Professional Documents
Culture Documents
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?
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
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
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
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
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
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
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
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