TEXT: 1
  © 2016 WILL POWER GAMES
  PREVIEW 
  ADVENTURE
  
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  3
  TABLE OF CONTENTS
  THE STORY 
   
   
   
   
   
   
   
   
   
   
   
   
  004
  RULES OVERVIEW 
   
   
   
   
   
   
   
   
   
   
   
  008
  THE ATTRIBUTES 
   
   
   
   
   
   
   
   
   
   
   
  009
  ROLEPLAY ACTIONS 
   
   
   
   
   
   
   
   
   
   
   
  010
  RESOLVE 
   
   
   
   
   
   
   
   
   
   
   
  011
  BATTLE ACTIONS 
   
   
   
   
   
   
   
   
   
   
   
  012
  PREVIEW ADVENTURE  
   
   
   
   
   
   
   
   
   
   
  016
  THE LOCATION  
   
   
   
   
   
   
   
   
   
  017
  IMPORTANT CHARACTERS 
   
   
   
   
   
   
   
   
   
   
  019
  THE BEGINNING 
   
   
   
   
   
   
   
   
   
   
   
  020
  TAAM’S TEST 
   
   
   
   
   
   
   
   
   
   
   
  022
  TRACKS TO TROUBLE  
   
   
   
   
   
   
   
   
   
  024
  THARNAXIST TRIALS 
   
   
   
   
   
   
   
   
   
   
  026
  TIRESOME TREK 
   
   
   
   
   
   
   
   
   
   
  027
  ENDING 1: TREACHEROUS TURNABOUT 
   
   
   
   
   
   
   
   
  030
  ENDING 2: THARNAXIST TERMINATION 
   
   
   
   
   
   
   
   
  033
  SAMPLE CHARACTERS 
   
   
   
   
   
   
   
   
   
   
  034
  The first half of this document is a general game preview.
  The adventure itself starts on page 16.
  /////////////////////////////////////////////
  /////////////////////////////////////////////
  
  004
  004
  THE
  SETTING
  004
  
  005
  WELCOME TO SYNTHICIDE
  The game is set in a Galaxy on the verge of collapse, 
  where bullets are more common than food and equally 
  essential for survival.
  An evil mutant force called the Prodigravus attempted to 
  absorb all of humanity. A millennium-long war ensued, de-
  stroying almost every civilized planet. Humanity descend-
  ed into a dark age.
  A tech cult called the Tharnaxist Church retained scraps  
  of scientific knowledge. They used it to gain power over 
  the surviving humans and mutants, but these cybernetic 
  priests aren’t interested in the lives of organics. They only 
  care about discovering more technology and building syn-
  thetic beings to run their society. Under Tharnaxist rule, 
  the murdering of a robot – also known as Synthicide –  
  is regarded as the highest crime on any planet. If one  
  commits Synthicide and is caught, they earn the ire of  
  the Church.
  With human life devalued, remaining social structures 
  have descended into barbarism, extortion, and gang-rule. 
  Anyone with the means has become a Sharper: an inde-
  pendent agent that drifts from world to world, scraping by 
  on dirty work. For a Sharper, floating through space  
  is preferable to settling down on any Tharnaxist-ruled  
  hellhole.
  YOUR ENEMIES
  Synthetics (Robots)
  Synthetics are free entities that do as they please. The 
  Church and powerful corporations commission their con-
  struction, but they must be paid and are released after 
  fulfilling contracts. Synthetics are effectively immortal and 
  they go through seasons of boredom and personality shift. 
  A Synthetic may spend 100 years as a Laborer, only to 
  suddenly decide it would be interested in bounty hunting. 
  They view the humans around them as either friendly odd-
  ities or pond scum.
  The Church
  Tharnaxist priests are cybernetically enhanced humans 
  that worship a tech god named Ranix. They are obsessed 
  with discovering and hoarding new technology and they 
  brutally enforce rule to keep those outside of the Church 
  weak. While they allow the galaxy free trade and travel, 
  they do nothing to ensure that anyone has food, safety, or 
  a real system of laws. The Church only punishes those 
  who mistreat Synthetics and priests.
  Mutants
  Mutants are the genetic waste left from the Millennial 
  War. They are descended from humans that survived a 
  “P-virus” infection but never changed into full Prodigravus. 
  Some actual Prodigravus still exist, but they are too insane 
  and dangerous to live among humans. They are kept to 
  the outskirts in loose and barbaric tribes.
  DAILY LIFE
  Technology
  Technologies are very disparate in Synthicide. A Sharper 
  might be wielding a gunpowder revolver, while a security 
  guard might have a flechette pistol, or even a beam rifle. 
  The richer and more powerful you are, the better your toys 
  get. Nothing beats the toys that the Church gets. Not even 
  a Synthetic can get his hands on what some priests have.
  Space Travel
  Spaceships are highly automated and simplistic. As such, 
  about anyone can tell a ship to go from point A to point B, 
  though you might need a good pilot to escape pirates. In 
  the past, ships had Jump Drives, which enabled them to 
  jump across space instantaneously, but that technology 
  has been lost. You can only travel routes supported by ac-
  tive Jump Gates – a less sophisticated means of travel.
  The Flow of Power
  Gangs own people and streets; corporations own gangs 
  and resources. The Church owns everything, deciding 
  what corporations may do and whether thieves live or die. 
  While someone is always working for someone else, most 
  dogs hate their masters and given the chance, they will try 
  to get out from under a thumb and may even bite it off in 
  the process.
  
  006
  SOCIAL STRUCTURES
  Law and Order
  Different social groups may have justice systems, but the 
  Church backs none of it. The only real “laws” that matter 
  are: who can hurt you? And who can save you? If you’re 
  rotting away in some cellblock about to be executed, it’s 
  only your friends who will get you out. Order comes 
  through strength in numbers, so make powerful allies and 
  protect each other.
  Prisons
  Prisons exist, but none of them are official or State-run. 
  People who run prisons do it for forced labor, to put fear in 
  others, or to extort the allies of their prisoners.
  Security
  Out in the streets and alleys, you’re on your own. The 
  most important places have private security to keep vio-
  lence to a minimum. When you start a fight in a dock, a 
  wealthy club, or corporate HQ, you can expect trained 
  guns to show up.
  Docks
  All important trade and business starts in a spaceship 
  dock and parking is never free. Docks are usually built un-
  derground with boots to lock your ship and force payment. 
  Although docks are high on security, people have been 
  known to hack the doc registry to get their ships released. 
  Gunfights sometimes break out between security and 
  people stealing each other’s ships. 
  Dock Masters
  Dock Masters are your best friend and worst enemy. They 
  provide you a place of relative safety and the ability to 
  meet up with other Sharpers, however, they really just 
  want your money. They get a cut of everything you buy or 
  sell in the dock. Many Dock Masters are synthetic, compli-
  cating the prospect of killing them.
  FACTIONS
  These are short previews of some important factions.
  Chaos Rose
  This gang is composed of flamboyant and wealthy pirates 
  trying to live the dream. While they play up the glamorous 
  life of piracy, they are not to be trifled with. Chaos Rose 
  operates as an extremely successful and brutal gang of 
  thieves whenever in Tharnaxist Space, but behave as  
  generous traders and boisterous patrons back home on 
  the planet Farazin.
  Farstar Guild
  This is a very famous guild made up of humans and syn-
  thetics. They specialize in hunting artifacts from the Last 
  Age and then selling what they find. Most artifacts the 
  Farstar Guild sells are just high-tech daily appliances, as 
  well as rare documents or pieces of art. Extremely power-
  ful or weaponized artifacts are rarely sold, but instead 
  used for leverage in negotiations with enemies.
  Razor Cogs
  Anyone who wants a person to die hires a Razor Cog. This 
  large guild of mercenary robots takes contracts very seri-
  ously. They always deliver, or die in the process. While not 
  completely anti-human, many members take pleasure 
  whenever they break open a Skinbag (an organic human or 
  mutant.) The Razor Cog galactic headquarters is located 
  on the planet Forge.
  Reaper Forum
  Bounty hunting has, in a way, filled in the vacuum of law 
  enforcement. There is one “common man” bounty guild 
  known as the Reaper Forum. To place a bounty, an indi-
  vidual must simply list a name, provide a description or 
  images and state the reason the target is wanted dead. 
  Then, the bounty issuer can place a deposit of any sum, 
  large or small. Multiple bounties on the same person cash 
  out all at once, allowing poor people to band together and 
  place a large bounty on a single target.
  
  007
  THERE/IS/AN/ILLUSION/
  OF/SAFETY/AND////////
  CONTROL./KEEPING/THIS 
  /ILLUSION/ALIVE/IS/// 
  WHAT/KEEPS/US/IN///// 
  POWER./WE/SHALL/NOT// 
  BE/QUESTIONED./WE//// 
  SHALL/NOT/BE/RESISTED
  THERE/IS/AN/ILLUSION/
  OF/SAFETY/AND////////
  CONTROL./KEEPING/THIS 
  /ILLUSION/ALIVE/IS/// 
  WHAT/KEEPS/US/IN///// 
  POWER./WE/SHALL/NOT// 
  BE/QUESTIONED./WE//// 
  SHALL/NOT/BE/RESISTED
  
  008
  008
  RULES
  OVERVIEW
  008
  
  009
  A GAME OF THREE SYSTEMS
  Synthicide is a classic pen-and-paper Role Play Game that 
  uses players and a Game Master (GM). It uses Attributes 
  to describe the strengths and weaknesses of a character 
  and is composed of 3 main rule systems: Role Play Ac-
  tions, Resolve & Cynicism, and Battle Actions. 
  THE ATTRIBUTES
  Synthicide’s rule systems rely on the character’s Attri-
  butes, which describe what he is good at and what he is 
  bad at. During character creation, players assign numbers 
  to all of these Attributes. Here is the complete list:
  Awareness (A)
  Awareness represents the character’s senses and atten-
  tion to detail. Noticing hidden enemies, finding concealed 
  weapons, or picking up on suspicious body language and 
  speech patterns all rely on the Awareness Attribute. 
  Awareness also helps you act first in a battle.
  Combat (C)
  This Attribute represents your character’s skill at physically 
  harming opponents. This includes brute force strikes as 
  well as finessed attacks. Some non-fighting actions 
  (throwing an object to a friend) use the Combat Attribute 
  as well.
  Toughness (T)
  This Attribute represents your character’s resilience and 
  athletic prowess. You use Toughness to resist damage 
  from physical attacks, as well as perform feats such as 
  jumping and climbing. Toughness is also used when fight-
  ing the effects of disease or poison.
  Influence (I)
  Deception and negotiation fall under Influence. Imperson-
  ation and construction of disguises also uses Influence. If 
  your character has access to psychic powers, your Influ-
  ence Attribute determines how strong they are.
  Operation (O)
  Operation represents technical expertise. This is used 
  when dealing with computers, piloting craft, repairing 
  equipment, or other knowledge-related tasks. Unless spe-
  cially trained, characters cannot accomplish more than 
  routine and basic actions with Operation.
  Nerve (N)
  Nerve describes the level of willpower your character has. 
  This applies to resisting social pressure, intimidation, or 
  unusual mental stress. When targeted by a psychic attack, 
  your character’s Nerve determines how you withstand  
  the effects.
  Speed (S)
  Speed defines who acts first and also decides how many 
  actions a player can take during a battle. Speed is also 
  used for stealth, concealment of weapons and pick-pock-
  eting. It can be used to represent a character’s agility.
  
  010
  1. 
  Describe the action the character takes. This could 
  be as simple as telling a lie or something as complex 
  as trying to hack an alarm system.
  2. Choose an effect. While this list isn’t complete, it 
  serves as a good start. The GM makes the final call on 
  which effect is granted.
  a. Remove an obstacle. An obstacle is anything 
  that stands between a character and what he 
  wants to accomplish.
  b. Create an obstacle. Creating obstacles can slow 
  opponents down or ruin their plans.
  c. Reveal Information. Revealing information alerts 
  characters to something important in the game 
  world, such as hidden enemies or secret plans.
  d. Hide Information. Hiding information keeps 
  characters safe from prodding eyes or enemy  
  pursuit.
  e. Alter NPC attitudes. NPCs may themselves  
  become social or even physical obstacles. Get-
  ting them to agree with plans or stand aside  
  can be vital.
  3. Roll 1d10 and add the relevant Attribute and any 
  other bonuses. Players suggest which Attribute ap-
  plies to the situation but the GM makes the final call.
  4. The GM compares the result to an Action  
  Difficulty (AD) number. The GM sets this number 
  based upon how risky or difficult the desired action 
  sounds. However, if two characters are acting in di-
  rect opposition, both characters should roll and com-
  pare results.
  5. Rolling equal to or above the AD grants the  
  desired effect. Rolling far above the AD may result in 
  better effects than desired (see Success Levels be-
  low). Rolling below the AD results in failure.
  6. Failure may result in penalties. The GM decides 
  this based upon the danger of the situation and how 
  poor the roll was. 
  ROLE PLAY ACTIONS
  When characters try to interact with the game world, they are taking Role Play Actions. Rules aren’t always needed; it’s 
  acceptable to play fast and loose. But if there are any questions about what a character can or cannot do, use this as a guide 
  to play:
  Suggested Action Difficulties
  The chart below lists typical Action Difficulties. The GM may make up numbers between these, but they serve as a gen-
  eral guideline.
  Easy
  Standard
  Difficult
  Challenging
  Fantastic
  Epic
  Legendary
  3
  6
  9
  12
  15
  21
  27+
  Success Levels
  After totaling a roll, however much you exceed the Action Difficulty lets the GM know how well you did. At minimum, he 
  will reward you with what you want. If you roll extremely high, he will give you more. Here is a chart to demonstrate typical 
  success levels:
  Standard
  Excellent
  Superb
  Masterful
  Perfect
  +0
  +5
  +10
  +20
  +30
  For example, if you were telling a lie and roll equal to the Influence AD, the GM grants that the target believes you but is 
  slightly suspicious. If you roll 5 over, the target believes you without questioning. If you roll 10 over, the target believes you 
  so sincerely, he’s willing to risk personal harm based upon your lie. All of this is scaled according to the GM and what sort 
  of game your playgroup wants.
  
  011
  RESOLVE & CYNICISM
  This system is the bread and butter of character motiva-
  tion. It represents how connected to the universe your 
  character feels and affects his chance of survival. Here’s a 
  quick summary:
  Resolve Points are spent to get an automatic 10 on 
  the die, or to allow a dead character to be resuscitat-
  ed. You acquire more Resolve Points by completing 
  significant tasks or behaving positively toward others. 
  However, you gain Cynicism by behaving negatively 
  or antisocially. Cynicism makes it harder for you to 
  earn Resolve in the future.
  Starting Resolve & Cynicism Scores
  Every character starts with a Resolve of 2 and a Cynicism 
  of 0. From here on out, Resolve can never be above 5 or 
  below 0. Cynicism can never be above 10 or below 0.
  Spending Resolve
  You can spend one point of Resolve to gain abilities. Here 
  are your options:
  •	
  Get an automatic 10 instead of rolling the die. You 
  must choose to do this before making the roll.
  •	
  Automatically hit an enemy. Even if you normally 
  couldn’t hit an enemy on a 10, spending a Resolve 
  point before attacking guarantees that you’ll hit them 
  and still roll an automatic 10.
  •	
  Come back from death. Whenever a doctor at-
  tempts to resuscitate a dead character, the dead char-
  acter must have an unspent Resolve point. This point 
  is consumed upon resuscitation.
  •	
  Reduce Cynicism. If you have gained Cynicism from 
  negative behavior, you can burn Resolve to make it go 
  down. Each spent Resolve point reduces your Cyni-
  cism score by one.
  Gaining Resolve and Cynicism
  At the end of a game session, go around the table to each 
  player. You and the GM should discuss what the signifi-
  cant themes were for your character’s behavior. First, de-
  cide if your character made any sacrifices or behaved 
  negatively and destructively. Gain Resolve or Cynicism as 
  listed below. Next, check to see if you pursued your moti-
  vation. If you did, gain another Resolve Point.
  Sacrifice: Whenever you give up wealth or expose your-
  self to danger for the sake of others, you made a sacrifice. 
  This positive behavior improves your outlook and self es-
  teem. The GM decides to give you +1 or +2 Resolve based 
  upon how significant the sacrifice was. However, if you 
  have any cynicism, it may prevent you from the esteem 
  boost. Roll 1d10. If you don’t roll above your Cynicism 
  score, you do not gain the Resolve points. Here are some 
  examples of sacrificial behavior:
  •	
  Fighting a gang to protect locals – not just for money
  •	
  Donating medicine to a sick colony
  •	
  Standing up to unjust authorities 
  •	
  Taking the hard path to avoid casualties
  Harming innocents for profit: If you hurt an innocent 
  person to improve your own situation, you must feel guilty 
  or are incredibly cynical. Gain +1 Cynicism. 
  Examples include:
  •	
  Contract killing innocent targets
  •	
  Randomly robbing unlucky travelers
  •	
  Betraying the trust of employers and partners
  Wanton destruction: When you engage in sadistic be-
  havior for its own reward, it takes a deep toll on your 
  psyche. Gain +3 Cynicism. Examples are:
  •	
  Murdering just for the thrill
  •	
  Torturing or mutilating someone
  •	
  Creating excessive and unnecessary casualties to pursue 
  a simple goal
  Catastrophic Evil: Horrific actions harden anyone’s heart. 
  Gain +7 Cynicism. Examples are:
  •	
  Destroying an entire settlement just for fun
  •	
  “Scorched Earth” tactics to achieve your goals
  •	
  Genocidal behavior
  Pursue motivation: Every player selects a motivation at 
  character creation. If you and the GM agree that you suc-
  cessfully pursued your motivation, you gain one Resolve. 
  Here is the short list (each motivation is described in Char-
  acter Creation.)  
  •	
  Prove your strength
  •	
  Spread your wisdom
  •	
  Forgiveness is powerful
  •	
  Don’t get mad, get even
  •	
  Make friends and allies
  •	
  Know the universe
  •	
  Live life for now
  Behavior
  Effect
  Sacrifice
  +1 or +2 Resolve
  (must roll above your 
  Cynicism score)
  Harming innocents for profit
  +1 Cynicism
  Wanton destruction
  +3 Cynicism
  Catastrophic evil
  +7 Cynicism
  Pursue motivation
  +1 or +2 Resolve (not af-
  fected by cynicism)
  
  012
  •	
  At the start of battle, all participants roll 1d10 + 
  Speed + Awareness. This is a character’s “battle 
  reflex.” Turn order starts with the highest roller going 
  first, flowing down to the lowest roller going last. 
  Until the end of battle, participants act in the same 
  turn order.
  •	
  For every turn you have a number of Action 
  Counters (AC) equal to 1/2 your Speed + 3 
  (rounded down). This determines how many 
  actions you can take each turn. Your turn ends when 
  you run out of AC or decide you are done.
  •	
  There are limits to how many times you can take 
  certain actions. For example: you may only Gain 
  Advantage once per turn.
  •	
  After all participants get a turn, the round ends. 
  A new round starts and everyone takes new turns in 
  the same order. This continues until all enemies are 
  defeated or flee the battle.
  Action
  AP Cost
  Uses Limit?
  Description
  Move
  1
  None
  Move 4 squares
  Attack
  1
  Once per turn
  Make a viable attack against an enemy
  Second Attack
  2
  Once per turn
  Make a second attack action in the same 
  round
  Third Attack
  3
  Once per turn
  Make a third attack action in the same round
  Guard/Counter Attack
  See description
  Once per round
  Reflexively attack an exposed enemy
  Use Power
  Varies
  None
  Activate an ability such as a Tactical Power or 
  Psychic Power
  Defend
  1
  Once per turn
  Gain +1 bonus to any cover (max +4)
  Gain Advantage
  2
  Once per turn
  Get the upper hand in combat
  Keep Watch
  Varies
  Once per turn
  Save an action to trigger under specific cir-
  cumstances
  Stealth
  1
  Once per turn
  Hide from enemies
  Other
  1
  Once per turn
  Common actions, i.e. switching weapons, 
  opening doors
  012
  BATTLE ACTIONS
  Battles take place on a square grid, with each square representing 5 feet. Below is a table of actions that can be attempted 
  during a battle. Note the following:
  
  013
  Move
  Characters travel up to 4 squares per movement action. 
  Diagonal movement is allowed. Note the following:
  •	
  Characters may not move through enemies or  
  obstructions. You may only move through allies.
  •	
  You must end your action on an empty square.
  •	
  The GM may require rolls when moving on 
  precarious surfaces. One example would be ice.
  •	
  If you have been “Overpowered,” you cannot 
  move. Removing the status costs 1 AC.
  Attack
  Attacks use the following flow:
  1. 
  Roll 1d10 a single time. The same result is used to 
  calculate both your attack roll and your damage.
  2. See if you hit the target. Calculate the following:  
          1d10 result + Combat + Attack Bonuses 
  3. If you totaled equal-to or above the enemy’s 
  Armor Defense, you hit. If you totaled below, you 
  miss.
  4. If you hit, calculate damage. Add the following:  
    Original d10 result + Combat + Damage Bonuses
  5. Your weapon’s damage bonus may be negative, 
  which lowers the damage dealt. 
  6. Targets instantly lose Hit Points (HP) equal to 
  any damage taken.
  The following things may also affect attacks:
  •	
  You must be adjacent to your enemy to use strik-
  ing weapons. Striking weapons have a range of 1. 
  •	
  Ranged weapons can attack at a distance, but 
  may take penalties. These weapons have a Range 
  Increment, which represents a distance in squares. 
  You may attack enemies within one range increment 
  at no penalty. Each additional range increment need-
  ed has a cumulative -1 on your attack roll.
  •	
  Ganging up. If any allies are adjacent to the target, 
  you receive +1 to attack rolls.
  •	
  Overpowered Status. If you are overpowered, you 
  take -2 to all rolls. If an enemy is overpowered, you get 
  +1 on all rolls against them.
  •	
  Cover. If your target is behind cover, it increases his 
  Armor Defenses by an additional +1 to +4. The GM 
  makes the call based upon on how good the cover is.
  Second and Third Attacks
  It takes effort to compensate for gun recoil or pivot for an 
  extra blade strike. As such, your second attack each turn 
  costs 2 AC and the third attack costs 3 AC. You cannot 
  make more than 3 attack a turn without special abilities.
  Guard/Counter Attack
  These are free attacks you get for under certain conditions. 
  You must be wielding a Guard or Counter weapon to do 
  one of the following: 
  •	
  Guard Attack: Once per round, make a free attack 
  against an enemy that becomes adjacent to you.
  •	
  Counter Attack: Once per round, if you get hit by an 
  adjacent attack, make a free attack in retaliation.
  Keep Watch
  You can save actions for later by doing the following:
  1. 
  Choose an action or series of actions to hold.
  2. Spend the AC needed to perform the actions 
  this turn. For example, if you wanted to Keep Watch 
  with two attacks, it costs 3 AC.
  3. Declare a trigger that allows you to take the 
  saved actions. This can be as simple as “an enemy 
  walks through the door.” The GM must agree that 
  the trigger is realistic and specific enough.
  4. End your turn. Keep Watch always ends your turn.
  Defend
  Defending yourself raises any cover you have by +1, to a 
  max of +4. If you have no cover, you still gain 1 cover if 
  you took a movement action this turn.
  Gain Advantage
  This action serves as a catchall for gritty combat and dirty 
  tactics. Gaining Advantage always costs 2 AC, even if the 
  advantage requires no further actions. Do the following:
  1. 
  Choose an enemy. Unless the GM says otherwise, 
  you can only gain an advantage against one enemy.
  2. Describe your advantage. This could be higher 
  ground on your enemy, or the element of surprise.
  3. Choose an effect. Below are your options:
  a. Forced Movement: Move the enemy 1 square, 
  or up to 4 if you take a movement action and move 
  directly with them.
  b. Overpower: The enemy gains the “Overpow-
  ered” status. Overpowered characters take -2 on 
  all rolls, and all rolls against them gain +1. They 
  cannot move unless forced.
  c. Attack Bonus: You receive +2 to your next attack 
  against the enemy this round.
  d. Adjacent Takedown: Your turn ends. You and 
  your enemy both gain the Overpowered status. 
  You and your enemy lose your next turns. How-
  ever, you retain the option to renew this effect 
  next turn with another successful roll.
  e. Ranged Takedown: If you use suppressing fire 
  or another ranged method for a Takedown, stan-
  dard effects apply, except the victim may take a 
  single 4 square move toward safety each turn, 
  even though considered Overpowered.
  4. The GM may require a roll to gain the advantage. 
  E.G. Trying to outsmart an enemy would require an 
  Influence vs. Awareness roll.  
  5. Failure may carry penalties. The GM may decide 
  something bad happens if you fail by 5 or more. Here 
  is a guideline for what can go wrong:
  a. Forced Movement. You lose 1 AC as you recover 
  from botched plans.
  b. Overpower. Failure results in you gaining the 
  Overpowered status instead.
  c. Attack Bonus. There is no penalty for failing in 
  this action – lost time is enough.
  d. Takedown. Your turn doesn’t end, but you imme-
  diately lose 1 AC and become Overpowered.
  
  014
  
  015
  
  016
  PREVIEW
  ADVENTURE
  016
  
  017
  The following presents a sample adventure to use in your 
  first gaming sessions. It touches on all the important  
  aspects of the game and lays the groundwork for future 
  adventures. You can choose to use it in its entirety,  
  adapt parts of it, or rely on it as inspiration for your own 
  concepts.
  Learning the game
  A preview version of Synthicide’s setting story and rules 
  starts on page 005.
  Creating Characters
  Prebuilt characters are found at the back of this book.
  A special note about difficulty
  This series of missions assumes there is a party of four 
  players with at least one being a Thug. If this is not the 
  case, try removing one or two enemies from each battle 
  to balance the game.
  IMPORTANT FACTIONS
  There are three groups at play in Sunrider City. 
  They are the patrons the players choose from 
  on this mission.
  TTMC
  This organization is the most powerful non-church entity 
  in Tharnaxist Space. Founded on Corsus by Jarrix Taam 
  only 40 years ago, Taam’s Transport and Mining Company 
  has become a ubiquitous shipping service with a side 
  business in raw materials. They’ll hire anybody to do any-
  thing - but only the dangerous jobs pay well.
  Rail Riders
  The Rail Riders are a local gang that has staked territory in 
  the autotrams running beneath the city. They extort tolls 
  from tram-users, generally cause violence and chaos, and 
  are working very hard to overthrow TTMC’s economic 
  stranglehold. It is rumored that they have mysteriously ac-
  quired large amounts of money to pay Sharpers, but the 
  jobs are usually highly dangerous.
  The Tharnaxist Church
  The Tharnaxist Church is powerful and immense. Priests 
  are the ultimate authority, surrounded by vicious robots 
  and brainwashed neophytes. Priests only hire Sharpers for 
  incredibly despicable missions, or to take care of some-
  thing the priest wants kept secret from the Church.
  THE LOCATION
  The location for this mission is Sunrider City, a large metropolis on the fringe world Corsus. This is one of the last developed 
  planets on the very edge of the Church’s influence and although there are still Tech Priests and Enforcers, they have less 
  power here than in other worlds. Sunrider City is the home of Taam’s Transport and Mining Company, otherwise known as 
  TTMC. This large corporation controls much of the planet, and at least on Corsus, is a legitimate threat to the authority of 
  the Church. This situation is the result of Sunrider City’s very unique past; it was built upon the site of mysterious star fleet 
  crash that occurred many centuries ago. This allowed the inhabitants access to parts, metals, and old technology without 
  direct help of the Church. The largest crashed starship in this mess was the Sunrider, from which the city gets its name.
  When approaching Sunrider City, a descending spaceship notices that while the metropolis is massive and complex, it 
  looks completely decrepit, with most of the buildings constructed from salvaged ship hulls. Everything is dark and gray, but 
  random sparks of light and colored paint add to the chaos. The streets at the lowest level of the city are dingy and unpaved, 
  existing only for foot traffic and a few wheeled vehicles. The rest of the traffic consists of aircraft drifting in the upper levels 
  of the city, with a few vehicles dipping low enough to singe the hair of pedestrians with super-heated exhaust. One sky-
  scraper in the middle of the city stands above all others. It is converted from an immense ancient starfreighter’s bridge and 
  in large lights across its top it says: “TTMC”. This is the official headquarters of Taam’s Transport and Mining Company.
  the/origin/of/self/is/found/in/crisis.///////
  this/is/where/your/mettle/puriFIEs/your////// 
  elements/into/their/most/elegant/expression./
  but/like/a/Fire/your/true/self/may/burn/out./
  you/must/provide/it/fuel/to/sustain/it.//////
  /////////////////////////////////////////////
  
  018
  DECAYING
  DEVELOPMENT
  MANTAINED
  TRADING/
  COMMERCE
  INDUSTRIAL
  WATER
  RAIL
  STOPS
  DOCK
  ENTRY
  DOCK
  (BELOW RESERVOIR)
  CITY WATER
  RESERVOIR
  TTMC
  TTMC SCRAP
  TTMC
  SHIPYARD
  TTMC
  FACTORIES
  CHURCH
  CHURCH CLAIMED
  SCRAP
  CAPTURED
  TOWER
  POPULAR
  NIGHTLIFE
  DOCK
  ENTRANCE
  POINT OF
  INTEREST
  SUNRIDER CITY MAP
  SUNRIDER CITY SKYLINE
  
  019
  IMPORTANT CHARACTERS
  The characters below play a critical role in the story. They 
  are all connected, but don’t know it yet.
  Grearson
  This cagey character is a high-profile member of the Rail 
  Riders that has come into possession of something of 
  great value. He’s a small man with some cybernetic im-
  plants and a friendly attitude. He is, however, easily of-
  fended and turns violent if insulted enough.
  Primary Advancement Officer (PAO)
  This former street-brawler never reveals his true name, 
  and only uses his TTMC job title. He wants to hire the 
  players to take care of a pesky problem that is far more 
  complex than he realizes. The PAO is a busy man, running 
  the show for most freelance work off the corporate cam-
  pus. He is concise but maintains an open attitude. Accord-
  ing to him, openness is a form of intimidation – he has 
  nothing to fear from anyone, and wants EVERYONE to 
  know it.
  Vicar Narul
  Narul is a slimy Tharnaxist Priest who wants to trick the 
  players into taking care of his dirty laundry. He is pale, 
  cowled and has an array of cybertools jetting from his 
  hands. He talks in a singsong voice and makes clumsy 
  passes at female characters. With his secret penchant for 
  using robots to assist in violent sadism, accepting his ad-
  vances is horribly dangerous.
  He Who Remembers
  This synthetic is the key to the whole story. He acted as a 
  video journal for Vicar Narul, and stores recordings of all 
  the Vicar’s nasty secrets. He is currently in the hands of 
  the Rail Riders who are extorting the priest for money. The 
  priest wants to have them killed and the robot destroyed. 
  TTMC doesn’t even know this creature exists, yet the ro-
  bot has proof that Narul committed a heinous act against 
  a member of the Taam family – a thing TTMC could never 
  forgive.
  Darry
  Darry is a dock orphan who likes to work as an informant 
  for Sharpers. She’s only 9, but quite independent and  
  fearless. Darry is only relevant to the players in two  
  ways. First, she approaches the players and offers to  
  reveal all the secrets of the dock if given a nice meal (§15) 
  from Raudry’s kitchen. She knows everything, including 
  Marphoose’s accidental boon. Second, she might acci-
  dentally witness the players commit a treasonous crime, 
  forcing them to make a difficult choice about whether to 
  keep her alive.
  OTHER CHARACTERS
  At the GM’s discretion, these individuals can be used to 
  spin the story or provide small diversions for the players.
  Dockmaster Verosa
  Verosa is a strong, intimidating woman who only wants 
  her money. If you try to stiff her, she’ll bring the whole 
  dock down on your head. She does, however, answer just 
  about any question she knows the answer to. She com-
  plains and grumbles about the annoyance, but she 
  answers just the same. She knows the names of the im-
  portant people in town and where work can be found. She 
  also has a stockpile of §500 in her quarters, but going after 
  that is quite risky.
  Hellena
  Hellena is an elderly woman who falls asleep at her regis-
  ter at the supply store in the dock. Stealing from her is 
  dangerous, however. Motion tracking cameras spot 
  thieves that can’t beat a Speed AD 9, and Hellena won’t 
  think twice about calling dock security in.
  Marphoose
  This dangerous mutant runs an outcast collective in an 
  abandoned section of the dock. He and his compatriots 
  fear all outsiders and quickly attack any armed individuals 
  that approach. Unbeknownst to Marphoose, the collective 
  sits on the corpse of a former dock technician who has a 
  memory stick with all the dock’s door codes. Getting 
  caught using these codes for illicit means causes them to 
  be quickly changed.
  Captain and Lieutenant Corello
  Stax Corello and his daughter Tessa head up the dock se-
  curity. They are grating under Verosa’s low pay and high 
  demands of round-the-clock patrols, but they take their 
  job seriously. If caught alone, however, Tessa might be 
  interested in getting back at Verosa. She might assist the 
  players in gaining access to Verosa’s quarters for a little 
  vandalism, but does not know of the treasures inside.
  Raudry
  This heavy-set man is in charge of the dock’s only restau-
  rant. He’s been secretly embezzling rations from Verosa’s 
  shipments, and sells them for half price to travelers that 
  know the password “hot vittles”. If anyone turns him in, 
  his summary execution is followed with a reward of §100.
  
  THE BEGINNING
  Once the players situate themselves and land in a subter-
  ranean space dock, they need to find work. Being level 1 
  characters, they are broke and friendless on this world. 
  Point out these facts to the players and they will most 
  likely agree that it’s time to get some cash and connec-
  tions.
  The Dock
  When the players depart from their ship, they discover 
  that the dock is dirty, poorly lit, and filled with hundreds of 
  humans and cyborgs bustling about. Two over-sized En-
  forcer robots are surveying the crowd, while a pale-
  skinned priest sitting on a dais is at work behind them. 
  The Hook
  There’s a “scrawl wall” on the far side of the dock where 
  locals write down potential jobs and contact information. 
  It is not far from the players’ approved docking location. 
  This scrawl wall happens to be on the glass of a large mon-
  itor that has long since died.
   
  Most of the jobs listed are menial – temporary la-
  bor for loading freighters, adds for truck drivers, and so on, 
  but none of it pays well. One job listing is etched into the 
  glass with lasers, making it more permanent than the 
  smeary ink surrounding it. It reads “TTMC: Sharpers and 
  Wanderers welcome.” If the players investigate this lead, 
  proceed to the section of this mission titled Taam’s Test.
  Beneath this posting is a more cryptic message scrawled 
  in bright blue ink and barely legible letters. It reads, “Screw 
  these proddy bastards. We own the rails, now help us 
  own the streets.” Under the words is an obscure symbol 
  that quick questioning or research reveals as belonging to 
  the “Rail Riders,” a gang that has recently risen to promi-
  nence. If players investigate this lead, proceed to the sec-
  tion of this mission titled Tracks to Trouble.
   
  On the wall adjacent to the scrawl wall is a mes-
  sage written in immense letters that go from ceiling to 
  floor. It reads: “Support the Church, support the future. 
  Honor God, honor yourself. Visit your local Vicar to find 
  your calling.” No one has dared to obscure this wall with 
  other ads. A quick investigation reveals that the local vicar 
  is the Tech priest that observes this dock. If the players 
  follow this lead, proceed to the section of this mission ti-
  tled Tharnaxist Trial.
  The Choices and Consequences
  If the players side with TTMC, they might be relatively 
  safe for now, but will earn the ire of the Church and Rail 
  Riders. If they go with the dirty gang, there is no telling 
  how dangerous the mission will be, plus there are threats 
  involved with opposing TTMC. If the players side with the 
  Church to benefit from their interplanetary influence, the 
  players will be exposing themselves to manipulation and 
  oppression at the hands of a Tech priest.
  Fossil Shotguns, range inc. 2
  +3 ATT +1 DMG
  +1 ATT +1 DMG
  1
  1
  1
  0
  0
  1
  2
  6
  8
  6
  4
  3
  35
  SECURITY (respond to crises in groups of three)
  1
  Old metal pipes, guard weapon
  +2 ATT +1 DMG
  +1 ATT +1 DMG
  1
  1
  1
  0
  0
  1
  1
  6
  8
  6
  3
  2
  35
  OUTCAST THUGS (three escorting Marphoose)
  1
  2
  0
  -1
  2
  2
  1
  1
  4
  6
  6
  3
  3
  24
  MARPHOOSE (Outcast mutant leader)
  Psychic blast. +2 ATT +2 DMG, range 4 
  squares, vs Nerve Defense.
  TOXIC SPIT. Uses: Attack action. Range: 6 squares. 
  Effect: Make an attack at +3ATT +3DMG, targeting 
  Toughness Defense instead of Armor Defense.
  2
  Shiv, counter weapon
  +1 ATT +2 DMG
  +0 ATT +0 DMG
  Shiv (knife), Thick Clothing, §7
  
  021
  SPACEPORT DETAILS
  These details are useful for players that want to explore 
  the dock.
  Hellena’s shop inventory
  Medi-bot services (§15/lvl of character, regain half HP)
  Travel rations (§5 per day, or §30 for a week’s worth); 
  Illuminix (§5 per dose, or §25 for seven);
  Battle Armor (§110, +4 Armor Defense, 2 Max Speed); 
  Combat Vest (§70, +3 Armor Defense, 3 Max Speed);
  Modern S. Pistol (§140, +2 ATT +2 DMG, fast, Range 4);
  Retrofit Shotgun (§130, +3 ATT +0 DMG, slow, Range 2);
  Rip Sword (§140, +1 ATT +5 DMG, slow, 2-handed);
  Raudry’s Restaurant
  Basic meal (§5 gruel); Nice meal (§15 vegetables); 
  Extravagant meal (§55 vegetables and 3 oz. of meat);
  Stolen rations (§15 for a week’s worth)
  Outcast Block
  This abandoned section of the spaceport is full of mutant 
  squatters, refuse, and shanties made of crates.
  Coming and going from the spaceport
  A parked ship gets a secure boot attached to prevent take-
  off. Only ships that have paid the §5 per-day fee can leave.
  In both Verosa’s quarters and the security office are termi-
  nals that can release a parking boot on a ship. It’s Opera-
  tion AD 9 to hack the security office terminal, and Opera-
  tion AD 12 to hack Verosa’s private terminal.
  The front gates of the runway remain closed unless a ship 
  is cleared for takeoff. Crashing through the gates halves a 
  ship’s HP. The gates can be forced open only via Verosa’s 
  private terminal, requiring a roll beating Operation AD 15 
  to force the gates open.
  SECURITY
  BARRACKS
  O. AD 12 to 
  break in
  VEROSA’S
  QUARTERS
  O. AD 12 to 
  break in
  OUTCAST
  BLOCK
  HELLENA’S
  SHOP
  RAUDRY’S
  RESTAURANT
  SURFACE
  VENTS
  SURFACE
  VENTS
  SPACEPORT
  RAILWAY
  ENTRY
  RAILWAY
  ENTRY
  ELEVATOR
  TO CITY
  ELEVATOR
  TO CITY
  NARUL’S
  DAIS
  SCRAWL
  WALL
  
  TAAM’S TEST
  As soon as the players hit the streets heading for TTMC 
  headquarters, they will discover that the unique soil of this 
  planet is in a constantly muddy and oily state; as if every-
  thing beneath them is fresh clay. As a result, all pedestri-
  ans and vehicles seem to be plastered with the stuff and 
  it won’t be long until the players are filthy too.
   
  The path along the reservoir toward TTMC is a 
  depressing one. The denizens along the way have a gross 
  and greasy appearance to fit the dirt they trod on; they are 
  mostly young people, but are physically aged beyond their 
  years and probably won’t see many more. They appear to 
  be the chaff pressed out of the trading areas just west of 
  the dock.
   
  As they near the headquarters, the players notice 
  that pedestrian traffic is dying down, while air and vehicle 
  traffic is increasing. It enhances the busy atmosphere if 
  one player is forced to make a Speed Roll against Action 
  Difficulty 6 to avoid being clipped by a ground car. Deal 
  him little or no damage on a failed roll, but comment on 
  how the driver seems rather annoyed that anybody was 
  walking around there at all, yelling profanities as he speeds 
  away.
   
  The face of TTMC HQ is large and composed of 
  many frosted glass doors set into the hull of what used to 
  be a starship bridge. One set of doors in the very middle 
  of the tower are transparent and have the sign “Deliveries 
  and Applicants” pasted above it.
   
  Inside these doors is a large, seemingly unguard-
  ed lobby. There are, however, two trap doors that release 
  powerful turrets should the need arise. At the back of the 
  lobby are two locked doors and a sealed elevator. Only the 
  door to the player’s immediate left is open, and it is la-
  beled “Corporate Advancement.” Just past this door is a 
  small waiting room, but no one is in line ahead of the play-
  ers. They can simply walk in to the office itself.
   
  The man in the Corporate Advancement office is 
  rather tall, but thin. He has a hard nose, a bald head and 
  blue eyes. He greets each player with a handshake, re-
  vealing the studs and enhancements in his hands, usually 
  reserved for cyborg street brawlers. He has a wicked grin 
  and it’s obvious that his face has been reconstructed 
  many times. He never gives his name, but just introduces 
  himself as the Primary Advancement Officer. All signs 
  should indicate that this man is part of TTMC’s extortion 
  team.
   
  He greets the players and asks to inspect their 
  weaponry, if they’re carrying any, taking refusals in stride. 
  His request serves no security purpose. He only wants to 
  know how well armed the players are. Either way, he of-
  fers the players a job dealing with some “urban pests.” He 
  admits the job is small, but he explains to the players that 
  they are Sharpers unknown to his organization. While 
  equipped and capable, they need to do a small errand be-
  fore they can get their hands on more important work.
   
  The job consists of a small villa on the more devel-
  oped south side of town. It seems that the Rail Riders, 
  which he describes as a small-time operation that is run 
  by chumps, broke into a villa and killed a young and rich 
  off-worlder. The man had built the house as a place to stay 
  in while negotiating business and TTMC doesn’t take 
  kindly to having clients killed. What makes matters worse 
  is that the Rail Riders have decided to stay in the villa, us-
  ing it as a surface hideout. TTMC cannot allow those 
  “roaches” any territory on the surface, so they must be 
  driven out.
  The Risks
  The primary danger of this mission is fighting the Rail Rid-
  ers. If word gets out that the players destroyed this hide-
  out, they are on the Rail Riders’ hit list for a long time to 
  come. They might become targets within a matter of 
  hours if the information spreads quickly. No matter the 
  exact consequences, finishing the Terrible Tower counts 
  as completing a Moderate Risk mission.
  The Reward
  The reward for this simple mission is quite small. TTMC 
  offers the players each §20, and recognizes the players’ 
  ownership of any goods and materials found within the 
  villa. 
   
  With such a risky mission, receiving little direct 
  payment may seem like being ripped off. However, TTMC 
  is a strong organization, and trying to negotiate higher pay 
  this early results in hurting relations with a powerful part-
  ner. The true payment of this mission is the trust TTMC 
  offers upon successful completion.
   
  There is, however, a secret reward that the play-
  ers won’t know about. Inside the villa is a very special 
  piece of information, unknown even to TTMC, that gives 
  them immense bargaining power.
  1
  2
  2
  0
  0
  1
  1
  7
  9
  6
  3
  2
  42
  Primary Advancement Officer
  Killers add half their level(rounded up) to their 
  mastered attack’s ATT and DMG.
  OBSERVANT.
  Effect: When using Awareness, all d10 rolls less than 4 
  are considered to be 4.
  2
  Retrofit pistol, guard, range inc. 3
  +2 ATT +3 DMG
  +2 ATT +2 DMG
  Retrofit pistol, combat vest, §94
  
  023
  SHUTDOWN
  TURRETS: 
  O. AD 12
  GUARD
  GUARD
  GUARD
  GUARD
  TURRET
  TURRET
  TTMC
  MAIN ENTRANCE
  ALL DOOR LOCKS: 
  O. AD 9
  T. AD 15
  LOCKERS: 
  O. AD 6
  four m. slug rifles
  (+2 ATT +4 DMG,
  slow, r6)
  CLOSET:
  §100, Beam rifle
  (+3 ATT +5 DMG,
  slow, r 8)
  HAVE FUN IMPROVISING THE REST OF THE HQ
  (IF THE PLAYERS GET BOLD 
  AND CRAZY)
  P.A.O.
  LOCKER
  ROOM
  ELEVATOR
  Fossil Pistol, guard wpn, range inc. 3
  +1 ATT +2 DMG
  +1 ATT +1 DMG
  1
  1
  2
  0
  0
  1
  1
  7
  9
  6
  3
  2
  35
  Security Guards (4 in vicinity)
  1
  Rifle, range inc. 5
  +3 ATT +5 DMG
  +3 ATT +3 DMG
  1
  3
  2
  0
  0
  4
  1
  7
  9
  8
  3
  2
  42
  Stationary turrets (respond to violent crises)
  2
  
  024
  TRACKS TO TROUBLE
  If the players investigate work with the Rail Riders, they 
  don’t need to go to the surface. The autotrams are con-
  nected directly to the space dock and close to their ship. 
  Once the players enter the tram tunnels, they notice ev-
  erything here is much older, yet better crafted. It’s 
  possible that this tram system existed before the crash of 
  the starships, hinting that another metropolis existed be-
  fore Sunrider City.
   
  When the players make it down to the tracks, they 
  see there are no lookouts, thugs, or even gang markings 
  on the walls. All they see is a broken train platform, requir-
  ing them to climb down into the trench to reach the tracks.
   
  When the first tram arrives, however, the Rail Rid-
  ers’ presence is made known. The tram is covered in graf-
  fiti and heavily modified with armor. There are seven 
  rough-looking thugs inside. The smallest man on the tram 
  is a cyborg with oversized, fully robotic hands. When the 
  doors open, he immediately stands up and motions his 
  compatriots to do likewise. They are all wearing black, 
  ripped clothing and on their skin are bright blue tattoos 
  that shine with iridescent ink. He yells at his resident hack-
  er to force-stop the tram so he can talk to their “guests.” 
  He gives the players a curt nod, introduces himself as 
  Grearson, and then asks what he and his “associates” can 
  do for them. In general, Grearson tries to use official 
  sounding business terms, but if pushed or made angry, he 
  descends into crude slang and bad grammar. His “associ-
  ates” have no similar attempts at high class. Grearson 
  himself is not actually the boss of the Rail Riders, but he 
  is still an important member and is a main communicator 
  for gang.
   
  The job he offers is very important to the Rail Rid-
  ers. Grearson explains that they have some sensitive com-
  munications they need brought to a “competing organiza-
  tion.” This information is important enough that they can’t 
  send it electronically and it’s rather difficult for Rail Riders 
  to safely walk surface-side to deliver it themselves. If the 
  players pull off this mission, he promises he will elevate 
  them to “preferred contractor status.”
   
  After everything is hammered out, Grearson 
  hands over a black envelope with the Rail Riders’ symbol 
  painted again in bright blue ink. He instructs the players to 
  not open the envelope, but makes no threats or explana-
  tions why. They are to deliver the note to TTMC as quickly 
  as possible, dropping it off at the Corporate Advancement 
  office.
  The Risks
  This mission sounds too simple to be dangerous. It is, in 
  fact, the riskiest job the players can take. When the play-
  ers are in transit to deliver the letter, mercenaries under 
  the pay of the Tharnaxist Church will assault them. These 
  mercenaries include a rogue synthetic who has a long his-
  tory of snuffing out organics. This encounter is described 
  in the Tiresome Trek. Because the battle includes a syn-
  thetic boss and four mercenaries all at once, surviving the 
  encounter counts as completing a High Risk mission.
  The Reward
  Payment is fairly high, at §60 a-piece to be collected after 
  delivery. After successfully completing this mission, The 
  Primary Advancement Officer from TTMC offers the play-
  ers a more important job detailed in the section titled Thar-
  naxist Termination.
  /////////////////////////////////////////////
  3
  0
  1
  1
  0
  0
  2
  5
  7
  5
  4
  5
  25
  Grearson
  +1 ATT +1 DMG  vs. overpowered or un-
  aware enemies
  RAPID ASSAULT. Uses: Once per turn. Counts as one an 
  attack action. 
  Effect: Attack twice with knife.
  1
  Knife, counter weapon
  +0 ATT +1 DMG
  +0 ATT +0 DMG
  Knife, Thick Clothing, §18
  
  025
  RAIL
  STATION
  THUG
  THUG
  THUG
  OPER-
  ATOR
  GREAR-
  SON
  COCKPIT LOCK: 
  O. AD 6
  T. AD 6
  Spiked clubs, guard weapon
  +3 ATT +3 DMG
  +2 ATT +2 DMG
  1
  2
  1
  0
  0
  1
  1
  6
  8
  6
  3
  2
  35
  Rail Rider thugs (3 on train)
  1
  Spiked clubs, guard weapon
  +1 ATT +1 DMG
  +2 ATT +2 DMG
  4
  0
  0
  0
  3
  1
  1
  5
  6
  5
  3
  5
  30
  Train operator
  1
  
  THARNAXIST TRIALS
  If the players stay in the docks and decide to approach the 
  priest for work, a large Enforcer intercepts them. His syn-
  thetic body is onyx-colored, and is constructed with over-
  sized metal plates. On each plate’s edge are rows of small 
  spikes, and across every flat surface are ornately etched 
  verses from Tharnaxist teachings. Adding to his frighten-
  ing presence, a brown rusting is seen around the Enforc-
  er’s body, suggesting numerous unwashed bloodstains.
   
  He will say nothing, but will eye them down and 
  then escort them to the Vicar. Narul has almost a bluish 
  tint to his flesh. His lips are withered and much of his body 
  seems completely dehydrated. His eyes are replaced with 
  artificial lenses, and his hands end in sinuous digits with 
  metal studs sticking out of the joints. He seems to be 
  working at an invisible console, manipulating his gaunt fin-
  gers on keys that exist only for him. Once the players ap-
  proach him, he greets them by saying: “Ranix has granted 
  you safe passage to my parish, and it is only right that you 
  see me to offer your thanks.” He assesses each character 
  with a digital click sound as he looks at each of their faces. 
  Narul recites their current aliases and their worlds of origin. 
  Without giving them time to speak or react, he brings at-
  tention to the fact that such a rough group of drifters must 
  be looking for some specialized work.
   
  The job Narul offers revolves around a synthetic 
  that goes by the alias of: He who Remembers. According 
  to Narul, the robot is leading an intellectual campaign 
  against the Tharnaxist Church by promoting an alternate 
  history and denying the existence of Ranix. The robot is 
  currently under the protection of the Rail Riders at a secret 
  location south of the dock. The players must gain access 
  to the robot and put an end to his blasphemy. The vicar 
  then gives the players a document that grants them im-
  munity for this particular act of Grand Synthicide. An Op-
  eration check of 12, however, reveals that the document is 
  a fake, but the players might not bother making a check to 
  confirm its legitimacy.
  The Risks
  The risks involved in this mission are unknown to the play-
  ers. The priest is lying to them in every way he can and 
  has secret motives that are revealed in the section called 
  Terrible Tower. In addition, Narul will use any act of synthi-
  cide as grounds to execute the whole party, tying up loose 
  ends. But before facing the Priest again, successfully de-
  feating the Rail Riders and securing the robot counts as 
  completing a Moderate Risk mission.
  The Reward
  The reward for this mission is larger than one might ex-
  pect. In addition to keeping whatever they find when they 
  attempt to assassinate the robot, they are promised §100 
  each as soon as they hand off his memory core to Narul. 
  They players won’t actually be receiving this payment, 
  however.
  /////////////////////////////////////////////
  Vicar Narul
  When using Influence or Awareness in social situations, roll twice. Use the higher die roll.
  GUARDED THOUGHTS.
  Effect: Even through the use of Psychic Powers or Aware-
  ness, players can only detect if this character is lying. His 
  true motives can never be inferred.
  1
  Y
  NO NEGOTIATING.
  Effect: This character is immune to any at-
  tempts to negotiate payment or deals. He only 
  agrees to what he wants.
  Cyber claws, counter weapon
  +2 ATT +1 DMG
  +1 ATT +1 DMG
  Priests carry no usable equipment or wealth.
  3
  1
  1
  2
  1
  1
  2
  7
  8
  7
  4
  5
  50
  1
  1
  1
  0
  0
  1
  1
  7
  9
  7
  3
  2
  45
  Enforcers (2 in escort of Narul)
  Killers add half their level(rounded up) to their 
  mastered attack’s ATT and DMG.
  BRUTAL SWIPE. Range: Melee only
  Effect: Any time this character makes a melee attack, you 
  may choose to make the attack “brutal.” Subtract up to 2 
  from ATT and add double that to DMG.
  1
  Crushing grip
  +1 ATT +4 DMG
  +1 ATT +1 DMG
  §100 lurans in salvageable synthetic components 
  (takes basic tools and 10 minutes to strip)
  
  027
  TERRIBLE TOWER (MODERATE RISK, 2 TP)
  Whether working for the Church or TTMC, the location of 
  the job is the same. As the players approach the villa, ev-
  erything starts to look nicer. The average age of the resi-
  dents rise with some healthy looking humans approaching 
  their 40s or 50s – a rare example of longevity. Their cloth-
  ing seems to be recently bought, but the feet and lower 
  legs of the pedestrians are still stained with the clinging 
  dirt that covers the planet.
   
  When the players arrive, they find that villa is a tall, 
  cylindrical tower. It has a smooth finish and is completely 
  featureless, except for a ring of glass windows near the 
  very top and two doors at the base. Beside each door is a 
  tough looking cyborg guard, with two extra guards walk-
  ing around the premises. If the players are working for 
  TTMC, they need to find a way to kill all the guards; if they 
  are working for the Church, their only interest is recover-
  ing the robot inside. Remember that unless they learned 
  about the synthetic from Vicar Narul, the players have no 
  knowledge of his existence.
   
  It is up to the players to decide what to do. At 
  night, this part of the city clears out, so there are fewer 
  witnesses if they engage in a battle. Perhaps well-forged 
  documents or a clever lie gains entry without conflict. The 
  solution is purposely open-ended to give the players a 
  chance to be inventive.
   
  Once inside, the players discover that the building 
  is a simple vertical shaft with only one level at the very top, 
  comprised of expensive looking furniture visible through 
  the glass floor. There is a small elevator that is only big 
  enough for 2 people on the east side of the tower. When 
  looking up through the glass floor, He Who Remembers is 
  not apparent.
   
  Unknown to the players, a back-up assassin is on 
  the top level, standing perfectly still on the bed. He has 
  explicit orders to attack anyone whose face he does not 
  recognize. As a result, he immediately assaults whoever 
  comes through the elevator without an escort. He is tall, 
  covered in black form-fitting clothing, with one large, in-
  fected eye and a shrunken socket for the other.
   
  It is important to remember that if the players 
  chose to slip past the guards, they will storm in as soon as 
  they hear a fight going on. Intelligent players might take 
  precautions for this, finding ways to bar the doors and buy 
  themselves some time.
   
  In any event, dealing with the guards causes He 
  Who Remembers to come out of the large wooden ward-
  robe. He is rail thin with a solid cast body. He maneuvers 
  on six spindly legs that erupt from his lower half each time 
  he chooses to walk, only to hide inside him again. He is 
  peaceful with the players. He requests safe passage out 
  of the villa, claiming he was held hostage. He is evasive 
  about what he is doing here, or what he knows. He does, 
  however, admit to the name: He Who Remembers.
   
  If the players decide to interrogate him, they can 
  discover he is not spouting anti-church doctrine. The truth 
  is that he witnessed a priest rape and kill Taam’s daughter 
  and was being held in order to blackmail the priest – the 
  source of the Rail Riders’ recent rise to wealth and power.
   
  While they were unable to extract video evidence 
  from him, the Rail Riders hacked enough to force He Who 
  Remembers to project the video on command. If the play-
  ers watch the video, the priest in question is identified as 
  Vicar Narul. While no legal action could ever be taken 
  against Narul, Taam and his company are incredibly pow-
  erful would want to exact vengeance.
  So what now?
  The players can choose to go ahead and kill the robot to 
  collect on their payment from Narul, or they can pursue a 
  change in plan. Perhaps they want to earn favor with the 
  TTMC by turning the robot over, or maybe they want to try 
  and patch things up with the Rail Riders by revealing that 
  Vicar Narul sent them under false pretenses. Either way, 
  they have a powerful piece for negotiation.
   
  If they make contact with Vicar Narul again and 
  have not yet killed the synthetic, they have a strange nego-
  tiation on their hands. Narul will promise just about any-
  thing within reason, but he only wants the players to re-
  turn with the robot so he can eliminate them. They must 
  make Awareness rolls above Narul’s Influence rolls to 
  know if anything is afoot. Returning to Narul in any capac-
  ity is covered under Treacherous Turnabout.
   
  If the players approach TTMC to negotiate, they 
  are treated well, but it is challenging to get much money 
  from them. The most that TTMC will pay out is §50 a 
  player, but they follow up by offering a mission detailed in 
  Tharnaxist Termination.
   
  If the players try to negotiate with the Rail Riders, 
  things are very difficult. At minimum, the players stole 
  from the Rail Riders and at worst, they killed some gang 
  members. This requires high checks to regain the Rail Rid-
  ers’ trust (an Influence check against AD 10 or higher,) but 
  results in the players being given the job described under 
  Tiresome Trek.
  
  028
  VILLA LOWER
  LEVEL
  ELEVATOR
  LOCK: 
  O. AD 6
  T. AD 12
  LOCK: 
  O. AD 6
  T. AD 12
  DOOR
  GUARD
  DOOR
  GUARD
  PATROL
  GUARD
  PATROL
  GUARD
  Fossil pistols, guard, range inc. 3
  +1 ATT +2 DMG
  +1 ATT +1 DMG
  2
  1
  1
  0
  0
  1
  1
  6
  8
  6
  3
  3
  35
  Rail Rider Patrolling Guards (2) (§20 on each)
  1
  Rusty swords, guard weapon
  +2 ATT +2 DMG
  +1 ATT +1 DMG
  1
  1
  2
  0
  0
  1
  1
  7
  9
  6
  3
  2
  35
  Rail Rider Door Guards (2) (§20 on each)
  1
  
  029
  VILLA UPPER
  LEVEL
  BATHROOM
  ASSN.
  Nameless Assassin
  Killers add half their level (rounded up) to their mastered attack’s ATT and DMG.
  IMMUNITY.
  Effect: This character has a hardened mind. He takes half 
  damage from Psychic Attacks.
  1
  Y
  FRIGHTENING
  Effect: Any Influence, Nerve, or Awareness 
  rolls against this character suffer -2 to the roll.
  Fossil Shotgun, range inc. 2
  +3 ATT +1 DMG
  +1 ATT +1 DMG
  §12, reinforced clothing
  1
  1
  1
  0
  0
  1
  1
  7
  9
  7
  3
  2
  70
  
  030
  TIRESOME TREK (HIGH RISK, 3 TP)
  Once the players get the envelope from Grearson, it’s 
  time to make their way to TTMC. The Rail Riders give 
  them a ride via their hacked autotram, dropping them off 
  close to their destination. When the players walk to the 
  surface they are about 3 blocks from TTMC HQ, which is 
  visible over the abandoned metal structures that line the 
  shantytown they are now in.
   
  Unknown to the players, the Rail Riders have 
  been under strict observation by Vicar Narul and he is 
  planning to intercept any attempts at communication. Na-
  rul has hired a team of mercenaries who attack the players 
  within moments of exiting the autotram station.
   
  Start the battle off with the players making Aware-
  ness checks against an Action Difficulty of 9. If none of 
  the players succeed in noticing the mercenaries, the mer-
  cenaries each get one turn to attack the players before the 
  actual battle starts and turn order is determined. 
   
  In fighting these mercenaries, the players face a 
  difficult choice: one of the attackers is a synthetic, and 
  destroying him is highly illegal. They can choose to leave 
  the synthetic incapacitated at 0 HP, but this will only en-
  sure that he will return to attack them sometime in the 
  future, perhaps after the players have left Corsus and for-
  gotten about him. On the other hand, if they kill him now, 
  a Tharnaxist drone following them witnesses the act. If 
  given the chance, Vicar Narul’s Enforcers attack them as 
  described in Treacherous Turnabout under the official pur-
  pose of “apprehending and punishing the perpetrators of 
  Grand Synthicide.”
   
  Once defeated, looting the attackers’ bodies re-
  veals official Tharnaxist warrant forms signed by Narul 
  with the strict orders to intercept the delivery of any let-
  ters, packages, or possible verbal messages between the 
  Rail Riders and TTMC. 
  So what now?
  The players have the choice to open the letter Grearson 
  gave them. Now that the Church is involved, they will 
  most likely be curious to see what is in the letter. This 
  makes things more difficult because they have to find a 
  way to re-forge the letter’s seal, requiring a forgery check 
  beating Operation AD 12. Delivering the letter to TTMC 
  unsealed means both they and the Rail Riders have less 
  trust in the players. Both parties will halve any offered pay-
  ments from now on. 
   
  The letter itself reads “We have some information 
  about the Church. We can’t send it to you unless you 
  promise protection. This is something Taam would kill to 
  know. Send representatives to autotram station 4 and we 
  can begin negotiations.”
   
  Whether the players read the letter or not, they 
  need to deliver it to TTMC. After the fact, the players are 
  asked to accompany the TTMC representatives to auto-
  tram station 4 to reconnect with Grearson, where they 
  can collect their payment. The Primary Advancement Of-
  ficer goes as the main negotiator, bringing two guards to 
  ensure protection from any more mercenaries. The cadre 
  makes their way to station 4 unimpeded, however.
   
  Once negotiations are done, TTMC now knows 
  that Vicar Narul is the man responsible for killing and rap-
  ing Taam’s daughter. They now want to deal with the dirty 
  priest, as explained in Tharnaxist Termination.
  Synthetic Mercenary
  Killers add half their level(rounded up) to their mastered attack’s ATT and DMG.
  LUCKY STRIKES.
  Effect: Whenever this character rolls 1 or 2 on the d10, 
  reroll it and keep the second result.
  1
  Y
  LAST COMMAND. Range: 6 Squares.
  Effect: When this character is defeated, all his 
  remaining allies in range receive +1 ATT +1 
  DMG on their next turn.
  Rifle, range inc. 5
  +1 ATT +3 DMG
  +1 ATT +1 DMG
  §12, §100 in salvageable synthetic components (takes basic tools and 
  10 minutes to strip)
  1
  1
  1
  0
  0
  1
  1
  7
  10
  8
  3
  2
  90
  
  031
  RAILWAY 
  EXIT 
  SCRAP METAL
  +2 COVER 
  5’ TALL
  SHANTY
  5’ TALL
  SHANTY
  HUMAN
  MERC
  HUMAN
  MERC
  HUMAN
  MERC
  HUMAN
  MERC
  SYNTH
  MERC
  Fossil Pistol, guard, range inc. 3
  +2 ATT +3 DMG
  +2 ATT +2 DMG
  1
  2
  1
  0
  0
  1
  1
  6
  8
  6
  3
  2
  31
  Human mercenaries 
  (§15 and reinforced clothing on each)
  1
  
  032
  ENDING 1: TREACHEROUS TURNABOUT
  (MEDIUM RISK, 2 TP)
  If the players find He Who Remembers and return to the 
  docks while Vicar Narul lives, they are in great danger. Na-
  rul meets the players outside the docks, and asks to dis-
  cuss the matter in a nearby converted warehouse.
   
  If the players destroy He Who Remembers and 
  present Narul the evidence, he grins and then orders his 
  enforcers to kill the players for committing Synthicide. If 
  they return with He Who Remembers alive, Narul de-
  stroys the robot before their very eyes, and then tells his 
  enforcers that the players did it. The enforcers ignore their 
  very senses and believe what Narul says, and no matter 
  what they attempt to carry out the execution.
   
  Narul easily escapes before the fight begins, as 
  he has rigged a secret route from his position in the back 
  of the meeting room. The hidden door permanently seals 
  behind him. The players are most likely wounded, so this 
  battle is incredibly difficult to survive.
  So what now?
  Once the dust settles, it’s time to regroup. If the players 
  somehow kept He Who Remembers alive, they can ap-
  proach TTMC and ask for help. But if the players gave the 
  robot over to Narul, they have reached the worst outcome 
  of this adventure. They don’t have a bargaining chip with 
  TTMC and they have made serious enemies of the Rail 
  Riders. They cannot enter the space dock without risking 
  more danger. This is where you and your group will have 
  to take up the story and imagine how the players bounce 
  back from such a horrible predicament.
  Enforcer
  Enforcer
  RUSTY 
  DOOR LOCKS: 
  O. AD 12
  T. AD 9
  CRATES: 
  +3 COVER
  1
  1
  1
  0
  0
  1
  1
  7
  9
  7
  3
  2
  45
  Enforcers (2)
  Killers add half their level(rounded up) to their 
  mastered attack’s ATT and DMG.
  BRUTAL SWIPE. Range: Melee only
  Effect: Any time this character makes a melee attack, you 
  may choose to make the attack “brutal.” Subtract up to 2 
  from ATT and add double that to DMG.
  1
  Crushing grip
  +1 ATT +4 DMG
  +1 ATT +1 DMG
  §100 in salvageable synthetic components (takes 
  basic tools and 10 minutes to strip)
  
  ENDING 2: THARNAXIST TERMINATION 
  (LOW RISK, 1 TP)
  If the players are wounded, TTMC offers immediate care 
  to restore them to full HP. The mission they are sending 
  the players on is of grave importance. Both the Rail Riders 
  and TTMC have many connections at the space dock and 
  they plan to call in all their favors. Narul has crossed the 
  Taam family, and must be eliminated.
   
  When Vicar Narul leaves his post, he takes a pri-
  vate dock exit behind the dais. The players are sent to wait 
  for him. Workers have abandoned their usual posts in the 
  passage, and a pre-planted bomb wounds Narul’s escort, 
  giving the players a chance to act first. All the exits, of 
  course, are sealed until the job is done. There is one prob-
  lem, however: Darry is curious and is hiding in the hallway. 
  She witnesses the players kill Narul.
  The Risks
  The players are in some danger, facing down a priest and 
  enforcers. In addition, killing a priest will mar their whole 
  future. The church WILL find out eventually, even if the 
  investigation takes months. This is why TTMC and the 
  Rail Riders want the players to pull the trigger. The players 
  also have a difficult choice about what to do with Darry, 
  since she’s a known information dealer.
  The Reward
  TTMC offers §60 to each player, plus enough fuel and ra-
  tions to reach any destination upon completion.
  So what now?
  Assuming the players complete the job, it’s time to jour-
  ney across the stars. What new adventures will be found 
  as they hide from the Church? Also, the choice over how 
  to handle Darry sets the tone for the players’ moral values.
   
  However, if the players turn the job down, they 
  have a much more immediate problem: how will they get 
  their ship back as long as Narul stands in the way?
  /////////////////////////////////////////////
  Enforcer
  Enforcer
  CRATES: 
  +3 COVER
  Narul
  Darry
  1
  1
  1
  0
  0
  1
  1
  7
  9
  7
  3
  2
  25
  Wounded Enforcers (2)
  Killers add half their level(rounded up) to their 
  mastered attack’s ATT and DMG.
  BRUTAL SWIPE. Range: Melee only
  Effect: Any time this character makes a melee attack, you 
  may choose to make the attack “brutal.” Subtract up to 2 
  from ATT and add double that to DMG.
  1
  Crushing grip
  +1 ATT +4 DMG
  +1 ATT +1 DMG
  §100 lurans in salvageable synthetic components 
  (takes basic tools and 10 minutes to strip)
  Wounded Vicar Narul
  When using Influence or Awareness in social situations, roll twice. Use the higher die roll.
  GUARDED THOUGHTS.
  Effect: Even through the use of Psychic Powers or Aware-
  ness, players can only detect if this character is lying. His 
  true motives can never be inferred.
  1
  Y
  NO NEGOTIATING.
  Effect: This character is immune to any at-
  tempts to negotiate payment or deals. He only 
  agrees to what he wants.
  Cyber claws, counter weapon
  +2 ATT +1 DMG
  +1 ATT +1 DMG
  Priests carry no usable equipment or wealth.
  3
  1
  1
  2
  1
  1
  2
  7
  8
  7
  4
  5
  30
  
  BASE 
  TOTAL
  CURRENT
  TOTAL
  CHARACTER NAME
  BIOCLASS
  MAX HP
  HP/LEVEL
  LEVEL
  MIND TYPE
  BODY TYPE
  ASPECT
  CHARACTER TRAITS
  LEVEL UP TRACKER (TRAIT POINTS GAINED)
  LVL 2 (+1 ATTRIBUTE)
  WEAPON               ATT      DMG       ABILITY     RANGE   OTHER NOTES
  ATT = COMBAT + WEAPON’S ATT |  DMG = COMBAT + WEAPON’S DMG
  W. PROFICIENCIES
    OUGHNESS
    ERVE
    OMBAT
    PEED
    WARENESS
    NFLUENCE
    PERATION
  OTHER
  TOUGHNESS
  ARMOR WORN
  OTHER
  SPEED RATING
  UNSPENT
  TRAIT POINTS
  ARMOR
  ARMOR DEFENSE
  MOTIVATION
  HIT POINT TRACKER
  NERVE
  OTHER
  NERVE DEFENSE
  RESOLVE
  CYNICISM
  ACTION POINTS
  1/2 SPEED
  LVL 3 (+1 ATTRIBUTE)
  LVL 4 (+1 ATTRIBUTE)
  LVL 5 (+1 ATTRIBUTE)
  LVL 6 (+1 ATTRIBUTE)
  LVL 7 (+1 ATTRIBUTE)
  LVL 8 (+1 ATTRIBUTE)
  LVL 9 (+1 ATTRIBUTE)
  LVL 10 (+1 ATTRIBUTE)
  LVL 11 (+1 ATTRIBUTE)
  STRIKING
  PISTOLS
  RIFLES
  SHOTGUNS
  /10
  /5
  TOUGHNESS
  TOUGHNESS DEFENSE
  AWARENESS
  SPEED
  BATTLE REFLEX
  3
  0
  -1
  2
  0
  0
  2
  1
  4
  5
  2
  0
  0
  5
  3
  8
  4
  0
  -1
  0
  Make friends and allies
  E.C. Combat Vest
  Retrofit Pistol
  SCOUNDREL
  •	
  Dying Breed: Can’t mutate, +1 to an 
  Attribute
  •	
  +2 DMG vs unaware opponents
  •	
  Gain Advantage ATT bonus = +3 
  instead of +2
  •	
  Move 4 squares for free when using 
  Gain Advantage
  •	
  Operate Navigation: use highest 
  Attribute when navigating instead of 
  Operation
  •	
  Navigation (Planetary Specializa-
  tion): You know the nitty gritty 
  details of the planets Corsus, 
  Humanus, and Drakka
  +1
  +1
  4
  Guard
  MARCU TARIN (Male)
  Skinbag
  Organic
  Organic
  2
  1
  4
  0
  -1
  3
  35
  5
  •	
  Techless Will: Add +3 to any 
  attribute for one turn 3/day.
  •	
  Navigation (Lay Low): If you are 
  in an area where you have 
  specialization, you can “lay low” 
  to hide from authorities or 
  pursuers. If you beat an Opera-
  tion AD set by the GM, you are 
  guaranteed one week of success-
  ful hiding (Macru can use 
  Awareness for this power instead 
  of Operation)
  
  POSSESSIONS
  LURANS
  LURANS
  DAYS OF FOOD
  DAYS OF FOOD
  DAYS WITHOUT EATING
  DAYS WITHOUT EATING
  NOTES
  LOCATION
  PSYCHIC POWERS
  OVRCHRG.
  USES
  CHARACTER BACK STORY
  OTHER NOTES
  CONTACTS/FRIENDS
  CURRENT ALIASES
  MUG SHOT
  NOTES
  EAT AT LEAST 1 MEAL A DAY OR SUFFER -2 TO ALL ROLLS, INCLUDING DMG
  SHARPERS DIE AFTER 6 + TOUGHNESS DAYS WITHOUT FOOD
  THE DAY COUNT DOES NOT RESET UNTIL YOU EAT FOOD 2 DAYS IN A ROW
  Marcu was born on a ship – so wherever he feels safe and 
  wanted is his home.
  Marcu’s father was an unforgiving shipowner, scraping by 
  on honest shipments. Marcu hated working for him, and 
  ran off with some hired help the day he turned 15.
  Marcu owes a life debt to Serin. She saved his life during 
  his first job stealing vehicles. She had lost a younger 
  brother in a pirate raid, so decided to take Marcu under 
  her wing.
   
  Marcu has a secret legacy. His grandfather was a free 
  pirate and crashed a ship full of treasure somewhere in 
  the Fell system. Marcu plans to journey there someday.
  Expert Crafted Combat vest 
  Retrofit pistol
  Utility belt 
  Phone
  1
  §12
  +4 Armor Defense
  +1 ATT +1 DMG
  stores small items
  
  BASE 
  TOTAL
  CURRENT
  TOTAL
  CHARACTER NAME
  BIOCLASS
  MAX HP
  HP/LEVEL
  LEVEL
  MIND TYPE
  BODY TYPE
  ASPECT
  CHARACTER TRAITS
  LEVEL UP TRACKER (TRAIT POINTS GAINED)
  LVL 2 (+1 ATTRIBUTE)
  WEAPON               ATT      DMG       ABILITY     RANGE   OTHER NOTES
  ATT = COMBAT + WEAPON’S ATT |  DMG = COMBAT + WEAPON’S DMG
  W. PROFICIENCIES
    OUGHNESS
    ERVE
    OMBAT
    PEED
    WARENESS
    NFLUENCE
    PERATION
  OTHER
  TOUGHNESS
  ARMOR WORN
  OTHER
  SPEED RATING
  UNSPENT
  TRAIT POINTS
  ARMOR
  ARMOR DEFENSE
  MOTIVATION
  HIT POINT TRACKER
  NERVE
  OTHER
  NERVE DEFENSE
  RESOLVE
  CYNICISM
  ACTION POINTS
  1/2 SPEED
  LVL 3 (+1 ATTRIBUTE)
  LVL 4 (+1 ATTRIBUTE)
  LVL 5 (+1 ATTRIBUTE)
  LVL 6 (+1 ATTRIBUTE)
  LVL 7 (+1 ATTRIBUTE)
  LVL 8 (+1 ATTRIBUTE)
  LVL 9 (+1 ATTRIBUTE)
  LVL 10 (+1 ATTRIBUTE)
  LVL 11 (+1 ATTRIBUTE)
  STRIKING
  PISTOLS
  RIFLES
  SHOTGUNS
  /10
  /5
  TOUGHNESS
  TOUGHNESS DEFENSE
  AWARENESS
  SPEED
  BATTLE REFLEX
  2
  0
  -1
  3
  -1
  -1
  1
  0
  3
  3
  1
  -1
  0
  4
  3
  7
  3
  0
  -1
  0
  Make friends and allies
  Combat Vest
  Retrofit Pistol
  BULB HEAD
  •	
  Mutant Dog: Start with mutations
  •	
  Illuminix addiction: Must take 1 
  dose of illuminix per day or suffer -2 
  to all rolls, and no psychic powers
  •	
  Perfect sneak (mutation): Your 
  body moves with unnatural grace. 
  +2 to speed rolls to avoid detection
  •	
  Anaerobic (mutation): You appear 
  cold and corpse-like. You do not 
  need to breathe and are acclimated 
  to vacuums.
  +1
  +1
  4
  Guard
  SHAROOK HARBUS (Male)
  Skinbag
  Organic
  Organic
  2
  1
  4
  0
  -1
  2
  35
  5
  •	
  Techless Will: Add +3 to any 
  attribute for one turn 3/day.
  •	
  Fade (psych): 2 AP to cast. 
  Range 4 squares. Roll Influence 
  vs Nerve defense of targets in 
  range. Turn invisible to those you 
  beat for a number of turns equal 
  to what you rolled on the d10. 
  Overcharge when casting to 
  extend power by 3 turns.
  •	
  Teleport (psych): 2 AP to cast. 
  Teleport 3 squares through walls. 
  Overcharge to move 6 squares.
  
  POSSESSIONS
  LURANS
  LURANS
  DAYS OF FOOD
  DAYS OF FOOD
  DAYS WITHOUT EATING
  DAYS WITHOUT EATING
  NOTES
  LOCATION
  PSYCHIC POWERS
  OVRCHRG.
  USES
  CHARACTER BACK STORY
  OTHER NOTES
  CONTACTS/FRIENDS
  CURRENT ALIASES
  MUG SHOT
  NOTES
  EAT AT LEAST 1 MEAL A DAY OR SUFFER -2 TO ALL ROLLS, INCLUDING DMG
  SHARPERS DIE AFTER 6 + TOUGHNESS DAYS WITHOUT FOOD
  THE DAY COUNT DOES NOT RESET UNTIL YOU EAT FOOD 2 DAYS IN A ROW
  Sharook was born on Pelorious, a dangerous world full of 
  outcast mutants. As a result, Sharook is afraid of his own 
  kind.
  He was recruited by pirates at the age of 12, which is 
  where he got hooked on illuminix to power his latent 
  psychic abilities.
  He decided to run solo for awhile, eventually teaming up 
  with Therin for petty theft. Therin is about the only person 
  Sharook trusts – the man has never let him down.
  Sharook suffers from a strange illness, and is always 
  seeking a cure. No doctors can diagnose his bloody foamy 
  cough, but it is clear he will die of the disease someday.
  Combat vest 
  Retrofit pistol
  7 doses of Illuminix
  Phone
  1
  §16
  •	
  Fade 
  •	
  Teleport
  7 HP
  16 HP
  2/day
  3/day
  +3 Armor Defense
  +1 ATT +1 DMG
  Need for psychic powers
  
  BASE 
  TOTAL
  CURRENT
  TOTAL
  CHARACTER NAME
  BIOCLASS
  MAX HP
  HP/LEVEL
  LEVEL
  MIND TYPE
  BODY TYPE
  ASPECT
  CHARACTER TRAITS
  LEVEL UP TRACKER (TRAIT POINTS GAINED)
  LVL 2 (+1 ATTRIBUTE)
  WEAPON               ATT      DMG       ABILITY     RANGE   OTHER NOTES
  ATT = COMBAT + WEAPON’S ATT |  DMG = COMBAT + WEAPON’S DMG
  W. PROFICIENCIES
    OUGHNESS
    ERVE
    OMBAT
    PEED
    WARENESS
    NFLUENCE
    PERATION
  OTHER
  TOUGHNESS
  ARMOR WORN
  OTHER
  SPEED RATING
  UNSPENT
  TRAIT POINTS
  ARMOR
  ARMOR DEFENSE
  MOTIVATION
  HIT POINT TRACKER
  NERVE
  OTHER
  NERVE DEFENSE
  RESOLVE
  CYNICISM
  ACTION POINTS
  1/2 SPEED
  LVL 3 (+1 ATTRIBUTE)
  LVL 4 (+1 ATTRIBUTE)
  LVL 5 (+1 ATTRIBUTE)
  LVL 6 (+1 ATTRIBUTE)
  LVL 7 (+1 ATTRIBUTE)
  LVL 8 (+1 ATTRIBUTE)
  LVL 9 (+1 ATTRIBUTE)
  LVL 10 (+1 ATTRIBUTE)
  LVL 11 (+1 ATTRIBUTE)
  STRIKING
  PISTOLS
  RIFLES
  SHOTGUNS
  /10
  /5
  TOUGHNESS
  TOUGHNESS DEFENSE
  AWARENESS
  SPEED
  BATTLE REFLEX
  2
  2
  1
  -1
  0
  1
  1
  0
  3
  3
  1
  1
  0
  6
  4
  8
  2
  0
  1
  0
  Don’t get mad, get even
  Reinforced clothing
  EC Fossil Pistols
  TWF EC. F. Pistols
  THUG
  •	
  Servo limbs: +1 Combat (already 
  calculated)
  •	
  Cybernetic Slots: 2 body upgrade 
  slots available
  •	
  Pistol Weapon Proficiency: +1 ATT
  •	
  Two fisted fighting: Once per turn, 
  when attacking with a 1-handed 
  weapon, you can make a free attack 
  with a second 1-handed weapon in 
  your other hand. You suffer -2 ATT to 
  both attack rolls.
  •	
  Influence Fear: When making 
  rolls to intimidate someone with 
  threats of violence, you may use 
  your highest Attribute instead of 
  Influence.
  +3
  +1
  +4
  +4
  3
  3
  Guard
  Guard
  When using TWF
  Serin Helwar (Female)
  Hardshell
  Plugged
  Organic
  2
  1
  6
  0
  1
  2
  46
  6
  X
  
  POSSESSIONS
  LURANS
  LURANS
  DAYS OF FOOD
  DAYS OF FOOD
  DAYS WITHOUT EATING
  DAYS WITHOUT EATING
  NOTES
  LOCATION
  PSYCHIC POWERS
  OVRCHRG.
  USES
  CHARACTER BACK STORY
  OTHER NOTES
  CONTACTS/FRIENDS
  CURRENT ALIASES
  MUG SHOT
  NOTES
  EAT AT LEAST 1 MEAL A DAY OR SUFFER -2 TO ALL ROLLS, INCLUDING DMG
  SHARPERS DIE AFTER 6 + TOUGHNESS DAYS WITHOUT FOOD
  THE DAY COUNT DOES NOT RESET UNTIL YOU EAT FOOD 2 DAYS IN A ROW
  Serin was born on Cragmuth, a Tharnaxist military post. 
  She was trained to kill from a young age.
  During a trip to Humanus, pirates boarded Serin’s ship. 
  She fought them off, but not before her brother was killed. 
  She abandoned her destined military service, hunting 
  pirates ever since.
  Taking care of herself was hard, so she turned to killing 
  gangsters for pay. Along the way she met Marcu, who 
  reminded her of her lost brother. She’s been keeping him 
  close ever since.
  The church has been watching Serin her whole career. But 
  they haven’t punished her for desertion… yet.
  Reinforced Clothing
   2 expert crafting fossil pistols
  Utility belt 
  Phone
  1
  §8
  +2 Armor Defense
  +0 ATT +2 DMG
  stores small items
  
  BASE 
  TOTAL
  CURRENT
  TOTAL
  CHARACTER NAME
  BIOCLASS
  MAX HP
  HP/LEVEL
  LEVEL
  MIND TYPE
  BODY TYPE
  ASPECT
  CHARACTER TRAITS
  LEVEL UP TRACKER (TRAIT POINTS GAINED)
  LVL 2 (+1 ATTRIBUTE)
  WEAPON               ATT      DMG       ABILITY     RANGE   OTHER NOTES
  ATT = COMBAT + WEAPON’S ATT |  DMG = COMBAT + WEAPON’S DMG
  W. PROFICIENCIES
    OUGHNESS
    ERVE
    OMBAT
    PEED
    WARENESS
    NFLUENCE
    PERATION
  OTHER
  TOUGHNESS
  ARMOR WORN
  OTHER
  SPEED RATING
  UNSPENT
  TRAIT POINTS
  ARMOR
  ARMOR DEFENSE
  MOTIVATION
  HIT POINT TRACKER
  NERVE
  OTHER
  NERVE DEFENSE
  RESOLVE
  CYNICISM
  ACTION POINTS
  1/2 SPEED
  LVL 3 (+1 ATTRIBUTE)
  LVL 4 (+1 ATTRIBUTE)
  LVL 5 (+1 ATTRIBUTE)
  LVL 6 (+1 ATTRIBUTE)
  LVL 7 (+1 ATTRIBUTE)
  LVL 8 (+1 ATTRIBUTE)
  LVL 9 (+1 ATTRIBUTE)
  LVL 10 (+1 ATTRIBUTE)
  LVL 11 (+1 ATTRIBUTE)
  STRIKING
  PISTOLS
  RIFLES
  SHOTGUNS
  /10
  /5
  TOUGHNESS
  TOUGHNESS DEFENSE
  AWARENESS
  SPEED
  BATTLE REFLEX
  0
  0
  -1
  -1
  5
  3
  1
  0
  3
  1
  1
  3
  0
  8
  4
  6
  2
  0
  -1
  0
  Live life for now
  Reinforced clothing
  Fossil Pistol
  BRANIAC
  •	
  Cybernetic Slot: 1 brain upgrade 
  slot available
  •	
  Computers (cracking): Beat 
  operation AD to crack secure 
  networks. Failure may alert security.
  •	
  Computers (System Override): 
  Beat operation AD to turn off 
  systems connected to a network.
  •	
  Locks (force entry): Beat operation 
  AD set by GM to open locks.
  •	
  Locks (alarms): Beat operation AD 
  set by GM to disable alarms.
  •	
  Protocol (forgeries): Use operation 
  to make and identify forgeries
  •	
  Protocol (Dodge Fees): Use 
  operation to talk out of paying 
  fees.
  •	
  Psychology (manipulate): Beat 
  operation AD equal to NPC level 
  + 8 to grant the entire party +1 
  for lies against them
  •	
  Psychology (Negotiate): Beat 
  operation AD equal to NPC level 
  + 8 to grant the entire party +1 to 
  openly negotiate with them.
  •	
  Influence Thieves: Use highest 
  attribute when lying to pirates 
  and gangsters.
  +0
  +1
  3
  Guard
  Thennis Brig (Male)
  Scraphead
  Organic
  Plugged
  2
  1
  4
  0
  -1
  0
  35
  5
  
  POSSESSIONS
  LURANS
  LURANS
  DAYS OF FOOD
  DAYS OF FOOD
  DAYS WITHOUT EATING
  DAYS WITHOUT EATING
  NOTES
  LOCATION
  PSYCHIC POWERS
  OVRCHRG.
  USES
  CHARACTER BACK STORY
  OTHER NOTES
  CONTACTS/FRIENDS
  CURRENT ALIASES
  MUG SHOT
  NOTES
  EAT AT LEAST 1 MEAL A DAY OR SUFFER -2 TO ALL ROLLS, INCLUDING DMG
  SHARPERS DIE AFTER 6 + TOUGHNESS DAYS WITHOUT FOOD
  THE DAY COUNT DOES NOT RESET UNTIL YOU EAT FOOD 2 DAYS IN A ROW
  Thennis was born on Humanus, a crowded city world. He 
  sees the rest of the galaxy as simple and backwards.
  Thennis’s father taught him all about stealing, and put him 
  in a small team that robbed wealthy apartments. When his 
  dad died, Thennis went on to build his own team.
  Along the way he met Sharook. When they struck rich, he 
  bought a ship. Serin and Marcu have been riding along, 
  working jobs in exchange.
  A woman has been stalking Thennis. She claims his father 
  owed her a significant debt, and it’s up to Thennis to 
  settle it. She won’t say exactly how much is owed, but 
  keeps asking for more no matter what is paid.
  Reinforced Clothing
  Fossil pistol
  Backpack
  Basic Tool set
  Mobile Hackdeck
  Phone
  1
  §6
  +2 Armor Defense
  +0 ATT +1 DMG
  stores small items
  can pick locks
  crack computer networks
  
  BASE 
  TOTAL
  CURRENT
  TOTAL
  CHARACTER NAME
  BIOCLASS
  MAX HP
  HP/LEVEL
  LEVEL
  MIND TYPE
  BODY TYPE
  ASPECT
  CHARACTER TRAITS
  LEVEL UP TRACKER (TRAIT POINTS GAINED)
  LVL 2 (+1 ATTRIBUTE)
  WEAPON               ATT      DMG       ABILITY     RANGE   OTHER NOTES
  ATT = COMBAT + WEAPON’S ATT |  DMG = COMBAT + WEAPON’S DMG
  W. PROFICIENCIES
    OUGHNESS
    ERVE
    OMBAT
    PEED
    WARENESS
    NFLUENCE
    PERATION
  OTHER
  TOUGHNESS
  ARMOR WORN
  OTHER
  SPEED RATING
  UNSPENT
  TRAIT POINTS
  ARMOR
  ARMOR DEFENSE
  MOTIVATION
  HIT POINT TRACKER
  NERVE
  OTHER
  NERVE DEFENSE
  RESOLVE
  CYNICISM
  ACTION POINTS
  1/2 SPEED
  LVL 3 (+1 ATTRIBUTE)
  LVL 4 (+1 ATTRIBUTE)
  LVL 5 (+1 ATTRIBUTE)
  LVL 6 (+1 ATTRIBUTE)
  LVL 7 (+1 ATTRIBUTE)
  LVL 8 (+1 ATTRIBUTE)
  LVL 9 (+1 ATTRIBUTE)
  LVL 10 (+1 ATTRIBUTE)
  LVL 11 (+1 ATTRIBUTE)
  STRIKING
  PISTOLS
  RIFLES
  SHOTGUNS
  /10
  /5
  TOUGHNESS
  TOUGHNESS DEFENSE
  AWARENESS
  SPEED
  BATTLE REFLEX
  
  POSSESSIONS
  LURANS
  LURANS
  DAYS OF FOOD
  DAYS OF FOOD
  DAYS WITHOUT EATING
  DAYS WITHOUT EATING
  NOTES
  LOCATION
  PSYCHIC POWERS
  OVRCHRG.
  USES
  CHARACTER BACK STORY
  OTHER NOTES
  CONTACTS/FRIENDS
  CURRENT ALIASES
  MUG SHOT
  NOTES
  EAT AT LEAST 1 MEAL A DAY OR SUFFER -2 TO ALL ROLLS, INCLUDING DMG
  SHARPERS DIE AFTER 6 + TOUGHNESS DAYS WITHOUT FOOD
  THE DAY COUNT DOES NOT RESET UNTIL YOU EAT FOOD 2 DAYS IN A ROW
  
  044
  THANKS
  © 2016 WILL POWER GAMES
  
SOURCE: textdata/thevault/_GM Books/Bestiaries/Preview Adventure.pdf