  The use of feats to represent genetic 
  manipulation is very similar, though unrelated, 
  to the system found in Darwin’s World, second 
  edition.  The GM wishing to add much more 
  fantastic genetic variations could find a great deal 
  to take his campaign to the next level.  In perhaps 
  one hundred years, much greater gene rewrites 
  will be possible, and the DW II mutations system 
  would be perfect for the GM looking to run a 
  “Prometheus: The Next Generation” campaign.  
  Such a campaign, could center on the intrepid crew 
  of an Aeneas-class Exploration vessel, taking the 
  first steps toward serious exploration of the galaxy, 
  in an attempt to find the alien race(s) responsible 
  for the archeological ruins that are a feature of the 
  Prometheus Rising setting.
  Lastly, the Martial Arts system in this game, 
  featuring the futuristic art Hopboxing, is the same 
  system used in my book Blood and Fists, for the 
  excellent d20 Modern roleplaying game produced 
  by Wizards of the Coast.  Martial Arts is a way 
  to both remind the players that their ancestors are 
  you and I, but also emphasizing how things have 
  PSYCHIC PILOT
  Level
  Base Attack 
  Fort
  Ref
  Will
  Special
  Defense
  1st
  +0
  +0
  +2
  +2
  Zen Piloting
  +1
  2nd
  +1
  +0
  +3
  +3
  +1
  3rd 
  +2
  +1
  +3
  +3
  Psyche +1
  +2
  4th
  +3
  +1
  +4
  +4
  Bonus Feat
  +2
  5th
  +3
  +1
  +4
  +4
  Empathic Dogfighting
  +3
  6th
  +4
  +2
  +5
  +5
  Psyche +2
  +3
  7th
  +5
  +2
  +5
  +5
  +4
  8th
  +6
  +2
  +6
  +6
  Bonus Feat
  +4
  9th
  +6
  +3
  +6
  +6
  Psyche +3
  +5
  10th 
  +7
  +3
  +7
  +7
  Empathic Evasion
  +5
  
  PROMEHEUS RISING
  PAGE - 12
  changed (through the invention of new styles from 
  the future).  Hopboxing is not the only style found 
  in the Prometheus Setting.  There is the brutal 
  Ring Wrestling practiced by the Maulers, and 
  the pacifistic Élan used by The Prime.  The GM 
  wishing to add these styles to his game, as well 
  as styles in use now (all of which are still in use 
  in the time of Prometheus Rising) will find new 
  maneuvers, styles, and the means to invent styles 
  of his own. 
  ANXIETY ATTACK 
  The character unleashes a deep-seated phobia 
  into the conscious mind of his target that lasts for 
  several days.
  Prerequisite: Telepathy, Flight Trigger
  Effect: By unleashing the fears that dwell deep 
  inside the mind of everyone, the character triggers 
  an anxiety attack in his opponent.  If the victim 
  of this attack fails his Will save (DC 10 + the 
  character’s Wisdom modifier plus 1⁄2 the character’s 
  Sensitive level), he suffers an anxiety attack, 
  becoming shaken for a number of hours equal to 
  the attacker’s Wisdom modifier, +1⁄2 the attacker’s 
  Sensitive level. Each use of this ability counts 
  against the character’s Psyche. 
  AXE KICK 
  A vicious kick in which the attacker brings his leg 
  up above his head, then brings his heel down on his 
  target.
  Prerequisite:  Hopboxing
  Effect:  The character’s kick damage is increased 
  to the next larger die (from 1d6 to 1d8, and so on) 
  when attacking with this feat.  Also, the character 
  adds one and a half times his Strength modifier to 
  the damage with this feat. This feat may only be 
  used once per round, but the character may make 
  additional, non-Axe Kick attacks provided he has 
  the ability to make multiple attacks.
  BATTLE PLAN 
  The character can see the course of a battle in his 
  mind.  The further out the character forecasts the 
  battle, the more variables come into play, and the 
  less accurate the character can be.
  Prerequisite:  Precognition, Foresight, 
  Precognitive Combat
  Effect:  The character decides when this ability 
  is activated how long it will last, from 1 round to 3 
  rounds.  If the duration is one round, the character 
  gains a +10 to one attack roll, damage roll, saving 
  throw, etc for that round.  If the duration is two 
  rounds, the character gains a +5 on any one roll in 
  each of those two rounds, and if the duration is 3 
  rounds, the character gains a +3 on any one roll in 
  each of those three rounds.  Each use of this ability 
  counts against the character’s Psyche.
  CHOKE HOLD 
  The character has received advanced training in 
  choking his target, either as a means of subduing 
  him, or quietly eliminating him.
  Prerequisite:  Hopboxing
  Effect:  The character can inflict a strangulation 
  attack on a grappled target without provoking an 
  attack of opportunity.  If the target of this attack 
  is flat-footed, the attacker may immediately begin 
  strangling him, without first having to engage in a 
  Serenity winced as her Eagle bucked beneath her, autothrusters firing in all directions to even out 
  the spiral and return the craft to its heading.  She was going to die.  One Eagle against four Kestrels 
  equaled death she thought to herself.  She had gone on the regular run to deliver food and medicine 
  to the outlying moon bases, she had taken all the necessary precautions.  And the fighters popped 
  right up behind her.  Somehow, they knew she was coming.        The old radio crackled in the Eagle’s 
  cockpit “Serenity Grey, this is Kestrel Wing K-457, you will cut your engines and allow your ship to 
  be grappled and towed to Ganymede Station where you will be debriefed and charged with sedition.”
  Serenity started flipping switches.  The first thing she cut was the radio.  She’d be damned if 
  she was going to let some Company “sifter” find out about the Sons of Jove from her during her 
  “debriefing”.  Then, she cut the course correction stabilizers.  A soft, feminine voice chimed in her 
  headset “Not recommended”.  Then she waited for the next volley from the kestrels.  As the shells 
  lanced out from their railguns, she dodged three of them, but the fourth she steered toward, letting it 
  graze the left wing of her Eagle.  Without the stabilizers to hold the craft on course, her Eagle drifted 
  into sharp left-hand turn from the momentum imparted by the fast-moving shell.
  Serenity bit down on her lower lip until she tasted blood.  “C’mon babe.  Yaw. Yaw for me.”
  The Kestrels were closing for the kill.  The stabilizers were the last thing to go on a fighter.  As the 
  nose of her Eagle swung around from the momentum, Serenity suddenly cut loose with her forward 
  laser cannons.  One by one the Kestrels shimmered and broke apart.  It was something to see.  There 
  was no sound.  No explosion.  Just a transformation.  One minute there were four state of the art  
  fighters headed toward her.  The next, four fast-moving debris fields.  Each was still distinct, and 
  maintained its velocity.
  Serenity let the momentum from the railgun carry her the rest of the way around, then turned her 
  stabilizers back on, fired her main drive, and resumed her course.  Checking her Nav chart, she saw 
  she was going to be late.
  “Damn.  Dad’s going to kill me.”
  
  PROMEHEUS RISING
  PAGE - 13
  grapple attack.
  Special:  Choke Hold is a “submission hold”.  If 
  a character uses this maneuver against a  NPC in 
  tournament combat, the  NPC must make a Will 
  Save (DC 15) or submit, tapping out and ceding the 
  match to his opponent.
  CIRCLE KICK 
  By spinning his entire body, the character increases 
  the damage from his kick attacks.
  Prerequisite:  Hopboxing
  Effect:  The character’s kick damage is increased 
  to the next larger die (from 1d4 to 1d6, and so on).  
  This maneuver may be performed multiple times 
  per round.
  FIGHT TRIGGER 
  The character has learned how to stimulate one of 
  the most basic emotional triggers inside the mind 
  of his target: the fight response.
  Prerequisite: Telepathy
  Effect: This ability may only be used on a 
  willing target, who becomes Enraged (+2 morale 
  bonus to Strength and Constitution scores, +1 
  morale bonus to Will saves, -1 to AC) for a 
  number of rounds equal to the character’s Wisdom 
  modifier, or 1⁄2 the character’s Sensitive level. This 
  ability is an attack action.  The character may use 
  this ability once per day.  Using this ability more 
  than once per day counts against the character’s 
  Psyche.
  FLIGHT TRIGGER 
  The character has learned how to stimulate one of 
  the most basic emotional triggers inside the mind 
  of his target: the flight response.
  Prerequisite: Telepathy
  Effect: If the target of this ability fails a Will 
  Save (DC 10 + the character’s Wisdom modifier 
  plus 1⁄2 the character’s Sensitive level), the target 
  is panicked for a number of rounds equal to the 
  attacker’s Wisdom modifier or 1⁄2 the attacker’s 
  Sensitive level.  This ability is an attack action.  
  Each use of this ability counts against the 
  character’s Psyche.
  FLYING KICK 
  The character can make one of the most 
  spectacular, and lethal, martial arts attacks.
  Prerequisite:  Hopboxing
  Effect:  The character’s kick damage is 
  increased to the next larger die.  The character 
  adds 1⁄2 his Jump skill to the damage inflicted by 
  any kick attack made in conjunction with a charge.  
  Furthermore, the character adds one and a half 
  times his Strength modifier to the damage from this 
  attack.  If the attacker misses with this attack, he 
  must make a Tumble check (DC 15), or be prone.  
  If he succeeds at this tumble check, the character is 
  flat-footed until the start of his next action.
  FORESIGHT 
  The character gains glimpses of the very near 
  future.  To the casual observer (someone without 
  the recognition class ability) this will appear as 
  though the character has lightning fast reflexes.
  Prerequisite:  Precognition
  Effect:  The character gains a bonus to initiative 
  equal to his Wisdom modifier + 1⁄2 his Sensitive 
  level.  These bonuses stack with any other initiative 
  bonuses the character possesses, including 
  Improved Initiative and Dexterity modifier. If used 
  in the midst of a battle, a character may choose 
  to either increase his initiative by his Wisdom 
  modifier+ mutation level, or roll again.  Foresight 
  is a free action, though the character may only use 
  this ability on his action, and only once per combat.  
  This ability may be used once per day. Using this 
  ability more than once per day counts against the 
  character’s Psyche.
  FUTURE SIGHT 
  The character can pierce the veil of the future, 
  receiving cryptic visions that may or may not aid 
  him in a time of need.
  Prerequisite:  Precognition, Foresight
  Effect:  The character picks a specific event, 
  and tries to see its immediate consequences.  The 
  further in the future this event takes place, the 
  more variables are involved, and the more difficult 
  forecasting it will be.  The character must make a 
  Wisdom check to successfully interpret the vision 
  he receives.  The DC of this check is 15 plus 1 for 
  each day in the future the character is attempting to 
  forecast.  If the check is successful, the character 
  gains a bonus to attack and skill checks involved 
  in the endeavor equal to his Wisdom modifier or 
  1⁄2 Sensitive Level, whichever is greater.  If the 
  Wisdom check fails, the character takes a –2 to all 
  attack and skill checks involved in the endeavor.  
  Each use of this ability reduces the character’s 
  Psyche by one for one week.
  GENETIC IMMUNITY 
  One of the original reasons for genetic research 
  was gene therapy.  The technology promised the 
  end of all diseases, a better human race that never 
  knew the specter or cancer or aids.  Of course 
  the technology was perverted into a weapon by 
  the GeneDocs, but as mankind rebuilt itself, the 
  promise was realized.
  Prerequisite:  This feat can only be taken at first 
  level.
  Effect:  The character is immune to all known 
  diseases.  Should the character be subjected to an 
  exotic disease, such as an engineered virus or an 
  alien disease, the character gains a +4 Fortitude 
  save to resist that disease.  Should a character ever 
  make a save against a disease to which she is not 
  immune, the character becomes immune to that 
  disease.
  
  PROMEHEUS RISING
  PAGE - 14
  HANG TIME 
  The character leaps high into the air, landing on 
  his opponent with both feet.  In the Low-G alleys 
  of Tycho City, combatants will seem to hang 
  motionless in the air while delivering this kick, 
  before delivering a devastating attack.
  Prerequisites:  Hopboxing, Jump kick, Flying 
  Kick, Jump 10 ranks
  Effect:  The character’s Flying Kick attacks are 
  +2 to hit and are increased to the next larger die.
  HOPBOXING 
  Although the martial arts of Earth are still in use, 
  Hopboxing is a martial art created in the back alley 
  fight clubs of Tycho City, and is geared specifically 
  for combat in low-gravity environments.
  Prerequisite:  Low-G Maneuvering, Jump 5 
  Ranks
  Effect:  Hopboxers are proficient in Kick 
  attacks and are considered armed when making 
  such attacks.  Hopboxers provoke no attacks of 
  opportunity when making grapple attacks.  This 
  feat adds Jump, Intimidate, and Tumble to your list 
  of class skills. Hopboxing attacks are modified by 
  Dexterity.
  JAB 
  A fast punch, extremely hard to block, the Jab 
  is used as a bread-and-butter punch by many 
  boxers, or to set up a more dangerous attack or 
  combination.
  Prerequisite:  Any one Martial Arts Style Feat 
  Effect:  The character makes a punch attack at 
  normal damage, but gains a +2 bonus to hit.  This 
  Maneuver may be used more than once per round.
  JUMP KICK 
  The character executes a deadly, beautiful jumping 
  attack.
  Prerequisite:  Jump 5 ranks, and Hopboxing 
  Effect:  The character increases his kick damage 
  to the next higher die (from 1d6 to 1d8 and so on), 
  and adds +1 damage per 5 ranks in the Jump skill 
  to his kick attack damage.  This maneuver may 
  only be used once per round, but the character may 
  make additional, non-Jump Kick attacks provided 
  he has the ability to make multiple attacks.
  LIE DETECTOR 
  By scanning for subtle surface cues in his target’s 
  mind, the Sensitive can tell with complete certainty 
  whether his target is lying.
  Prerequisite: Telepathy, Mental Communication
  Effect: While this ability is active, anyone 
  speaking to the character must make a Will Save 
  (DC 10 + the character’s Wisdom modifier plus 1⁄2 
  the character’s Sensitive level) to successfully lie 
  to him.  The character may use this ability once 
  per day.  Using this ability more than once per day 
  counts against the character’s Psyche. This ability 
  has a duration of a number of rounds equal to the 
  character’s Wisdom modifier, or 1⁄2 the character’s 
  Sensitive level, whichever is greater. This ability 
  is an attack action if used against an unwilling 
  subject. Otherwise it is a move action.
  MENTAL COMMUNICATION 
  The psionic has learned the most basic form of 
  telepathy, the ability to send and receive thoughts 
  from a willing target.
  Prerequisite: Telepathy
  Effect: The character may engage in silent, 
  mind-to-mind communication with any willing 
  target in his line of sight.  This ability may be used 
  at will, as a move action.
  PRECOGNITION 
  The character sees flashes of things that have not 
  happened yet.  Characters with this ability tend to 
  be distant, and are often exiled, or even killed, for 
  making predictions their employers don’t like.  
  Prerequisites: This feat may only be taken at 1st 
  level.
  Benefit:  The character may make a Will Save 
  (DC 20) any time he is surprised.  If he makes 
  the save, he is not surprised, and is entitled to a 
  full action, rather than a partial action, during the 
  surprise round.
  PRECOGNITIVE COMBAT 
  The character sees his opponent’s defensive 
  measures before they are taken.
  Prerequisite:  Precognition, Foresight
  Effect:  The character gains a bonus equal to 
  his Wisdom modifier, or 1⁄2 his Sensitive level 
  (whichever is greater) that he may divide, round 
  to round between his attack roll and his damage.  
  Activating this ability is an attack action, and 
  this ability has duration equal to the character’s 
  Wisdom modifier+2 rounds. This ability may be 
  used once per day. Using this ability more than 
  once per day counts against the character’s Psyche.
  PRECOGNITIVE DODGE 
  The character sees his opponent’s attacks before 
  they are launched.
  Prerequisite:  Precognition, Foresight
  Effect:  The character gains a bonus to his 
  Defense equal to his Wisdom modifier, or 1⁄2 
  his Sensitive level, whichever is greater.  The 
  character can also not be flanked while this ability 
  is functioning, except by a higher level Sensitive. 
  Activating this ability is an attack action, and 
  this ability has duration equal to the character’s 
  Wisdom modifier+2 rounds.  This ability may be 
  used once per day. Using this ability more than 
  once per day counts against the character’s Psyche.
  PSYCHIC INTERROGATION 
  The sensitive places his target, who must be 
  captured or immobilized (this feat cannot be used 
  in combat), in a deep hypnotic trance, in which he 
  cannot lie.
  
  PROMEHEUS RISING
  PAGE - 15
  Prerequisite: Telepathy, Mental 
  Communication, Lie Detector
  Effect: If the target of this ability fails his 
  Will save, he enters into a trance (DC 10 + the 
  character’s Wisdom modifier plus 1⁄2 the character’s 
  Sensitive level), and must answer questions 
  truthfully, to the best of his ability.  Each use of 
  this ability counts against the character’s Psyche. 
  This ability has a duration of a number of rounds 
  equal to the character’s Wisdom modifier, or 1⁄2 the 
  character’s Sensitive level, whichever is greater. 
  This ability is an attack action if used against an 
  unwilling subject. Otherwise it is a move action.
  RAIN OF OBJECTS 
  The character showers his opponent with a storm of 
  small objects in combat, damaging and distracting 
  him.
  Prerequisite:  Telekinesis, Telekinetic Hand
  Effect: The character makes a ranged touch 
  attack against his opponent.  If this attack is 
  successful, the character inflicts 1d6 points of 
  damage plus the character’s Wisdom modifier 
  or 1⁄2 the character’s Sensitive level, whichever 
  is greater.  The character’s opponent also takes a 
  –1 to attack rolls on the round this power is used. 
  This ability has a range increment of 10 feet.  The 
  character may use this ability once per day.  Using 
  this ability more than once per day counts against 
  the character’s Psyche.
  TELEKINESIS 
  The character can move small objects with his 
  mind, though it requires a great effort.
  Prerequisite:  This feat may only be selected at 
  1st level.
  Effect:  The character may move objects 
  weighing 5 lbs. times the character’s Wisdom 
  modifier.  Using this ability is a full round action.  
  The character may use this ability at will.
  TELEKINETIC DISARM 
  The character can deprive his opponent of his 
  weapon through his mind.
  Prerequisite: Telekinesis, Telekinetic Hand
  Effect:  The character may make a Disarm attack 
  at range.  Except for the fact that this ability may 
  be used at range, this attack works like the normal 
  Disarm maneuver (use the character’s Wisdom, 
  rather than Strength for the opposed check 
  however).  The character may use this ability once 
  per day.  Using this ability more than once per day 
  counts against the character’s Psyche.
  TELEKINETIC FIST 
  The character’s ability to affect the physical world 
  with his mind is now extremely potent.
  Prerequisite: Telekinesis, Telekinetic Hand
  Effect:  The character may move objects 
  Calember sat in the back of the squad car, looking down through his one good eye at the streets 
  of Ganymede’s Capitol, Helena streaking past.  Absently, the Astronomer rubbed at his huge left 
  eye, swollen shut from the beating the officers had given him when he “resisted arrest”.  Gradually, 
  Calember became aware that the aircar was slowing, and looked up at the Corp Guards piloting 
  the car, who were snickering to each other and smirking at him.  Looks like they wanted to give 
  him another go before they turned him in.  The alley was dark, the atmospheric dome having been 
  darkened right on schedule to simulate nighttime, shielding out the looming face of Jove that always 
  hovered over the tidally locked planet.
  Rough hands grabbed the small man by his tie and pulled him out of the back of the car.  The two 
  guards hovered over him, billy clubs tapping against the palms of sweaty hands.  “My partner wants 
  to know what you saw.  Wants to know why you’re being summoned to the Star Chamber.  Only 
  people who have had Sightings have to go there, and you were on Pluto.”  The men accented their 
  question by knocking Calember across the face with their batons, knocking the small man to the 
  ground.  Calember tasted blood, and instinctively started counting teeth with his tongue.
  “Tell us what you saw.  You saw them didn’t you.”
  Calember glared up at them, he hated jocks.  “I didn’t see anything.  I didn’t write anything.  My 
  papers were deleted, my degree pulled, my research grant back-erased.  None of it ever existed.  You 
  want to know what I saw, ask the people who destroyed it.  Your beloved Inquisition.”
  And with that, the men were beating him with their batons, When Calember went into a fetal 
  position, curling up to shield his head, the men started kicking him.
  And just like that, when he was sure he was going to die, it stopped.  Looking up, he saw the guards 
  being attacked by two men.  A Hopper and a Mauler.  They looked silly, as silly as he must have 
  looked fighting the guards.  He forced his right eye, which was beginning to swell shut to open.  He 
  wanted to see this.  Unfortunately, it didn’t take long.
  The Mauler picked him up and placed him in the back of a civilian aircar.  The Hopper sat in 
  the back with him while the huge monster drove.  The Hopper smiled at him,  “Doctor Calember I 
  presume.  My name is Umber Grey, and I read your paper on the M-87 Jet.  I’d like to talk to you 
  about it after our Medical Officer has had a chance to tend to you.”
  Calember grimaced.  “That paper doesn’t exist anymore. And I’m no longer recognized as a PhD.”
  But the Hopper just smiled.
  
  PROMEHEUS RISING
  PAGE - 16
  weighing 50 times her Wisdom modifier or 50 
  times 1⁄2 the character’s Sensitive level, whichever 
  is greater, as a move-equivalent action.  The 
  character may use this ability for 1 minute per 
  day. Each additional minute counts against the 
  character’s Psyche (the character loses one Psyche 
  per minute past the first).
  TELEKINETIC HAND 
  The character is beginning to master his telekinetic 
  abilities, and can now move objects much more 
  easily than before.
  Prerequisite: Telekinesis
  Effect: The character can use this power as a 
  move action to lift the amount of weight lifted 
  under the TK feat. The character can also use this 
  ability to steady a thrown weapon in flight, either 
  giving that weapon +2 to hit, or increasing its range 
  increment by 50%. The character may use this 
  ability once per day.  Using this ability more than 
  once per day counts against the character’s Psyche.
  TELEKINETIC PUNCH 
  The character strikes his opponent with a blast of 
  pure mental force.
  Prerequisite:  Telekinesis, Telekinetic Hand, 
  Telekinetic Fist
  Effect:  The character inflicts 4d6 points of 
  damage plus the character’s Wisdom modifier or 1⁄2 
  the character’s Sensitive level, whichever is greater 
  to his opponent as a ranged touch attack with a 
  range increment of 10 feet.  Each use of this ability 
  counts against the character’s Psyche.
  TELEPATHY 
  The character can read the thoughts and emotions 
  of those around him.  
  Prerequisite: This feat may only be taken at first 
  level.
  Effect:  Once per day the character can gain 
  an insight into the feelings of someone he is 
  interacting with, gaining a +4 circumstance bonus 
  to the following skills for a number of rounds 
  equal to the character’s Wisdom bonus, or 1⁄2 the 
  character’s Sensitive level, whichever is greater: 
  Bluff, Diplomacy, Gather Information, Intimidate, 
  and Sense Motive.
  NEW WEAPONS
  EURO BOLA
  This weapon, like all Europan weapons, is 
  designed for self-defense. Nothing more than a 
  Bola, The Company completely underestimated 
  this weapon, which many historians feel led to the 
  “engagement” of 2118, the only time Earth has 
  clashed with the Europans. In this battle, company 
  security forces learned how deadly these simple 
  weapons could be in the hands of telekinetic 
  soldiers, who could control the weapon in mid-
  flight, causing it to wrap around the throat of their 
  target, suffocating him.  In the statistics above, 
  the first damage/critical numbers are for a normal 
  wielder, the second numbers are for a wielder with 
  the Telekinetic Hand feat.
  WEAPONS
  Weapons
  Cost
  Damage
  Critical
  Range Inc.
  Ammo
  Type
  Grenade, Ink
  50c
  *
  *
  10 ft.
  1
  *
  Grenade, Scramble
  200c
  *
  20
  10 ft.
  1
  *
  EMP Rifle
  200c
  *
  20
  100 ft.
  4
  *
      AP Pack (4)
  40c
  *
  *
  *
  *
  *
  Euro Bola
  50c
  1d4 or 4d4
  20 or 18-20 20 ft. or 50 ft.
  1
  Physical
  Euro Eel Net
  100c
  1d6
  *
  10 ft.
  10
  Energy
      AP Pack (10)
  50c
  *
  *
  *
  *
  *
  EURO EEL NET 
  This weapon is a metallic mesh net, which shocks 
  the target while he is entangled.  While useful 
  against any opponent, this weapon is particularly 
  potent against sensitives, since Concentration is 
  impossible while entangled by this weapon.
  GRENADE, INK 
  This is an Europan weapon.  It acts like a smoke 
  grenade, but only works underwater.
  GRENADE, SCRAMBLER
  This is a Europan weapon.  However, it is being 
  adopted by humans as well.  Everyone in the blast 
  radius of this weapon (30 ft. radius), must make 
  a Will save (DC20), or be unable to use Psionic 
  powers for 10 minutes-1 hour.
  
  PROMEHEUS RISING
  PAGE - 17
  A BRIEF 
  GAZETTEER OF THE 
  SOLAR SYSTEM
  MERCURY
  Mercury boasts one small scientific outpost run 
  by the UEG, the Mercury Solar Observatory, or 
  Dante’s Inferno as the scientists assigned to it call 
  it, sits at the bottom of a huge crater at Mercury’s 
  North Pole.  Although this sheltered location 
  protects the station from the Sun’s heat, nowhere 
  on Mercury is safe from the Sun’s radiation.  
  Scientists at this station are carefully screened, 
  and only chosen if they are older, or do not wish to 
  ever have children.  Even though tours of duty at 
  the station are limited to one year maximum in a 
  lifetime, after that year over 75% of those stationed 
  here are rendered sterile.
  There are rumors that more than solar science 
  goes on here.  The UEG has been accused of 
  performing research on alien DNA, including 
  attempts to graft alien DNA onto the human 
  genome, but the government denies any such 
  experiments are being conducted.
  Two laser communication satellites orbit 
  Mercury, which allow message to be relayed to 
  communication satellites orbiting Venus 15 minutes 
  out of every three hours.
  Adventures on Mercury
  Scientific: Mercury is a Scientists dream.  Apart 
  from observations on the Sun itself, there is 
  material testing taking place (items exposed on 
  the surface then brought back down below to see 
  how the material handled the harsh conditions), 
  and experiments on DNA, as the radiation causes 
  mutations, and makes genetic rewrites easier 
  to perform.  The UEG also has a Close Solar 
  Approach, or the “Flyby” as it has been nicknamed 
  by scientists on the table.  The Flyby will be the 
  closest ever circumnavigation around the Sun.  So 
  “Are you sure?”
  Masterson just looked at her.  “Don’t you know better than that by now? I am always right babe.  
  Just get used to it.”
  Serenity bristled.  No one talked to her that way.  She was the First Officer of the Brown, and 
  Umber Grey’s daughter.  “You may call me Commander, smuggler.  You have proof?”
  Masterson just grinned.  She liked him.  He reached into his tunic and pulled out a datapad.  The 
  holo-cube I gave him had a tracer in it.  After I left him at Casino, he made three transmissions.  The 
  last time we got ambushed, when your old man got his arm snicked, I had just met with him.  This 
  time after I met with him, they jumped you.”
  Serenity was still glowering at the casual way he referred to her father’s brush with death.  “Maybe 
  the Company is just following you when you come to rendezvous with us.”
  “Me?  Follow me? Have you lost touch with reality? No one follows me unless I want them too, 
  sugar.  He’s bugging the shipment.  That’s the only explanation.  Umber had part of my shipment 
  when he got attacked, and so did you.  I know it’s that twitch, Alvarez, selling us out.  All I want from 
  you is the go ahead to handle it.”
  Serenity frowned, then hit the page switch for her father.  When he arrived from sickbay, she let 
  Masterson tell him his suspicions.  When he got to the end, Umber fell silent for a moment, then 
  nodded. 
  “You have a plan I take it?”
  Masterson grinned at him.  “You bet I do.  The ‘ladies’ we sent him.  I made a few modifications.  
  Added a few additional programs to their nets myself.”
  Umber thought for a moment, then nodded again.  Masterson flipped a switch, then turned to Shell.  
  “Why don’t you call this up on the viewscreen, babe.”  Shell frowned at him, but complied.  On the 
  main viewer came an image of Alvarez.  He was just settling down to bed with his new “acquisitions”.
  “He’s about to find out how fully functional these ladies are.”, Masterson chuckled.
  The lights went out.  And then there was the sound of Alvarez screaming.
  “Damn.  He turned out the lights.  I wanted to watch the twitch get what was coming to him.  You 
  never can find anything good on the net these days.”
  Umber looked over at Masterson.  “Well that’s one less thing to worry about.  How much do I owe 
  you, old friend?”
  Masterson grinned.  “This one’s on me.  I wanted to do him for a long time.  Besides, the ladies are 
  flying his ship to meet me even as we speak.”
  Umber nodded.  “Any supplies on there, you can sell to me.”
  Masterson grinned as he jaunted off the bridge, heading for his ship.
  Serenity looked at her father.  “Why do we keep that pig around, anyway?”
  “Masterson might not be the nicest guy in the world.  He is a smuggler after all.  But I trust him.  
  He wants the UEG gone as much as we do.  Maybe more.”
  
  PROMEHEUS RISING
  PAGE - 18
  close, in fact, that solar flares will be able to hit 
  the craft.  Not only is this an opportunity for a 
  Scientist to learn a great deal about the Sun, but it 
  also calls for a daring, highly skilled pilot.  Both of 
  these positions are being hotly contested for, with 
  applicants from all over the Solar System applying 
  for both positions. 
  Exploration: It has only recently been discovered 
  that mankind was not the first race to have a 
  Mercury Outpost.  A vast underground tunnel 
  network, apparently carved by the alien race 
  known as the Fyr`toll has been found.  Exploring 
  this network of tunnels has proven extremely 
  hazardous, but also extremely rewarding, as 
  numerous alien artifacts have been uncovered.
  Trade: Dante’s Inferno is not self-sufficient, 
  and thus needs everything to be imported.  Basic 
  FoodStuffs receive a +4 SDR, as do Microbiotics 
  (the station needs both anti-radiation drugs and 
  ALSS refills).  Remember that all SDR modifiers 
  are cumulative, so basic foodstuffs (SDR -4 
  normally) are SDR +0 net here.  Meat is highly 
  valued here (+2 SDR), but since the radiation 
  blocks all laser net transmissions, Entertainment 
  is the commodity (receiving an additional +2 SDR 
  modifier).  A traditional Entertainment run  is made 
  at Christmas each year, but the Hauler who makes 
  this run is expected to wear a red suit and say “ho 
  ho ho” a lot.
  Intrigue: Politics abounds at Dante’s Inferno.  The 
  Company is allowed to conduct experiments here, 
  and many reports of spying on UEG scientific 
  research have been filed.  No one has ever been 
  prosecuted.  The PCs could be sent to Mercury 
  Station to either catch a spy, or could be sent by the 
  Company to perform spy operations.
  VENUS
  Venus is a hellhouse of volcanism and a runaway 
  greenhouse effect.  Although further away from 
  the Sun than Mercury, the surface temperature on 
  the surface of Venus is actually higher.  The thick, 
  CO2-filled atmosphere lets heat in, but does not 
  allow it to escape.
  Venus boasts three space stations, Aphrodite, 
  Ishtar, and Shiva.  All three of these stations 
  conduct detailed scans of Venus’ surface, and 
  launch robotic probes to take atmospheric samples, 
  which can only stay for an hour before they must 
  return to orbit.  These lonely outposts also act as 
  way-stations for Haulers making the lonely run to 
  the Mercury Solar Observatory.
  Adventures on Venus
  Scientific: For a meteorologist, Venus is a dream 
  posting.  Studies of how the atmosphere got to 
  be the way it was, and how it might be changed 
  into something more habitable are cutting edge 
  research.  The kind that can make or break a career.  
  A highly skilled pilot is being sought for a daring 
  mission to land a craft on the surface to conduct 
  manned tests.  This would be the first time man 
  would land on the surface of Venus.  Given the 
  tumultuous weather, and almost constant lightning, 
  the pilot who accepts this position would be a 
  legend in her own time.  If she makes it.
  Trade: Venus’ three space stations are stopovers on 
  the way to Mercury.  However, these stations also 
  make a good trade destination in their own right.  
  Although the space stations are self-sufficient, 
  growing their own wheat, and using those crops 
  to produce oxygen and consume CO2, there is a 
  constant demand for everything beyond their staple 
  crops of wheat, corn and pork, including beef, 
  wine, entertainment, and so on.  For a sufficiently 
  large craft (Magellan usually), a combination run to 
  both Venus and Mercury is hugely profitable.
  Intrigue: Two of the stations orbiting Venus 
  (Aphrodite and Ishtar) are owned by the UEG, the 
  third (Shiva) is owned by the Company.  These 
  two powers constantly spy on one another.  There 
  are numerous opportunities for both physical 
  spying (infiltrating a station posing as a worker 
  or scientist),  and opportunities for electronic 
  surveillance abound.
  EARTH
  The cradle of humanity, and home to 9 Billion 
  people, Earth is almost fully recovered from the 
  ecological damage caused by its Third World War.  
  Home to the major political organizations for the 
  Earth and its colonies, the Company, the United 
  Earth Government, and the Military Coalition, 
  Earth is today much as it was before the industrial 
  revolution.  The ecosystem has been fully restored, 
  many endangered species brought back from the 
  brink, and pollution, with most heavy industry 
  having been exported off-world, is something 
  children only read about in history books.
  Adventures on Earth
  Intrigue: Earth is a hotbed of intrigue.  All three 
  of the major powers jockey with one another for 
  power, money, and information.  All out war is 
  conducted for the hearts and minds of the people, 
  especially on the question of Jovian independence.  
  As the UEG and the Military Coalition prepare 
  for all out war to keep these valuable colonies, the 
  Company argues that letting the colonies go might 
  actually increase trade.  Most people see through 
  this argument and realize the Company wants the 
  Colonies to become like Luna: a Corporate client 
  state.
  
  PROMEHEUS RISING
  PAGE - 19
  Trade: Earth, with its nine billion inhabitants, is 
  the most populated world in the Solar System.  As 
  such, it is the trade nexus.  Major exports include 
  the latest Entertainment (+2 SDR for Entertainment 
  bought here), and finished machinery (such as 
  electronics).  Major imports include Iron, Copper, 
  Nickel and other raw materials (+1 SDR for these 
  items when imported).
  LUNA
  After the first offworld colony at Tycho City 
  was abandoned during WWIII, a small Japanese 
  conglomerate traded food supplies for total control, 
  and caused the birth of the Company.  Since it 
  was established by the UEG that their laws only 
  applied to Earth itself, the Company eventually 
  purchased or drove out of business virtually every 
  other business on Earth, becoming a huge global 
  monopoly.  By the time anyone realized what was 
  happening, it was too late.  Tycho City, the Capitol 
  of Luna, is also where the Company’s Corporate 
  headquarters are housed.  The city is strikingly 
  beautiful, with a population of almost 80% 
  Hoppers.
  Adventures on Luna
  Intrigue: As the seat of Company power and 
  politics, Luna is a huge hotbed of intrigue.  
  Corporate Executives spy on each other, the UEG 
  spies on the Company, the Company spies on the 
  Military and on and on it goes.  Anyone looking 
  to make a name for themselves as a spy or slasher 
  should come here.  Anyone not ready to make a 
  name for themselves should avoid Luna like an 
  early grave.
  Trade: The Company has always taken a dim view 
  of Haulers, and only the fact that there are so many 
  of them, and each one individually is such a small 
  business has saved them from being either bought 
  out of run out of business.  However, independent 
  traders are extremely unwelcome on Luna, and all 
  SDRs receive a -4 penalty.
  Combat: Despite the relative “civilization” 
  imposed on Luna in recent years, many of this 
  planet’s rough and tumble roots remain firmly 
  entrenched.  Chief among these are the back alley 
  fight clubs where Hopboxers battle one another 
  before cheering crowds, often to the death.  A 
  character could either attempt to gain fame and 
  fortune by participating in this bloodsport, try 
  to make some quick cash by gambling on it (or 
  even more cash by fixing a fight if the character is 
  bold enough), or the character could be hired by 
  the UEG to investigate this practice and break it 
  up.  Although the Company allows these bouts to 
  continue as part of Luna’s “heritage”, so any UEG 
  investigator will have to overcome both criminal 
  and Corporate resistance (some would say the 
  difference between the two is purely a semantic 
  one anyway).
  MARS
  Mars is a closed world.  The UEG has placed this 
  planet under complete Military jurisdiction, and 
  given the commander of the force orbiting this 
  world, the SDF Repulse Admiral Nile Antilles the 
  authority to shoot down any craft attempting a 
  close approach or landing on Mars.  
  Adventures on Mars
  It is recommended that Mars remain a mysterious 
  off limits world.  A future supplement will explain 
  the UEG’s mysterious take on Mars in detail.  It 
  is commonly known that Mars is literally covered 
  with ancient ruins, and that the face on Mars is in 
  fact real, and does bear a striking resemblance to 
  the Sphinx on Earth.  Other than that, the UEG 
  will only say that Admiral Antilles is heading a 
  thorough, scientific investigation of the planet’s 
  many mysteries, and that the reason for the military 
  blockade is a “quarantine” to prevent an outbreak 
  of a mysterious alien disease.  This explanation 
  is not regarded as totally implausible, as diseases 
  have struck explorers of alien ruins in the past.
  ASTEROID BELT
  This rocky belt constitutes a dividing line between 
  the inner system of terrestrial planets, and the 
  outer system of gas giants and moons.  A hub of 
  commerce has developed in the belt as well, chiefly 
  mining.  However, since all craft must slow down 
  to pass through the belt (an impact by an object 
  the size of a baseball could cripple a craft hurtling 
  through at .2 C), the asteroid belt has also become 
  a haven for pirates, and many larger asteroids are 
  used as bases by smugglers, slashers, and those 
  who simply wish to be left alone.
  Adventures in the Asteroid Belt
  Exploration: Many scientists make a great deal 
  of money prospecting in the asteroid belt.  These 
  sensor experts do not actually conduct mining 
  operations, but rather find asteroids containing 
  rare and precious metals, then contact a mining 
  ship, who will in turn pay them a commission.  
  For someone with a high degree of skill at Sensor 
  Operation, prospecting can be a lucrative, if boring, 
  endeavor.
  Combat: The UEG, the Company, and even 
  private Haulers have been known to hire skilled 
  combat pilots to pilot “Q” ships through the 
  asteroid belt.  A Q ship is a merchant vessel armed 
  to the teeth, designed to draw pirates out so they 
  can be eliminated.
  
  PROMEHEUS RISING
  PAGE - 20
  Trade: Mining outposts are not self sufficient.  
  Basic and exotic foodstuffs sold at these bases will 
  receive a +4 SDR bonus.  Also, raw metals can 
  then be picked up by ships, and either carried in to 
  Earth (where demand for raw materials is high), or 
  out to the Jovian moons.
  JUPITER
  Jupiter is a massive world, and the center of 
  colonization.  Although humans cannot live 
  on Jupiter itself, the planet boasts 39 natural, 
  terrestrial satellites, which range in size from the 
  very tiny (no larger than many asteroids), to mighty 
  Ganymede, larger than Mercury and Pluto.  Also, 
  over a dozen space stations have been constructed 
  orbiting Jupiter, and Ganymede and Callisto each 
  have space stations which serve both for defense, 
  and as way stations so that trade vessels do not 
  have to expend the extra fuel a landing and take-off 
  would require.
  Adventures in the Jovian System
  Scientific: Jupiter itself is the source of intense 
  scientific study.  Daring pilots penetrate the 
  tumultuous atmosphere, taking readings of the 
  Gas Giant’s atmospheric composition.  A manned 
  expedition is also being planned to penetrate Jove’s 
  Eye, the great red storm first seen by Galileo over 
  four hundred years ago, which still rages in the 24th 
  century.  This expedition will break new scientific 
  ground, but will also be extremely dangerous.
  Exploration: Mankind was not the first species 
  to use the Jovian Moons as a base.  The terrestrial 
  moons are littered with abandoned alien cities from 
  at least two distinct alien races, the Fyr`toll, and the 
  Adrasta.  Archeologists explore the ruined cities 
  of these cultures, find examples of their languages, 
  the Fyr`toll tongue has escaped all attempts at 
  translation, but the Adrasta which is now beginning 
  to be deciphered, and even find mummified 
  remains and examples of alien technology.  These 
  explorations are fraught with danger, but are a 
  chance to achieve wealth and immortalizing fame.  
  Intrigue: Revolution is coming to the Jovian 
  Moons.  The President of the UEG has declared 
  a blockade of all trade to and from the Jovian 
  Moons, and a military build up is under way.  
  Revolutionary groups, like the Sons of Jove are 
  springing up, who feel that Earth cannot know the 
  struggles these peoples face, particularly with their 
  alien neighbors on Europa and Titan.
  Trade: Because of the Blockade, those willing to 
  run the blockade stand to make a tidy profits.  The 
  restricted trade causes all transactions other than 
  basic foodstuffs to receive a +2 SDR bonus.
  Goliath swaggered into Ring’s Wraith club on Rhea, bare chest still glistening with sweat from his 
  last match.  He high fived a friend as he came in, “Broke that pansy like a twig! Yeah!”  There was 
  laughter all around the bar, which was packed with Maulers.  They still had no idea why they were 
  here in this armpit of the solar system, but they didn’t care.  
     There was something out of place though.  Scanning around the bar, it didn’t take Goliath long to 
  figure out what it was.  A freakin’ Hopper. In a Mauler club.  The company had brought in a lot of 
  those pansies to help set up the shelters and monitor the radar and such, but they avoided the Mauler 
  clubs.  Or else.  Then he made a mistake. He smiled at Goliath. Goliath sneered back, “What are you 
  looking at, little man?”
     Umber just smiled.  “You looked good at the match.”
     Goliath walked over, glaring down at the intruder, who made no move to get up, and, in fact, leaned 
  back and propped his feet up on the table.  “Why you watching a Ring Wrestling match, anyway?”
     Umber smiled again.  “Because I need a man like you.  You have a lean and hungry look.”
     Goliath growled and knocked the Hopper’s feet off the table with one pawing swipe, this little man 
  was making fun of him, “What the fuck does that mean, Hopper?”
     Umber rolled with the momentum of Goliath’s blow, rolling out of his chair onto the floor.  Landing 
  on his hand, he took the lumbering brute’s legs out from under him, then sprung to his feet.  A chain 
  knife was in his hand, at Goliath’s throat, who was lying stunned on his back.  
     “It means, that you have a lot to learn about fighting, you big lummox.  Now I can either buy you a 
  drink, or cut your throat and go about my business.”
     The bar had suddenly gone quiet as a grave.  Maulers were the toughest meanest men in the solar 
  system, and Goliath was the toughest Mauler around.  But this little Hopper had him.
    Goliath was still trying to process this turn of events.  “All right, you can buy me drink.”
    Umber smiled and put his knife away, reached down to help the huge man to his feet. “On one 
  condition.”, Goliath added.
    Umber had settled back into his chair, his feet on the table, his drink in his hand, “What’s that big 
  man?”
    Goliath narrowed his eyes, and gave the barest hint of a smile, “You show me how you did that thing 
  that put me on the ground.”
  
  PROMEHEUS RISING
  PAGE - 21
  JOVE’S COURT
  Jove’s Court is the colloquial name given to the 
  four Galilean Moons discovered by Galileo in 
  1610: Ganymede, Europa, Callisto, and Io.
  GANYMEDE
  The Queen of Jove’s Court, Ganymede, which was 
  discovered in 1610 by Galileo is the largest moon 
  in our solar system.  With a diameter of 3,280 
  miles, Ganymede is larger than Mercury and Pluto, 
  and three-quarters the size of Mars.  With a thin 
  atmosphere and a magnetic field to help protect 
  the surface from radiation, the tidally locked “day-
  side” of Ganymede, which is warmed by Jove, 
  was the first planet in the Jovian System to be 
  colonized.  
  The night side of Ganymede brought the first 
  of many great shocks when exploring the outer 
  moons, which was the existence of vast ruins.  
  These dark areas, seen by Voyager probes and the 
  Hubble telescope in the 20th century and thought to 
  be enormous impact craters, completely changed 
  the mind set of exploring the solar system.  Now 
  colonies were not only places for malcontents to 
  live away from Earth’s rules and Company mining 
  towns.  The hunt for extraterrestrial life was on.  
  Less than two years later contact was made with 
  The Prime on Europa, and a trickle of immigration 
  became a flood.
  Today, Ganymede boasts a population of over 
  100 million, and exploration of the massive 
  abandoned cities on the dark side is still not 
  complete.  Ganymede is jointly governed from 
  the Capitol city of Helena by Silas Mansol, and 
  Anders Canlan, appointed by the Company and 
  the UEG respectively.  These two ambitious men 
  spend most of their time feuding and scheming 
  against each other, and only recently have they 
  noticed the growing fires of rebellion in the moons.  
  After they did notice the sentiment for the Jovials 
  to rule themselves, these two men did perhaps the 
  worst thing they could do: they panicked.  After 
  a few paranoid vid-messages to UEG President 
  Allistaire got him panicked too, a blockade was 
  instituted, sending the economy of the moons 
  into a tailspin.  This has turned a disgruntled 
  populace into one openly planning rebellion.  New 
  revolutionary groups, like the Sons of Jove, have 
  begun publishing pirated webcasts preaching 
  rebellion, and the leader of the SOJ, Umber Grey, 
  has become a leader for millions.
  EUROPA
  Europa is the gem of the solar system.  Its surface 
  is smooth white, like a diamond, the ice constantly 
  melting and being replaced from within, healing 
  any impact craters.  The same tidal stresses that 
  turn Io into the witch’s brew, also warm Europa, 
  keeping its oceans warm and vibrant for the 
  enormous diversity of life within.
  Although extremely peaceful, even to the point 
  of being pacifistic, the Europans add to the current 
  tension, because of their disapproval of many 
  UEG and Company policies, such as indentured 
  servitude and a lack of environmental concern.
  CALLISTO
  Callisto boasts the second largest population of 
  the Jovian Moons to Ganymede.  Callisto has 
  two major settlements, each nestled in enormous 
  impact craters: Asgard and Valhalla.  Callisto has 
  a dark reputation among spacers, mostly due to 
  the second of the two settlements, the Valhalla 
  Internment Camp.  With the recent unrest (and fear 
  and paranoia of the local government), Valkyrie-
  class prison ships have been ferrying dissidents to 
  Valhalla day and night of late, to be “reeducated” 
  by the Company.
  IO  
  Io is the most volcanically active body in the solar 
  system.  Volcanic plumes shoot up to 300 km from 
  the surface.  This volcanic soup, called the “witch’s 
  brew” by Skimmer Pilots, produces many rare 
  and valuable metals, which are skimmed from the 
  surface of the molten lava.  This duty, which has 
  killed thousands of pilots, is today considered too 
  hazardous for human pilots, and is done almost 
  exclusively by Androids.
  Like most of Jove’s moons, Io is locked in a 
  synchronous orbit.  As Europa passes close by, it 
  pulls Io from the opposite direction of Jupiter, and 
  it is this constant stressing that leaves Io a tortured 
  mass of volcanism.
  Io also emits a constant barrage of radio of noise.  
  There is a 1 in 20 chance of a “static storm” that 
  will affect any nearby ships and planets (including 
  Europa and Ganymede), and any communication 
  sent during this time requires a Communication 
  Operations skill check (DC 25) to get through.  A 
  typical static storm lasts 1-10 days. 
  SATURN
  Where Jupiter is the great boomtown of 
  colonization of the solar system, Saturn is the 
  frontier.  Only one colony, the UEG Mauler colony 
  on Rhea has been established on any of Saturn’s 
  30 moons.  Dione is a water world like Europa, 
  and has been colonized by The Prime.  Titan, 
  the most bizarre world ever discovered, has an 
  entire ecosystem, including primitive, stone age 
  intelligent life, based on liquid methane instead of 
  water.  For the moment, at the vehement request 
  of Europa, Titan is off limits.  What to do with 
  this world, which could be an enormous cash cow 
  for the Company (methane for fuel and formation 
  of plastics), but with its own intelligent life and 
  unique, barely understood ecosystem, is a potential 
  
  PROMEHEUS RISING
  PAGE - 22
  flashpoint of conflict between mankind and The 
  Prime.
  Adventures in Saturn
  Exploration: Saturn’s moons (there are 30) 
  are largely unexplored.  Untouched alien ruins 
  doubtless await, promising to make the person 
  who discovers them rich and famous.  Also, the 
  UEG and the Prime are discussing a joint cultural 
  expedition to Titan, which will require linguists, 
  and cultural anthropologists.  The Prime think 
  this mission might be necessary, since the first 
  unmanned probes to Titan (the atmosphere is too 
  thick and cloudy to do a survey from space) were 
  seen by the primitive peoples, no doubt causing 
  cultural contamination.  What the results of that 
  contamination will be is unknown.
  Trade: The Mauler colony on Rhea is a Company 
  stronghold.  However, in a very unusual move for 
  them, the Company has invited private Haulers 
  to be the main supply line for the colony.  Chief 
  imports are exotic foods at +2 SDR (Maulers love 
  meat), and Entertainment (+2 SDR).
  URANUS AND NEPTUNE
  These two worlds are largely unexplored, and 
  constitute the next frontier.  Uranus has 20 moons, 
  and Neptune 8.  Both of these moon systems wait 
  to be colonized as mankind expands through the 
  solar system.
  PLUTO
  Pluto was the last planet in the solar system to be 
  discovered, and was completely unknown prior to 
  1930.  Pluto is about 20% the size of Earth, and 
  is the coldest, loneliest, darkest place in the solar 
  system.  However, Pluto has become extremely 
  important, because of the construction of the Deep 
  Space Observatory.  The UEG even went so far 
  as to commission a new rewrite, the Astronomers, 
  to staff the Observatory.  However, what this 
  observatory has seen of the nearby stars and 
  galaxies is so contentious, the UEG now seeks to 
  Shell reached the ladder that went down into the Ship’s Engine room at a run.  Looking down, she 
  could see the Chief Engineer at the base of the ladder, a piece of shrapnel buried right between his 
  eyes, which, though lifeless, stared right up at her accusingly.  He must have been trying to get the 
  coolant injector back online when it blew up right in his face she thought.
     A blast of smoke and a scream from below, and Shell took a deep breath, sliding into the steam.  
  Sweat immediately sheened her face, the room must have been 100 degrees and humid as hell.  Three 
  young faces looked at her expectantly.  They were standing over the assistant Engineer, the author of 
  the scream she had heard up above.  A glance told her it was the last noise the man would ever make.  
  A little girl’s voice kept chiming in her head “You can’t do this.  You never even graduated.  You’re 
  just a little identity thief, a slasher, you’re not a starship engineer.  You never even graduated.”
     “What’s our status?!”, she yelled over the din.  Something was knocking and grinding and kicking 
  up a tremendous noise.  One of the junior techs answered, “Not good! We’ve lost the main, and the 
  backup compressors.  The whole system is overheating! It has to be shut down!”
     Shell just shook her head.  She walked over to the ruptured main coolant assembly where the Chief 
  has lost his life.  Liquid coolant was shooting out onto the floor.  Hesitating for just a second, she 
  pulled the dead Chief’s insulating gloves from his hands and put them on.  Reaching in, she grabbed 
  the tubing and forced it together.  “Sealant!”  One of the techs ran over and sprayed the tube with a 
  liquid sealant.  The grinding noise became softer.  Just then, the whole ship lurched underneath them, 
  throwing all four to the floor.
     “Listen to me! There are five Magellans out there armed to the teeth.  Shutting down the engines is 
  not an option.  We have to keep this beast going or we’ll all end up in a re-ed camp somewhere telling 
  our teachers that two plus two equals five.  We clear?”
    The three techs (god they looked young) just nodded and went back to work.  Shell grabbed the 
  sealant and toolkit from the Chief before returning to the coolant panel.
    Umber looked out of the main viewscreen.  The wreckage of the Magellans was still flying at the 
  same speed the ships had held during the battle.  “Shell, what’s it look like down there.”
    “Not good Captain, we need to get to a drydock.  Half the coolant array is being held together by 
  fixative spray and duct tape right now.  However, it’ll hold till we get to port. Should I come up to the 
  Ops consol and plot a course?”
    “Negative, Shell, send one of those junior techs to handle that.  You stay with your engines.”
    “My engines?”
    “That’s right.  You’re the Chief Engineer now Shell.  You obviously can keep those things running.”
    Shell just stared at the viewscreen, which had gone blank.  “Hawkins, get up to the Ops station and 
  plot us a course to port.”
    As the youngster started up the ladder, Shell turned back to the coolant array, which had sprung 
  another leak.  “But, I didn’t even graduate.”
  
  PROMEHEUS RISING
  PAGE - 23
  suppress the information obtained at this outpost.  
  It has not closed the outpost, but does not want the 
  average person to know what’s out there.  Many 
  scientists have published their findings, of alien 
  civilizations thriving around stars close enough for 
  modern, antimatter-powered starships to visit, have 
  been arrested, and after being out of sight for a 
  time, have reappeared, telling everyone how wrong 
  they were, their calculations in error, that they 
  were too hasty, prone to allowing their fantasies to 
  disrupt their scientific objectivity, and so on.  Not 
  fooled, the common nickname for this process of 
  “scientific conformity” is the Inquisition.
  Adventures in Pluto
  Trade: The DSO is not self-sufficient, and requires 
  everything to be imported.  Due to the length of 
  the trip for any Hauler making the run, everything 
  imported to the DSO receives a +4 SDR bonus.
  Intrigue: The raw scientific data from the DSO is 
  a hot commodity subject to draconian restriction 
  by the UEG.  Whatever these scientists are seeing, 
  with instruments sensitive enough to actually see 
  nearby solar systems, is so explosive that the UEG 
  does not want it generally known. However, many 
  of the scientists working at the DSO feel people 
  should know, and have published their findings 
  even though it means their incarceration and re-
  education.
  
  PROMEHEUS RISING
  PAGE - 24
  OPEN GAME LICENSE
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and 
  is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights 
  Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark 
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  2. The License: This License applies to any Open Game Content that 
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  Open Game Content.
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  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient rights 
  to grant the rights conveyed by this License.
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  NOTICE portion of this License to include the exact text of the 
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  and the copyright holder’s name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute.
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Rules Document Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original 
  material by E. Gary Gygax and Dave Arneson
  Modern System Reference Document Copyright 2002, Wizards of the 
  Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles 
  Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, 
  Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy 
  Collins, and JD Wiker.
  Blood and Space Copyright 2003, RPGObjects; Authors Charles Rice 
  and Chris Davis.
  Prometheus Rising Copyright 2003, RPGObjects; Author Charles Rice.
  OPEN GAMING CONTENT
  Designation of Product Identity: The following 
  terms are designated as product identity as outline 
  in section 1(a) of the Open Gaming License: 
  Hopboxing, Jovian Moons, Jove’s Eye, Prometheus 
  Rising, and Rewrite.
  Designation of Open Gaming Content: The 
  following sections of Prometheus Rising are 
  designated as open gaming content expect for 
  terms define as product identity above.  All 
  illustrations, pictures, and diagrams are Product 
  identity and property of RPGObjects™.
  Fiction: All fiction (text in the purple boxes) is 
  closed content.
  Races: The race descriptions are closed content.  
  The racial traits are open content.
  Classes:  The class descriptions are closed content. 
  The class requirements, information, features, and 
  tables are open content. 
  Feats: The feat descriptions are closed content.  
  The feat details (name, prerequisites, effect, 
  special) are open content.
  Weapons: All the weapons are open content.
  Gazetteer: The entire Gazetteer is closed content.
  
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