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Children of the
Arc

A Victus Role-Playing Game


2 - Table of Contents

Put publication and copyright info here.


Table of Contents - 3

Children of the Arc

Table of Contents
Table of Contents • 3
Introduction • 4
Character Creation • 6
Making Your Character • 8
Advancing Your Character • 33
The Rules • 34
Making Rolls and Checks • 34
Combat • 36
Movement • 39
Space Travel • 39
Equipment • 41
General Equipment • 42
Weapons and Armor • 44
Planetary Vehicles • 48
Space Vehicles • 48
People, Creatures, and Races • 55
Agents of the Council • 55
Alien Races • 56
Other Sentients • 57
4 - Introduction

Introduction
Welcome About the Setting
Welcome to Children of the Ark - A Victus role-playing The game of Children of the Ark is set in the far future,
game. where humanity has spread over the vastness of the
In this version of the Victus Roleplaying System, you galaxy. Humankind is nominally ruled over by a
get to play the part of explorers from the not-too- mysterious group known as The Council, which almost
distant future; explorers who were the unwilling never interferes in the general affairs of the galaxy.
victims of corporate genetic tampering in the When they do choose to intervene, their presence is
early twenty-first century. After being unlawfully immediately felt, and is nigh unstoppable.
experimented on, you were forced into an ages-long Strange alien races abound, although humanity is
cryo-sleep and sent out to explore the far reaches of dominant. Armies of creatures from the Warp rampage
the galaxy in a slow, sub-light speed spaceship. Fate forth to feast upon humankind, and are fought back
has left you alone and stuck in the deep void of space in vicious battles. AI’s help humanity manage affairs,
ten thousand years from the time you were born into. although the occasional AI rebellion makes for
The world you will wake into is far different from the difficult times.
one you were forced from. There are other powerful beings out there. The Council
There is a good side to things, though; the torturous are the ultimate bogeymen; incredibly bizarre,
experimentation you went through has left you amazing, and sometimes horrifying things have been
immortal, and gifted. The things you can do are attributed to them. The aliens from the Warp are
astounding, and would awe and inspire people, if you strange creatures with odd powers and frightening
were anywhere near them, instead of lost in the deep habits. You yourself have some reality-defying abilities,
void of space. and there are a thousand others like you out there.
Do not worry overlong about being lost, though. Soon
enough, one of the dreaded Council warships that
roam human space will respond to the archaic beacon
in your ship that activated when you awoke, and with
the help of its feared Angels and their heavy plasma
cannons, bring you ancient travelers back to its home
base.
Whether you want to go or not.
Introduction - 5

How to Play
What is a role-playing game?

How do you play a role-playing game?

What you need to play this role-playing game

To play Children of the Ark, you need the following:


• A d20 (20-sided dice)
• Strong liquor, a super computer, and
an iron lung (all of these are optional, but highly
recommended for no good reason).

What characters do in Children of the Ark


Characters in Children of the Ark (referred to as
COTA’s in short) are immortals with strange powers
over reality. They can manipulate energy and gravity,
influence minds, create things out of nowhere, travel
vast distances in the blink of an eye, and do many
other things.
You’ll quickly discover that while your immortal
characters are capable of almost anything, there are
others out there who are capable of the same feats,
and some who are vastly more powerful, and don’t
look too kindly on disruptions in the galaxy they’ve
carefully nurtured. Your characters will want to
develop their skills and abilities, and do so while
staying out of the probing eye of the Council for as
long as possible.
Characters will carve out an enclave for them to
manage or rule over in their local area of space. Or
they will become a police or mercenary force, helping
out their locality or the highest bidder. They can go on
the warpath, or become adept politicians. They can
become masterful tradesman or craftsman, or fulfill
almost any other role in galactic civilization. The only
thing COTAs tend to have in common is that they rise
to the top of whatever ladder they choose to climb in
life.
6 - Character Creation

Character Creation
Before you can begin play, you need to define the • Presence (PRS) - The ability to react well socially,
abilities of your character in a way that allows the and to manipulate others.
character to work with the rules of the game. This Attributes values are determined by distributing 56
section will show you how to do that. points amongst the 6 attributes, with a minimum of 1
If you are already familiar with the Victus game and a maximum of 12. Human average for an attribute
system, feel free to just use the Character Quick is 4.
Reference section to build your character. If this is
your first time making a COTA, you may want to read
through the sections following the Quick Reference Powers
for a detailed description of each step in the character
Characters start out with 1 level in Body
generation process.
Reconstruction, and 1 free power level to spend where
Before moving on to the Quick Reference section, they wish.
though, the form on the previous page should be
List of powers:
printed out or copied for use. This is the Character
Sheet, which will be used to record the various • Body Reconstruction - Regeneration and the
abilities of the character you will create. ability to return to life after death.
• Matter Creation - The ability to create anything
material.
Quick Reference • Life Creation - The ability to create living creatures
of all sorts.
• Energy Control - The ability to create and
Immortal power level manipulate various forms of energy.
• Every character starts with an Immortal Power • Warp Control - The ability to survive, thrive
Level (IPL) of 12. within, and manipulate the warp.
• Gravity Control - The ability to create and
manipulate gravity fields.
Attributes • Continuum Control - The ability to perceive, and
Every Character has 6 main attributes: to create teleportation portals to different places.
• Strength (STR) - The ability to push, pull slice, • Electrokinesis - The ability to manipulate
dice, chop, and carry. technology and to transfer into technological
• Agility (AGI) - The ability to move and maneuver. devices.
• Durability (DUR) - A character’s toughness and • Shapeshift - The ability to transform your body
endurance. into various forms.
• Thought (THT) - A character’s intelligence, • Influence - the ability to mentally probe, attack,
learning ability, speed of thought, and ability to control, and manipulate others.
react. • Illusion - the ability to alter other’s perception of
• Will (WIL) - The ability to resist mental attacks, reality, and construct illusionary phantasms.
perform well under pressure, general focus, and • Martial Warfare - The ability to excel in battle.
perception.
Character Creation - 7

Subpowers • Cooking (Food Coma)


Characters start out with 3 picks from the subpowers • Engineering (MasterCrafter, Pinnacle of Structural
list. If they wish, they may trade their free power level Design, Enhanced Shields, Warp Power)
from above for an additional 3 subpowers. • Gambling (Bluff)
List of subpowers: • Literacy (Linguist)
• The Chef • Lore (Sage)
• Contingency Man • Medical (Mad Surgeon)
• Educated • Melee (Hurled Weapon, Quickdraw, Weapon
• Evil Eye Barrier, Reflexive Deflection, Counterattack,
Ambidexterity)
• Grit
• Missile (Quickshot, Gun Kata, Point Defense,
• Immunity to Poisons and Diseases
Ambidexterity, Blind shot, Disarm, Death Blossom)
• Innate Pilot
• Pilfer (Stage Magician)
• Mojo
• Pilot Planetary (Professional Driver, Stunt Driver,
• Photographic Memory Defensive Maneuvering)
• Sharpened Senses • Pilot Starship (Defensive Maneuvering)
• Sustained • Research (Sponsored, Genius)
• Telepath • Rope Use (Hard Rope)
• Thick skinned • Running (Speed of the Fury)
• Tinkerer • Security Systems (EagleEye, Catburgler)
• Warlord • Stealth (Backstab)
• Swimming (Aquatikhan)
Skills • Trade Skills (Master)
Characters have their THT x 2 in skill points to spend. • Example: Woodworking (Mastercarver)
They get 1 free level in Literacy and Pilot - Land. • Example: Glassblowing (Artisan, Glass Sword)
Masteries are listed in parenthesis behind each skill. • Tactics (Aura of Command)
Skills list: • Weapon Systems (Quickshot, Point Defense)
• Acrobatica (Anime Leap, Arboreal Movement,
Autododge, Roll with Impact)
• Alertness (Panoramic Vision, Danger Sense) Calculated Values:
• Artistic Ability (Masterpiece) • Hit bonus: AGI+Melee, AGI+Missile
• Example: Music (Calm/Engross, Master • Parry: AGI + Melee + 11
Musician) • Evade: AGI + Acrobatica + 11
• Example: Storytelling (Enthrall) • DR:
• Astronavigation (Absolute Direction Sense, Linear • Skin: DUR / 3 (rounded down)
Algebra)
• Physical: Skin DR + Armor DR + Field DR
• Bargaining (Hagglorious)
• Mental: WIL / 3 (rounded down)
• Bio-Engineering (Genisis Device)
• Hit Points:
• Climbing (Spider-climb)
• Physical: DUR + (DUR * Grit)
• Computer Systems (Create/Control AI,
• Mental: INT
Armageddon Virus)
8 - Character Creation

Making Your Attributes for COTA’s are generated by spreading 54


points across the 6 attributes, with a minimum of 1,
and a maximum of 12 in any given attribute.
Character
Strength (STR)
The following sections will cover the various aspects
The physical ability to push, pull, slice, dice, chop,
of making your character in much greater detail.
and carry. Strength determines the base amount of
damage done with a punch, or adds to the damage
done with a hand-held melee weapon. The amount of
IPL damage bonus is equal to the strength rating.
IPL Stands for Immortal Power Level and is a special
attribute distinct the other Other functions of strength, such as the Maximum
IPL Ability Gained attributes listed below. lifting capacity (defined as being able to lift something
1 Body Reconstruction This attribute sets the above your head), and jump distances are determined
maximum value of any by the table below.
4 Subpower
other attribute, and for
8 Subpower all Power levels. It also
Max Horizontal Standing Running
10 Power determines the number
of powers an Immortal Strength Lift(lbs) Jump Jump Jump
12 Subpower
has. Only Immortals or 1 28 .5 1 1/2
16 Subpower specially created creatures 2 40 1 2 2/4
20 Power, Subpower (see the Life Creation
power) have the IPL 3 57 1.5 3 3/6
24 Subpower
attribute. Humans that 4 80 2 4 4/8
28 Subpower don’t have an IPL attribute 5 113 2.5 5 5/10
30 Power (non-immortals, in other
words) have an effective 6 160 3 6 6/12
IPL of 10 for the purpose of attribute and power limits. 7 226 3.5 7 7/14
Characters get 1 power for every 10 IPL points, plus 8 320 4 8 8/16
the base power of Body Reconstruction. Characters 9 453 4.5 9 9/18
also get a subpower for every 4 IPL points they have.
10 640 5 10 10/20
Starting characters always have IPL 12, which gives
them Body Reconstruction, one other power, and 3 11 905 5.5 11 11/22
subpowers. 12 1280 6 12 12/24
13 1810 6.5 13 13/26
Attributes 14 2560 7 14 14/28
Characters have 6 basic attributes in the Victus game 15 3620 7.5 15 15/30
system: Strength, Agility, Durability, Thought, Will,
and Presence. An average human has a score of 4 in 16 5120 8 16 16/32
every attribute. The maximum a normal person can 17 7241 8.5 17 17/34
have in an attribute is 10, although realistically, 99% 18 10240 9 18 18/36
of the population never reaches above a 8. Immortals
can exceed these values, although they are limited by 19 14482 9.5 19 19/38
their IPL attribute, which starts the game at a value of 20 20480 10 20 20/40
12. and increases by one for each successful mission
(awarded by the council representative/gm).
Character Creation - 9

Agility (AGI) Durability HP DR


Represents manual dexterity, speed, and 1 1 0
maneuverability, as well as the ability to avoid
2 2 0
something. This score is used in conjunction with
skills to strike at an opponent or to dodge out of the 3 3 1
way of their blows. All Speeds are all in yrds/sec. 4 4 1
5 5 1
Walking Jogging Sprinting # Actions
6 6 2
Agility Speed Speed Speed / round
7 7 2
1 .5 1 1.5 1
8 8 2
2 1 2 3 1
9 9 3
3 1.5 3 4.5 1
10 10 3
4 2 4 6 1
11 11 3
5 2.5 5 7.5 1
12 12 4
6 3 6 9 1
13 13 4
7 3.5 7 10.5 1
14 14 4
8 4 8 12 2
15 15 5
9 4.5 9 13.5 2
16 16 5
10 5 10 15 2
17 17 5
11 5.5 11 16.5 2
18 18 6
12 6 12 18 3
19 19 6
13 6.5 13 19.5 3
20 20 6
14 7 14 21 3
Memory is also represented by this attribute, but only
15 7.5 15 22.5 3
to a lesser extent. Thought is the attribute associated
16 8 16 24 4 with most skills, and also determines the starting
17 8.5 17 25.5 4 number of skill points (THT x 2). It is also used for
determining base initiative, and as the base attribute
18 9 18 27 4
for determining attacks in dataspace (see section for
19 9.5 19 28.5 4 Computer Combat).
20 10 20 30 5
Will (WIL)
Durability (DUR) Willpower. Resisting mental attacks, performing well
A characters overall toughness and endurance, and under pressure. This stat is also necessary for difficult
lets you survive not managing to avoid someone or drawn out tasks, and also represents the character’s
with a lot of strength.This stat is used to determine perception and attention to detail. Will is also used to
a characters resistance to damage. The number of determine your health in dataspace (See section on
Hit points (HP) a character begins with is equal to Computer Combat).
their durability. (The Grit sub-power can increase hit Presence (PRS)
points over this amount). Durability also determines a
character’s Damage Resistance, or DR. Deals with all social situations. A high presence
allows a character to influence others around him or
Thought (THT) her. Presence also determines your ability to withstand
Intelligence, learning ability, analytical skills, speed social attacks (See section on Social Combat).
of thought, ability to react well to new situations.
10 - Character Creation - Powers

Powers to your skill rating to create an Effective Skill Level,


which is the value you use when you need to roll that
skill.
Effective Strength: How much you can create, how
damaging you
Vector Permanent
are, etc, per
Strength Area Of Effect Movement Movement Effects: Some
action. Also
Power & Base Range (sphere of yards Rate (yards/ Rate powers that only
limits maximum
Level Damage (yards) radius) second) (miles/sec) have temporary
mass/max lift).
1 2 4000 200 1000 5000 effects can make
So with matter
those effects
creation you 2 4 8000 400 2000 10,000 permanent
might fill up
3 6 12000 600 3000 15,000 by using the
the maximum
4 8 16000 800 4000 20,000 power as if it
available
were 10 levels
volume with 5 10 20000 1000 5000 25,000 lower. So, an
whip cream, but
6 12 24000 1200 6000 30,000 immortal with
you’d limited to
Gravity Control
a much smaller 7 14 28000 1400 7000 35,000
at 11 can create
volume of gold. 8 16 32000 1600 8000 40,000 a permanent
9 18 36000 1800 9000 45,000 localized gravity
Range: How far 10 20 40000 2000 10000 50,000 effect with an
from you you effective Power
11 22 44000 2200 11000 55,000 Level of 1.
can invoke your
power. 12 24 48000 2400 12000 60,000
Area of Effect: 13 26 52000 2600 13000 65,000 Power
The area 14 28 56000 2800 14000 70,000 specialties: As
covered by the you get more
15 30 60000 3000 15000 75,000
effect of the proficient in
power. 16 32 64000 3200 16000 80,000 a power, you
17 34 68000 3400 17000 85,000 may specialize
to gain bonus
Movement Rate: 18 36 72000 3600 18000 90,000
abilities, or to
Your speed in 19 38 76000 3800 19000 95,000
gain certain
combat. It takes
20 40 80000 4000 20000 100,000 abilities faster
5 rounds to
than others.
accelerate to full
Details on individual power specialties are in each
speed. Not all powers grant movement abilities.
power’s section. Some common specialties (specialties
that may be taken with many different powers) are
Vector Movement Rate: Your speed out of combat. It listed here:
takes 5 minutes to accelerate to full speed.
• Skilled - Each level of this specialization adds one
Line of Sight: Almost all powers require line of sight to to a bonus skill level awarded by the power.
effectively use. Exceptions will be noted. • Juggernaut - When determining effective strength
of the power, add 2 per level of this specialty (or
Bonus skill levels: Due to the innate understanding one to the effective strength when added to an
and mastery over fundamental universal forces that Immortal’s base strength for damage). Some powers
you get from powers, certain powers grant what is have specialized variants of this specialty which are
known as bonus skill levels. Bonus skill levels add described in their respective power descriptions.
Character Creation - Powers - 11
• Permanence - When determining the power level per level of body reconstruction for every action
of permanent applications of a power, add 1 per spent in healing.
level in this specialty to determine the effective • Creating a new body is much harder than
power level. healing, and takes much longer (see the table).
• Area of Effect boost - When determining the area Immortals with completely destroyed bodies are
of effect of a power, add 1 for each level in this thrown into Ghost Form (see below) while their
specialty to determine the effective power level. bodies are reconstructing. Reconstructing bodies
stay incorporeal until fully formed, at which
point they simply appear wherever the Immortal’s
Ghost happens to be at that moment. The Ghost is
automatically attached to the body at this point.
Body Reconstruction
• Body Reconstruction also
(Immortality) makes your body more resistant
Body Reconstruction Time to create to damage, with is represented by
Every Immortal has 1 free level in
Level a new body increased hit points. Multiply your
this power.
1 32 days Body Reconstruction times your
Body Reconstruction is the
DUR to calculate the amount of
power that makes a being an 2 16 days
hit points your character has.
Immortal. It allows them to heal 3 8 days
at unbelievable rates, re-grow lost
4 4 days
limbs and organs, and even create Ghost Form
a new body from scratch if the old 5 2 days
When the body of an Immortal is
one is destroyed. 6 1 day completely destroyed, or damaged
7 12 hours beyond repair (i.e. Hit Points are
Things to note: reduced past negative Durability),
8 6 hours
the Immortal goes into their Ghost
• It takes 32 days to create a 9 3 hours Form. Their consciousness is
new body at power level 1. This
10 1 hour transferred out of their body, and
time is halved for each increase
floats around in a free form state,
in power level (see the table 11 32 minutes
able to see into the real world,
below). The new body can have 12 16 minutes but unable to affect it. They are
any appearance the Immortal
13 8 minutes also able to see and communicate
desires; it does not have to
14 4 minutes with other Ghosts floating about, if
reflect the old body. However,
there happen to be any.
unless the Immortal makes a 15 2 minutes
successful geneticist skill check, While in Ghost Form, an Immortal
16 1 minute can move about as they wish at a
with a difficulty dependent on
how different the new body is 17 32 seconds speed of 10 feet per second. They
from his original, he is restricted 18 16 seconds are pretty much unaffected by
to his own species. anything in the real world, able to
19 8 seconds move through matter, energy, and
• Regeneration (including
20 4 seconds void with equal ease. They can see
regeneration of lost body parts)
and hear into the real world, but
occurs at a rate of healing 1
all other sense (touch, taste, sense) are useless. They
point of damage per round per power level (meaning
see into the world as if they had a body with eyes at
that an Immortal with a Body Reconstruction of 4
their current location (which means that if they are
could heal 4 points of damage per round).
located inside a wall, they aren’t going to be seeing
• Concentrated healing (spending an action much of anything). Also, in Ghost Form, everything is
for healing) lets you heal at an accelerated rate lit as if the ambient lighting is that of dusk. This applies
even compared to standard Body Reconstruction to brightly lit areas as well as regions of absolute
healing - gain an extra 1 point of health back darkness.
12 - Character Creation - Powers
When in Ghost Form, the Immortal automatically Matter Creation (Mass)
begins the process for the construction of a new body.
Duration: Permanent
This process does not require any concentration on
the Immortal’s part, leaving them free to wander Immortals with Matter Creation have the power to
around and do whatever they wish during this time. create something out of nothing, despite the fact that
The Immortal can pause the creation at any time if reality says it can not be done. Using Matter Creation,
they wish, allowing them to hold back on joining a an Immortal can create anything from a lump of gold,
new body until they are ready. to air for breathing in space, to complex machinery.
Complex items require both knowledge (in the form of
New bodies are created in Ghost Space, and do not
the appropriate skills) and time to create. The difficulty
exist in the real world until the Immortal transfers
varies depending on the object; a toaster is much
it over after completion. Ghosts can see the semi-
easier to create than a spaceship. The object can be
completed bodies of other Ghosts floating over their
made anywhere in the Area of Effect, centered on the
heads, and generally can tell how much longer it will
Immortal (giving this power an effective range equal to
take for those bodies to complete. Once the body is
the Area of Effect, instead of the default range).
completed, the Immortal can leave it in Ghost space
indefinitely. When he is ready to reform in real space, Things to note:
the body is instantly transferred over, and the Ghost • Living matter cannot be created with Matter
joins with the new body. Creation. Food can be created; however, provided
As a note, only Immortals form Ghosts. Normal that it is dead.
humans, or creatures of other species, do not form • The amount of mass that can be created is limited
Ghosts; this is a function of the Body Reconstruction by the effective strength of the power (use the
power. maximum lift column on the strength table).
• Cronium, the primary ingredient in the fuel for
Specialties long range hyper-drive engines, can not be created,
as part of it exists outside of real space.
• Body Energy Knitting - Each level of this specialty
adds to the Body Reconstruction level when • It is possible to make many different types of
determining how long it will take to reform a new matter simultaneously, though this may require skill
body. checks.
• Fast Healing - Each level of this specialty adds to • Matter Creation adds 1 bonus skill level per level
the Body Reconstruction level when determining of the power to the Engineering skill.
how many hit points automatically heal per round, • Impromptu barriers have a strength and durability
or per action spent concentrating on healing. equal to 2 points of DR and 2 HP for each level of
Matter Creation.
Items can not be created inside solid objects (line
of sight), with the exception that objects can be
generated inside an atmosphere (gas is displaced). This
does allow for actions such as poisoning a target by
creating poisons all around them, but does not allow
one to do things such as creating a ball of rubber
cement inside someone’s chest cavity. Matter can not
be created inside a living creature at all unless line
of sight is possible (if you are inside a living ship,
swallowed whole, etc).
When using Matter Creation as an attack (such as
the poison example described above, or creating an
anvil above someone’s head), use the missile skill
to determine whether or not the attack is successful.
The damage from the attack is the power’s effective
Character Creation - Powers - 13
strength plus any accuracy successes. Life Creation (Life)
Specialties Duration: Permanent
• Enhanced Memory - Each level purchased of this Immortals with Life Creation are gods amongst men.
specialty adds two to the maximum number of item They can create any creature that their mind can
types you can create instantly and stacks with the imagine. They can take their followers and grant them
photographic memory subpower. powers, heal their armies, create armies out of thin air,
• Fast Creator - Each specialty level purchased and summon hideous monsters to do their bidding.
is added to the Matter Creation level when Some very complicated life forms can be generated
determining item creation times. with this power.
• Prolific Creator - For each specialty level Creatures can be created with powers or sub-powers,
purchased, the Matter Creationist can construct if the Life creator so desires, allowing for some truly
an additional copy an object in the time it takes to unique minions.
construct one such object. So, with Prolific Creator If intelligent creatures are created, they have their
at 1, you can create 2 objects at once, with Prolific own will. Although they are inclined to be obedient
Creator at 2, you create 3 copies of the object towards their creator when first created, this can
simultaneously, etc. This can’t be combined with rapidly change. Influence or Presence can help
an attack to make an attack more lethal (attacks immensely with controlling intelligent creations.
always do damage based on effective strength), or
Things to note:
cover more area, as this specialty is still subject to
effective strength limitations on how much mass can • Life Creationists can heal 2 points of damage per
be created at once. This specialty is perfect for mass power level for every action they spend in healing.
producing weaponry to outfit an army… of robots They can heal any living target (including themselves
that you mass produce! and other immortals).
Quick Item Creation Rules • Recently fallen creatures can be revived using
this power. This is only doable with mortals; other
Matter creation and all required skills to create an
Immortals have an essence that is beyond the scope
item must be at the minimum level required for that
of this power. See the table to determine how long
item. No skill check is required for standard items
after death a creature can be revived.
that aren’t rushed (i.e. That you take the full length
of time required to create the item). To rush an item, • Each level of Life creation grants a bonus skill
make the appropriate skill checks, and each success level to the Bio-Engineer skill.
over the required difficulty number reduces the time • New creations are created with up to 6 x Life
required by 10%, to a minimum of 10% of the base Creation level in creature points.
construction time. A failed roll means that a non-
• It takes 1 second per creature point to create a
functional item was created.
new life form.
Quick item creation rules are to allow a Matter
• Each Power Level given to a creature costs 2
Creationist to easily mass produce average grade
creature points. The creator must possess the
equipment. Customized equipment can not be made
power to be granted. Creatures have maximum
with the quick creation rules - see Equipment section
power levels equal to 2 less than their Creator’s
in the Core rulebook for details on how to create
power level in that power at the time of creation.
customized equipment.
• Each attribute rating costs one creature point.
Creatures have maximum attributes equal to the
effective strength of the creator’s Life Creation.
• If creations have STR 0, they are paralyzed.
Creatures can not have DUR 0; they must have some
hit points in order to live. If they have AGI 0, they
can only flail around sadly - coherent locomotion is
beyond them. (And yes… the shame of AGI 0 means
14 - Character Creation - Powers
they will never be happy). THT 0 creatures are Bio-Engineer skill check when modifying an
purely instinctual, and have trouble following orders. existing mortal creature. In addition, when doing
WIL 0 creatures are very malleable and obedient, modifications to existing mortal creatures, reduce
but will not follow orders for long…t hey are easily the time taken by up to 12 seconds per specialty
distracted by shiny things and candy. And especially level, although each modification takes atleast 1
by shiny candy. PRS 0 creatures are hideously ugly action.
and freaky things by any race’s standards, even their • Symbiosis - Create bio-organic equipment to be
own. grafted onto organisms. Each level in this specialty
• Creatures get starting skill points equal to their allows the Life Creationist to amalgamate an
THT x 2, and can raise skills additional living creature onto
normally as an NPC after that Revival Time Limit an existing creature (mortal
(see Advancing your character Life Creation Level Days since death or immortal). The benefit of
section). Newly created this symbiosis over creating
1 2
creatures have no knowledge something like bio-organic
base, although they can be 2 4 armor (which can be done
created with very strong 3 8 with the base power) is that
instincts. This limits starting creatures can use the best
4 16
skill points to physical areas. of their attributes and power
The exceptions are neural 5 32 levels when acting in unison.
jacks or telepathy which 6 64 When symbiotic creatures
can be used to assist in the 7 128 are damaged, that damage is
teaching of desired skills. Jacks divided evenly amongst the
must be bought or constructed 8 256 merged creatures, rounding up.
with Engineering or Matter 9 512 • Psycho Doc - Each level of
Creation. 10 1024 this specialty adds to the Life
• Modifications to existing 11 2048 Creation level when determining
mortal creatures is possible the total amount that can be
as well. This can only be 12 4096 healed per action.
done on willing targets. 13 8192 • Healing Aura - This
The difficulty is Damn Near 14 16,384 specialization allows the
Impossible, and failure immortal to heal all targets (that
results in an excruciating 15 32,768
they desire to heal) within the
death for the victim. If a 14 65,536 area of effect (as determined by
creature is given the Body 15 131,072 the level of the specialization,
Reconstruction power, they are not the level of Life creation).
no longer mortal, and further 16 252,144
modifications are impossible. 17 524,288 • Minion Master - For each
It takes the standard time of level in this specialty, an extra
18 1,048,576 creature (identical to the initial
1 second per creature point
to do modifications. New 19 2,097,152 creature created) can be created
attribute values are determined 20 1,194,304 in the time it takes to create one
based on the amount of creature. So, with Minion Master
creature points the Life Creator has to spend, not the at 1, you can create 2 creatures at once, with Minion
old values. Master at 2, you create 3 creatures simultaneously,
etc. This specialty is perfect for cackling evilly while
Specialties shouting “Rise up, my minions!” as you create your
• Fast Creator - Each level of Fast Creator allows the evil henchmen army.
creation of creatures 12 seconds faster than normal,
to a minimum of 1 action per creature created.
• Mutator - Each level of Mutator adds 2 to the
Character Creation - Powers - 15

Energy Control (Energy) Immortal as long as the source’s power rating is


less than the immortal’s Energy Control level. This
Duration: Concentration
requires the following roll: Energy Control+WIL+d20
Immortals with Energy Control are living dynamos. vs. 11+(total rating of all power sources to be shut
They can be walking pillars of destruction at higher down). The controller may choose which power
levels. They are capable of tasks such as blasting sources within the area of effect to shut down.
targets with beams of annihilation, protecting The power sources remain disabled as long as the
themselves with force fields and energy absorption controller concentrates (sacrifices 1 action/round).
fields, or flying by launching energy out of their body
Specialties
as a form of thrust.
Things to note:
Sources Power Ratings
• Attack damage is determined by effective strength.
Smaller Energy Weapons & Items Weapon
• As Energy Control immortals launch energy (pistols, rifles, heavy rifles) Damage
missiles almost constantly, they gain a bonus skill
Hover car fusion engine, power
level to the missile skill per level of Energy Control. 14
armor, cannon
• Melee attacks can be made with Energy Control.
Heavy robot armor, tank, cronium
The damage is the greater of Effective Strength or 20
weaponry
STR+Energy Control. Examples of this attack would
include hitting opponents with a charged fist, using Starship engines 16 + 7*SizeClass
a coherent beam of energy as a plasma sword, etc. Space Station or City 58
• Area of Effect attacks can be made. The damage Planetary power source 64
is equivalent to half of the effective strength of the
power, and no extra damage is made for additional • Controller - When attempting to shut down power
successes on the attack roll. sources, this specialty level may be added to the skill
• After reaching Energy Control level 5, the check.
controller can mimic the effects of Chronium power, • Field Specialist - Each level of Field specialist adds
empowering starship engines and allowing them to 2 points of damage absorption on top of the normal
travel up to 1000 light years per day without using energy absorption ability.
up any Chronium fuel.
• Blaster - Each level of this specialty adds one to
• Energy Absorption, an innate ability of this power, the effective strength of the power when determining
soaks damage equal to the effective strength of the damage (this is similar to the Juggernaut common
power automatically every round (the player can specialty, and replaces it).
choose which attack to have this come into play.
• Speed Freak - Each level of this specialty adds
If desired, it occurs after other forms of damage
to the energy control level when determining
resistance and mitigation). The absorbed energy is
movement rate.
dissipated harmlessly into the surrounding region
by the Immortal. Kinetic, potential, and pure
energy attacks can all be absorbed, though mental
energy attacks can not. In addition to the 1 free
absorption per round, additional energy equivalent
to the effective strength can be absorbed per action
sacrificed.
• Permanent energy sources can be created with
an effective strength of power level - 10. Check the
power ratings table below to determine what this
effective strength corresponds to in terms of power.
• Energy controllers may shut down all power Warp Control (Warp)
sources within the area of effect centered at the
Duration: Concentration
16 - Character Creation - Powers
The immortal with this power has an innate • Tendril specialist - Each level of this specialization
understanding and control of the adjacent dimension adds on to the Warp controller level when
where time/space is compressed. This chaotic alternate determining the effective strength of the tendrils
universe can be very dangerous for the uninitiated. An created by the Warp controller. (This replaces the
immortal with this power can survive in the vacuum of Juggernaut common specialty).
space or in the horror of warp space indefinitely. They • Summoner - This specialization allows the
can also protect others within their area or effect from Warp Control to summon friendly warp creatures
the ravages of space or warp space.They can open (including Xelomites). The number of creatures
fractures into warp space at will, and communicate summoned is equal to Summoner level x 3.
with the denizens of that bizarre realm.
• If desired, and if the Summoner level is high
Things to note: enough, a Xelomite Lord can be summoned
• Warp Control provides bonus levels equal to the instead of 15 xelomites.
level of warp control to the Astronavigation skill and • If desired, a bio-ship can be summoned instead
the melee skill. In addition, a Warp controller will of 9 normal xelomites. The bio-ship will have the
never critically fail an astronavigation check. stats of an average Heavy Warship.
• Warp controllers can fully communicate with, • Gate Specialist - Each level of this specialization
and are initially viewed as friendly by the denizens adds to the Warp Control level when determining
of warp space. By default, Xelomites won’t attack the area of effect for the size of a gate created, or for
them, seeing them as one of their own; living ships protecting others in the void of real or warp space.
will respond positively to them, although no special
control is granted.
• Warp controllers can create rifts between real and
warp space. The size of this rift is determined by the
area of effect.
• Once a rift is opened, Warp controllers can create
pseudopods, or tendrils of warp space bio-mass
stretching out from the rift. These tendrils act as
directed by the Warp controller, and function as
an extension of him. The tendrils can extend out
into real space or jump space, up to a distance
determined by the area of effect.
• Tendrils have the standard effective strength as
determined by the level of Warp Control.
• A sensory node that the Immortal can see/hear/
touch/taste/talk normally though exists at the end
of each tendril.
• Any damage a tendril takes is effectively taken
by the immortal, and will deplete his hit points
accordingly. The tendril has the same dodge, hit
rolls, armor, DR, etc as the immortal, and counts
as line of sight for remote attacks.
• Warp controllers can shield those that they choose
to protect from the ravages of both real and warp
space, as long as they are within the area of effect,
centered on the Immortal. This means they won’t
freeze or suffer radiation burns, or asphyxiate.
Specialties
Character Creation - Powers - 17

Gravity Control (Gravity) by density manipulation creates an increase


or decrease of 2 DUR per gravity control level
Duration: Concentration/permananent
compared to the base DUR of the object.
This power grants Immortals the ability to control the
• Mass is increased by the maximum lift value,
force of gravity. They can use gravity to achieve many
with the change in DUR as the effective strength.
different effects, such as bringing remote objects to
themselves, manipulating objects at a range, making • Density changes are permanent. They can,
themselves attracted to remote points (as a form however, be modified again by gravity control,
of flight), changing the effects of gravity within the but the density change can’t exceed the
internal structure of an object (increasing its mass and maximum change as determined by the original
density as a result), and creating areas and paths of DUR of the object, not the current DUR.
altered gravitation. • To modify a material, roll Gravity Control +
Things to note: d20 vs. DUR (of the target) + 11.
• Due to their constant manipulation of objects • When increasing your own DUR, it is
and themselves, Gravity controllers gain bonus skill suggested that you increase it to 1 less than the
levels to their Acrobatica skill equal to their level in maximum, to allow you to move. At maximum
Gravity control. density, you can just counter your additional
mass with your gravity movement power.
• Gravitic attraction can be controlled on a fine
enough level to effectively grant the user telekinesis • Gravitic flight can be achieved by making yourself
(by making an object attracted to your hand, making gravitationally attracted to a point in the direction
a sudden change in attraction along someone’s you wish to travel.
face, telekinetically punching them, etc). Effective • Gravitic attraction can be set up between any two
strength of the power controls the amount of weight points (no mass needs to be present at either point).
moved or damage done. When fine motor control Entire objects can be defined as one point.
is required (such as for wielding a knife remotely, or
• Gravitic pathways can be established, allowing for
picking a lock, or operating a computer) the effective
things like rivers doing loops in the sky, or upside
strength is halved.
down walkways. Effective strength determines the
• Gravitic blasts allow the Gravity controller to hurt maximum load that can be carried by the pathway at
his opponents at a range. Damage is determined by any given moment.
the effective strength, and the missile skill is used to
• It is more difficult to control the gravity in an area
determine whether or not you hit your target.
as opposed to for a single object. When doing area
• Gravitic Lock Downs are a form of telekinetic effects with Gravity Control, halve effective strength.
grapple, allowing the Gravity controller to bind their
• Permanent gravity effects can be made using an
opponents. A successful ranged attack must be made
effective Gravity Control level 10 below your actual
to initiate the lockdown, at which point, the grapple
level.
rules (in the Combat section) come into effect.
Note: Gravitic Lock Downs function at half effective Specialties
strength. However, they can be used against multiple • Gravitic Strength - Each level of this specialty
targets at once, if so desired, provided they are all adds on to the Gravity Control level when
within the area of effect. determining Effective Strength.
• Density Manipulation - The Gravity controller, • Monstrous - You are a density monster! Each level
can, by increasing or decreasing the gravitic of this specialization adds on to the Gravity Control
attraction of the internal atoms and molecules of level when determining the maximum change in
an object, change its density. This has the effect of DUR a Gravity controller may increase their own
making an object more durable, and heavier; or density by. These bonus levels do not increase the
weaker and lighter. Only non-living matter can be Gravity Controller’s mass or weight, and so do not
affected by this power, with the exception of the add to encumbrance.
immortal, who can affect himself as he desires.
• The maximum change that can be affected
Continuum Control (Space)
18 - Character Creation - Powers
Duration: Instantaneous / Concentration • Permanent portals are created at an effective
Through sheer force of will alone, an Immortal with power level of Continuum Control - 10.
this power can bend the space-time continuum. • Objects that do not pass completely through a
Continuum controllers are completely aware of portal are not transferred. Gates are made in the
everything in their target area, no matter how well same intertial frame as the creator, so if they were
shielded by technology. Immortals with this power created on a ship, they move with the ship; if they
may take themselves to a remote area instantly by were created on a planet, they move with the planet.
creating a portal through space-time. This empowers • There is no mass limit to what can be teleported
them to traverse vast reaches of space with a single - if it can be fit through the portal, it will be
flicker of thought. At higher levels, they can create transferred. If the Continuum controller could make
permanent portals between locations (moving or a portal large enough, he could teleport a planet.
fixed), allowing anyone to cross through them at any
time. • To teleport an unwilling person or object (such as
a spaceship or vehicle that is attempting to dodge)
Things to note: the Continuum controller must align themselves so
• Each level of continuum control provides bonus the gate will open correctly (if the vehicle is fleeing
skill level to the Alertness skill. the controller, for example, the gate will function
• One scan of any area within range may be made correctly. If they are charging the controller, then
for free each round, and before the creation of each it won’t). A hit roll is needed using the missile
portal. skill vs. the target’s evade to create a gate in the
right position, close enough that they can’t dodge
• Technological cloaking fields are immediately it. Alternatively, unwilling victims can be hurled
scanned through. Cloaking fields created by the through a gate, if grappled.
Illusion power require a contested power role to see
through. • All gates are 2-way portals.
• The range determines how far away you can scan, Specialties
or how far away you can teleport; the area of effect • Omniscience - Add Omniscience to Continuum
determines the area scanned with one action, and Control to determine the effective power level when
the maximum size of the teleportation portal. The determining the area of effect to be scanned.
minimum size of a portal is 1 foot in diameter. • Portal Master - This specialty adds to Continuum
• Scans do not count as line of sight for other Control when determining the maximum size of a
powers, or for missile attacks. Portals do. portal.
• Opening a portal to a remote area gives the user • Farcaster - This specialty adds to the Continuum
a free scan of the area around the remote end of the control level when determining the maximum range
portal just before the portal is opened. This allows of a portal or personal teleport.
the Immortal to not open a portal into a solid object,
as they can choose to port anywhere within the area
of effect about a chosen location.
• Portals can be created in the exact physical outline
of the Immortal if desired, allowing them to teleport
themselves under any circumstances. In this case,
the Immortal doesn’t have to move, either - they
are instantly sent through the portal to the remote
destination.
•  Teleported objects maintain their momentum from
before they traversed the portal.
• Portals are created with the opening facing the
immortal, and the exit point facing away from the
immortal.
Character Creation - Powers - 19

Electrokinesis (Machine) shut down at will as a free action.


Duration: Concentration • Controlled objects must remain within the range
specified by the Electrokinesis power level to remain
Immortals with this power are supernaturally gifted
controlled.
at manipulating machines and technological devices.
They are able to bypass computer security systems, Specialties
generate new programs at will, control vehicles and • Machine Command - When taking control of
starships by thought alone, overload weaponry, or remote systems, add Machine Command level to
even hijack an army of robots. They can transfer the Electrokinesis level to determine the value of the
themselves into machines, or travel via conductive contested roll.
materials and even energy waves, after shifting into an
• AI Empathy - Each level of this specialty adds
electronic form.
2 to Presence when dealing with AIs. Having this
Things to note: specialty will generally ensure that AIs are non-
• Effective Strength determines how much mass hostile to the Immortal when initially meeting them,
(specifically, inanimate objects) can be converted to unless external circumstances are involved.
electrical form along with the Electrokinetic. • Electronic Form Mastery - Each level of this
• Electrokinetics get +1 THT per level. specialty increases maximum speed when in
Electronic Form, as well as adding to THT and WILL
• Electrokinesis levels are added as bonus levels to
when in Hacking Combat.
the Computer Systems skill.
• Movement in electronic form is determined by the
Movement Rate of the Electrokinesis power level.
• To take control of an object, the following
requirements must be met:
• The object must be within the Area of Effect of
the power, centered on the Immortal.
• A contested roll must be won by the
Electrokinetic. The roll would be:
• If the target object has security software

Power level + Will + d20


vs.
Strength(target object) + 11

installed, then Hacking combat may be necessary


to bypass the security system.
• Control will be maintained for as long as the
Immortal concentrates.
• Multiple objects can be controlled. In such
situations, the highest object strength is used for the
contested roll, with an additional difficulty modifier
of +1 for every doubling in the number of targets (+1
for 2 targets, +2 for 4 targets, +3 for 8 targets, etc).
When controlling multiple objects, the controlled
objects can act in unison for a single action on the
part of the Electrokinetic. Controlled objects can be
20 - Character Creation - Powers
• The Immortal gains +1 DR per level of shapeshift
as they strengthen their physical form, and learn
Shapeshift (Body) tricks like doubling vital organs, etc. This DR is not
Duration: Permanent effective against mental attacks, but does add to all
forms of armor and other power-based defenses for
Shapeshifting Immortals have the ability to transform
physical attacks.
their physical selves into a virtually unlimited range
of different shapes. They can re-form themselves into • A shapeshifter can encapsulate other willing
metallo-organic structures, shift into blob-like beings, vehicles or characters if desired, and if they fit within
change their facial features to make themselves look the area of effect. This allows the encapsulated
like someone else, cover themselves in chitinous body object or person to add the shapeshifter’s bonus DR.
armor, etc. However, when the combined form is attacked and
hit, both suffer the full damage, though each gets to
Things to note:
use their DR.
• The Immortal can shapeshift into forms that allow
Specialties
him to fly at normal movement rates. Shifting into a
form that can propel itself in the vacuum of space • Tough - Each level of this specialization causes the
may require the study of other life-forms (such as Shapeshifter’s immortal form to be much tougher,
Xelomite bioships) that can do this before it can be adding +1 DR per level.
replicated by the Immortal. • Grit Master - Through the judicious use of
• Shapeshifters can shift their items and equipment duplicate organs, each level of this specialization
with them into their various forms, generally adds one bonus level to the Grit subpower when
retaining the armor and DR functionality of such determining hit points.
objects. The amount of mass they can shift with • Inconceivable - This specialty adds levels to the
them is determined by the Maximum Lift capacity of Shapeshifter level when used to determine the
the Effective Strength of their Shapeshift power. maximum speed and area of effect.
• Forms that don’t require breathing and are resistant
to temperature fluctuations and decompression may
be used to survive in space indefinitely.
• Any form can be assumed, even partial changes
for different body parts, as long as the mass of the
body remains constant, and the final size fits within
the area of effect of the power. This can allow for an
incredibly dense insect, or a hollow gaseous giant
form.
• Matter unwillingly separated from the shifter
quickly revers to its original form and dissolves in a
number of rounds equal to the Effective Strength of
the power.
• Matter willingly separated from the shifter will
remain indefinitely, but will inflict damage on the
shifter proportional to the amount of mass shifted.
This matter can be shaped as a simple object (no
moving parts) made of the appropriate organic
materials, if desired.
• For forms or partial body shifts that involve
creating a melee attack mode (biting, claws, blades,
etc), the damage done is the Immortal’s strength +1
per level of shapeshifting, or the Effective Strength of
the power, whichever is greater.
Character Creation - Powers - 21
• Influence allows an Immortal to pick up surface
thoughts. To pick up simple thoughts, or what a
Influence (Mind) target is actually thinking at any given moment, no
Duration: 1 round, + 1 additional round for each extra roll is required. To get detailed information from a
success / Permanent for psychic surgeries. target, roll:

Influence + WIL + d20 vs.


Influence is the ability to manipulate the mind and
memories of others. An Immortal with Influence is Target’s WIL + Influence 11.
capable of picking up the thoughts of others, changing
• Implanting surface thoughts, or using the power of
their memories of past events, affecting their emotions
suggestion, can be accomplished with a roll of:
and judgements, mentally blasting someone’s brain
to do damage, and even control the autonomous and
Influence + WIL + d20 vs.
voluntary body functions of their targets.
They can mentally reprogram their targets with hidden Target’s WIL + Influence + 11.
“sleeper” commands, alter their personalities in subtle
•  Implanted suggestions have a duration of 1 round
or blatant ways, or shut down their ability to heal.
+ 1 round for each success.
Things to note:
• Permanent changes can be done via psychic
• Mental blasts cause actual permanent brain surgery, OR via using the power as if it were 10
damage, and attempt to lobotomize the target. levels lower.
Damage is ½ effective strength, and is resisted as
Specialties
social combat (use WIL for DR). Attack is rolled as a
missile attack. • Precise Lobotomy - This grants the ability to erase
memories, including the memories of how to use
• Opponents can be Knocked Out. To do this, roll
powers, skills, photographic memory slots, etc. The
Influence + d20 vs. Target’s WIL + 11. The duration
game effect of this is to grant back XP. Each level
of the knock out is 1 round + 1 round per success.
of this specialty allows the Influence Immortal to
• When attacking someone with Influence, the wipe the memories from another willing creature,
target will know what direction the attack is coming including another Immortal, freeing 1 skill level per
from. specialty level. The mental toll is severe, and this can
• Each level of Influence grants +1 PRS. only be done once per game session per target.
• To have an effect that lasts longer than the • Mind Flayer - Add 2 to the effective strength of
standard duration, mental surgery is required. Influence when calculating the mental blast damage.
• Mental Surgery Also, add 1 to the Knock Out roll for each level of
Mind Flayer posessed. This replaces the Juggernaut
• Mental Surgery is a difficult procedure that common specialty.
permanently changes the mental structure of the
target, if they are mortal. Immortals will recover • Coolness Field - Each level of this specialization
from involuntary mental surgery within an hour grants 2 bonus PRS to the Immortal.
or so. • Puppetry - This specialization allows a special
• It can only be performed on unconscious or Puppetry attack which grants complete control of
physically restrained targets. a target for a few moments, if successful. In effect,
this is a temporary transfer of conciousness; the
• It requires at least 1 minute to complete. This Immortal’s body goes limp while controlling another
time can be longer if multiple changes are to be via Puppetry. This power has the standard duration
performed. for Influence. The roll required is:
• To successfully complete a mental surgery, roll:
• Influence + d20 vs. The target’s Will + 11 Influence + Puppetry + d20
• This roll must be made for each change. vs. WIL + Influence + 11
22 - Character Creation - Subpowers

• When a group of people are trying to detect


Illusion (Senses) (such as a group of guards standing sentry), use
Duration: Concentration the highest WIL and Alertness in the group, and
add +1 for each doubling of the group size (so +!
This power lets Immortals control what others can see For 2 people, +2 for 4, +3 for 8, etc).
and sense. They can make completely believable, and
incredibly complex illusions, fooling not only people • No skill or attribute imitated by the Illusionist via
but machines, cameras, and sensors as well. They can an illusion can be greater than the effective strength
even use this power to make themselves and others of the Illusion power.
disappear, effectively cloaking them. Specialties
Things to note: • Houdini - Add 2 to the effective strength of the
• The illusion can occupy the full area of effect, and Illusion power, when using an illusion to imitate
can occur anywhere within the range. Illusions can a skill or attribute. This replaces the Juggernaut
cover any and all senses. There is a chance that an common specialty.
illusion may be detected (see below). • Hidden Master - Each level of this specialty adds
• Each level in Illusion grants a bonus level to the +1 to Stealth, Parry, and Evade.
stealth skill. • Mysterio - Each level of this specialty add +1 to
• Illusions can be attached to a mass object, such the difficulty to see through the illusions created.
as a rock, or a ship. In such cases, the Illusion will
move with the object. If the object is destroyed, then
so is the Illusion.
• Characters with the Illusion ability are able to
conceal their presence from others. In combat,
this gives a +1 bonus per level of Illusion (with a
minimum of +4) to their Evade and Parry abilities,
due to them being hard to spot. This makes them
atleast as difficult to spot as someone with the best
cloaking devices available on the market.
• To detect a person or item hidden with Illusion,
a successful check must be made, except in cases
where the hidden person gives away their presence
(by falling into something, or attacking someone,
etc). Note - succeeding on the check only lets the
detector know that something is there; they do not
see through the illusion, and the hidden person/
object still has the bonuses that come from being
hidden. The roll needed for a successful check is the
following:

Detector’s Alertness + WIL + d20


vs. Object’s Stealth + AGI + 11

• To see through an illusion, the detector must roll:

Alertness + WIL +d20 vs.


Illusionist’s THT + Stealth + 11
Character Creation - Subpowers - 23

Martial Warfare (Battle)


Duration: Continuous Starting Immortals may choose 3 sub-powers in
addition to their primary power. Additional sub-
For those players who are not easily impressed with
powers are gained after every 4 IPL. When creating
the glittery showboating of other powers, there is
new characters, you may sacrifice 6 THT, and lose the
an answer: Martial Warfare! This power makes an
ability to raise your character’s THT in the future, in
Immortal the ultimate military fighting machine.
exchange for 3 additional sub-powers.
Martial Warfare Immortals are nimble, quick, and
lethal. They are also strong-willed, savvy, and tough. • Aquatic Affinity - This sub-power yields +4 bonus
levels to the swimming skill, the ability to breathe
Things to note:
underwater, and innate friendliness with undersea
• Each level in Martial Warfare grants one bonus life. You receive no penalties when in a liquid
level in Acrobatica, Alertness, Melee, Missile, and environment.
Tactics.
• The Chef - You were trained at the HL Culinary
• Martial Warfare grants a one-time bonus of +3 to Institute and Martial Arts school. Get a +2 bonus to
AGI. This does not increase with level. the Melee, Acrobatica, and Cooking skills.
• Each even level in Martial Warfare (levels 2, 4, 6, • Contingency Man - The Immortal with this power
8, etc), grants a bonus point in DUR and WIL. can mysteriously summon up random non-chronium
Specialties based items as needed. They can use this power for
up to 5 items a week worth 500 sands each, or 1
• Super skilled - Each level of this specialization
item worth up to 2500 sands. Beginning characters
adds one bonus skill level to two of the following
start off with up to 10,000 sands worth of items that
skills: Acrobatica, Alertness, Melee, Missile, Tactics.
they may have created in the past. This sub-power
This specialty replaces the Skilled common specialty.
(like the Matter Creation power) can defy the laws of
• Ultimate Agility - For every level of this physics and is explained by the Immortal’s ability to
specialization, a bonus point in AGI is granted. subconsciously create needed items
• Enhanced Toughness - For every level of this • Educated - Characters start out with 8 extra skill
specialization, a bonus point is WIL and DUR is points. Also, they can raise one starting skill up to
granted. level 8, if desired.

Subpowers • Evil Eye - The Immortal can give their target


a baleful glare of such intensity and filled with
such hatred that the target will fall to the ground,
quivering in fear and stunned, rendered unable to
act. If desired, the intensity of the Evil Eye can be
so overpowering that the targets will suffer actual
damage from coming under its gaze. The Evil Eye
can be used once per day per point of WIL. Attacks
are rolled using:
Successful attacks will render the target prone and
inactive for 1 action, plus an additional action per
PRS + d20 vs. WIL + 11

success.
• Grit - (Durability) - Characters with Grit are tough
bastards. This power is incredibly useful for those
Immortals that often engage in dangerous activities
such as melee combat, absorbing plasma bolts with
their faces, and leaping off of tall cliffs without a
24 - Character Creation - Skills
safe way to arrive at the bottom unhurt. Grit grants a (within the power’s area of effect and mass limits)
character their DUR x GRIT in extra hit points (i.e. A equal to the Immortal’s THT+Life Creation level.
character with a Grit of 1 has double his DUR in hit • Immortals can re-choose which items they
points). Unlike most other sub-powers Grit can be have pre-memorized whenever they raise their
raised with XP, in the same manner as a power. power’s level.
• Grit 5 - Not Dead Yet - Characters strong • Sustained - Sustained Immortals don’t need to eat,
in Grit become ridiculously tough, refusing drink, breathe, or sleep. Ever.
to feel wounds that would drop other people.
Characters with this specialty do not pass into • Thick Skinned - These Immortals were abused by
unconsciousness when going below 0 hit points; pigmy alligators as children, and as a result, get +2
they may stand and fight until they die. Also, they to their DR. This is cumulative with DR gained from
gain the unique ability to strangle opponents Shapeshift, DUR, and armor.
with their own dangling innards. When fighting • Sharpened Senses - You are constantly aware of
after Not Dead Yet is activated, characters have a your surroundings. Get +2 bonus levels added to the
skill penalty equal to their negative hit points. Alertness skill. Your sharpened vision also grants +2
• Immunity to Poisons and Disease - You are bonus levels to the Missile skill. And since a major
immune to poisons and diseases of all sorts. aspect of stealth is knowing where your opponents
are looking, and not being there, your enhanced
• The Mojo - Characters with the Mojo tend to be perception gives you +2 bonus levels to your stealth
very well spoken, or incredibly attractive, or both. skill as well.
Characters get +4 to PRS when dealing with people
who would be attracted to people of their gender. • Telepath - You are sensitive to the minds of others.
Once per day per WIL point, you get to make an
• Ninja - A master of stealth, acrobatics, and scaling opposed WIL check of
sheer surfaces. Ninjas get a +2 bonus levels to their
Stealth, Acrobatica, and Climbing skills. to successfully pick up surface thoughts. For every
extra success rolled, additional information may be
• Innate Pilot - These characters are masters of gained, including information that the target may be
piloting all forms of vehicular transports. Innate
pilots get +4 bonus skill levels to all pilot-related d20 + WIL vs. Target’s WIL + 11
skills. As a result, Innate Pilots are NEVER unskilled concealing. Telepath also confers +2 bonus levels to
at a piloting roll, even if they haven’t bought the skill the Bargaining skill.
in question.
• Tinkerer - Immortals with this subpower are
• Photographic Memory - You don’t ever forget masters of building , creating, and engineering.
anything. You remember every detail about every Tinkerers get +2 bonus levels to their Computer
little experience you have ever had; everything you Systems, Engineering, and Bio-Engineer skills.
have ever read or seen remains clearly in your mind. This means that the Tinkerer is never unskilled at
This power is invaluable for those Immortals with constructing items, even if they don’t have the skills
powers such as Matter Creation or Life Creation; it needed.
allows them to hold the structures of their creations
clearly in their mind, allowing for rapid, instant • Warlord - You are a master of combat and strategy.
recreation of certain pre-memorized objects. Warlords get +2 bonus levels to the Melee, Missile,
and Tactics skills. This means that a Warlord is never
• Immortals with the Matter Creation power and unskilled at combat, even if he doesn’t have the
Photographic Memory can learn how to instantly appropriate skills.
create a number of different types of items
(within the power’s area of effect and mass limits)
equal to the Immortal’s THT+Matter Creation
level. Skills
• Immortals with the Life Creation power and
Photographic Memory can learn how to instantly
create a number of different types of items
Character Creation - Skills - 25
killing yourself and your passengers, etc.
In addition to attributes, characters have skills to help • Stunt Driver - The ability to do insane moves
round out their abilities. Starting characters get THT in a land-based vehicle like leaping across an
x 2 in skill points for character creation. Each skill opening drawbridge, drive a vehicle with almost
point can be used to buy 1 level in a skill. Starting no functional parts, etc. Add +4 to skill checks
characters can buy a skill up to a maximum of level 6. made in such situations.
Skills are listed in Bold in the list below. Following • Defensive maneuvering - The pilot’s skill in
each skill is the attribute it is most commonly rolled evading hostile drivers gives +4 to the Vehicle’s
in conjunction with (in parenthesis), along with any evade. This can go above and beyond the
masteries that skill may have, in italics. maximum evade of the vehicle.
Having a skill at Level 1 means that you are a • Acrobatica - (AGI) - Acrobatica is the skill you
novice in that skill. In the case of a trade skill, such use to jump, flip about, do crazy acrobatic moves
as woodworking, this means you can hold down a such as running across tightropes, etc. It is also
very basic job performing that trade, working under the primary skill used in avoiding getting hit by
another skilled craftsman. Levels 4-6 are what are incoming attacks.
possessed by most professionals of that skill. Having • Anime Leap - This mastery lets you jump to
a skill at levels 7-9 indicate you are a true expert in crazy heights or distances, allowing you to leap
that field, and at level 10+, you are a renowned and over charging tanks, jump high up, flip around,
recognized master. and come down sword first for a death from
Skill masteries - Once a skill reaches level 10, your above attack, etc. For standing jumps, add 10 +
character gains a mastery in that skill. Additional Acrobatica level to the jump distance. Horizontal
masteries are gained every 4 levels after level 10, if distances are increased by 3 x ( 10 + Acrobatica).
one is available for that skill. Masteries help show that Having a running start will let you double these
you are truly a legendary master at that skill. A master increases.
of Computer Systems, for example, can create Sentient • Arboreal Movement - Much like Tarzan or a
AI’s; master gunmen can shoot incoming attacks out of Ninja, you can travel through the trees with this
the air, etc. mastery. Your maximum speed while performing
All characters have 1 free level in the skills Literacy Arboreal Movement is 6 x your base movement
and Pilot Land. rate.
• Auto-Dodge - You are so nimble that once per
Skills List round, you may attempt to dodge an attack that
would normally have hit you as a free action.
• Literacy [1 FREE SKILL LEVEL] - (THT) - Every This includes attacks that critically strike you, as
character gets this at Level 1 at no cost. This skill well as Area of Effect attacks, provided you have
gives the ability to speak, read, and write the enough movement speed to escape the area of
character’s native language. effect. The success of your dodge is determined
• Linguist - By making a Very Difficult skill by a roll of AGI + Acrobatica + d20, vs the initial
check, you can speak, understand, and read hit value of the attack (or 30, in the case of an
fragments of any language you happen to Area of Effect attack).
encounter. • Roll with Impact - Your insane agility allows
• Pilot Land [1 FREE SKILL LEVEL] - (AGI) - Every you to minimize the effect of any attack as long
character gets this at Level 1 at no cost. This skill as you are conscious, including surprise attacks.
gives the ability to pilot land vehicles (car, hovercar, Effectively, this mastery grants you additional
hover tank, etc) in addition to high tech surface DR equivalent to your Acrobatica divided by 3,
seafaring vehicles. rounded down.
• Professional Driver - The ability to move at 2-3 • Alertness - (WIL) - This skill determines how
times the speed of the rest of the traffic, take part aware you are of your surroundings, and how much
in high speed chases, spin out and crash without attention you pay to the things that are going on
26 - Character Creation - Skills
around you. It is the primary skill used in making matrices and calculating eigenvectors that
perception checks. somehow, they are rendered invincible, at least
• Panoramic Vision - Your extraordinary spatial for a time.
awareness allows you to have 360 vision. • Bargaining - (PRS) - This is the skill of negotiating
• Danger Sense - In case you are about to fall in any situation, whether it is haggling to reduce the
into an ambush, or be the victim of a surprise price of an item, negotiating a good business deal, or
attack or trap, the council representative gives convincing others to go along with your plan. When
you one action (not a full round of actions) to attempting to haggle over the price of something,
react. This action occurs before the surprise each side may roll a bargaining check. Each success
happens, and you get to perform it knowing what grants a 10% shift in price in the winner’s favor, up
the intended surprise will be. As a result, when to 50% of the base price being negotiated.
you have the Danger Sense mastery, you are • Hagglorious - You never have to pay more
never surprised; in combat situations, you will than the base price, no matter how badly you
always get your full evade/parry in such cases. negotiate. Likewise, you will always get at least
• Artistic Ability - (PRS) - Characters with this the base price when attempting to sell, as long as
skill can create any type of art. They can also use there is an interested buyer available. In addition,
their skills and training to judge the value of art, or once per session you can talk one non-player
objects of beauty. character out of some incredible gear for free,
and they’ll be thankful for the chance to have
• Masterpiece - You are able to produce helped you out.
masterpieces of art, earning amazing wealth and
fame as well as the envy and respect of your • Bio-Engineer - (THT) - This skill allows the
peers. Each month the master can earn 1 billion character to understand the building blocks of
* (Artistic ability - 9) in sands. life, and enables the character to do research in
genetic engineering. It grants basic first aid abilities,
• Astro-Navigation - (THT) - Space travel is allowing you to heal one point of damage to a
incredibly treacherous for those that don’t know target, within 10 minutes of their being wounded.
where they are going; this skill allows a character to It also trains you to perform surgery, prescribe
calculate a safe path to navigate to their destination. medications, get employment at a hospital, use
Also, this skill represents knowledge in higher level advanced medical equipment, etc. As a note, high
mathematics. levels of genetic engineering is illegal in most of the
• Absolute Direction Sense - Your character has galaxy; Bio-engineers with a skill level of 6 or higher
an innate feel for where he is in in the universe, are outlawed by the edict of the Council. In all of
and can chart his way to the nearest inhabited (if Linked Space, and the majority of Free Space (who
desired) or life-sustaining world without any special generally fear the Council), such characters will be
instrumentation. hunted down and destroyed if discovered.
• Linear Algebra - Your mastery of this strange • Genesis Device - You understand the
and bizarre “magic” math lets you play with technology of terraforming a planet rapidly
probabilities for a limited time. If the check and violently, and can create a world-changing
succeeds (a standard skill roll at crack-trip Genesis Device. All existing life on a single
difficulty), you can not be knocked unconscious planet where such a device is deployed suffers
(reduced to 0 hit points) for your Astro- 20 damage per round for 5 rounds, as the initial
Navigation level in rounds. This check may only biological forces manifest by recycling existing
successfully be made once per day, although matter. Using normal laboratory facilities, it takes
you can keep trying until you do succeed. Also, one year to construct such a device, at a skill
if you are about to be knocked unconscious or difficulty of 30.
killed, you can attempt to make the roll as a free • Ancient Immortal Secret - You have re-
action, just as you are taking the damage. Many discovered the very knowledge that the
have wondered why this mastery is called Linear council once developed. Through incredible
Algebra, but the masters are not telling; all that breakthroughs you can now turn normal beings
is known is that they are so good at rotating
Character Creation - Skills - 27
into Immortals. While this particular mastery isn’t can create the king of all computer viruses. This
very useful to a COTA directly, normal humans self-replicating, rapidly mutating, devastatingly
would sacrifice much for such knowledge, offensive virus acts as an extension of the master
or to be the recipient of such a gift. It takes himself, so finely tuned is his creation. Use the
approximately 1 incredibly painful year for the character’s THT and WIL as the basis for the
process to be completed on an individual, and computer combat stats for attack upon every
close to 10 million sands worth of supplies and computer in a network of the master’s choosing,
equipment. The immortal created will have no matter how vast.
a randomly determined starting power and • Cooking - (THT) - you know how to prepare
attributes (use the character generation rules, if amazing meals of incredible taste and visual appeal.
applicable).
• Food Coma - You can completely satiate
• Medico - The specialist gains the ability to graft anyone who eats one of your meals. They no
foreign body parts onto any biological entity. The longer wish to do anything other than sit there
parts must be grafted into an appropriate area and digest. You can calm down entire hordes of
(a dark vision eye from a cave crawler can go people this way. In-game effect: Anyone eating a
into a human eye socket, for example, or a claw food coma meal is limited to 1 action per round
can replace a hand). You can even do full body for the next 2 hours.
replacements (putting a human’s head onto a
monkey body, a monkey head onto a giraffe body, • Engineering - (THT) - This skill covers the various
etc). fields of engineering (power systems, mechanical
engineering, electrical engineering, chemical
• Climbing - (AGI/STR) - Allows a character to engineering, etc). Players can construct a variety
climb scalable surfaces, or any surface using of technological items, ranging from chemicals,
appropriate climbing gear. drugs, explosives, electrical systems, engines, armor,
• Spiderclimb - Allows a character to climb weapons, space ships, etc. The time required for
any surface (including being upside down on construction depends on the materials, workers, and
a ceiling) without equipment, and even while facilities available.
appearing to be casually walking along. • Master Crafter - The engineer can create
• Computer Systems - (THT) - The ability to use any masterly crafted items. Any such item gives a +2
computer system, write useful programs, and hack bonus to Hit, or to one other skill or value for
into computer systems. Hacking is described in the which the item might be appropriate.
computer combat section. Creating programs works • Pinnacle of Structural Design - Any
as follows: computer programs are created with items crafted by a master with this specialty
skills. So, to create a program, first figure out what automatically have a DR 4 higher than it
skill is being emulated. Programs require 1 day per normally would. Also, they have 50% more hit
skill point to be emulated; the programmer of such points (rounded down) than normal.
a program must possess the skill to be emulated at
a level 1 higher than the desired value. So, in order • Souped Up - Any items crafted by a master
to write a level 5 Astro-navigation program, the with this specialty which have their own agility
programmer must possess Astro-navigation at level (i.e. Vehicles, space ships, robotic armor, etc)
6. The difficulty to create a program is 14+skill level have a base agility 4 higher than they normally
desired. would.

• Create and manipulate AI - Masters with this • Enhanced Shields - Any items crafted by a
ability can create a sentient AI with a THT, WIL, master with this specialty may be created with
and max skill up to their Computer Systems level built in force fields that grant 4 points of shield
- 1. The time required to create an AI is 1 week DR.
per THT + WIL of the AI. See the AI section in the • Gambling - (PRS) - With this skill, you are
Galactic Populous chapter of the Core Rule Book proficient with all sorts of betting games. This
for more details. extends to knowing the rules of the game, as well
• Armageddon Virus - Masters with this ability as the appropriate behaviors (such as maintaining a
28 - Character Creation - Skills
good poker face). (using AGI+Melee+11 for the parry value). Parry can
• Bluff - You are such a good talker that in the only be used against melee attacks that have a base
face of certain doom, you can convince your damage of +5 or less as compared to the defender’s
opponents that you have a superior position. base damage. Note that this allows incredibly
With a successful role of: strong creatures to parry something as powerful as
an energy sword with their bare hands, due to their
you get one extra free action (Bluff itself counts incredible strength being able to turn aside even
as a free action) as your opponent pauses, unsure such a vicious blow.
PRS+Gambling+d20 • Lethal Targeting - Anything is lethal in your
vs. WIL+Gambling+11 hands, and most weapons are even more
effective than normal. Add +3 base damage to
of what to do in the face of your certainty. Bluff any melee weapon damage, including unarmed
can only be used once per round. If there is damage.
no opponent available to bluff, the gambling • Hurled Weapon - Masters of this ability can
master may attempt to bluff the universe itself, throw melee weapons up to 10+STR yards away
with a crack-trip difficulty roll. Example: As Ace from them as an attack.
plummeted off the mountain, he made a final • Quick Draw - Add your melee skill to your
attempt to curse the very planet itself, denying initiative. This initiative bonus is applicable to all
gravity in the process, which allowed him situations, and is cumulative with other initiative
another chance to grasp a nearby tree root as he bonuses.
hurtled past.
• Weapon Barrier - Lets you attempt to stop an
• Herb Lore - (THT) - Your knowledge of strange attack after it penetrates your Evade or Parry.
plants and serums lets you perform first aid similar To use the Weapon Barrier, make a To Hit roll.
to the Bio-engineer skill. It also grants you +2 bonus If your roll is equal to or greater than the roll
levels to your cooking skill (this is +2 total bonus, that hit you, you successfully knock the attack
not +2 per level of Herb Lore). aside with your weapon barrier. Weapon Barrier
• Medicine Man - You can create poisons that can be used as a free action once per round;
do 1 point of damage per round (bypassing all additional uses require an action per use.
DR) for Herb Lore level in rounds. Each round, Weapon Barrier can only be used against attacks
a DUR check can be made by the victim with a that have a base damage of +5 or less compared
difficulty of Herb Lore + 11 to resist the damage. to the weapon used in the barrier.
“Now shut up and take your medicine! Yes, it’s • Reflexive Deflection - Add +2 to your parry
good for you! No, it does NOT burn!” and evade against all attacks (both melee and
• Lore - (THT) - Characters with this skill have a missile).
comprehensive base in a basic area of knowledge. • Counter-Attack - This mastery allows you to
This can cover subjects like like History, Galactic attempt to strike back at an opponent if their
Lore, Technology, Alien Cultures, etc. To recall melee attack misses you. This ability can be used
information, make a standard Lore skill check, once per round per attacker that uses a melee
with a difficulty depending on how obscure the attack on you. To Hit rolls made using Counter
knowledge is. Attack are made with a -2 penalty. This counts as
• Sage - You KNOW. About everything. You can a free action.
make a lore skill check about any topic to have • Ambidexterity - This mastery allows a
heard something about it, regardless of whether character to fight using a weapon in each hand.
or not you have a specialty in it. The second weapon can be a melee or missile
• Melee - (AGI) - This skill represents practice and weapon. Having the extra weapon grants an
training in unarmed combat as well as combat extra attack (not an extra action) per round.
using weapons without a range (which includes This extra attack is at a +2 penalty To Hit, and
anything that stabs, pokes, slashes, and smashes). is executed simultaneously with one of the
Melee also grants the ability to parry melee attacks character’s normal attacks. This allows it to be
Character Creation - Skills - 29
used in situations where characters normally opponents even when their vision is impaired
only get one action (such as an ambush or a or blocked, with no penalty. They do need to
surprise round attack). be aware of the targets (have seen them once,
• Missile - (AGI) - This skill grants proficiency with detected them with danger sense, etc).
all ranged weaponry, with the exception of ship • Disarm - If your target is holding a weapon,
based weapons and artillery. you can make a To Hit roll with a -4 penalty,
• Lethal Targeting - Anything is lethal in your and either disarm them or damage their weapon
hands, and most weapons are even more (your choice) on a successful roll.
effective. Add +3 base damage to any missile • Death Blossom - You can fire a missile attack
weapons you use. at every opponent within the range of your
• Quick Shot - Add your missile skill to your weapon, and to whom you have line of sight to.
initiative. This initiative bonus is applicable to all This is limited by the amount of ammunition in
situations, and is cumulative with other initiative your weapon, of course. Also, this takes a full
bonuses. round, not just a single action.
• Gun Kata - Your combat skills in missile • Music - (PRS/AGI) - Characters with this skill can
weapons have progressed to the level that you read music, play an instrument, and create new
ideally place yourself in order to avoid incoming music. They need to pick a specific instrument to be
attacks of all varieties. Add +2 to parry and evade proficient at when buying this skill.
against both missile and melee attacks. • Calm/Engross - The ability to so involve
• Point Defense - You can attempt to counter an audience into listening to your music that
any missile attack (even after it would normally they no longer pay attention to what is going
penetrate your evade, parry, or other defenses) on around them while you are playing. This
by shooting it down before it can strike you. can even be done if the target audience is not
This may be done once per round for free; listening to you when you start playing. The in-
additional point defense actions require the use game effect is that anyone within hearing range
of one action each. You do not have to beat the looses 1 action/round while you concentrate
opponent’s initiative, as you are reacting to their on playing (requires the sacrifice of one action/
attack. After their attack roll is made, make a round).
To-Hit roll. If your roll is equal to or better than • Master Musician - Masters with this ability can
your opponent’s roll, you successfully shoot automatically play any instrument they pick up.
their attack down. Ammunition is used up in a • Pilfer - (AGI) - This skill represents training
Point Defense. Ammunition must be thrown or in sleight of hand, looting, picking pockets, etc.
shot; you can’t use point defense with a melee In order to successfully pull off a pilfer, make a
weapon in your hand. Lastly, Point Defense can standard skill check vs. the opponent’s Awareness.
only be used against attacks that have a base
damage of at most +5 compared to that of the • Stage Magician - Master stage magicians can
weapon being used for Point Defense. perform completely impossible acts of sleight of
hand, such as removing other people’s clothing
• Ambidexterity - This mastery allows a unnoticed at a distance of 10 feet, or other
character to fight using a weapon in each hand. equally unlikely tasks.
The second weapon can be a melee or missile
weapon. Having the extra weapon grants an • Pilot Starship - (AGI) - The ability to pilot any
extra attack (not an extra action) per round. starship or fighter out there, given a few minutes
This extra attack is at a +2 penalty To Hit, and of time to familiarize yourself with potentially
is executed simultaneously with one of the unfamiliar control systems. This may take slightly
character’s normal attacks. This allows it to be longer for alien ships. The Pilot Starship skill also
used in situations where characters normally covers piloting of aircraft limited to atmospheres.
only get one action (such as an ambush or a • Defensive Maneuvering - The pilot’s skill in
surprise round attack). evading attacks gives the starship a +4 to Evade.
• Blind Shot - Masters of this specialty can target This can go above the maximum Evade of the
30 - Character Creation - Skills
vehicle. and generally avoid detection when you wish to do
• Research - (THT) - Useful for inventing new so.
technologies or for replicating existing knowledge • Ambush - This mastery gives +1 to base
that you do not possess. Things researchers can damage per level of stealth when attacking a
do include designing new technology, upgrading target that is surprised.
existing technology (increasing the AGI of a starship, • Backstab - This mastery gives +1 to base
for example, or adding a +2 skill bonus to an damage per level of stealth when attacking
item), etc. The difficulty in researching an item is a target that is being attacked this round by
equivalent to the difficulty in creating the item +2. someone that is on the opposite side of them
The required to do the research is equivalent to than the backstabber.
twice as long as what it would take to create an
equivalent item once knowledge on how to create • Storytelling - (PRS) - The ability to tell good
it is available. For each success over the minimum stories, and to entertain an audience, possibly for
required, the research time is reduced by 1 week, to money.
a minimum of 1 week. • Enthrall - Gain the ability to so engross an
• Sponsored - The character has become a audience in your story that you can start to
master at finding money from various grants, implant subtle suggestions in their minds. Use a
and has gained an incredible amount of storytelling roll of:
flexible spending as a result. The character has to determine if you succeed in planting your
at their disposal a monthly research budget of suggestion. Suggestions must be worded as a
(Research-9) billion sands. single sentence of 10 words or less, and can’t be
• Genius - The character halves all research d20 + Storytelling + Influence
times.
• Running - (DUR) - This skill covers the training vs. WIL + Storytelling + 11
involved with jogging for more than a few minutes. used to do something that would directly harm
Characters with Running double the amount of time the listener or someone they truly care about.
they can move at jogging or sprinting speeds for
each level of running. • Swimming - (AGI/STR) - Characters with this skill
know how to swim, and can do so at AGI/2 yards
• Speed of the Fury - Double all land movement per second, for DUR*10 mintutes.
rates (walking, jogging, sprinting).
• Aquatikhan - The character has the ability to
• Security Systems - (THT/AGI) - The ability to find, summon to him several local species of fish to
neutralize, and bypass security systems. Security him when he is underwater, although he can
systems can range from simple mechanical traps not speak to them or command them. Also, the
such as trip wires and sensor plates to complex character can swim at his normal movement
electronic systems such as laser beam triggers, rates.
motion sensors, and analytic cameras, but does not
cover things like security software, such as firewalls • Trade skills - (Varied) - This ability covers skills
and black ice AIs. To detect a security system, make such as those used by Merchants, Dancers, Bankers,
a perception check. Disabling a system is a standard Electricians, Carpenters, Glassblowers, etc. When
skill roll using either THT or AGI (depending on the choosing this skill, the player must choose one craft
type of system) vs. a target number determined by that their character will now.
the complexity of the system. • Master - The character has become a master of
• Eagle Eye - Security systems are automatically their trade, and can now make items renowned
detected - no roll necessary. for their quality and workmanship. In game
terms, these items can convey a +2 bonus to an
• CatBurgler - You have the ability to bypass any appropriate skill, value, or roll.
security lock, passing through while leaving no
trace. • Tactics - (THT) - Characters with this skill are able
to cohesively direct groups of attackers, increasing
• Stealth - (AGI) - The ability to hide, sneak around, their ability and effect. If a character with Tactics is
Character Creation - Skills - 31
directing an attack or defense, all combatants on
the side of the tactician gain a +3 to all Hit rolls as
Calculated Values
well as to their Initiative. If two tacticians are battling
against each other, a contested skill roll is made,
with the winner’s side getting the bonus.
• Aura of Command - The strategic master now
adds +6 to the Hit and Initiative rolls of all allied
combatants, and is always successful at this -
two opposing masters, both of whom have Aura
of Command, will grant both sides a +6 bonus.
They can not fail to inspire their troops and
create a masterful strategy that should lead them
to victory. Such masters may even engage in a
land war in Asia and win.
• Legendary General - The leadership of this
tactics master is legendary! Enemies quake
in fear of the mention of their name. Troops
from opposing forces will abandon their posts
when they learn who they are up against. Any
organized force that is known to have this
tactics master as their general gains additional
volunteers who flock to their cause. A percentage
of troops equal to the General’s tactics skill will
leave the enemy and join up with the Legendary
General.
• Weapons Systems - (AGI) - Characters with this
skill are trained to be able to use starship-based
weapons and artillery.
• Quick Shot - This mastery grants a +1 to
Initiative for each weapon systems level. This
initiative bonus is applicable to all situations, and
is cumulative with other initiative bonuses.
• Point Defense - You can attempt to counter
any missile attack (even after it would normally
penetrate your ship’s evade, shields, or other
defenses) by shooting it down before it can strike
you. This may be done once per round for free;
additional point defense actions require the use
of one action each. You do not have to beat the
opponent’s initiative, as you are reacting to their
attack. After their attack roll is made, make a
To-Hit roll. If your roll is equal to or better than
your opponent’s roll, you successfully shoot their
attack down. Ammunition is used up in a Point
Defense. Point Defense can only be used against
attacks that have a base damage of at most +5
compared to that of the weapon being used for
Point Defense.
32 - Character Creation - Advancing Your Character
The last step in creating your character is to calculate DR
some basic values that you will be using often while
DR is your Damage Resistance, and it represents how
playing the game.
much damage your body can ignore before getting
Hit Bonus injured, in cases where you fail at Evading or Parrying
your opponent’s attack. Characters have two types
Your hit bonus is what you will add to a d20 roll in of natural DR in COTA - Physical and Mental. In
order to attack in combat situations. There are several addition, certain powers, sub-powers, and equipment
different Hit bonuses that may be applicable to your give DR as well. As a general rule, abilities that
character, depending on what you use to attack, and modifies the COTA’s body to increase DR (usually
whether the attack is in the physical realm, or in the designated as Skin DR) will stack on top of natural DR.
computer realm. Use the list below to calculate the DR from equipment such as armor, or from abilities
various Hit bonuses which may be applicable to you: such as forcefields do not stack on top of natural DR.
• Melee: AGI + Melee • Physical DR: DUR / 3 (rounded down)
(Hand to hand combat, melee weapons, Shape- (Used in the case of almost all attacks in the
Shift/Warp Control based attacks) physical realm).
• Missile: AGI + Missile • Hacking DR: WIL / 3 (rounded down)
(Ranged weapons, Influence/Energy Control/ (Used for computer-based attacks).
Gravity Control based attacks)
• Social DR: WIL / 3 (rounded down)
• Computer: THT + Computer Systems
(Used for social and mental attacks).
(Computer-space, AI, Electrokinesis based
attacks) Hit Points
• Social: PRS + Bargaining Lastly, damage that makes it through your DR will
(Convincing others against their will) start to deduct from your Hit Points. This represents
actual injury to your body (or mind). Hit points are
If you do not possess a given skill, then your HIT
calculated as follows:
bonus using that skill will be the appropriate attribute
- 2 (for the standard unskilled penalty). • Physical Hit Points: DUR + (DUR * Grit)
• Social / Mental Hit Points: WIL
Evade
• Data Space Hit Points: WIL + (WIL * Computer
Evade is what you use to not get hit by someone Science)
determined to make good use of their Hit bonus.
Evade is a static value, and represents the difficulty Number of Actions
number that your opponent must roll against to
This value determines how often you can act in a
successfully hit you. Your evade can be calculated as
round, or how many different things you can do.
follows:
The number of actions that a character can take is
• Physical Evade: AGI + Acrobatica + 11 determined by:
• Computer Evade: THT + Computer Systems + 11 • Number of actions: AGI / 4 (rounding down).
• Social Evade: PRS + Bargaining + 11

Parry
Those who are skilled in melee weapons have another
option to avoid getting hit - they can parry using
their weapon (even if their weapons are their fists, or
fist-like equivalents). Parry can only be used against
other melee-based attacks. To calculate parry, use the
following:
• Parry: AGI + Melee + 11
Character Creation - Advancing Your Character - 33

Advancing Your maximum of one-half (rounded down) of your power


level. Buying a new specialty costs 2 XP, and may be
purchased once a power reaches level 2.
Character New powers and sub-powers can only be acquired by
an appropriate increase in IPL. When such an increase
grants you a new power or sub-power, the first level is
Gaining XP automatically gained for free.
On average, a game session of COTA will earn a
character 15-20 XP, depending on how much was
accomplished. Non-player characters, such as
hirelings and henchmen will earn 5XP per game
session.

Gaining IPL
IPL is usually awarded at the end of a story arc. There
is no set schedule for awarding IPL’s; rather, it is up to
the Council Representative as to when to hand them
out.

Spending Experience
Points

Attributes and Skills


To raise an attribute or skill to the next level, it costs
the value of the next base level (not effective level!) in
XP. So, to raise DUR from a 3 to a 4 costs 4 XP.
Every level must be purchased; you can not raise
something from level 2 directly to level 4, for
example. Attributes can be raised to 10 in this manner
for a normal human, and up to the IPL for a COTA.
Skills have no maximum level limits.
Buying a new skill (one in which you don’t possess
any levels) costs 1 XP.

Powers and Sub-powers


Raising a sub-power (for those that can be raised, such
as Grit) or an Immortal power is more expensive - it
costs twice the next level in XP to increase. So, to
raise something like Continuum Control from level 4
to level 5 costs 10 XP.
Purchasing specialty ranks in a power is just like
purchasing power levels - each level costs twice the
next level in XP. Specialties can only be raised up to a
34 - The Rules

The Rules
Making Rolls and that that is the only attribute that can be associated
with using the skill; merely the most common one. As
an example, with the trade skill Smithing, it would be
Checks a STR + Smithing + d20 roll to make an item that you
have already learned how to make, but to determine
how to create a new item, it would be an INT +
Smithing + d20 roll.
Making Basic Checks Difficulty Numbers
A basic check is performed by rolling: Skill /Action
Where ATT is the appropriate attribute, and the target Check Difficulty Situation
number is determined by the difficulty table, or by the Something attainable by
taking the target’s appropriate attribute + 11, in the Easy 8
an unskilled person
ATT+d20 vs. Target number Something that a hobbyist
Sub-Par 14
would attempt.
case of an actual opponent. Something a skilled
Average 18 professional would
attempt.
Power Checks Tough 22
Something that would be
If a power is involved in the contested situation then a challenge for an expert.
use the power value instead of the attribute. Something only ever
Very Difficult 26 attempted by a true
Power + d20 vs. master.
ATT + SKILL(if appropriate) + 11 Something so amazing
Damn-Near
30 one human in a
Impossible
In certain cases, the COTA using the power can add in generation could do it.
an appropriate skill as well. Something not generally
Crack-Trip 34+ possible by the rules of
reality.
Skill Checks You need to be a master (level 10+) in a skill before
When a skill you possess is applicable to a situation you can even attempt something that is of crack-trip
calling for a role, you can make a skill check instead difficulty.
of a basic check. This allows you to add your skill
level to appropriate attribute, making the roll
Situational Penalties
ATT + SKILL + d20 • Being underwater: -4 to hit and base damage
vs. Target number • Unskilled: -2 Penalty
• Blind: -4 penalty
Where the target number is determined by the
Difficulty table, or in the case of an opponent, by the • Cloaked target: varies based on cloaking
opponent’s ATT + SKILL + 11. technology used, up to -4 penalty.
As a note, while most skills have an appropriate
attribute listed in their description, this does not mean
The Rules - 35
Social Interaction Situational Penalties Example of a roll: Bob Rica wants to leap off of a
• Target angered: -4 moving bus traveling at 50 mph and grab onto the
roof of a car going the opposite direction, during a
• Target happy: +4 torrential hail storm. Once he lands on the car, he
wants to open the passenger door, and sit down inside
before his hair gets too wet. For his roll, Bob takes his
Making the Actual AGI (a 5) and his Acrobatica (a 2) to get his bonus of
7. His roll will be:
Roll 5 (att:agi) + 2 (skill:acrobatica) + d20

The attribute involved in a given roll is not always The Council Representative decides that this is Damn
fixed; different situations call for different attributes. Near Impossible (and rightly so - how is he going to
The Council Representative will decide what is keep his hair dry in such a storm?). This gives Bob a
appropriate in a given situation. target number of 30. This means that Bob must roll
Once the appropriate attribute (or power) and skill a 20 in order to succeed, since that will grant him
have been determined, the Council Representative an automatic success. It is conceivable that with the
will assign a difficulty, either based on the difficulty add-on roll from the 20, Bob could actually make
table, or the skills and attributes of the opponent. At the target number of 30, since he would only need
this point, the person making the attempt rolls a d20 to roll higher than a 3 on the add-on die, but that is
- this represents the randomness in any attempt you not necessary to succeed. A good roll on the add-on
may make. A roll of a 1 is an automatic failure unless would add to his successes, though, allowing him to
the character is a master of the skill (level 10+). A roll succeed more spectacularly.
of 20 is an automatic success except in the case of a Bob thinks it over quickly, and decides that the odds
crack trip difficulty. Also, a 20 lets you to re-roll and of rolling the 20 are too high for him. So instead
add on to the original roll, allowing you to achieve he decides to just leap on top of the car, which the
exceptionally high target numbers. Often, this is the Council Representative decides is something of
only way to succeed at a crack-trip difficulty roll. average difficulty, or a target number of 18. This only
The last thing to note is that an extra success is requires Bob to roll an 11, which he decides is far
given for every 2 over the target number. In combat more reasonable, and makes the attempt.
situations, this turns into extra damage. In other skill
checks, this has varying effects, usually making your
success more spectacular, or your task happening Some common rolls
more quickly, or resulting in a much better final • Perception checks: WIL + Alertness + d20
product. • Shooting a target: AGI + Missile + d20
For social interactions, roll a • Picking someone’s pocket: AGI + Pilfer + d20
PRS + SKILL + d20 • Opening a lock: AGI + Security Systems + d20
• Navigating a spaceship: THT + Astrogation + d20
vs. Target’s WIL + SKILL + 11

Where SKL represents the appropriate social skill.


Additional situational modifiers [neutral 0, target
angered +4 difficulty, target happy -4 difficulty, +skill
bonus if applicable]) may apply; these are up to the
Council Representative. There are times when this
form of interaction is inapplicable (when arguing with
your mother, or in most action sequences for instance,
although intimidation or a demand to surrender may
be possible when used in unison with an impressive
act).
36 - Rules - Combat
distance equal to their movement rate in that one
action. Attacks can be Physical, Social, or Hacking

Combat attacks, all of which are resolved in the same basic


way - you roll your Hit as a skill check (d20 + AGI
+ Missile if you’re shooting a gun, for example) vs
the target’s Evade. Calculating Evade is covered in
the Character Creation section, under “Calculated
Rounds, Initiative and Values”.

Actions Attacks and Damage


Attacking
An attack succeeds if the attacker’s HIT roll is equal to
Rounds or greater than the opposing character’s TARGET value
Combat is fast and vicious in the Victus Game system. (which can be determined by using their EVADE or
Rounds are 1 second long, which means that most PARRY value, depending on what they choose to do).
battles are over in 3 to 5 seconds; it doesnt take that The HIT roll is determined by:
long to have a sword thrust through you, or to shoot
your opponent in the face and blow out their brains. (See the Calculated Values section for the
appropriate Hit Bonus for different kinds of attacks).
Initiative HIT Bonus + d20 vs. Target’s Evade or Parry
A character’s Initiative determines when in the round
they get to go. To determine a character’s Initiative, For every 2 (rounded down) that you exceed the target
roll the following: number by, you gain an extra success, which helps
increase the damage done.
THT + d20 Attack Roll modifiers
• Underwater: -4 to attack, -4 to damage (unless
Note: Certain skill masteries, such as Quick Shot weapon is modified for underwater).
may add to the initiative roll.
• Foreign Environment: -4 to attack.
THT is used to determine initiative even for actions
• Unable to see target: up to -4 to attack.
requiring other attributes, as Initiative represents how
quickly a character decides what course of action to
take in any given situation.
A character takes all of his actions on his initiative. In Damage
the event that two individuals have the same initiative, Damage from a successful attack is calculated as
have them roll a d20 to settle the order that the two of follows:
them act in, with the higher roll getting to go first.
So, if your weapon has a base damage of 6, and you
If they wish, instead of acting on their initiative, they exceed your target number by 8, you do 10 damage (6
may hold one action as an interrupt triggered by + 4 from successes). The maximum damage you can
another event, “I blaze away with my harpoon gun at
the first target through the door”. Or they may delay Base Damage + Extra Successes
all their actions until after an event happens, “I delay
my initiative until the first guy comes into the room”. do is twice the base damage of the weapon, no matter
Initiative is re-rolled at the beginning of every round. how many successes you get.
Once you determine how much damage you do,
Actions subtract your opponent’s DR from that value. So, if
An action is either a movement or attack (so if you you did 10 damage, and your opponent has 2 DR,
want to move and attack it requires 2 actions). A then you do 8 Hit Points (10 - 2) of actual damage to
movement action allows a character to move a your target.
Rules - Combat - 37
You can have DR from armor, skin, and fields, but to lock your opponent in your grapple. So, the rolls
only one of each type. you need to make are:
Automatic Successes (when the attacker rolls a 20) In the second roll, the STR represents effective
always do at least 1 point of damage to the opponent, strength; you can use your actual strength, or in
no matter how good they are at evading, or how much cases where powers are applicable, you can use
DR they have.
1) - AGI + Melee + d20 vs. Evade or Parry
Effects of Damage
2) - STR + d20 vs. STR + 11
When a character is reduced to 0 Hit Points or lower,
they are knocked unconscious. When they have taken
enough damage to reduce them past their -DUR the effective strength of the power. Situations where
(negative Durability) value (i.e. down to -5 if they have powers can be used are as follows:
4 DUR), they are killed. Certain powers and abilities
Power Use
may modify these values.
Energy Control Defensive - Can fly away
When a vehicle, device, or mechanical construct
(such as a robot or android) is damaged to 0 hit points, Offensive - Can use tendrils to
Warp Control
they rendered inoperable, and lose all functionality. grapple
When such items are reduced past their -HP (i.e. Offensive - Can use gravitic lock
to -25 if they have 24 hit points), they are utterly Gravity Control downs
annihilated; they can no longer be repaired, but must
Defensive - Can Fly Away
be rebuilt from scratch.
Offensive / Defensive - Can use
Shapeshift
shape-shifted limbs / fly away

Special Situations Vehicles have an effective strength (usually based on


their engine type and size class), and can be grappled.
Victims of successful grapples have their evade
Surprise reduced to the default of 11. They can only make
In some situations, attackers may attempt to catch restricted movements, giving them a -10 modifier
their targets unawares. This is usually accomplished to attacks and any relevant skill checks. The grapple
via a successful stealth roll, although other methods of continues until the victim successfully breaks free
accomplishing a surprise are also possible. (they may attempt to break free once per action;
When a target is surprised, they get no attribute or these attempts are not subject to the -10 penalty). The
skill bonus to their EVADE, and are unable to PARRY. grappler must use all their actions to maintain the
The target number for the attacks becomes the default grapple.
of 11. Attackers get to make only 1 attack as a surprise While a grapple is being maintained, the grappler may
attack; they do not get their full round of actions. squeeze the target once per round for their maximum
Once this one attack happens, everyone gets to roll strength damage (2 x STR).
Initiative, and then the new combat round progresses
as normal.
Concentration
Abilities that require concentration require the
Grapple sacrifice of one action a round. If a character has
An attacker can attempt to grapple a single opponent, additional actions, they can use those as they wish
effectively grabbing them and holding them in place. without breaking concentration.
Initiating a grapple takes 1 action, even though two
rolls are involved. First you roll to hit the target; then, Line of Sight
if successful, you can roll an opposed strength check Line of sight involves actually seeing the target with
38 - Rules - Combat
your own eyes; cameras or scans do not count for line cannons do not have this capability). Unloading a
of sight. Vision through a Continuum Control portal auto burst at a target not only gives the shooter a
does count as line of sight, however. better chance of hitting a target but can increase the
damage caused. Unfortunately in a round where
burst fire is used no other actions may be taken as the
Vehicle Combat weapon takes the full attention of the shooter.
For vehicle combat, the attack SKL used to calculate There are two modes of auto fire: targeted burst and
the HIT bonus is usually Weapon Systems for the spray. A targeted burst gives a +2 to hit modifier,
larger vehicle mounted weapons. Small turret takes 6 shots of ammo, and hits the target 1d6 times.
mounted weapons (Heavy Rifles or lighter) are fired A spray gives a -2 to hit modifier, and a single attack
using the Missile skill. Evade is calculated using the roll is applied separately to each target chosen. It also
appropriate piloting skill. takes 6 shots worth of ammo and may hit 1d6 targets
within a 180 arc in front of the shooter.
Lastly, in Vehicle Combat, the AGI used for calculating
the HIT of hull mounted weapons is that of the
gunner, and the AGI for the EVADE is that of the pilot,
but both are limited to a maximum AGI matching
that of the vehicle. Turret mounted weapons are not
Structural DR
limited in this manner, but have other draw backs (see
the Vehicle Construction section in the COTA Main
Reference Table
Rulebook).
Listed below are some standard DR and HP for
Example: So, using a Vehicle with 8 AGI, and a pilot/
structures:
gunner with a 10 AGI, a 4 Piloting and a 4 Weapon
Systems skill, the best EVADE possible is 23 (8 + 4 Structure DR HP
+ 11). The best HIT bonus with any hull mounted Normal Building 10 24
weapon is 12 + d20 (8 + 4 + d20). If the pilot has Large Building (10 floors) 12 40
an AGI of 4, on the other, hand, these values are as
follows: Giant tower (100 floors) 16 60
• Hit: 8 + d20 (4 + 4 + d20) Military base 20 60
• Evade: 19 (4 + 4 + 11) Military Fortress 28 80
Moon/Space Station w/Shields 36 160
Earth Sized Planet 44 400
Matter Creation attacks
Creative matter creators can find ways to use their
ostensibly non-combat ability in decidedly offensive
ways. If Matter Creation is used in an attack, the
damage is equal to the effective strength, regardless of
the form the attack takes.
Hacking Combat
Poisons created with matter creation will generally
have an onset time of 1 round. Poisons ignore armor, Hacking combat works identically to standard combat,
but do not ignore DR from Durability. Unless a tough using the hacking Hit Bonus, DR, HP, and Evade
will check is made, the target loses 1 action a round values. WIL also serves as STR and DUR in Data
from debilitating effects (coughing, hacking, etc) in Space. THT serves as PRS and AGI. Computer Systems
addition to the damage sustained per round. skill functions as Grit. Security systems have their own
THT, WIL, and Computer Systems skill, representing
their strength in Data Space.
Automatic fire Once a security system is defeated, the hacker has
broken in. They may then rifle through the contents of
that data space, or attempt to make changes. Making
All rifles and pistols may be fired in auto mode. (Most
Rules - Combat - 39
changes requires a Computer Systems check vs. The 100 light years per point failed by. A critical failure
target system’s THT + 11 to avoid the changes being will often result in re-entering space inside a star,
noticed by any users or guardian AIs. If the hacker which will inflict 30 points of damage a round to a
is defeated (his hacking hit points are reduced to 0), ship.
he has failed to penetrate the system defenses. In Note - some large ships have enough DR to be able
addition, he is identified as an intruder attempting to survive this.
to break in, and his system entry point is also
determined. Note - Masters of the Warp will never critically fail an
Astro-navigation check.
Listed below are the ratings for some standard
computer systems that may be encountered. Note - NavComputers will never critically fail an
Astro-navigation check.
In most cases, a system rating serves as the value for
THT, WIL, and Computer Systems.

Computer System Rating


Small company 6
Planetary Corporation 8
Local Bank 10
Planetary Bank 11
Galactic Corporation 12
Military AI 14
Free rebel AI 16

Movement
Combat Movement
During combat, a character can move at his normal
movement rate at the cost of one action. Movement
occurs at the same time as all other actions (usually on
Initiative, unless actions are held for some reason).

Non-combat movement
A character can move at their jogging speed for 5
x DUR minutes. Sprinting can be performed for 5 x
DUR in seconds. The running skill will extend both
these times.
Walking can be maintained indefinitely.

Space Travel
The difficulty for traveling more than 10 light years
per jump requires an Astro-Navigation check, with a
difficulty number of 21 + 1 per 100 light years to be
travelled. Failure indicates an error in destination of
40 - Rules - Combat
Equipment - 41

Equipment
Now we get to the good stuff... What you can buy to absorbs without effect (in the case of armors).
make your travels across the galaxy more interesting. HP: Certain items (usually Vehicles and Starships)
The equipment section is divided into 3 different have a HP rating as well. This represents how much
equipment lists (General Gear, Combat Gear, and damage the item can take (after DR). When an item’s
Vehicles and Space ships) followed by a section on HP is reduced to 0, it is no longer function. When it’s
how to make custom equipment. Before we get to the HP is reduced past the negative starting HP, the item is
lists, though, we’ll cover a few basic terms used to completely annihilated.
describe the equipment. Required Skills: What skills are needed in order to
Cost: How much it costs to buy the item in question create the item. This applies for both craftsmanship
on the standard market. Various areas that you may as well as Matter Creation methods of making items.
travel through have different restrictions on what is It also applies when upgrading an existing item,
legal or not, and so not every item you may desire though generally, you use the skills required for the
may be available via legal means. In this case, the upgrade, not for the base item. (I.E. Adding shields to
thriving galactic underground black market is there to a Dreadnought only requires level 8 in Engineering,
meet your needs. However, buying items via the black not the 10 that is required to make a Dreadnought.
market is often substantially more expensive, and the However, changing the Dreadnought’s Agility would
availability of what you want can’t be relied on. require level 10).
Sands: Currency in the COTA universe is measured Difficulty: The difficulty check number for making the
in Sands. 1 Sand has approximately the same buying item. This is rolled using the skill with the lowest level
power as 1 US doller. Sands are generally exchanged out of all those necessary to make the item.
via electronic transactions, and are represented using Time: The time required to construct the item, using
the symbol ⧗. Sands got their name because the normal means and production schedules.
current economic standard is back by stores of the
special metal Chronium, with 1 sand equal to 1 small Vehicle Agility: Most vehicles that move have an AGI
grain of Chronium. For more detail on the history attribute. This determines not only the maneuverability
and usage of Chronium, see the relevent part of the of the vehicle, but also it’s ability to aim devices
settings section in the COTA Core book. attached to it, or held by it. It also limits the Vehicles
maximum real-space speed. The maximum To Hit
Weight: How much the item weighs, in pounds. bonus that can be achieved by a vehicle is 2*AGI
The Council, which established most of the rules, (before modifiers for autofire or situation).
regulations, and standards of human space, came
from the old United States of America region of Earth, Other things of note:
which used the English system of measurements, • Technologically cloaked items get a +4 bonus to
and forced them into general use across human their Evade and Parry values if they are detected and
civilization. Note - under this system, 1 ton = 2000 attacked. They are not normally visible at all, except
pounds. for a slight rippling effect at the edges of one’s
Tech Level: What the technology rating of a planet vision. Machines do not sense this at all.
(or other region in question) must be in order for the
item in question to be readily available on that planet.
This is for the standard market availability; higher tech
level items may be available on the black market, for
an exorbitant amount of Sands. Also, a lab facility or
workshop must also be at the Tech Level requirement
in order to make the item.
DR: How tough the item is, and how much damage it
42 - Equipment - General Equipment

General Tech Level: 1


Time: 1 day

Equipment Programs: Computer software, which mimics skills.


Cost: (10 * skill level mimicked) ⧗
Antigrav Backpack / Hoverboard: A large, camping
sized, waterproof and durable back pack. Can also Required Skills: Computer Systems, skill being
come in the form of a small hoverting cart. Removes mimicked
all encumbrance for items stored within it, up to Weight: N/A
1200 pounds. A charge on an Antigrav pack will last Difficulty: 14 + skill level mimicked
for about a week.
Tech Level: 2
Cost: 1200 ⧗
Time: 1 day per skill point
Required Skills: Engineering
Weight: 0 lbs.
Food Replicator: A device that is about the size
Difficulty: 20 of a microwave oven but colored bright purple
Tech Level: 4 (cannot be recolored or painted over). Replicated
Time: 4 days preprogrammed meals. Takes about 2 sands worth of
power per replication.
Cost: 1500 ⧗
Booster Pack: A large rocket pack that can carry up
to 640 lbs. at high velocity (effective strength 10). Required Skills: Engineering, Chemistry
The speed is 10 yards per vehicle agility point per Weight: 5 lbs.
second. Vehicle agility is 10 (can be raised up to Difficulty: 16
20 bumping difficulty by 1 and cost by +50% per
Tech Level: 4
point, yielding a max speed of 200 yards/sec which
is pretty damaging to an unprotected passenger). Time: 8 hours
Use the Pilot starship skill. Raise the construction
difficulty by 1 point per vehicle agility point over 10,
AI-Artificial Intelligence: An AI with THT, WIL and
and +1 week of construction time per point. The cost
Max skill equal to characters Comp Systems 1 can
increases by +50% per difficulty point over the base.
be created. The time to create an AI is 1 week per
per point.
the THT + WIL. Starting skill points equal 2XTHT
Cost: 2000 ⧗ as per normal characters although instead of level
Required Skills: Engineering 6 the maximum starting skill level is Comp Systems
skillCreator -1. As an example a bank AI with 8 THT,
Weight: 20 lbs.
8 WIL requires 8+8 or 16 weeks (and the AI begins
Difficulty: 22 with 16 skill points).
Tech Level: 4 Electrokinesis immortals can do this in 1/60th the
Time: 1 week time at power level 1, 1/120th the time at power
level 2 etc. (similar to Matter creation table). AIs can
also create/manipulate AIs in 1/60th the time. The
Portable Washer: A sterilizing beam, which can also difficulty is Thought+Will+11. The cost for an AI is
shake out dust and dirt with an ultrasound emission. 10(THT + WIL)/2. So an elite military grade AI with
Cost: 400 ⧗ 12 THT and WIL costs 1e12 or 1 trillion sands. AIs
Required Skills: Engineering with a 11 or higher THT or WIL are outlawed in the
private sector and require special permits. AIs with
Weight: 1 lb. THT, WIL in the 4-6 range are prevalent throughout
Difficulty: 20 free space and link space. The have a default
Equipment - General Equipment - 43
presence of one. can be up to a mile or more. Nearly indestructible.
Cost: 10 * (THT+WIL)/2 ⧗ Battery life is 1 month.
Required Skills: Computer Systems (mimimum Cost: 1000 ⧗
level 10) Required Skills: Engineering
Weight: N/A Weight: 1 lb.
Difficulty: THT+WIL+11 Difficulty: 20
Tech Level: 6 Tech Level: 4
Time: 4 weeks Time: 5 days

Android: Completely loyal. Self-repairing, can Power Boots: Increases base (walking) movement
store a lot of facts and useless trivia, and can learn rate by 4. Built in thrusters propel the wearer at up
up to 2*THT levels of skills. STR:10 AGI:10 INT:AI to 50 yards/sec for 3 hours. Magnetics available for
Dependent WIL:AI Dependent PRS:4 DUR:12. More Zero-G environments. Effective strength of 10.
powerful android frames have been constructed (for Cost: 100 ⧗
each point of STR, AGI and/or DUR up to 6 above
the listed values add 1 to the difficulty and +50% to Required Skills: Engineering
the price). Weight: 2 lb.
Cost: 500,000 ⧗ (plus a separately purchased AI) Difficulty: 21
and the ridicule of all your neighbors. Tech Level: 6
Required Skills: Engineering, Chemistry Time: 4 days
Weight: 500 lbs.
Difficulty: 26 Cloak Suit: Envelops the wearer in an invisibility
Tech Level: 6 field, completely undetectable (although
Time: 4 weeks occasionally a slight rippling might be seen). Grants
+4 deflection bonus in combat. Generally illegal.
Battery life of 8 hours.
Robot: Basic humanoid or otherwise. These are Cost: 1,000,000 ⧗
simple bots with simple programming. They can
perform duties such as cleaning, simple combat, and Required Skills: Engineering
monitoring. They have the following stats - STR:4 Weight: 3 lbs.
AGI:4 INT:0 WIL:0 PRS:0 DUR:4 Difficulty: 26
Cost: 1000 ⧗ Tech Level: 8
Required Skills: Engineering, Chemistry, Time: 4 weeks
Computer Systems
Weight: 100 lbs. +
Shielded Briefcase: Prevents scans from seeing the
Difficulty: 20 contents of the briefcase. Also can be configured to
Tech Level: 2 reflect back an image of clothing or papers, etc.
Time: 1 week Cost: 6000 ⧗
Required Skills: Engineering
Neoglasses: Multi-spectrum goggles. Looks like a Weight: 5 lbs.
cool pair of sunglasses, and enables the wearer to Difficulty: 22
see in visible, UV, Infrared, X-ray, and Magnetic
Tech Level: 4
spectrums. Can also function as a microscope (400x)
or telescope (400x), note that normal visual range Time: 4 days
44 - Equipment - Weapons and Armor
your body, and can be worn under your normal
clothing, making it practically undetectable without
special equipment. Very popular amongst the rich
Weapons and and the corporate elite, as well as space traders
involved in shady businesses. Shielding is effective

Armor
against all physical and energy attacks.
Cost: 1,000,000 per DR ⧗
Plasti-Steele Ceramic plate armor: This kind of Required Skills: Engineering
body armor is usually work by law enforcement
Weight: 2 lbs.
types and military ground troops. It is fairly flexible,
strong, and highly impact resistant. For every point Difficulty: 24
of damage over the DR (of the armor and any shields Tech Level: 8
the wearer may have, or Energy Control absorption
Time: 4 weeks
expended) the plate takes 1 point of damage in
addition to the wearer possibly getting injured. The Field DR: Up to +4 (or +8 with certain masteries)
# of these durability representing Hit points is 24
before the suit is made useless. Full Body Armor: A Powered Armor suit. Used by
Cost: 500 ⧗ extraction teams and for special missions. Some of
Required Skills: Engineering the more expensive models can have shields built in,
personal shields may be extended beyond this close
Weight: 15 lbs.
fitting armor if stronger than any built in shields.
Difficulty: 21 They have an assisted STR of 10 and Vehicle Agility
Tech Level: 4 of 10 (This can be increased for the more expensive
suits to a normal max of 20 or a max of 28 with
Time: 2 days
power systems mastery). Max running speed is 1
Armor DR: +6 yard/sec per vehicle agility point. To build enhanced
suits, it costs an additional week and 1 extra points
of difficulty for each vehicle agility point.
Stealth Suit: A resilient and comfortable light armor.
This armor is cumulative with skin-based DRs. For Variants have been known to exist with
every point of damage over the DR (of the armor transformation abilities, so that they can also take
and any shields the wearer may have, or Energy forms such as hover bikes or other small vehicles.
Control absorption expended) the suit takes 1 point All of these armor suits have a base of 12DR and 12
of damage in addition to the wearer possibly getting hit points. Up to 4 points of shields may be added
injured. The # of these durability representing Hit but they lower the armor agility by 1 point per
points is 40 before the suit is made useless. (although they dont affect the maximum). The cost
increases by +50% per difficulty point over the base.
Cost: 500,000 ⧗
Cost: 1,000,000 ⧗
Required Skills: Engineering
Required Skills: Engineering
Weight: 8 lbs.
Weight: 200 lbs.
Difficulty: 24
Difficulty: 24
Tech Level: 6
Tech Level: 6 (8 with shields)
Time: 4 days
Time: 2 weeks
Armor DR: +6
Armor DR: 12 (up to 16 with shields)
HP: 12
Personal Shields: This armor takes the form of a
waist belt with straps that reach over the shoulders,
and a small pad at the small of your back attached to Heavy Robot Armor: A large powered armor robot
the belt. It generates an invisible force field around
Equipment - Weapons and Armor - 45
standing about 7-10 yards tall. Used by extraction multiplied by 8 and the construction difficulty is 6
teams and for special missions. Some of the more greater than normal.
expensive models can have shields built in. They Chronium Weaponry
have an effective STR of 20 and an vehicle Agility of
9. STR can be increased up to 26, add +1 difficulty
per point and +50% of the base cost per point. Weapon Difficulty Time Cost / shot
Agility can be increased for the more expensive suits Pistol 30 16 days 10 million
to a normal max of 18 (2x9) or 26(2x13) with the Rifle 30 16 days 10 million
Souped Up mastery for Engineering. Max running
speed is 5 yards/sec per vehicle agility point. Heavy Rifle 30 16 days 10 million

To build enhanced suits, it costs an additional week Cannon 34 1 month 100 million
and 1 extra points of difficulty for each vehicle Assault
agility point. Variants have been known to exist with 38 5 months 1 billion
Cannon
multi-functions such as star fighters or hover tanks
(increase difficulty by 2 and add 4 weeks to the Demolitions: Grenades with timers and directed
construction time). All of these armor suits have a blast. Voice or key pad activated. Optionally
base of 16 hit points. Up to 6 points of shields may explodes if tampered with. Generally restricted or
be added. The cost increases is +50% per difficulty black market purchase. Where legal, price is twice
point over the base. that of an equivelant grenade.
Cost: 1 billion ⧗
Required Skills: Engineering Laser, Plasma, and Chronium Melee variants: These
Weight: 30 tons are battery powered charged weapon hilts that
Difficulty: 25 become full weapons when activated. The Base
damage for one of these weapons is either a Small
Tech Level: 6 (8 for shields) Weapon (Str+1), a One-Handed Weapon (Str+2) or
Time: 4 weeks a Two-Handed Weapon(Str+4), i.e. a knife, sword,
Armor DR: 16 (22 max with Shields) and two-handed sword respectively. The battery life
is listed at 1 hour of continuous use. The minimum
HP: 16
charge for activation is a ten minute period so a
single battery can be used a maximum of 6 times
before it needs to be recharged/refueled( for cronium
Weapons weapons). Normally these items can be plugged
into any wall socket or outlet to recharge, but Mag
Chronium Items: Besides being the key ingredient weaponry requires ammo. Amunition cost is 1⧗ per
to ultra powered energy systems, cronium is 20 slugs.
an incredibly durably substance (its the weight
of adamantium but much stronger). While
outrageously expensive, items can be made out of
cronium in lieu of the standard materials (cronium
plates for plasti-steel armor, cronium threaded
stealth suit, or even cronium Heavy Robot Armor).
In this way almost any item can be made using
cronium. The additional cost is 1e9 credits per
100lbs (so cronium plate armor costs .15 * 1e9
= +1.5e8). The additional labor cost for working
cronium is 10 times this (for the plate armor
example its +1.5e9 for the labor). Cronium items
have +6 DR, as well as an additional 40 hit points
or durability points. The base creation time is
46 - Equipment - Weapons and Armor

Tech Difficulty
Level to Effective Time to
Weapon Damage Ammunition Cost Required Construct Mass Range build
Mag Pistol
10 20 slugs 100 2 17 3lbs 100 yards 2 days
(Base Weapon)
Laser Pistol 12 25 beams 1000 4 20 3lbs 500 yards 4 days
Plasma Pistol 14 20 blasts 5000 6 24 3lbs 200 yards 4 days
Chronium 100
20 20 blasts 10 32 3lbs 500 yards 4 days
Pistol million
One-Handed
Str+2 - 100 2 17 4lbs 1 yard 1 days
Melee Weapon
Two-Handed
Str+4 - 200 2 19 8lbs 1 yard 1 days
Melee Weapon
Small Weapon
Str+1 - 20 1 16 1lbs 1 yard * 4 hours
(knife)
Str (stun
Punch/Kick - - - - - 1 yard -
damage)
Battery:1hr same
Laser Weapon
Base+2 minimum 500 4 20 as 1 yard 2 days
(melee)
10min weapon
Plasma Battery:1hr same
Weapon Base+4 minimum 2000 6 24 as 1 yard 4 days
(melee) 10min weapon
Chronium Battery:1hr same
100 2
Weapon Base+10 minimum 10 32 as 1 yard
million weeks
(melee) 10min weapon
Concussive 5 yard
10 1 per 50 2 20 2lbs 1 day
Grenade radius *
Photon 5 yard
12 1 per 250 4 22 2lbs 2 days
Grenade radius *
Plasma 5 yard
14 1 per 500 6 24 2lbs 2 days
Grenade radius *
Nuclear 5 yard 2
20 1 per 1 million 4 26 2lbs
Grenade radius * weeks
Tactical
200 yard 4
Nuclear 30 1 per 10 million 4 28 50lbs
radius weeks
Explosive
Full Nuclear 100 2000 yard 16
40 1 per 4 28 500lbs
Blast million radius weeks
Anti-Matter 1000 mile 52
60 1 per 100 billion 10 32
Bomb 1000lbs radius weeks

* Weapons thrown by hand have a range of 10+STR in yards.


Equipment - Weapons and Armor - 47

Planetary Space Vehicles


Vehicles The adamantium based hardened space vehicles are
Unless otherwise noted the maximum vehicle agility designed to take the rigors of jump space and the
is 2 times their listed base or starting vehicle agility occasional Plasma Cannon Blast. They are structural
(most vehicles in COTA have a base vehicle agility of wonders and juggernauts. Inertial dampers and sub-
8 with a max vehicle agility of 16). space communicators and gravitational simulators are
standard. Subspace communicators use signals that
travel at light speed through jump space, allowing
HoverTank: Effective strength of 20. Single Cannon for almost instantaneous communication. Specially
depending on tank type and a heavy rifle usually of designed hull mounted forcefield modifications allow
the same type, which is attached to the top for anti- starships in COTA to travel through atmospheres with
personnel. Both weapons are aimed internally by diminished air friction. The hull phase modulator that
one pilot and 2 gunners, but a single pilot may also allows frictionless atmospheric travel was discovered
man both guns. Speed is 10 yards/sec per vehicle in the year 11,232 by Dr. Hans Ludencreinz, an
agility point. Add 1 week construction time for each immortal working for the council, while he was
shield point. working on a new method for cooking and freeze
Cost: 50 million ⧗ drying entire crops of chickens upon reaching
maturity.
Required Skills: Engineering, Computer Systems
Most standard non-Chronium drives can only provide
Weight: 20 tons
the energy necessary to remain in jump space for a
Difficulty: 19 few minutes.They make short 10 light year jumps and
Tech Level: 4 (8 with Shields) require a 24 hour period to recharge their batteries
Time: 4 weeks and rest the ships engines. Cronium drive systems
can maintain jump space for much longer and may
Armor DR: 16 (20 with Shields) re-enter jump space many times in the same day.
HP: 16 Supplying Cronium fuel for a jumpspace engine costs
Vehicle Agility: 9 1 billion credits per day.
In combat, ships move at a thousand yards per second
per agility point.
Patrol Hover Car: Lightly armored hover car
commonly used by security forces for riot The required skills to build space faring vessels are
suppression and by police forces. Often equipped Enigneering and Computer Systems. Starship docking
with heavy mounted weaponry. bays, for ships large enough to have them, allow
room for additional vehicles that must be obtained
Cost: 20,000 ⧗ independently (either purchased separately, or by
Required Skills: Engineering, Computer Systems more questionable means). The skeleton crew to
Weight: 2,000 lbs. keep a ship at full functionality is 10% of the listed
crew size (minimum 1). The maximum amount of
Difficulty: 18
personnel on a ship is equal to double the listed
Tech Level: 2 (8 with Shields) crew (for short periods of time. A huge number of
Time: 1 week people can reside in the docking bay and other empty
ship compartments for short, highly uncomfortable
Armor DR: 8 (12 with Shields)
durations. Active AI’s may take the role of multiple
HP: 12 crew personel (up to 10 crew members per AI THT
Vehicle Agility: 10 point). The ultra fast quantum computers can complete
most tasks before you finished considering them. AIs
usually require bots (simple robots) to perform many
of the more manual functions.
48 - Equipment - Weapons and Armor
All of the listed warships are assumed to have Slots: 14/15
cronium drive systems. The cronium drives are
capable of 10 light year jumps without the noticable
expenditure of fuel. For full speed travel of a1000 Destroyer: Chromium Drive System
light years/day, Chronium is consumed at the rate of 1 Cost: 10 billion ⧗
billion sands per day. Required Skills: Engineering, Computer Systems
Ship hit points refer to hull damage and vital systems. Weight: 1000 tons
Once a ship reaches 0 hit points, internal damage
Difficulty: 22
starts to occur and the ship is a sitting duck.
Tech Level: 6 (8 with shields)
Time: 16 weeks
Space Fighter: Cronium drive systems
Armor DR: 20 (+4 Field DR with shields)
Cost: 1 billion ⧗
HP: 40
Required Skills: Engineering, Computer Systems
Vehicle Agility: 8
Weight: 10 tons
Size: 100 yards
Difficulty: 21
Size Class: 2. docking bay suitable for 2 fighters /
Tech Level: 6 (8 with Shields)
1 cutter
Time: 4 weeks
Weapons: 2 cannons, 4 batteries
Armor DR: 14 (+4 Field DR with Shields)
Crew: 50
HP: 16
Slots: 37/45
Vehicle Agility: 10
Size Class: 0
Cruiser: Chromium Drive System
Weapons: 2 mounted heavy rifles
Cost: 20 billion ⧗
Crew: 1-3
Required Skills: Engineering, Computer Systems
Size: 7-10 yards
Weight: 10,000 tons
Slots: 5/5
Difficulty: 22
Tech Level: 4
Scout / Cutter / Corvette: Chronium Drive Systems
Time: 32 weeks
Cost: 5 billion ⧗
Armor DR: 20 (+4 Field DR with shields)
Required Skills: Engineering, Computer Systems
HP: 60
Weight: 100 tons
Vehicle Agility: 8
Difficulty: 21
Size: 200 yards
Tech Level: 6 (8 with shields)
Size Class: 3, docking for 4 fighters or 2 cutters
Time: 8 weeks
Weapons: 4 canons, 6 batteries
Armor DR: 16 (+4 Field DR with shields)
Crew: 150
HP: 16
Slots: 64/75
Vehicle Agility: 10
Size: 20 yards
Stellar Warship: Chromium Drive Systems
Size Class: 1
Cost: 40 billion ⧗
Weapons: 2 batteries of 4 heavy rifles each
Required Skills: Engineering, Computer Systems
Crew: 10
Weight: 100,000 tons
Equipment - Weapons and Armor - 49
Difficulty: 24 Size Class: 0
Tech Level: 4 (8 with shields) Weapons: 1 assault cannon, 12 annons, 16
Time: 64 weeks batteries
Armor DR: 20 (+8 Field DR with shields) Crew: 1000+
HP: 80 Size: 2000 yards
Vehicle Agility: 8 Slots: 312/350
Size Class: 4
Weapons: 6 cannons, 8 batteries Assault Pod: Speed is 1000 yards*Vehicle agility.
Once attached to a ship, it can not be detached,
Crew: 300-500 except from inside the pod (unless it is blown off).
Size: 400 yards It has space equivelant for 40 human sized crew
Slots: 95/100 (determines carrying capacity). To attach to a ship,
roll to hit using the fighter pilot skill. Once attached,
it burns a access hole into the ship, dissolving the
Heavy Warship: Chromium Drive System armor at a rate of 1d6 DR/round.
Cost: 80 billion ⧗ Cost: 1 million ⧗ (5 million with cloaking)
Required Skills: Engineering, Computer Systems Required Skills: Engineering
Weight: 1 million tons Flight Agility: 8
Difficulty: 24 Armor DR: 14
Tech Level: 8 HP: 16
Time: 128 weeks
Armor DR: 22 (+10 Field DR with shields)
HP: 100
Vehicle Agility: 8 Designing Space Ships
Size Class: 5
Weapons: 8 canons, 12 batteries Size Classes
Crew: 500-600
Size: 800 yards There are 7 basic size classes for ships in the COTA
Slots: 162/180 universe. Each size class contains both military and
civilian ships. The size classes are as follows:
Slots represent space inside ships. Engines and shields
each take up 1 slot per size class of the vehicle. Heavy
Dreadnought: Chromium Drive System rifles take up 1 slot each (4 for a battery), cannons
Cost: 150 billion ⧗ take up 5 slots, the huge assault cannons take up 100
Required Skills: Engineering, Computer Systems slots. Life support takes up 1 slot per 20 people. Other
rooms take up 1 slot each (recreation rooms, kitchens,
Weight: 10 million tons
holorooms, bridge, cargo).
Difficulty: 26
The weight is calculated assuming a roughly
Tech Level: 10 rectangular (1x1x3) shape for ships, which is the
Time: 256 weeks standard through most of the COTA universe. A ship
of this shape and configuration should be able to dock
Armor DR: 24 (+12 Field DR with Shields)
at pretty much any facility encountered. It is possible,
HP: 100 and even common to have custom built ships of
Vehicle Agility: 8 various shapes and sizes; however, they may have
50 - Equipment - Weapons and Armor
to provide their own docking facilities or ferry over Light engines (referred to as Insys), Stellar class Super-
their passengers to various ports of transit via various Light engines (referred to as C-Class), and Cronium
shuttlecraft. drives.
Modern COTA Size Length Weight Out of combat, all
maximum ship Class Ship Type (yrds) (Tons) Slots spaceships have a
speeds are 1000 1 Fighter/Shuttle 10 10 5 cruising velocity
yards/second per maximum of 10 million
vehicle agility 2 Scout/Corvette/Cutter 20 100 15 yards/second per vehicle
point, yielding a 3 Destroyer/Transport 100 1000 45 agility point. This is
maximum vehicle 4 Cruiser/Freighter 200 10000 75 while in normal space;
velocity of 2800 maximum speed in
yards/second for 5 Warship/Hauler 400 100,000 110 jumpspace is limited to
a vehicle with 28 Heavy Warship/ Combat speeds. When
6 800 1,000,000 180
Agility (fighter Transliner trying to achieve cruising
starship made with Dreadnought/ velocity, acceleration
the Engineering 7 2000+ 10,000,000 350 is 200 yards/sec2.
Metroliner/Metroplex
Mastery Souped No real maneuvering
Up (10 base besides accelerating or
+4 (for souped up)) x 2 (extra time for maximum deccelerating is possible during this mode of travel.
agility)). This is also the maximum engagement or Insys engines are by far the most common types. They
combat speed, as well as the maximum speed while are present in most low-grade fighters and shuttles,
in jumpspace. At any greater speeds maneuverability interplanetary craft, many transports and freighters,
becomes lethal and self destructive to the ships hull, mining vessels, and many other types of craft. Insys
the inertial dampners cannot handle even the slightest engines are fission or fusion powered, and have no
course correction at this speed causing flight path to maintenance cost (running off of interstellar hydrogen
be exceptionally limited and trajectory estimation near and other free particlaes that are scooped up during
perfect (making ships easy targets to vehicles that can flight). They are not capable of creating a tear and
match their speed). It takes a single round to enter entering Jump Space without other means (perhaps a
jump space. Ship acceleration takes five rounds to go willing Electro-Nav computer or other Warp Master).
from zero velocity to maximum velocity. All space
faring vessels have a special vector engine fire mode C-Class engines are what most people think of as
of transport which allows a maximum of 1e7 yards/ Hyper Drive engines. That is a misnomer, technically
second per vehicle agility point in full-thrust mode in they are Jump Drives Hyperspace was proven to be
normal space. No maneuvering besides slowing down a mathematical myth in 2124. C-class engines get
is possible in this railroad method of travel. thier power from matter-antimatter reactions. They
are used in almost all Starships, even though they
are far less efficient, and effectively far slower than
cronium drives. Their popularity is primarily due to the
Engines huge difference in operational cost involved. C-Class
engines require no fuel cost. C-Class engines will
Engines are often the most complex part of a starship. allow a ship to travel at speeds up to 10 light years a
Due to advances in technology and the presence day when utilizing jump space.Their standard space
of high-energy fuels such as Chronium, the engines speeds are the same as Insys engines (see above).
take up a small percentage of the volume of the Cronium drives are the pinnacle of engine technology.
ship. Unless you are dealing with exceptionally low The drive may utilize Chronium to provide thrust for
tech (Lvl 2 or less), using 1/5th of a ships total slots the ship, and while doing so is capable of propelling
for propulsion is sufficient to propel the ship at the the ship at a rate of up to 1000 light years a day at a
maximum speed the engine is capable of, and to cost of 1 billion sands in Chronium fuel. They are not
accelerate to combat speeds in 5 seconds. seen all that often outside of military ships due to this
There are three basic classes of engines: In-System fact. All of the ships listed in the equipment section
Equipment - Weapons and Armor - 51
are equipped with Chronium drives unless otherwise the ideal number of crew is required. Traditionally, 1
noted, though normally, non-Chronum versions are slot of the ship’s volume is given over to the bridge.
also available.. Note that almost all of these ships are Quite often, ship owners will splurge on the bridge,
equipped with an Electro-Nav ComputeR. making it a fairly ostentatious and spacious area, to
impress others and improve the ships stature.
Life Support Systems If a ship possesses an AI, the computer systems that
The life support systems on a spaceship take up the house it tend to be located within the bridge structure,
most volume out of all of the mechanics and gadgetry to easily provide a thorough interface to the rest of the
that a ship contains. The life support systems consist ship.
of three major components: Gravity Generators,
Many times, the ships bridge is also an emergency
Atmospherics Units, and Maintenance Conduits.
life support vessel, fully capable of detaching/ejecting
Gravity Generators are what allow modern spaceships from the ship, and providing life support for everyone
to exist. Without them, the inertial forces involved within it, as well as minimal engines. Such bridges
would crush any living creatures. Gravity Generators will take up double the volume (2 slots), to account
damp this effect to sustainable (and often negligible) for the extra mechanics and gadgetry needed.
levels, and as a side effect are able to provide
an ambient gravity field within the ship. Gravity Other Units
Generator nodes must be spread at small intervals Other units involved in ship construction include
throughout the ship in order for the dampening/ Habitat Units, Weapons Systems, and Cargo Units.
artificial gravity effect to be uniform and smooth. In They are usually added to single slot increments,
ship design terms, they will usually take up around although that is not necessary.
20% of the total ship volume.
Habitat Units: Include plumbing systems, recycler
Atmospheric units are vital for some species, and units, barracks/cabins, and common areas. They take
not for others. Most modern atmospheric units are up 1 slot each, and provide space for 5 to 10 crew,
capable of providing a sustained atmosphere of one depending on how much space they need. They
type. Unlike gravity generators, the atmospheric unit is come equipped with airlocks.
in a single location, not diffused throughout the ship.
Atmosphere can be piped to every location on board Cargo Units: Basically large empty spaces for storing
through the Maintenance Conduits. stuff. Come equipped with one external hatch/cargo
bay doors. They weigh in at 1 ton per 100 cubic yards.
Maintenance Conduits are pervasive tunnels that
travel throughout the ship. They are used for funneling Weapon Systems: These are present in various types
atmosphere, heat, power, water, and whatever other and sizes.
materials are needed throughout the ship. They are
generally located under floorboards and within wall Making Equipment
gaps.
Many ships often contain redundant gravity generators It takes a craftsman 20% of the real market cost of an
and atmospherics, as the loss of either one of those item to make it using raw materials and circuits.
units usually has catastrophic effects for all of the
To make an item, a skill check is required at the end of
ships crew and passengers.
the construction time using the item’s difficulty value.
The Bridge and Ship Command Items may be constructed more effectively by taking
one’s time. For every multiple of the final construction
Although the Bridge is not absolutely necessary,
time, add 1 point per interval to the construction roll.
almost every single ship possesses one. In addition to
When multiple skills are required to make an item,
something just not being right about a ship without
one skill roll is made using the constructor’s lowest
a bridge, the presence of a centralized command
level out of the required skills.
location for vital functions allows the size of a
ship’s necessary crew to be drastically reduced. In For each point the roll exceeds the difficulty, 10% of
emergencies, a single AI or captain can handle almost the total construction time is reduced. The minimum
all tasks. For normal ship maintenance at least 1/3 of of time is 10% of the initial construction time.
52 - Equipment - Weapons and Armor

Making Equipment with Matter construction roll. Then use the table below to convert
the original creation time to how long it takes to
Creation create the item using matter creation.
Matter Creationists have wonderous advantages when
making items.They don’t need any materials besides
Chronium as they can fabricate what is needed. They
gain bonus skill level to Engineering.
Matter creationists also drastically reduce the time
required to complete construction. The following table
describes the reduction in construction time. This
reduction is still limited by the raw matter creationrate
of your power. The minimum time it takes to create
any object is 1 action.
Repairing existing items that arent destroyed take
1/10th of the creation time.
In general each level of Matter Creation power halves
the time for the previous level rounding down until
the value is less than one.
Calculate the final construction time after making the

Matter Creation Power Level Construction Times


1 second 1 minute 1 hour 1 day 1 week 1 month 1 year
1 1act 1sec 64sec 32min 4hrs 16hrs 8days
2 1act 1act 32sec 16min 2hrs 8hrs 4days
3 1act 1act 16sec 8min 1hr 4hrs 2day
4 1act 1sec 8sec 4min 15min 2hrs 1day
5 1act 1act 4sec 2min 7min 1hr 12hrs
6 1act 1act 2sec 1min 3min 32min 6hrs
7 1act 1act 1sec 32sec 1min 16min 3hrs
8 1act 1act 1act 16sec 32sec 8min 1hr
9 1act 1act 1act 8sec 16sec 4min 32min
10 1act 1act 1act 4sec 8sec 2min 16min
11 1act 1act 1act 2sec 4sec 1min 8min
12 1act 1act 1act 1sec 2sec 32sec 4min
13 1act 1act 1act 1act 1sec 16sec 2min
14 1act 1act 1act 1act 1act 8sec 1min
15 1act 1act 1act 1act 1act 4sec 32sec
16 1act 1act 1act 1act 1act 2sec 16sec
17 1act 1act 1act 1act 1act 1sec 8sec
18 1act 1act 1act 1act 1act 1act 4sec
19 1act 1act 1act 1act 1act 1act 2sec
20 1act 1act 1act 1act 1act 1act 1sec
Equipment - Weapons and Armor - 53

People, Creatures, and


Races
Agents of the Subpowers: Thick Skinned, Grit 4, Winged Flight
(move X2 speed)

Council Equip: Pinnacle of Structural Design Angelic Plate


(golden, +10DR), Masterwork Plasma Sword,
Masterwork Plasma Rifle
Str Agi Dur Tht Wil Pre
Angels 12 12 12 12 12 12
Angels form the brunt of the Councils troops. They are Skills: Melee, Missile, Acrobatica, Awareness, Climb,
genetically manipulated human beings, bred to be Stealth, Flight:10
stronger, faster, tougher, and incredibly awe-inspiring.
They attack in large groups, as squads or as an army. Masteries: Melee(Quickdraw), Missile(Gun Kata),
Though they have no Immortal powers, they are often Acrobatica(Anime Leap), Alertness(Panoramic Vision),
used to hunt down and capture rougue Immortals. Climb(SpiderClimb), Stealth(Backstab)
They have been modified to have huge angelic wings, Parry/ # of DR/
and often use flying tactics to confuse and capture Init Hit Evade Dam actions HP Move

their opponents. 22 24/24 35/35 18/16 3 16/60


12
24 - Flight
Angels
Description: Winged Angelic forms, these are the
shock troops of the Council of Time. Awe Inspiring
bringers of death and destruction.
Agents
Subpowers: Thick Skinned, Grit 2, Winged Flight
(move X2 speed)
Equipment: Angelic Plate (golden, +6DR), Plasma Shadow Agents
Sword + 1 battery, Plasma Rifle + 4 clips Shadow Agents are the feared elite of the Council
enforcement team. They tend to operate on a more
Str Agi Dur Tht Wil Pre
individual basis, tending to hit the undercover
10 10 12 10 10 10 assignments, rather than going in as an armed
Skills: Melee, Missile, Acrobatica, Alertness, Climb, enforcement division as the angels do. They function
Stealth: 8 as an intelligence agency for the Council, spreading
throughout most of human space. They have a
Parry/ # of DR/
Init Hit Evade Dam actions HP Move few of the Immortals powers, though they are not
10
Immortal themselves, making them incredibly fierce
10 18/18 29/29 16 2 12/36
20 - Flight
superhuman opponents. They have a strong form of
regeneration (but not body reconstruction they can
still be killed), they can alter their shape, distort the
perception of reality around them, see into distant
Arch-Angels places, and teleport. They dont need to breath, and
Description: Winged Angelic forms, these are the elite can survive unprotected in almost any environment.
troops and troop leaders of the Council of Time. Awe- They can pull weapons out of nowhere, and can
Inspiring bringers of death and destruction. be completely undetectable when they wish. They
54 - Equipment - Weapons and Armor
operate singly or in groups, depending on the Parry/ # of DR/
Init Hit Evade Dam actions HP Move
situation, and are very diligent about tracking down
those the Council sends them to hunt. 22 33/30 46/43
STR+9, 4+1
31/96
16
16 offhand (6 Shapeshift)
Description: The MIB Superhuman undercover agents
working for The Council of Time.
Powers: Shapeshift 2, Cloak & Illusion 2, Body
Regeneration 2,Contiuum Control 2 Alien Races
Subpowers: Grit 3, Contingency Man
Equip: 2 Plasma Pistols,Armored stealth suit +6DR
Str Agi Dur Tht Wil Pre Xelomites
10 12 10 10 10 10
Skills: Melee, Missile, Acrobatica:10 They were more than the demons and devils of
legend, over seven foot tall with and extra foot of
Pilot Starship, Alertness, Climb, Stealth:8 spikes and horns. Their humanoid bodies scaled, and
Masteries: Melee (Quickdraw), Missile muscled almost beyond imagination. The automatic
(Ambidexterity), Acrobatica (Anime Leap) plasma bursts fired by the troopers did nothing more
than slow the first Xelomite as they were later called
Parry/ # of DR/
Init Hit Evade Dam actions HP Move down. As the plasma burnt at it’s scales new flesh
3+1 10 appeared. Dark green ooze that emitted a haunting
20 22/22 33/33 12/14 11/40
offhand (20 Flight) scream was the only sign that the creature had been
harmed. The Xelomites tower over 7 feet tall and their
extraordinarily muscled frames cause their mass to be
Elite Agents 500+lbs. Their home dimension is jump space where
they randomly attack or grab onto ships traveling
Description: These are the best of the best. by. Xelomites value Cronium, a multidimensional
Superhuman undercover agents working for The material that humans use to power their ships that
Council of Time. travel through Jumpspace. The use of Cronium by
Powers: Shapeshift: 6 - specialist: Vicous:3,Tough:3,G humans and other star faring races has been thought
ritMaster:3,Skilled Melee:3, Cloak & Illusion 4, Body to be the original motivation for Xelomites enmity
Regeneration 2,Contiuum Control 6 - specialist Range with humanity. Xelomites are feared not only for their
Mastery:3,Skilled Alertness:3 attacks but for what they do to their victims. Only a
Subpowers: Grit 4(7) small number are devoured; the rest are transformed
into Xelomite offspring within large organic sacs.
Equip: Plasma Pistol, Pinnacle of Structural Design
When a Xelomite is destroyed it is merely banished
Stealth Suit +10DR, Enhanced Personal shields +8 DR
to jump space and may reform a new physical body
Str Agi Dur Tht Wil Pre in 24 hours. A Xelomite destroyed in jump space is
forced to create a new physical body using standard
10 16 12 12 12 10
Body Reconstruction rules (4 weeks base).
Skills: Melee:14(17),
Alertness, Missile, Acrobatica:14,
Pilot Starship, Climb, Stealth:10 Xelomites
Masteries: Melee (Quickdraw, Lethal Targeting), Description: 7ft tall Demonic humanoids.
Missile (Ambidexterity, Gun Kata), Acrobatica (Anime Superhuman creatures that attack space travellers.
Leap, Arboreal Movement), Alertness (Panoramic Powers: Shapeshift 6 - specialist:
Vision, Danger Sense), Pilot Starship (Defensive Vicous:3,Tough:3,GritMaster:3, Skilled Melee:3, Warp
Maneuvering) Climb (SpiderClimb), Stealth (Backstab) Control 2, Body Reconstruction 1
Subpowers: Grit 2(5), Thick Skin
Equipment - Weapons and Armor - 55
Equip: none Powers: None
Str Agi Dur Tht Wil Pre Subpowers: None
12 12 12 12 12 12 Equip: Stun Baton: Str+2 damage stun, Mag Pistol
(Dam: 10+), Ceramic Armor (+6 DR)
Skills: Melee:4(15),
Alertness, Acrobatica, Climb, Stealth:10 Str Agi Dur Tht Wil Pre
Masteries: Melee(Ambidexterity) 4 4 4 4 4 4

Parry/ # of DR/
Skills: Melee, Missile, Alertness, Acrobatica: 4
Init Hit Evade Damage actions HP Move Climb, Stealth:4
STR+9, 3 +1 12
12 27/12 38/33 15/72
STR+weapon offhand (6 Shapeshift)
Parry/ # of DR/
Xelomite Lords Init Hit Evade Damage actions HP Move
4+weapon
Description: 9ft tall Demonic humanoids. 3 8/8 19/19 1 7/4 4
10
Superhuman creatures that attack space travellers.
Powers: Shapeshift 10 - specialist: Vicous:5, Tough:5,
GritMaster: 5,Skilled Melee:3,Warp Control 6, Body Elite Battle Armor Troopers
Reconstruction 4,Contiuum Control 6
Description: Elite soldiers trained to combat in Full
Subpowers: Grit 4(9),Thick Skin Body Armor
Equip: none Powers: None
Str Agi Dur Tht Wil Pre Subpowers: None
14 16 18 12 14 12 Equip: Mag Pistol (Dam: 10+),Full Body
Skills: Melee:2(21), Armor(Powered Armor) (12DR+4 Shields, 12HP), veh
agility:16, Built in Heavy Laser Rifle:(Dam: 16+)
Alertness, Astrogation:4(10),
Acrobatica, Climb, Stealth:10 Str Agi Dur Tht Wil Pre
Masteries: Melee (Quick Draw, Ambidexterity, Lethal 4(10) 8 8 4 4 4
Targeting,Reflexive Deflection), Astrogation (Linear Skills: Melee, Missile, Alertness: 8
Algebra), Alertness (Panoramic Vision), Acrobatica Acrobatica, Climb, Stealth:8
(Anime Leap) Climb (SpiderClimb), Stealth (Backstab)
Parry/ # of DR/
Parry/ # of Init Hit Evade Damage actions HP Move
Init Hit Evade Damage actions DR/HP Move
10+weapon 8
30 16 8 16/16 27/27 2 16/12
4+1 16 (16 in armor)
33 37/16 50/39 23/180
14+Weapon offhand (10 Shapeshift)

Electro-Immortal Nav
Other Sentients Computers
Price: 50 billion sands
Description: These beings were sentients from
Security Forces various races that were lobotomized before they
Description: One of the most common encounters were turned into immortals by the council. They are
will be with various security forces across the galaxy. created in ultra secret labs that are controlled and
For the most part, they are pretty uniform in their heavily monitored by council members. They are
abilities. They are often found patrolling in hover ElectroKinetics and Warp Controllers, and are skilled
vehicles, or stationed as guards. at Astrogation. They perform basic functions, but their
personalities have been wiped.
56 - Equipment - Weapons and Armor
Knowledge of the electro-immortals is completely
secret as the nav computers are believed to be
advanced Council technology. Expendable (without
Body Reconstruction) variants were constructed but
often weren’t up to the capabilities of the immortal
versions (standard). Either way it is said that these sad
individuals are in a permanent dreaming state as a
ghost of their former selves; this pseudo consciousness
allows them to construct potent AI’s and integrate
well with computer systems, as well as going beyond
by using the potent mastery of Linear Algebra. Entire
ships that have been destroyed by Xelomites have left
only floating sarcophagi containing Nav Computers.
Electro-Immortal Nav Computers rarely open up gates
to Jump space themselves, but in dire circumstances
have been know to do so to save the vessel they
navigate for.
Powers: Electrokinesis: 6, Warp Control: 6, Body
Reconstruction:1.
Subpowers: None
Equip: Sarcophagus (apparatus that houses their
physical form)
Str Agi Dur Tht Wil Pre
NA NA 12 12 12 0
Skills: AstroNavigation 8(14), Computer Systems: 8(14)
Masteries: AstroNavigation (Linear Algebra), Computer
Systems (Create AI)
Parry/ # of DR/
Init Hit Evade Dam actions HP Move
12 N/A N/A N/A N/A 4/12 N/A

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