TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  HUMANSPACE 
  HUMANSPACE 
  HUMANSPACE 
  HUMANSPACE 
  EMPIRES
  EMPIRES
  EMPIRES
  EMPIRES    
  SCIENCE FANTASY 
  SCIENCE FANTASY 
  SCIENCE FANTASY 
  SCIENCE FANTASY ADVENTURE
  ADVENTURE
  ADVENTURE
  ADVENTURES 
  S 
  S 
  S IN
  IN
  IN
  IN    THE STAR
  THE STAR
  THE STAR
  THE STAR----FARING ANCIENT PAST 
  FARING ANCIENT PAST 
  FARING ANCIENT PAST 
  FARING ANCIENT PAST 
  OF PROFESSOR M.A.R. BARKER’S WORLD OF T
  OF PROFESSOR M.A.R. BARKER’S WORLD OF T
  OF PROFESSOR M.A.R. BARKER’S WORLD OF T
  OF PROFESSOR M.A.R. BARKER’S WORLD OF TÉÉÉÉKUMEL
  KUMEL
  KUMEL
  KUMEL    
  *    
  REVISED
  REVISED
  REVISED
  REVISED    
  PLAYTEST DRAFT
  PLAYTEST DRAFT
  PLAYTEST DRAFT
  PLAYTEST DRAFT    
   
  Additional information for Humanspace Empires at IX blog, 
  http://ixians.blogspot.com/ 
   
  This work is a free fan publication. All included artwork is believed to be in the 
  public domain or has been released into the public domain.  All original text is Open 
  Game Content. 
  Tékumel and its related products and materials are copyright © 1975 and 2010 by Prof. 
  M.A.R. Barker. 
  This work is not intended in any way to infringe upon that copyright or other 
  intellectual property rights of Prof. M.A.R. Barker. 
  
  INTRODUCTION
   
  In 
  the 
  early 
  21st 
  century 
  “Western 
  Civilization" and the nations of Terra are
  obliterated by the Atomic Armageddon. Over 
  thousands of years, the surviving peoples of 
  Earth rebuild a technological civilization atop 
  the radioactive ashes. Humankind again 
  reaches 
  for 
  the 
  stars 
  and 
  eventually 
  encounters an advanced insectoid race near 
  the star Procyon. This ancient alien race, the 
  Pé Chói, gift the peoples of Earth with th
  INTRODUCTION
  In 
  the 
  early 
  21st 
  century 
  “Western 
  Civilization" and the nations of Terra are 
  obliterated by the Atomic Armageddon. Over 
  thousands of years, the surviving peoples of 
  Earth rebuild a technological civilization atop 
  the radioactive ashes. Humankind again 
  reaches 
  for 
  the 
  stars 
  and 
  eventually 
  encounters an advanced insectoid race near 
  the star Procyon. This ancient alien race, the 
  Pé Chói, gift the peoples of Earth with the  
  Three Light Drive and many other wondrous 
  devices, and accept the Terrans as members 
  of interstellar society. 
  The human space age is now fifty thousand 
  years old. Humanity has spread across 
  hundreds of light years of space; stellar 
  empires have risen, endured for millennia, 
  and fallen. The migrations and imperial 
  expansions have ebbed and flowed, resulting 
  from wars, commerce, religious impetus, and 
   
      
   
  t Drive and many other wondrous 
  devices, and accept the Terrans as members 
  The human space age is now fifty thousand 
  umanity has spread across 
  hundreds of light years of space; stellar 
  empires have risen, endured for millennia, 
  and fallen. The migrations and imperial 
  expansions have ebbed and flowed, resulting 
  from wars, commerce, religious impetus, and  
  
   
   
   
  
   
  other mysterious compulsions. Countless 
  alien species have been contacted; some have 
  become friends and trading partners, some 
  have been enslaved or decimated, and others 
  persist as inimical foes of man across galactic 
  space. Thousands of worlds have been 
  colonized; colonies have been lost in deep 
  space 
  and 
  developed 
  strange 
  new 
  civilizations and even pocket star empires in 
  the Beyond, the fringes of Humanspace.  
  The year 62011 AD is the 6082nd year of the 
  Great Humanspace Empire and the 844th 
  year of the Dynasty of the Veritable 
  Autocrator. Mankind and its alien allies have 
  reached 
  a 
  state 
  of 
  unprecedented 
  technological advancement. Starships cross 
  vast distances in days by travelling between 
  dimensions, trade routes thread space like 
  capillaries 
  in 
  living 
  tissue, 
  computers, 
  androids and robots are built with advanced 
  positronic 
  brains, 
  molecular 
  machines 
  reshape matter and interplanar power is 
  tapped to transform worlds and even stars.  
  Still, it is not a time of tranquility and ease. 
  Some feel that the Great Star Empire is 
  crumbling 
  under 
  the 
  weight 
  of 
  its 
  bureaucratic and authoritarian excesses and 
  its decadence. Human and alien foes of the 
  empire are emboldened and active across the 
  Orion Spur. Others know that the greatest 
  threats lie in the unknown regions of deep 
  and inter-dimensional space. 
  The following represents a partial chronology 
  of major events in the history of Humanspace 
  Empires: 
   
  2012-2013 AD “Western Civilization" and 
  the nations of 21st century Terra are 
  obliterated by the Atomic Armageddon. 
   
  ca. 8000 AD Earth struggles out of the 
  radioactive ashes and slowly rebuilds a 
  technological civilization 
  9767 AD -ca. 16800 AD Duration of the One-
  World Empire on Earth 
   
  ca. 12000 AD Generation ships from Earth 
  encounter the Pé Chói in deep space. The Pé 
  Chói gift the peoples of Earth with the Three 
  Light Drive and many other wondrous 
  devices. Humanity introduced to the Páchi Léi 
  from 
  Arcturus, 
  the 
  Heglethyál 
  from 
  Unukulhai, the Tinalíya from Algol, the 
  Ahoggya from Achernar, and other alien 
  species. The Pé Chói warn Terrans of 
  dangerous species including the Mihalli from 
  Dorsum, the Nyagga from Alhena, the Hokun 
  from Markeb, the Hlutrgu from Algenubi. 
   
  ca. 12200 Nininyal Traders first visit Earth.  
   
  ca. 12200 - 16800 AD Duration of the 
  League of Worlds. Members included the Pé 
  Chói, the Terrans, the Páchi Léi , and the 
  Tinalíya.  
   
  ca. 12300 First Regulan War , earliest 
  incursions of Algenubi into Humanspace 
   
  ca. 
  12600 
  Second 
  Regulan 
  War, 
  establishment of the Neutral Zone between 
  Regulus and Humanspace 
   
  ca. 12600 – 16800 AD Lasting Peace  
   
  ca. 16800 Third Regulan War, Collapse of the 
  League  
   
  ca. 16800- 20000 AD First Interim  
   
  ca. 20000- 24000 AD Duration of the First 
  Terran Empire 
   
  ca. 21200- 21500 AD Period of continuous 
  interstellar warfare pitting the Terran Empire 
  against the Regulans and the Hlutrgu. 
   
  ca. 24000 The Great War, widespread use of 
  sub-atomic planetbuster bombs  
   
  ca. 24000 AD- 26117 AD Second Interim  
   
  
  ca. 25500 AD Rise of the Clonemasters in 
  Humanspace  
   
  26117- 48044 AD Duration of the Second 
  Terran Empire, the Clonemaster dynasties.
   
  47987-48044 AD Clonemaster-Cy
   
  48044 – 49002 AD Cymek Empire
   
  49002- 49440 AD the Lesser [Third] Interim
   
  49401 AD Ansible invented by the Pé Chói
  Procyon 
   
  49440 – 54085 AD Duration of the (First) 
  Humanspace Alliance 
   
  52940 AD Interfogulator invented 
   
  54044 –54085 AD nth Interstellar War ends, 
  collapse of the (First) Humanspace Alliance
   
  54085 - 55929 AD Fourth Interim
   
  55929- ????? Humanspace [Third Terran] 
  Empire 
   
  57013 AD Terran- Ahoggya War. 
   
  61167 AD First year, Dynasty of the Veritable 
  Autocrator 
  Rise of the Clonemasters in 
  Duration of the Second 
  Empire, the Clonemaster dynasties. 
  Cymek War 
  Empire 
  the Lesser [Third] Interim 
  Ansible invented by the Pé Chói on 
  Duration of the (First) 
  Interfogulator invented  
  nth Interstellar War ends, 
  collapse of the (First) Humanspace Alliance 
  Fourth Interim 
  Humanspace [Third Terran] 
  War.  
  t year, Dynasty of the Veritable 
  ca. 61,800 AD First contact with the Shen of 
  Antares, Shen-Transporter War
   
  ca. 62,000 AD First contact with the Chima, 
  the Urunen from Betelgeuse and the Hlaka 
  from Ensis. Tekumel (Sinistra/ Nu Ophiuchi) 
  is discovered by explorers from Humanspace 
  amongst the trade routes of several stellar 
  cultures including the Shen and pocket 
  Empires in the Beyond.   
   
  62,011 
  AD 
  The 
  present 
  (Humanspace 
  Empires) 
   
  62,000-62,110 AD The armies and fleets of 
  the 
  Humanspace 
  Empire 
  com
  indigenous Ssu and Hluss civilizations in the 
  Sinistra system. Following the victory of 
  Humanspace forces, Tekumel is terraformed. 
  War 
  and 
  terraforming 
  result 
  in 
  the 
  extermination of 98% of the planet’s native 
  life . Surviving Ssu, Hluss, and relat
  species relocated onto closely guarded 
  reservations 
   
  62,111-ca. 111, 912 AD Tekumel is the jewel 
  of Humanspace, a pleasure planet and trading 
  center 
   
  ca. 111, 912 AD Tékumel thrown into pocket 
  dimension, the Time of Darkness. The same 
  fate befalls 722 other worlds in Humanspace
   
  First contact with the Shen of 
  Transporter War 
  First contact with the Chima, 
  the Urunen from Betelgeuse and the Hlaka 
  from Ensis. Tekumel (Sinistra/ Nu Ophiuchi) 
  overed by explorers from Humanspace 
  amongst the trade routes of several stellar 
  cultures including the Shen and pocket 
  The 
  present 
  (Humanspace 
  The armies and fleets of 
  the 
  Humanspace 
  Empire 
  combat 
  the 
  indigenous Ssu and Hluss civilizations in the 
  Sinistra system. Following the victory of 
  Humanspace forces, Tekumel is terraformed. 
  War 
  and 
  terraforming 
  result 
  in 
  the 
  extermination of 98% of the planet’s native 
  life . Surviving Ssu, Hluss, and related sentient 
  species relocated onto closely guarded 
  Tekumel is the jewel 
  of Humanspace, a pleasure planet and trading 
  Tékumel thrown into pocket 
  dimension, the Time of Darkness. The same 
  lls 722 other worlds in Humanspace 
  
   
  CHARACTERS
  CHARACTER GENERATION
   
  Characters are generated by roll
  each basic attribute, in the same order that 
  they are described in this chapter, Strength, 
  Dexterity, Constitution, Intelligence, Psyc
  Power, and Charisma, Record the rolls on a 
  character sheet. The character sheet 
  at the end of this book may be used
  After generating the basic attributes, 
  various modifiers that each attribute provides 
  NERATION 
  rolling 3d6 for 
  , in the same order that 
  described in this chapter, Strength, 
  Dexterity, Constitution, Intelligence, Psychic 
  , and Charisma, Record the rolls on a 
  . The character sheet provided 
  may be used. 
  basic attributes, note the 
  various modifiers that each attribute provides 
  on the character sheet. Next, 
  the character is chosen from 
  human and alien races of known space.  
  that several species require minimum scores 
  in certain attributes and several offer various 
  specific advantages, disadvantages, and/or 
  limitations.   
  Next, the character’s background skills
  chosen, followed by a profession, 
  Note that there are prime requisites for eac
  class, and certain classes will require 
  minimum scores for some abilities. Roll hit 
  points using the appropriate die for 
   
      
   
  Next, the species of 
  chosen from the various 
  human and alien races of known space.  Note 
  that several species require minimum scores 
  in certain attributes and several offer various 
  specific advantages, disadvantages, and/or 
  background skills are 
  , followed by a profession, or class. 
  that there are prime requisites for each 
  classes will require 
  minimum scores for some abilities. Roll hit 
  points using the appropriate die for the 
  
  character’s class, and record the value on 
  character sheet. Also record on the character
  sheet any additional abilities provided by 
  character’s class. 
  All characters receive a randomly de
  stake of credits (CR), the currency of 
  Humanspace. 
  Consult 
  the 
  weapon 
  and 
  equipment lists, and use these starting 
  to purchase armor, weapons and gear 
  character. Record the character’s
  (AC) , weapons, and gear on the sheet.
  Choose the character’s sex, an appropriate 
  name, and create a description of what 
  character looks like, his or her personality, 
  and any information about the character’s 
  background. 
   
   
  Basic Attributes 
  A character’s Basic Attributes are
  randomly. Roll 3d6 for each. Roll abilities in 
  the order discussed below. The Referee may 
  allow a player to roll abilities in any order
  however this is not recommended
   
  and record the value on the 
  the character 
  sheet any additional abilities provided by the 
  receive a randomly determined 
  the currency of 
  lt 
  the 
  weapon 
  and 
  starting funds 
  , weapons and gear for the 
  the character’s Armor Class 
  , weapons, and gear on the sheet. 
  Choose the character’s sex, an appropriate 
  escription of what the 
  character looks like, his or her personality, 
  about the character’s 
      
  are determined 
  Roll abilities in 
  The Referee may 
  to roll abilities in any order; 
  however this is not recommended.  
  Strength (STR) measures a character’s raw 
  physical power. High or low STR affects a 
  character’s ability to hit and cause damage in 
  melee combat, and the chances of a character 
  using brute force in various activities, such as 
  forcing open a door. 
   
  STRENGTH SCORES 
   
  Score 
  Modifier to Melee Attack (Hit 
  and Damage) and Force Rolls*
  3 
  4-5 
  6-8 
  9-12 
  13-15 
  16-17 
  18 
  *All hits will do a minimum of 1 hit point of 
  damage 
   
  Dexterity (DEX) measures coordination, 
  agility, reflexes, and balance. 
  scores affect armor class and probability that 
  attacks will succeed. 
   
  DEXTERITY  SCORES 
   
   
  Score 
  Armor 
  Class 
  Modifier 
  Attack   
  Modifier*
  Initiative
  Modifier**
  3 
  +3 
  -2 
  4-5 
  +2 
  -1 
  6-8 
  +1 
  -1 
  9-12 
  0 
  0 
  13-15 
  -1 
  +1
  16-17 
  -2 
  +1
  18 
  -3 
  +2
  *These modifiers apply to hit and damage for 
  melee and missile attacks. 
  **These adjustments are applied if the optional 
  individual initiative rules are used.
   
  Constitution (CON) represents a character’s 
  general health and stamina. A Constitution 
  bonus increases a character’s hit points
  thus, his or her survivability.
   
   
   
  (STR) measures a character’s raw 
  physical power. High or low STR affects a 
  character’s ability to hit and cause damage in 
  he chances of a character 
  using brute force in various activities, such as 
  Modifier to Melee Attack (Hit 
  and Damage) and Force Rolls* 
  -3 
  -2 
  -1 
  0 
  +1 
  +2 
  +3 
  a minimum of 1 hit point of 
  (DEX) measures coordination, 
  agility, reflexes, and balance.  High or low DEX 
  armor class and probability that 
  Attack   
  fier*/
  Initiative 
  Modifier** 
  Saving Throw 
  Modifier 
  (to Energy 
  Blast) 
   
  -3 
   
  -2 
   
  -1 
   
  0 
  +1 
  +1 
  +1 
  +2 
  +2 
  +3 
  *These modifiers apply to hit and damage for 
  s are applied if the optional 
  individual initiative rules are used. 
  (CON) represents a character’s 
  health and stamina. A Constitution 
  bonus increases a character’s hit points and 
  . 
  
   
  CONSTITUTION SCORES 
   
   
  Score 
  Hit Point 
  Modifier 
  per Hit Die* 
  Saving 
  Throw 
  Modifier 
  (to all Poison 
  and Disease) 
  3 
  -3 
  -3 
  4-5 
  -2 
  -2 
  6-7 
  -1 
  -1 
  8-12 
  0 
  0 
  13-15 
  +1 
  +1 
  16-17 
  +2 
  +2 
  18 
  +3 
  +3 
  *A character will receive a minimum of 1 hit 
  point per level regardless of the modifier to 
  hit dice. 
   
  Intelligence (INT) determines how well a 
  character learns, remembers, and reasons. 
  This ability is particularly important for 
  Scientists but useful to all classes as a high 
  intelligence may provides additional skills, 
  powers and languages. 
   
  INTELLIGENCE  SCORES 
  Score 
  Additional 
  Languages  
  Skill/Power 
  Selection Modifier 
  3 
  0 
  -3 
  4-5 
  0 
  -2 
  6-8 
  0 
  -1 
  9-12 
  0 
  0 
  13-15 
  +1 
  +1 
  16-17 
  +2 
  +2 
  18 
  +3 
  +3 
  Psychic 
  Power 
  (PSY) 
  represents 
  a 
  character’s innate psychic potential, or his or 
  her ability to tap into powerful inter-planar 
  energies. Psychic power is vital to any 
  character that will use PSY powers or super-
  scientific powers that rely on channeling 
  inter-planar energies.  
   
   
   
   
   
  PSYCHIC POWER SCORES 
   
  Score 
  Saving Throw 
  Modifier 
  (to all PSY 
  effects) 
  PSY Powers 
  3 
  -3 
  Unable 
  to 
  use 
  PSY powers 
  4-5 
  -2 
  Unable 
  to 
  use 
  PSY powers 
  6-8 
  -1 
  Unable 
  to 
  use 
  PSY powers 
  9-12 
  0 
  Unable to use 
  PSY powers from 
  Group I-III. 
  13-15 
  +1 
  No restrictions or 
  bonus 
  16-17 
  +2 
  +1 PSY power 
  success rolls 
  18 
  +3 
  +2 PSY power 
  success rolls. 
   
  Charisma (CHA) measures a character’s force 
  of personality, guile, magnetism, leadership 
  qualities, and physical attractiveness. This 
  ability is important for all characters as it 
  affects how beings or creatures will respond 
  to a character in an encounter, and affects the 
  morale of retainers and the number of 
  retainers a character may have. 
   
  CHARISMA SCORES 
   
   
   
  Score 
  Reaction 
  Adjustment 
   
  Retainers 
  Retainer 
  Morale 
  3 
  +2 
  1 
  4 
  4-5 
  +1 
  2 
  5 
  6-8 
  +1 
  3 
  6 
  9-12 
  0 
  4 
  7 
  13-15 
  -1 
  5 
  8 
  16-17 
  -1 
  6 
  9 
  18 
  -2 
  7 
  10 
   
  Prime Requisites 
   
  Several classes discussed later in this text 
  have listed ability prime requisites. The table 
  below details the effect a score in a prime 
  
  requisite has on experience points earned by 
  characters.  
   
  ABILITY PRIME REQUISITES 
  Score 
  Experience 
  Adjustment
  3-5 
  -10%
  6-8 
  -
  9-12 
  13-15 
  +5%
  16-18 
  +10%
   
   
  Attribute Increases 
   
  Upon a character’s attainment of a new
  of experience, the player may roll to attempt 
  to improve one of the character’s
  scores. If a player rolls 19-20 on 1d20, +1 
  point may be added to one attribute 
  determined randomly.  A roll that would 
  requisite has on experience points earned by 
  Experience 
  Adjustment 
  10% 
  -5% 
  0 
  +5% 
  +10% 
   
  Upon a character’s attainment of a new level 
  of experience, the player may roll to attempt 
  character’s attribute 
  20 on 1d20, +1 
  point may be added to one attribute 
  determined randomly.  A roll that would 
  result in increasing an attribute above 18 is 
  ignored. 
  ATTRIBUTE INCREASE  
   
  Roll 
   
  Attribute
  1 
  STR 
  2 
  DEX 
  3 
  CON 
  4 
  INT 
  5 
  PSY 
  6 
  CHA 
   
  Alignment 
   
  In Humanspace Empires, characters are not 
  created 
  with 
  an 
  alignment; 
  however 
  monsters and certain beings and NPCs a
  described 
  with 
  an 
  alignment 
  t
  characterizes 
  their 
  relationship 
  to 
  the 
  characters, or more generally, the domina
  culture of Humanspace. The three alignments 
  are 
  generally 
  self-explanatory, 
  Neutral and Allied.  
   
  Inimical monsters and beings stand in violent 
  opposition to Humanspace, humanity and its 
  allies in known space.  Neutral creatures are, 
  for various reasons, neither almost certainly 
  hostile or friendly to characters
  beings will usually be friendly. 
   
  Situational conditions and other factors will, 
  in most cases, influence reactions between 
  encountered beings, monsters and characters 
  to a greater degree than alignment.
  beings will; however, almost always be 
  hostile. 
   
  SPECIES 
   
  Humanity: Mankind is the dominant species 
  in Humanspace, the most prolific
  widespread, and possibly the most diverse
  Humans are not limited in their advancement 
  as Adventurers, Astronauts, Scientists or 
  Warriors. 
   
   
  result in increasing an attribute above 18 is 
  Attribute 
  characters are not 
  created 
  with 
  an 
  alignment; 
  however 
  monsters and certain beings and NPCs are 
  described 
  with 
  an 
  alignment 
  that 
  their 
  relationship 
  to 
  the 
  characters, or more generally, the dominant 
  culture of Humanspace. The three alignments 
  explanatory, 
  Inimical, 
  Inimical monsters and beings stand in violent 
  opposition to Humanspace, humanity and its 
  allies in known space.  Neutral creatures are, 
  us reasons, neither almost certainly 
  hostile or friendly to characters, and Allied 
  beings will usually be friendly.  
  Situational conditions and other factors will, 
  in most cases, influence reactions between 
  encountered beings, monsters and characters 
  greater degree than alignment.  Inimical 
  almost always be 
  the dominant species 
  in Humanspace, the most prolific, the most 
  , and possibly the most diverse.  
  heir advancement 
  as Adventurers, Astronauts, Scientists or 
  
   
  Ahoggyá: The Ahoggyá of Achernar are four-
  armed and four-legged, barrel-bodied, bristly 
  and knobby alien sapients. Their muscular 
  legs extend out from the base of the body in a 
  crouch. Their four arms extend out at 
  equidistant intervals from beneath a domed, 
  thickly armored carapace at the top of their 
  body. Their hands and feet both possess three 
  digits and a thumb. Between and below their 
  arms, protected by a horny ring, are two eyes 
  and a fanged mouth on one side, and two eyes 
  and other organs on each of the other three 
  sides. They are somewhat shorter than an 
  average 
  human 
  but considerably more 
  massive.  The species has eight sexes. 
   
  The Ahoggyá inhabit a semi-autonomous 
  region of Humanspace rimward of Terra; 
  their own star empire having been conquered 
  by Terrans thousands of years ago. They are 
  generally viewed as an inferior species and 
  have adapted less well to Terran hegemony 
  than many alien cultures.  They are known for 
  their great boxy trade ships loaded with what 
  most races consider refuse. 
   
  Ahoggyá characters must have STR and CON 
  scores of 13 or higher and a PSY score no 
  greater than 9.  They have a natural AC of 7 
  and if unarmed, attack for 1d6 damage with 
  their claws. All Ahoggyá receive an additional 
  2d6 hit points at first level. 
   
  Some (1 in 4) Ahoggyá are anti-Psychic. These 
  will have a PSY score of 8 or less; however 
  they receive a PSY effect saving throw bonus 
  in lieu of a penalty (equal to the absolute 
  value of the penalty).  PSY power success 
  throws within 50 feet of these beings also 
  suffer the penalty. 
   
  Ahoggyá are fully coordinated and may attack 
  with all four arms at no penalty; however, 
  because they are radially symmetrical, they 
  can attack a single opponent no more than 
  twice in a round. Ahoggyá Warriors do not 
  gain additional attacks at high levels. Ahoggyá 
  are unlimited in their advancement as 
  Warriors.  They may progress no higher than 
  8th level in the other classes.  
  Heglethyál: The Heglethyál of Unukulhai are 
  a minor interstellar race that was contacted 
  by the Pé Chói thousands of years prior to the 
  arrival of humanity amongst the stars.  Their 
  homeworld is a tropical swamp planet 
  located coreward of Terra.   
   
  Members of the species are generally human 
  sized with a rotund, rubbery white body, four 
  slender 
  legs 
  extending 
  at 
  equidistant 
  intervals from the body, two upper arms with 
  four digits and an opposable thumb, and a 
  head with humanoid features. A bony crest 
  rising from the forehead of their long skull 
  curves over the back; from this crest flexible 
  folds of skin fall down behind the shoulders 
  to join the body at the base of the spine. The 
  Heglethyál include two sexes; males (70 
  percent) and females (30 percent). 
   
  Heglethyál characters must have a CON score 
  of 13 or higher and a PSY score no greater 
  than 8.  Many are anti-Psychic (see the 
  Ahoggyá). They are unlimited in their 
  advancement as Warriors but may progress 
  no higher than 8th level in the other classes.  
  Most star faring members of the species are 
  merchants and their culture is known to 
  produce fine diplomats. 
   
  Nininyal: The Nininyal, the Mole Men of 
  Mirach IV, are amongst the most ancient 
  interstellar species of Humanspace, having 
  independently developed the Three Light 
  Drive or received it from an unknown race, 
  during the same era that it was invented by 
  the Pé Chói. 
   
  Physically, the Nininyal are small, averaging 
  about 3 feet tall and rodent-like, with a sharp-
  featured face, pronounced beak, large ears, 
  and grey or black fur. They are bipedal, 
  having two muscular legs, and two arms at 
  the end of which are claw-like hands with 
  three-fingers and a thumb. The species also 
  has a short vestigial tail. Their sight and 
  hearing are far more sensitive than those of 
  humanity. A Nininyal sees clearly in near total 
  darkness. Their night vision extends to a 
  range of 120 feet.  
  
   
  The spoken Nininyal language, has proved 
  impossible for the human tongue due largely 
  to its extremely high speech rate, as such, it is 
  not known what the species names itself, its 
  language, or its home world. 
   
  Nininyal characters must have a DEX of 12 or 
  higher and STR and CON scores no greater 
  than 12. They may progress no higher than 
  8th level as Warriors. They are not limited in 
  their 
  advancement 
  as 
  Adventurers, 
  Astronauts or Scientists. 
   
  Nlyss: Nlyss or N'lüss represent a genetically 
  engineered 
  human 
  sub-species 
  rarely 
  encountered within the Empire but present in 
  greater numbers in regions of the Beyond. 
  The Nlyss are typically taller than average 
  humans, averaging about seven feet in height, 
  and they tend to have a light, ruddy 
  complexion and coarse dark hair. As a clone 
  race, they tend to vary little in individual 
  appearance. They are devotees of an ancient 
  code of honor and tend to be arrogant and 
  aloof. 
   
  Nlyss characters must have Strength and 
  Constitution scores of 12 or higher. They are 
  best suited to be Warriors; however they are 
  members of an Astronaut culture and not 
  limited in their advancement as Adventurers, 
  Astronauts or Scientists. 
   
  Páchi Léi: The Páchi Léi of Arcturus are 
  another minor interstellar race elevated by 
  the Pé Chói thousands of years prior to the 
  arrival of humanity amongst the stars.   
   
  They have four short legs, a soft, grey-green 
  pear-shaped body covered with small knobs 
  and pendulous protuberances, four slender 
  upper arms with four fingers and a thumb on 
  each hand, and a heavy-jawed, toothy, animal-
  like head. Their huge, platter-shaped eyes 
  permit them to see well in the dark, and they 
  also possess an atrophied ‘sixth sense’. They 
  range from about 5 feet to 6 feet in height. 
   
  The Páchi Léi are asexual and reproduce by 
  budding. 
  Páchi Léi characters have low light vision at a 
  range of 120 feet, receive a +1 on all rolls to 
  detect secret doors or other concealed objects 
  and their sixth sense allows them to detect 
  danger in a 10 foot radius on a roll of 1 or 2 
  on 1d6.  They may attack with a weapon in 
  their secondary arm at -2 to hit and with 
  weapons in their other two arms, each at –5 
  to hit. 
   
  Páchi Léi characters must have a DEX of 12 or 
  higher and a CHA no greater than 9. They are 
  unlimited in their advancement in any class.   
   
  Pé Chói: This ancient race reached a state of 
  cultural and scientific advancement during a 
  period when most other species in known 
  space were quite primitive.  They are 
  responsible for the invention of the Three-
  Light drive, a gravitic star drive that can 
  propel a spaceship nearly as fast as the speed 
  of light, the ansible,  or inter-planar FTL radio, 
  and have made significant contributions to 
  the development of inter-planar studies and 
  the interfogulator, that allowed for the 
  equivalent of FTL space travel. 
   
  They are a philosophical and peaceful species. 
  That contacted and elevated numerous 
  developing 
  species 
  within 
  Humanspace, 
  including humanity, and these two races have 
  remained close allies. The Pé Chói Garden 
  Worlds remain an autonomous region within 
  the Humanspace Empire; however, many 
  members of the species travel to human 
  worlds and choose to live amongst men, 
  There are those that believe man is, and has 
  been for millennia, a puppet of this great race. 
   
  The graceful, vaguely insectoid Pé Chói 
  average about 6 feet in height, are covered 
  with a chitinous exoskeleton, have two 
  powerful rear legs, four smaller upper limbs 
  ending in bony hands with three digits and an 
  opposable 
  thumb, 
  and 
  a 
  segmented 
  prehensile tail. They also possess two sets of 
  lungs, one in the upper torso and another in 
  the lower abdomen. Males are deep black in 
  color and females are bone white, Their heads 
  are long and slender, with two large green 
  
   
  eyes, a tapering proboscis, and two fan-like 
  ‘ears’ at the rear of the skull.  
   
  The Pé Chói are divided into the two sexes, as 
  noted supra, plus a ‘neuter’ stage which can 
  be adopted by either sex. Males make up 
  about 40 percent of the population, females 
  35 percent, and the neuters, 25 percent.   
  They are incapable of holding their breath 
  and will die almost instantly if deprived of air. 
  Members of the species heal at ½ standard 
  rate whether through rest, drugs, or other 
  means.  They may attack with a weapon in 
  their secondary arm at -2 to hit and with 
  weapons in their other two arms, each at –5 
  to hit. 
   
  All members of the species have excellent 
  hearing and vision, and a basic form of PSY 
  empathy that can detect the presence of 
  another living creature within 10 feet. The 
  same sense can detect when a member of 
  their species has been slain within a radius of 
  about 3 miles, and if they can ascertain who 
  was responsible, they are implacable enemies 
  thereafter.  
   
  Pé Chói characters must have a DEX of 12 or 
  higher, a PSY of 9 or higher and a CON score 
  no greater than 12. They are not limited in 
  their advancement in any class. 
   
  Shén: ‘The reptilian Shén of Antares are 
  masters of a great star empire that rivals 
  Humanspace in power and extent. They are 
  generally neutral toward humanity and the 
  allied races; however several wars with the 
  Shén have been fought over disputed border 
  worlds.   
   
  Humans view Shén as harsh and semi-
  civilized despite their great empire and super 
  scientific culture.   Shén are a Warrior culture 
  and value physical power, ferocity and 
  endurance.  
   
  Shén average 7 feet in height and are roughly 
  humanoid, standing erect upon two powerful 
  rear legs and with two forearms ending in 
  three-fingered hands with an opposable 
  thumb. They are covered with shining black 
  scales and have a thick, prehensile tail, a 
  curved, beak-like snout, double rows of 
  needle-sharp teeth, and a crest of glittering 
  spines that become extended when the Shén 
  is enraged. 
   
  The species has three sexes: males ('egg-
  creators') about 40 percent, females ('egg 
  layers') 35 percent, and ‘egg-fertilizers 25 
  percent. They are divided into genetic 
  lineages or ‘egg-groups’ that may be friendly, 
  neutral or hostile to one another.  
   
  Shén characters must have Strength and 
  Constitution scores of 12 or higher. Their 
  psychic talents are weak, and they are limited 
  to a PSY score of 10 or less.  A few are anti-
  Psychic (see the Ahoggyá). They have a 
  natural AC of 7 and if unarmed, may make up 
  to 3 attacks per round;  bite for 1d6 damage 
  (at–2 to hit if additional attacks are made) 
  and claw/claw for 1d6 damage each at -5 to 
  hit.. All Shén receive an additional 2d6 hit 
  points at first level. They are unlimited in 
  their advancement as Warriors but may 
  progress no higher than 8th level in the other 
  classes.   
   
  Tinalíya: The Tinalíya of Algol are an 
  intensely curious, learned, materialistic, often 
  generous, 
  and 
  extremely 
  literal-minded 
  species.  They are; however, respected 
  throughout Humanspace as a great super-
  scientific culture and their devices, weapons, 
  and starships are highly sought after. 
   
  The Tinalíya average only about 2 feet in 
  height, have four short, outwardly-bowed 
  lower legs, a spherical abdomen, two long 
  arms ending in claw-like three-fingered 
  hands with an opposable thumb, and sloping 
  heads with huge eyes and vaguely humanoid 
  features. Their body consists of several 
  bulbous segments covered with a horny 
  integument, usually tan, russet or deep brown 
  in color. There are three sexes: males (10 
  percent), females (5 percent), and neuters 
  (85 percent); the latter sex, and a few 
  females, are usually the ones who wander 
  
  amongst the stars to explore, trade and 
  satisfy their curiosity for a few years before 
  returning to the intricate social life of their 
  homeworld. 
   
  Tinalíya characters must have an INT of 12 or 
  more, DEX and CON scores of at least 9, and a 
  STR of 9 or less. Although the Tinalíya 
  highly effective combatants when necessary, 
  they are not warlike and may progress no 
  higher than 8th level as Warriors. They are 
  not 
  limited 
  in 
  their 
  advancement 
  as 
  Adventurers, Astronauts or Scientists.
   
  ANDROIDS AND ROBOTS 
   
  Rules for androids and robots as player 
  characters have not been included in this 
  draft playtest edition; however they are 
  planned to appear in future editions as a 
  player character class.  Additionally, no 
  specific rules are included in this edition for 
  mutants, genetically modified characters, 
  excepting the Nlyss, or cybernetic characters, 
  known as Cymeks in Humanspace. 
   
  Despite the high degree of technological 
  advancement in Humanspace, Cymeks and 
  genetically-shaped beings are rare.
  part, a function of history, as the last Great 
  Terran Star Empire fell through a massively 
  destructive Civil War fought between Cymeks 
  and Gene Shapers. 
   
  LANGUAGES 
  Most characters, excepting those from lost 
  colonies, deep space, or primitive worlds
  with the common language of Humanspace
  tongue is Sunuz, or Standard Star Empire
  is a descendent of the Tamil, Mayan, and Arabic 
  languages of Ancient Terra.  
   
  There are four main branches of the universal 
  language: 
  High 
  Sunuz, 
  Standard 
  Sunuz, 
  Commercial Sunuz, and Scientific Sunuz. There 
  are also many forms of low Sunuz, especially 
  among lost colonies. The various dialects are
  however remarkably uniform. Few lost colonies 
  to explore, trade and 
  satisfy their curiosity for a few years before 
  returning to the intricate social life of their 
  an INT of 12 or 
  at least 9, and a 
  he Tinalíya are 
  highly effective combatants when necessary, 
  may progress no 
  higher than 8th level as Warriors. They are 
  not 
  limited 
  in 
  their 
  advancement 
  as 
  ientists. 
  Rules for androids and robots as player 
  characters have not been included in this 
  draft playtest edition; however they are 
  planned to appear in future editions as a 
  Additionally, no 
  e included in this edition for 
  mutants, genetically modified characters, 
  excepting the Nlyss, or cybernetic characters, 
  in Humanspace.  
  Despite the high degree of technological 
  advancement in Humanspace, Cymeks and 
  s are rare. This is, in 
  part, a function of history, as the last Great 
  Terran Star Empire fell through a massively 
  destructive Civil War fought between Cymeks 
  , excepting those from lost 
  primitive worlds, begin 
  of Humanspace. This 
  or Standard Star Empire and it 
  is a descendent of the Tamil, Mayan, and Arabic 
  There are four main branches of the universal 
  Sunuz, 
  Standard 
  Sunuz, 
  Commercial Sunuz, and Scientific Sunuz. There 
  are also many forms of low Sunuz, especially 
  among lost colonies. The various dialects are; 
  remarkably uniform. Few lost colonies 
  have been found which do not speak a 
  recognizable form of Sunuz even after millenia 
  of isolation or with racial mutation almost 
  beyond recognition. Some characters with high 
  intelligence receive additional languages and use 
  of super-scientific translator devices is wide 
  spread throughout known space.
    
   
  Background Skills
   
  All characters have a background; this 
  includes a number of skills acquired du
  their youth.  The skills listed in this section 
  are not intended to represent the sum of a 
  character’s knowledge but include those that
  may be of use to during the game. The first 
  group consists of Basic: skill
  proles of known space. The Technical group 
  includes skills that require more
  study or training. Finally the 
  include talents and skills that
  considerable time and formal education or 
  intensive training.  To determine a character’s 
  starting skills, roll 1d20, add the intelligence 
  attribute modifier and consult the table 
  below. 
   
  BACKGROUND SKILL SELECTION
  Roll 
  Background Skills
  (-2)-1 
  Choose one basic skill
  2-4 
  Choose one basic 
  skill. 
  5-9 
  Choose one skill from each 
  10-13 
  Choose 2 basic skills, 2 technical 
  skills and one expert skill.
  14-17 
  Choose 3 skills from each 
  18-19 
  Choose 4 basic skills,
  skills and 3 expert skill
  20+ 
  Choose 4 skills from each 
   
  have been found which do not speak a 
  form of Sunuz even after millenia 
  of isolation or with racial mutation almost 
  beyond recognition. Some characters with high 
  e receive additional languages and use 
  scientific translator devices is wide 
  spread throughout known space. 
   
  Background Skills 
  All characters have a background; this 
  includes a number of skills acquired during 
  listed in this section 
  are not intended to represent the sum of a 
  character’s knowledge but include those that 
  the game. The first 
  skills, the skills of the 
  . The Technical group 
  that require more advanced 
  . Finally the Expert skills 
  include talents and skills that require 
  erable time and formal education or 
  To determine a character’s 
  add the intelligence 
  and consult the table 
  SELECTION 
  Background Skills 
  skill. 
  and one technical 
  Choose one skill from each category. 
  basic skills, 2 technical 
  expert skill. 
  from each category. * 
  basic skills, 3 technical 
  expert skills.* 
  from each category. * 
  
   
  *Three basic skills may be exchanged for 2 
  technical skills or one expert skill. 
  The Referee may, optionally, have players roll 
  on the following table to determine the 
  technological sophistication of the character’s 
  homeworld.  This will affect the skills 
  available to the character. 
  BACKGROUND TECH LEVEL 
  Roll 
  Background Skills 
  1 
  Primitive 
  2-5 
  Advanced 
  6-9 
  Mixed 
  10-20 
  Super-Scientific 
   
  Background skills are chosen from the 
  following table.  Bold, italicized skills are 
  available only to characters from advanced, 
  mixed or super-scientific cultures. A player 
  may select a single skill multiple times for his 
  or her character. A skill selected twice is 
  expressed as +1, a skill selected 3 times is 
  expressed as +2 (e.g. brawler +1, pilot +2).  
  No skill may be greater than +5.  Each 
  selection indicates a greater competency in 
  the skill and the number associated with the 
  skill is used as a modifier in some cases 
  where skill success or failure is randomly 
  determined, 
   
  BACKGROUND SKILLS 
  Basic 
  Technical 
  Expert 
  agriculturalist 
  accountant  
  archaeologist 
   
  air pilot 
  architect  
  brawler 
  alien contact 
  artist- sculptor  
  builder 
  animal 
  trainer 
  assassin  
  cook  
  bureaucrat 
  astronomer 
  driver 
  comms tech 
  author  
  distiller 
  comp tech  
  entertainer 
  factory 
  worker 
  courtesan 
  gladiator 
  gambler 
  electrician 
  jack 
  hunter 
  lab tech 
  journalist 
  moisture 
  farmer 
  mechanic 
  mathematician 
  mountaineer 
  miner 
  medic 
  primitivist 
  robo tech 
  musician 
  scavenger 
  sailor  
  orator 
  steward 
  slaver 
  poet 
  survivalist 
  smuggler 
  scholar 
  swimmer-diver 
  thief 
  security 
  tailor 
  tracer 
  soldier 
  urbanite 
  trader 
  spacer 
   
  tubeway tech spy 
   
  Any character attempting to use a skill with 
  which they are not trained is treated as 1st 
  level and penalized with -4 to their skill 
  success roll.  Any character attempting to use 
  a weapon with which they are not trained is 
  penalized with -4 to their attack roll.  
   
   
  Skill Descriptions 
   
  Most of the skills are self-explanatory, and it 
  is left to the player and the Referee to 
  determine the implementation and resolution 
  of skill related actions. Some skills require 
  additional explanation. 
   
  Brawler 
  skill 
  represents 
  experience 
  in 
  unarmed hand to hand combat.  Unskilled 
  characters suffer a -2 penalty to hit in combat 
  of this type.  The brawler skill modifier is 
  added to the hit and damage rolls, 
   
  Drivers are proficient in the operation of 
  wheeled and tracked ground vehicles. 
   
  Hunters are skilled in tracking game in 
  wilderness areas. 
   
  Moisture farmers typically hail from desert 
  worlds.  They are skilled in the operation and 
  maintenance of various water collecting 
  devices, the use of water-skins, still suits and 
  desert survival. 
   
  Primitivists are adept at the manufacturing 
  and use of primitive technology. 
   
  Survivalists are trained or experienced in 
  wilderness survival techniques. 
  . 
  Air pilots are proficient in the operation of air 
  cars, orinthopters, and other aircraft. 
   
  
   
  Alien contacts are adept in dealings with alien 
  species.  A specific alien race may be 
  associated with the skill implying great 
  familiarity with that culture.    
   
  Animal trainers can train any semi-intelligent 
  animal which is not completely aggressive to 
  man. An animal may usually be trained in 1d4 
  months.   
   
  Comms techs, comp techs, electricians, lab 
  techs, mechanics, robo techs and tubeway 
  techs are experienced or trained in the 
  operation and repair of communication 
  devices, 
  computers, 
  electrical 
  devices, 
  laboratory 
  equipment, 
  machinery, 
  and 
  tubeway transport systems, respectively.  A 
  skill success roll may be necessary to repair 
  inoperable or damaged devices. 
   
  The thief skill confers various talents 
  including 
  stealth, 
  lock 
  picking, 
  picking 
  pockets, etc. A skill success roll may be 
  necessary to perform these actions. 
   
  Traders 
  may 
  be 
  experienced 
  various 
  planetary 
  and 
  interstellar 
  mercantile 
  activities. Skill success rolls may be necessary 
  to resolve haggling and other financial 
  dealings. 
   
  Assassins are conferred various talents 
  including stealth and the use of poisons,    
   
  Gladiators may select skill in any one 
  primitive melee weapon.  Selecting the skill 
  additional 
  times 
  will 
  allow 
  increasing 
  expertise in such weapons; however the 
  gladiator bonus itself is not applied as a 
  combat modifier but is representative of 
  greater success and fame in the arenas.    
   
  Jack, or jack-of-all-trades, skill confers several 
  advantages.  Characters with this skill are 
  considered to possess basic familiarity with 
  many skills. They suffer a -2 penalty when the 
  rules otherwise state that a -4 penalty would 
  be applied to attempts to perform activities 
  or use weapons without appropriate training.   
   
  Medic skill allows a character the use of drugs 
  and medical kits. A skill success roll may be 
  necessary to treat injured beings. 
   
  Security 
  skill 
  represents 
  experience 
  or 
  training with security systems and protocol. 
   
  Soldiers may select one skill from amongst 
  the first five Warrior class skills; additional 
  selections of the skill may be applied to that 
  weapon or one of the four remaining Warrior 
  skills. 
   
  Spacers may select one skill from amongst the 
  first 3 Astronaut class skills; additional 
  selections of the skill may be applied to that 
  skill or one of the two remaining Astronaut 
  skills. 
   
  The spy skill confers various espionage 
  related talents including stealth, lock picking, 
  document forgery, etc. A skill success roll may 
  be necessary to perform these actions. 
   
  Learning Background Skills 
   
  Additional background skills and increased 
  proficiency in known background skills may 
  be attained in game.  A Basic skill may also be 
  learned in one month at a cost of CR 1,000. A 
  Technical skill may be learned in 4 months at 
  a cost of CR 5,000 and an Expert skill may be 
  learned in one year at a cost of CR 10,000. 
  The time required to learn the skill assumes 
  full-time study or practice.  Part-time learners 
  must multiply the time by 1d4+1. 
   
  Alternately, a character that has made use of 
  an untrained skill on multiple occasions, been 
  involved in activities related to the skill, or 
  used a known skill may, upon gaining 
  sufficient experience to increase in class level, 
  roll on the skill success table to gain the skill 
  or additional proficiency, The character’s INT 
  modifier applies and a successful roll acquires 
  the skill. No more than two background skills 
  or proficiencies may be gained per level.  
   
   
   
  
  Adventurer 
   
  Requirements: None 
  Prime Requisite: None 
  Hit Dice: d6 
  Maximum Level: None 
   
  Adventurers are characterized by their 
  personal independence and ability to master 
  many disciplines for their own ends. The 
  Adventurer lives by his wits and owes 
  allegiance to no profession. His
  objectives are typically wealth
  and excitement. The Adventurer is multi
  talented, but lacks the self-discipline to 
  master any one of the profession. 
   
  The Adventurer utilizes talents of a Warrior, 
  Astronaut and Scientist; however
  to the lesser talents of each. Adventurers
  not limited in their use of standard super
   
  Adventurers are characterized by their 
  personal independence and ability to master 
  many disciplines for their own ends. The 
  Adventurer lives by his wits and owes 
  sion. His or her 
  typically wealth, reputation 
  The Adventurer is multi-
  discipline to 
  .  
  talents of a Warrior, 
  er, is limited 
  Adventurers are 
  limited in their use of standard super-
  scientific weapons. Adventurers 
  however, wear Space Armor.
   
  ADVENTURER LEVEL PROGRESSION
  Experience 
  Level 
  0 
  1 
  1,251 
  2 
  2,501 
  3 
  5,001 
  4 
  10,001 
  5 
  20,001 
  6 
  40,001 
  7 
  80,001 
  8 
  160,001 
  9 
  280,001 
  10 
  400,001 
  11 
  520,001 
  12 
  640,001 
  13 
  760,001 
  14 
  880,001 
  15 
  1,000,001 
  16 
  1,120,001 
  17 
  1,240,001 
  18 
  1,360,001 
  19 
  1,480,001 
  20 
  *Hit point modifiers from constitution are 
  ignored 
  The character’s initial professional skills 
  determined by rolling 1d20, applying any INT 
  modifier and consulting the following tables.
  Skills and powers must be chosen in the order 
  presented on the table;  
   
  The Adventurer may receive additional 
  background skills and skills and powers from 
  the Astronaut, Scientist or Warrior classes.
  Note that an adventurer with a low PSY score 
  may not be allowed certain powers,
   
  An adventurer that is allowed and chooses 
  Scientist class powers is assumed to begin the 
  game with a Plastic Actualizer
  Scientist 
  class 
  description 
  for 
  more 
  information. 
   
   
   
   
   
  . Adventurers may not; 
  wear Space Armor. 
  PROGRESSION 
  Hit Dice (d6) 
  1+6hp 
  2+6hp 
  3+6hp 
  4+6hp 
  5+6hp 
  6+6hp 
  7+6hp 
  8+6hp 
  9+6hp 
  +1 hp only * 
  +2 hp only * 
  +3 hp only * 
  +4 hp only * 
  +5 hp only * 
  +6 hp only * 
  +7 hp only * 
  +8 hp only * 
  +9 hp only * 
  +10 hp only * 
  +11 hp only * 
  *Hit point modifiers from constitution are 
  professional skills are 
  by rolling 1d20, applying any INT 
  modifier and consulting the following tables. 
  Skills and powers must be chosen in the order 
  The Adventurer may receive additional 
  background skills and skills and powers from 
  tist or Warrior classes. 
  Note that an adventurer with a low PSY score 
  may not be allowed certain powers, 
  An adventurer that is allowed and chooses 
  Scientist class powers is assumed to begin the 
  Plastic Actualizer or Lens, see the 
  ss 
  description 
  for 
  more 
  
  ADVENTURER SKILLS/POWERS 
  SELECTION 
  Roll 
  Background Skills 
  (-3)--5 
  Choose one additional 
  background skill and 2 skills/
  1 Powers  from among the first 
  6-10 
  Choose 2 additional basic 
  background skills and 3
  Level 1 Powers from among the 
  first 6 
  11-14 
  Choose 2 additional basic or 
  technical background skills and
  skills/ Level 1 Powers from among 
  the first 7 
  15-17 
  Choose 2 additional basic or 
  technical background skills and
  skills/ Level 1 Powers from among 
  the first 8 
  18-19 
  Choose 3 additional background 
  skills and 5 skills/ Level 1 P
  from among the first 9 
  20+ 
  Choose 3 additional background 
  skills, and 6 skills/ Level 1 P
  from among the first 10
   
   
   
  ADVENTURER SKILLS/POWERS  
  primitive weapon (type) 
  space swordsman 
  energy pistol 
  projectile pistol 
  energy rifle 
  projectile rifle 
  PSY luck/holographic scanner 
  empathy /attractor field 
  grenades 
  demolitions  
  control of self /holographic projection
  bio-PK I /heat ray 
  third eye/ machine empathy 
  suggestion / psychohistory 
  psychometry/ Z-ray 
  ESP/ Y-ray 
  telepathy/ control device 
   
   
   
  POWERS 
  Choose one additional basic 
  background skill and 2 skills/Level 
  from among the first 5 
  basic 
  3 skills/ 
  from among the 
  basic or 
  background skills and 4 
  from among 
  basic or 
  background skills and 5 
  from among 
  additional background 
  Level 1 Powers 
   
  additional background 
  Level 1 Powers 
  10 
  /POWERS   
  /holographic projection 
  These skills and powers 
  explanatory or detailed under
  Scientist, or Warrior class descriptions. 
   
  Progression to a higher experience level 
  permits the Adventurer to add 
  modifier Level 1 skills or powers 
  least advanced skill, or lowest available on 
  the list, being mandatorily chosen first. 
   
  At 3rd level an Adventurer may roll on the 
  skill success table in an attempt to gain one 
  Level 2 Astronaut or Scientist power.  A 
  successful roll acquires the power. 
   
  At 5th and 7th level an adventurer may roll 
  on the skill success table in an attempt to gain 
  two Level 2 and one Level 3 Astronaut or 
  Scientist powers.   
   
  At 9th level an Adventurer may roll on the 
  skill success table in an attempt to gain two 
  Level 2 and two Level 3 Astronaut or Scientist 
  powers. 
   
  Note that characters must have a PSY score 
  sufficient to use the powers in order to 
  acquire them.  No Adven
  powers greater than Level 3.
   
  .   
   
   
  are either self-
  detailed under the Astronaut, 
  Warrior class descriptions.  
  her experience level 
  to add 1d4 + INT 
  modifier Level 1 skills or powers with the 
  , or lowest available on 
  chosen first.  
  dventurer may roll on the 
  in an attempt to gain one 
  Level 2 Astronaut or Scientist power.  A 
  successful roll acquires the power.  
  At 5th and 7th level an adventurer may roll 
  on the skill success table in an attempt to gain 
  two Level 2 and one Level 3 Astronaut or 
  dventurer may roll on the 
  skill success table in an attempt to gain two 
  Level 2 and two Level 3 Astronaut or Scientist 
  must have a PSY score 
  sufficient to use the powers in order to 
  dventurer may gain 
  powers greater than Level 3. 
  
   
  Astronaut 
   
  Requirements: None 
  Prime Requisite: DEX and PSY 
  Hit Dice: d6 
  Maximum Level: None 
   
  Astronauts, through the use of Specific 
  Professional Skills, pilot and crew the ships of 
  Humanspace and Beyond.  Due to their 
  exposure to interplanar energies during 
  space travel, astronauts with innate psychic 
  potential become capable of tapping these 
  energies to change reality with the power of 
  their minds.  Astronauts tend to be very 
  mystical or religious; many become devotees 
  of ancient weird religions.  
   
  Astronauts are only slightly less effective in 
  combat than Warriors, due to the many 
  dangerous 
  alien 
  encounters 
  that 
  they 
  routinely face.  Astronauts are not
  their 
  use 
  of 
  standard 
  super
  weapons. They are not; however allowed to 
  wear Space Armor. 
   
   
   
   
   
  Astronauts, through the use of Specific 
  Professional Skills, pilot and crew the ships of 
  d.  Due to their 
  exposure to interplanar energies during 
  space travel, astronauts with innate psychic 
  potential become capable of tapping these 
  energies to change reality with the power of 
  their minds.  Astronauts tend to be very 
  y become devotees 
  only slightly less effective in 
  combat than Warriors, due to the many 
  dangerous 
  alien 
  encounters 
  that 
  they 
  not limited in 
  their 
  use 
  of 
  standard 
  super-scientific 
  . They are not; however allowed to 
  ASTRONAUT LEVEL PROGRESSION
  Experience 
  Level 
  0 
  1 
  1,251 
  2 
  2,501 
  3 
  5,001 
  4 
  10,001 
  5 
  20,001 
  6 
  40,001 
  7 
  80,001 
  8 
  160,001 
  9 
  280,001 
  10 
  400,001 
  11 
  520,001 
  12 
  640,001 
  13 
  760,001 
  14 
  880,001 
  15 
  1,000,001 
  16 
  1,120,001 
  17 
  1,240,001 
  18 
  1,360,001 
  19 
  1,480,001 
  20 
  *Hit point modifiers from constitution are 
  ignored 
  The character’s initial professional skills are 
  determined by rolling 1d20, applying any INT 
  modifier and consulting the following tables. 
  Skills and powers must be chos
  presented on the table. 
   
  A player may select a single skill multiple 
  times for his or her character. A skill selected 
  twice is expressed as +1, a skill sele
  times is expressed as +2. 
  greater than +5.  Each selection in
  greater competency in the skill and the 
  number associated with the skill is used as a 
  modifier in some cases where skill success or 
  failure is randomly determined
  Astronauts with low PSY scores will not be 
  able to use certain class pow
   
   
   
   
   
   
   
   
  PROGRESSION 
  Hit Dice (d6) 
  1+6hp 
  2+6hp 
  3+6hp 
  4+6hp 
  5+6hp 
  6+6hp 
  7+6hp 
  8+6hp 
  9+6hp 
  +1 hp only * 
  +2 hp only * 
  +3 hp only * 
  +4 hp only * 
  +5 hp only * 
  +6 hp only * 
  +7 hp only * 
  +8 hp only * 
  +9 hp only * 
  +10 hp only * 
  +11 hp only * 
  *Hit point modifiers from constitution are 
  The character’s initial professional skills are 
  determined by rolling 1d20, applying any INT 
  modifier and consulting the following tables. 
  Skills and powers must be chosen in the order 
  A player may select a single skill multiple 
  times for his or her character. A skill selected 
  twice is expressed as +1, a skill selected 3 
  No skill may be 
  greater than +5.  Each selection indicates a 
  greater competency in the skill and the 
  number associated with the skill is used as a 
  modifier in some cases where skill success or 
  failure is randomly determined. Note that 
  Astronauts with low PSY scores will not be 
  able to use certain class powers. 
  
  ASTRONAUT SKILLS/POWERS  SELECTION
  Roll 
  Background Skills 
  (-2)---5 
  Choose 2 skills/ Level 1 P
  from among the first 3
  6-10 
  Choose 3 from the first 
  11-14 
  Choose 4 from the first 
  15-17 
  Choose 5 from the first 7
  18-19 
  Choose 6 from the first 
  20+ 
  Choose 7 from the first 
  one power from Level
   
   
  ASTRONAUT SKILLS/POWERS   
  engineer  
  gunner 
  space swordsman 
  energy pistol 
  navigator 
  pilot 
  PSY luck 
  empathy 
  control of self 
  bio-PK I 
  third eye 
  suggestion 
  pyschometry 
  ESP 
  telepathy 
  PSY weapons 
  telekinesis 
   
  Several of the above listed skills are related 
  to 
  the 
  operation 
  of 
  starships 
  and 
  interplanetary 
  system-ships. 
  These 
  are 
  briefly discussed below and will be more 
  fully addressed in Book 3: Campaigns in 
  Space and on Alien Planets.  The others 
  include weapons skills and PSY powers; the 
  latter are detailed in the next chapter.
   
  Engineer skill represents training and 
  experience with the operation, repair, and 
  modification 
  of 
  various 
  ship 
  systems 
  including power plants, gravitic engines (the 
  Three-light drive), and Interfogulators.
   
  Gunner skill represents experience with 
  ship’s weapon systems.  
   
  /POWERS  SELECTION 
  Level 1 Powers 
  from among the first 3 
  Choose 3 from the first 6 
  Choose 4 from the first 7 
  Choose 5 from the first 7 
  e first 8 
  from the first 10 and 
  Level 2 
   
  Several of the above listed skills are related 
  to 
  the 
  operation 
  of 
  starships 
  and 
  ships. 
  These 
  are 
  briefly discussed below and will be more 
  Book 3: Campaigns in 
  .  The others 
  include weapons skills and PSY powers; the 
  latter are detailed in the next chapter. 
  Engineer skill represents training and 
  experience with the operation, repair, and 
  modification 
  of 
  various 
  ship 
  systems 
  c engines (the 
  light drive), and Interfogulators. 
  Gunner skill represents experience with 
  Navigators are trained in astrography
  computer use, ansible operation
  man the ship’s controls and usually serve as 
  captain. 
   
  Progression to a higher experience level 
  permits the Astronaut to add 1d4 
  Power Success modifier) Level 1 skills or 
  powers with the least advanced skill, or 
  lowest 
  available 
  on 
  the 
  list 
  being 
  mandatorily chosen first.  
   
  Additionally at 2nd level and all subsequent 
  levels an Astronaut may roll on the skill 
  success table in an attempt to gain up to 1d
  (+ PSY Power Success modifier) 
  powers. The player may select which 
  powers he or she will attempt to acquire and 
  the level of the power is applied as a penalty 
  to the roll (e.g. an 2nd level astronaut 
  attempting to learn a Level 2 power would 
  need to roll 13 or better, a 9th level 
  astronaut attempting to learn a 6th level 
  power would need to roll at least 9.
  successful roll acquires the p
  20 is always a success and a natural 1 
  always fails. 
   
   
   
  Navigators are trained in astrography, 
  operation and Pilots 
  man the ship’s controls and usually serve as 
  Progression to a higher experience level 
  permits the Astronaut to add 1d4 (+ PSY 
  Level 1 skills or 
  powers with the least advanced skill, or 
  lowest 
  available 
  on 
  the 
  list 
  being 
  and all subsequent 
  levels an Astronaut may roll on the skill 
  success table in an attempt to gain up to 1d4 
  (+ PSY Power Success modifier) higher level 
  powers. The player may select which 
  powers he or she will attempt to acquire and 
  s applied as a penalty 
  to the roll (e.g. an 2nd level astronaut 
  attempting to learn a Level 2 power would 
  13 or better, a 9th level 
  o learn a 6th level 
  power would need to roll at least 9. A 
  successful roll acquires the power. A natural 
  20 is always a success and a natural 1 
  
   
  Scientist 
  Requirements: INT 10 or greater 
  Prime Requisite: INT and PSY 
  Hit Dice: d6 
  Maximum Level: None 
   
  The Scientists of Humanspace represent 
  those whom have devoted their lives 
  scholarly pursuits, experimentation, research, 
  and invention.  Like Astronauts, Scientists 
  with 
  psychic 
  potential 
  are 
  capable 
  of 
  manipulating inter-planar energies with their 
  minds; however, unlike the Astronauts, they 
  require technological devices to f
  direct these powers.  Specific Professional 
  Skills for Scientist characters will detail their 
  research interests and areas of scientific 
  expertise. 
  Scientists are limited in their use of standard 
  super-scientific weapons and may only attain 
  proficiency in the use of energy pistols. Any 
  other weapon, if used, will be subject to a 
  The Scientists of Humanspace represent 
  those whom have devoted their lives to 
  scholarly pursuits, experimentation, research, 
  Like Astronauts, Scientists 
  with 
  psychic 
  potential 
  are 
  capable 
  of 
  planar energies with their 
  minds; however, unlike the Astronauts, they 
  require technological devices to focus and 
  direct these powers.  Specific Professional 
  will detail their 
  research interests and areas of scientific 
  Scientists are limited in their use of standard 
  scientific weapons and may only attain 
  iency in the use of energy pistols. Any 
  other weapon, if used, will be subject to a -4 
  penalty to hit.  Additionally, scientists are not 
  allowed to wear Space Armor.
   
  SCIENTIST LEVEL PROGRESSION
  Experience 
  Level 
  0 
  1 
  1,251 
  2 
  2,501 
  3 
  5,001 
  4 
  10,001 
  5 
  20,001 
  6 
  40,001 
  7 
  80,001 
  8 
  160,001 
  9 
  280,001 
  10 
  400,001 
  11 
  520,001 
  12 
  640,001 
  13 
  760,001 
  14 
  880,001 
  15 
  1,000,001 
  16 
  1,120,001 
  17 
  1,240,001 
  18 
  1,360,001 
  19 
  1,480,001 
  20 
  *Hit point modifiers from constitution are 
  ignored 
  The character’s initial professional skills are 
  determined by rolling 1d20, applying any INT 
  modifier and consulting the following tables. 
  Skills and powers must be chosen in the order 
  presented on the table;  
   
  Scientist class characters that receive at least 
  one Level 1 power are assumed to begin the 
  game with a Plastic Actualizer
  technological device is worn on the head, or 
  sometimes surgically implanted within the 
  Scientist’s skull.  It focuses the character’s 
  innate psychic ability and allows the scientist 
  to manipulate other planar energies with the 
  power of his or her mind.   
   
  Scientists with low PSY scores will not be able 
  to use certain class powers.  Rare and 
  expensive Lens models may actually provide 
  a bonus to the Scientist’s PSY score allowing 
   
  penalty to hit.  Additionally, scientists are not 
  allowed to wear Space Armor. 
  PROGRESSION 
  Hit Dice (d6) 
  1+6hp 
  2+6hp 
  3+6hp 
  4+6hp 
  5+6hp 
  6+6hp 
  7+6hp 
  8+6hp 
  9+6hp 
  +1 hp only * 
  +2 hp only * 
  +3 hp only * 
  +4 hp only * 
  +5 hp only * 
  +6 hp only * 
  +7 hp only * 
  +8 hp only * 
  +9 hp only * 
  +10 hp only * 
  +11 hp only * 
  *Hit point modifiers from constitution are 
  The character’s initial professional skills are 
  ing 1d20, applying any INT 
  modifier and consulting the following tables. 
  Skills and powers must be chosen in the order 
  Scientist class characters that receive at least 
  one Level 1 power are assumed to begin the 
  Actualizer or Lens.  This 
  technological device is worn on the head, or 
  sometimes surgically implanted within the 
  Scientist’s skull.  It focuses the character’s 
  innate psychic ability and allows the scientist 
  to manipulate other planar energies with the 
  Scientists with low PSY scores will not be able 
  to use certain class powers.  Rare and 
  expensive Lens models may actually provide 
  a bonus to the Scientist’s PSY score allowing 
  
  use of powers greater than would normally 
  be allowed.  Astronauts gain no benefits from 
  the use of these devices as the approaches 
  differ fundamentally. 
   
  Scientist Skills and Powers 
   
  SCIENTIST SKILLS/POWERS  SELECTION
  Roll 
  Background Skills 
  (-1)---5 
  Choose 4 skills/Level 1 P
  from among the first 
  6-10 
  Choose 5 from the first 
  11-14 
  Choose 6 from the first 
  15-17 
  Choose 7 from the first 
  18-19 
  Choose 8 from the first 
  20+ 
  Choose 9 from the first
  one power from Level
   
   
  SCIENTIST SKILLS/POWERS   
  biologist-botanist 
  physician 
  energy pistol  
  programmer  
  chemist 
  roboticist 
  astrophysicist 
  holographic scanner 
  attractor field 
  inter-planar physicist 
  holographic projection 
  heat ray 
  machine empathy 
  psychohistory 
  Z-ray 
  Y-ray 
  control device 
   
  Several of the above listed skills 
  areas of super-scientific expertise that may be  
  selected by Scientist characters.  Scientists 
  may utilize these skills to conduct research 
  and experiments, solve scientific problems,
  and design, modify or create super scientific 
  devices. A roll on the skill success table is 
  needed to resolve such skill use. 
  include Super-Scientific powers, 
  the next chapter. 
   
  use of powers greater than would normally 
  Astronauts gain no benefits from 
  the use of these devices as the approaches 
  /POWERS  SELECTION 
  Level 1 Powers 
  from among the first 8 
  from the first 9 
  from the first 10 
  from the first 11 
  from the first 12 
  from the first 13 and 
  Level 2 
  Several of the above listed skills represent 
  scientific expertise that may be   
  selected by Scientist characters.  Scientists 
  may utilize these skills to conduct research 
  and experiments, solve scientific problems, 
  modify or create super scientific 
  the skill success table is 
  needed to resolve such skill use. The others 
  Scientific powers, detailed in 
  Progression to a higher experience level 
  permits the Scientist to add 
  modifier) Level 1 skills or powers 
  least advanced skill, or lowest available on 
  the list, being mandatorily chosen first. 
   
  Additionally at 2nd level and all subsequent 
  levels a Scientist may roll on the skill success 
  table in an attempt to gain up to 1d4 (+ INT 
  modifier) higher level powers. The player 
  may select which powers he or she will 
  attempt to acquire and the level of the power 
  is applied as a penalty to the roll (e.g. an 2nd 
  level Scientist attempting to learn a Level 2 
  power would need to roll 12
  level astronaut attempting to learn a 6th level 
  power would need to roll at least 
  successful roll acquires the power. 
  20 is always a success and a natural 1 always 
  fails. 
   
   
  Warrior 
   
  Requirements: None 
  Prime Requisite: STR and DEX
  Hit Dice: d8 
  Maximum Level: None 
  The Warrior represents those adventurers 
  that live and die by the sword and/or raygun, 
  such as barbarian warlords from backward 
   
  Progression to a higher experience level 
  to add 1d4 (+ INT 
  modifier) Level 1 skills or powers with the 
  , or lowest available on 
  chosen first.  
  Additionally at 2nd level and all subsequent 
  levels a Scientist may roll on the skill success 
  table in an attempt to gain up to 1d4 (+ INT 
  powers. The player 
  may select which powers he or she will 
  attempt to acquire and the level of the power 
  is applied as a penalty to the roll (e.g. an 2nd 
  attempting to learn a Level 2 
  2 or better, a 9th 
  o learn a 6th level 
  power would need to roll at least 8). A 
  successful roll acquires the power.  A natural 
  20 is always a success and a natural 1 always 
   
  DEX 
  rrior represents those adventurers 
  that live and die by the sword and/or raygun, 
  barbarian warlords from backward 
  
  low tech worlds or the legionnaires of the star 
  empires. Specific Professional Skills for 
  Warrior characters will detail their weapon 
  proficiencies and military training.
  Warriors can use any weapons and armor. 
  5th level, a Warrior gains one additional 
  attack per round. One additional
  round is gained every 4 levels to a maximum 
  of 4 attacks per round at 13th level. 
   
  WARRIOR LEVEL PROGRESSION
  Experience 
  Level 
  0 
  1 
  1,251 
  2 
  2,501 
  3 
  5,001 
  4 
  10,001 
  5 
  20,001 
  6 
  40,001 
  7 
  80,001 
  8 
  160,001 
  9 
  280,001 
  10 
  400,001 
  11 
  520,001 
  12 
  640,001 
  13 
  760,001 
  14 
  880,001 
  15 
  1,000,001 
  16 
  1,120,001 
  17 
  1,240,001 
  18 
  1,360,001 
  19 
  1,480,001 
  20 
  *Hit point modifiers from constitution are 
  ignored. 
   
  low tech worlds or the legionnaires of the star 
  empires. Specific Professional Skills for 
  detail their weapon 
  proficiencies and military training. 
  can use any weapons and armor. At 
  gains one additional 
  additional attack per 
  levels to a maximum 
  13th level.  
  WARRIOR LEVEL PROGRESSION 
  Hit Dice (d8) 
  1+8hp 
  2+8hp 
  3+8hp 
  4+8hp 
  5+8hp 
  6+8hp 
  7+8hp 
  8+8hp 
  9+8hp 
  +2 hp only * 
  +4 hp only * 
  +6 hp only * 
  +8 hp only * 
  +10 hp only * 
  +12 hp only * 
  +14 hp only * 
  +16 hp only * 
  +18 hp only * 
  +20 hp only * 
  +22 hp only * 
  t modifiers from constitution are 
  The character’s initial professional skills are 
  determined by rolling 1d20, applying any INT 
  modifier and consulting the following tables. 
  Skills and powers must be chosen in th
  presented on the table. 
   
  WARRIOR SKILLS SELECTION
   
  Roll 
  Background Skills
  (-1)---5 
  Choose 5 skills from among the 
  first 8 
  6-10 
  Choose 7 from the first 
  11-14 
  Choose 9 from the first 
  15-17 
  Choose 10 from the first 
  18-19 
  Choose 11 from the first 
  20 
  Choose 12 from the f
   
   
  WARRIOR SKILLS  
  primitive weapon (type) 
  space swordsman 
  space axeman 
  energy pistol 
  energy rifle 
  space armor 
  projectile pistol 
  projectile rifle 
  grenades 
  heavy weapons 
  demolitions 
  armored vehicle 
  combat medic 
  combat engineer 
  air pilot 
  gunner 
  strategist 
   
  Warrior skills are generally self
   
  Progression to a higher experience level 
  permits the Warrior to add 
  modifier skills with the least advanced skill
  or lowest available on the list,
  mandatorily chosen first.  
   
   
   
  The character’s initial professional skills are 
  determined by rolling 1d20, applying any INT 
  modifier and consulting the following tables. 
  Skills and powers must be chosen in the order 
  SELECTION 
  Background Skills 
  from among the 
  from the first 9 
  from the first 11 
  from the first 13 
  from the first 14 
  from the first 15 
  Warrior skills are generally self-explanatory. 
  Progression to a higher experience level 
  to add 1d4 + INT 
  with the least advanced skill, 
  or lowest available on the list, being 
  
  Credits AND GEAR 
   
  Credits 
  Although scholars of ancient interstellar 
  history believe that the First Humanspace 
  Alliance had attained a level of cultural 
  sophistication wherein near political and 
  economic equality was granted to its citizens 
  on hundreds of worlds, Humanspace of the 
  621st century has, despite its great super
  scientific 
  achievements, 
  developed 
  an 
  interstellar 
  culture 
  characterized 
  by 
  accumulation of wealth amongst a few 
  powerful elites, authoritarian bureaucratic 
  government, and state capitalism.
  The flow of Credits (CR), the currency of 
  Humanspace, is controlled by the Kh
  quasi-governmental network of information 
  brokers who operate on most worlds
  the Empire and Beyond, that engage in 
  interstellar commerce.  Credit stick
  common form of electronic currency. These 
  devices, although not linked to specific users,  
  may be verified via ansible and are nearly 
  impossible to counterfeit. Precious metals, 
  gems, technological devices and other trade 
  goods are necessary for trade on primitive 
  worlds or those mot serviced by the Kh
  Starting characters may be allotted 3d6 x 200 
  Credits 
  to 
  purchase 
  adventuring 
  gear. 
  Alternately the Referee may decide to 
  distribute Credits and/or gear in some other 
  manner depending upon the nature of the 
  campaign. 
  Gear 
  Adventuring equipment of various types is 
  detailed later in this book.  
  Although scholars of ancient interstellar 
  history believe that the First Humanspace 
  Alliance had attained a level of cultural 
  sophistication wherein near political and 
  economic equality was granted to its citizens 
  reds of worlds, Humanspace of the 
  621st century has, despite its great super-
  scientific 
  achievements, 
  developed 
  an 
  interstellar 
  culture 
  characterized 
  by 
  accumulation of wealth amongst a few 
  powerful elites, authoritarian bureaucratic 
  . 
  The flow of Credits (CR), the currency of 
  Humanspace, is controlled by the Khórum, a 
  network of information 
  brokers who operate on most worlds, within 
  that engage in 
  Credit sticks are the 
  common form of electronic currency. These 
  devices, although not linked to specific users,  
  may be verified via ansible and are nearly 
  impossible to counterfeit. Precious metals, 
  gems, technological devices and other trade 
  trade on primitive 
  worlds or those mot serviced by the Khórum. 
  Starting characters may be allotted 3d6 x 200 
  adventuring 
  gear. 
  Alternately the Referee may decide to 
  gear in some other 
  nature of the 
  Adventuring equipment of various types is 
   
   
   
  
  USE OF Skills and Powers
   
  Attempts 
  by 
  characters, 
  non
  characters, and monsters to employ certain 
  skills and the use of all PSY and Super
  Scientific powers require resolution through 
  random determination of the success or 
  failure of the skill or power. 
   
  When necessary roll 1d20, apply appropriate 
  modifiers and consult the table below
  the character’s class and level or the 
  monster’s hit die to the number or greater 
  needed on 1d20 for success.  
   
  Note that a character or non-player character 
  that attempts to use a power with a higher 
  level than his or her own, the level of the 
  power is applied as a penalty to the roll (e.g. 
  an 2nd level Scientist attempting to use a
  Level 3 power would need to roll 13 or better, 
  a 1st level astronaut attempting to use a 6th
   
   
   
   
   
  USE OF Skills and Powers  
  , 
  non-player 
  to employ certain 
  skills and the use of all PSY and Super-
  require resolution through 
  random determination of the success or 
  When necessary roll 1d20, apply appropriate 
  modifiers and consult the table below. Index 
  the character’s class and level or the 
  o the number or greater 
  player character 
  to use a power with a higher 
  level than his or her own, the level of the 
  power is applied as a penalty to the roll (e.g. 
  t attempting to use a 
  Level 3 power would need to roll 13 or better, 
  a 1st level astronaut attempting to use a 6th 
   
  level power would need to roll at least 18).
   
  A natural 1 is always a failure and the user 
  may experience negative effects
  Referee’s discretion or if so stated in the 
  or power description. 
   
  SKILL/POWER SUCCESS  
   
  Adventurer, 
  Astronaut, 
  Warrior 
  Android/ 
  Robot. 
  Scientist 
  Monster 
  0 
   
  1 
   
  1 or less
  2 
  1 
  1+ and 2
  3 
  2 
  2+ and 3
  4 
  3 
  3+ and 4
  5 
  4 
  4+ and 5
  6 
  5 
  5+ and 6
  7 
  6 
  6+ and 7
  8 
  7 
  7+ 
  9 
  8 
  8+ 
  10+ 
  9+ 
  9+ 
   
  level power would need to roll at least 18). 
  is always a failure and the user 
  may experience negative effects at the 
  if so stated in the skill 
  Monster 
  HD 
  Roll 
  Needed 
   
  13 
  1 or less 
  12 
  1+ and 2 
  11 
  2+ and 3 
  10 
  3+ and 4 
  8 
  4+ and 5 
  7 
  5+ and 6 
  6 
  6+ and 7 
  5 
  7+ and 8 
  4 
  + and 9 
  3 
  9+ and up 
  2 
  
      
  SUPER SCIENTIFIC AND PSY POWERS
  SUPER SCIENTIFIC AND PSY POWERS
  SUPER SCIENTIFIC AND PSY POWERS
  SUPER SCIENTIFIC AND PSY POWERS
  ASTRONAUT (PSY) POWERS
  Level 1 
   
  Bio-PK I: the ability to influence living tissue 
  on the molecular level. The most basic
  Bio=PK talent is psychic healing. This power 
  restores 1d6 hit points and is usable once per 
  day. 
  SUPER SCIENTIFIC AND PSY POWERS
  SUPER SCIENTIFIC AND PSY POWERS
  SUPER SCIENTIFIC AND PSY POWERS
  SUPER SCIENTIFIC AND PSY POWERS
  ASTRONAUT (PSY) POWERS 
  the ability to influence living tissue 
  The most basic 
  This power  
  restores 1d6 hit points and is usable once per 
   
   
   
  Control of Self: This power
  amazing control over his or her
  hold his or her breath indefinitely, stop his 
  her heartbeat, hold an object
  grip, have total recall, enter a trance, etc. The 
  power can only be broken by 
   
  SUPER SCIENTIFIC AND PSY POWERS
  SUPER SCIENTIFIC AND PSY POWERS
  SUPER SCIENTIFIC AND PSY POWERS
  SUPER SCIENTIFIC AND PSY POWERS
   
  power grants the user 
  or her body (e.g. 
  breath indefinitely, stop his or 
  bject with an iron 
  grip, have total recall, enter a trance, etc. The 
  be broken by monsters or 
  
   
  beings of 9 or more hit dice or levels and is 
  usable twice per day. 
   
  Empathy: This power allows the user to 
  detect the presence of living beings at a range 
  of 50 feet; it lasts 2 rounds, and can be used 
  twice daily.  A general sense of the activity or 
  function of the beings or any threat that they 
  may represent to the user is also imparted.  
   
  ESP: This power allows one to detect the 
  thoughts of living beings at a range of 100 
  feet; it lasts 2 rounds, and can be used twice 
  daily. 
   
  Pyschometry: This power allows the user 
  access to visions from the past upon touching 
  an object or body. He or she may see various 
  scenes associated with past use or activity of 
  the subject.  Details of this power and the 
  content of such visions are left to the 
  Referee’s discretion. 
   
  PSY Luck: This power adds +2 all attacks, PSY 
  power success rolls and saving throws made 
  by the character and it subtracts 3 points 
  from any damage dice done to the character 
  by an attacker. The benefits last 3 rounds and 
  the power may be used but once per day. 
   
  PSY Weapon: This power allows the user to 
  attune a PSY weapon to his or her own mental 
  energies.  
   
  Telepathy: This power allows for mental 
  communication with one target at a range up 
  to 250 feet per level; this power can be used 
  twice each day and has duration of 1 round. 
   
  Suggestion: This power allows the user to 
  influence the minds of a being so that the 
  being will be disposed to trust and listen to 
  the user’s words and follow his or her 
  suggestions. 1d6 beings within a 20 foot 
  radius may be influenced.  The suggestion 
  cannot enslave the target or influence the 
  target to knowingly harm itself or its allies.  
  This power has no effect on beings with 
  which 
  the 
  user 
  may 
  not 
  verbally 
  communicate, androids, robots, mindless 
  creatures, inanimate objects, or beings with 6 
  or more hit dice or levels.  It may be used 
  twice per day. 
   
  Third eye: This power warns the user of 
  danger 
  or 
  nearby 
  beings 
  of 
  inimical 
  alignment.  It does not indicate the exact 
  nature of the danger. This power lasts 2 
  rounds and can be used once per day. 
   
  Level 2 
   
  Bio-PK II: This power restores 2d6 hit points 
  and be used once per day. 
   
  Cryokinesis This power manifests as a 
  powerful cold ray doing 1d6 points of damage 
  per every two user levels (rounded up) to its 
  target.  The target receives a saving throw 
  versus energy blast.  A successful save results 
  in ½ damage.  The ray will freeze substances 
  it strikes. This power can be used twice per 
  day. 
   
  Disbelieve: This power operates against 
  illusions and holograms and will destroy any 
  within a 10 foot radius. It can be used once 
  per day. 
   
  Inter-planar barrier: This power manifests 
  a wall of crackling force in front of the user. 
  Any being attempting to pass it must roll 18 
  or better on 1d20 (PSY save bonus may be 
  added to the roll). This wall does not stop 
  projectiles or energy, however the user is 
  blurred and all attacks against her are made 
  at -2 to the hit. This power only protects the 
  user and lasts for 2 rounds per level. This 
  power can only be used once per day. 
   
  Levitate: This power allows the user to rise 
  into the air and remain there for 2 rounds per 
  level of the user. He or she moves upwards 2 
  feet per round and lands softly at the end of 
  its duration. This power only affects the user, 
  vertical movement is not possible and it can 
  be used once per day. 
   
  
   
  Pyrokinesis: This power manifests as a 
  powerful heat ray doing 1d6 points of 
  damage per every two user levels (rounded 
  up) to its target.  The target receives a saving 
  throw versus energy blast.  A successful save 
  results in ½ damage. This power can be used 
  twice per day. 
   
  Sleep: This power induces instantaneous 
  hypnotic sleep in beings with 4+1 Hit Die or 
  fewer. The user may only affect one creature 
  if it has 4+1 Hit Dice, but the power will 
  otherwise affect up to 2d8 Hit die of 
  creatures. Calculate monsters with less than 1 
  Hit Dice as having 1 Hit Die, and monsters 
  with a bonus to Hit Dice as having the flat 
  amount. Creatures with the fewest Hit Dice 
  are affected first. Sleeping creatures are 
  helpless and can be killed instantly. Slapping 
  or wounding awakens an affected being, but 
  normal noise does not. Sleep does not affect 
  androids, robots, or other beings that do not 
  normally sleep. This power can only be used 
  once per day. 
   
  Slow/Haste: This power causes 1d6 targets 
  within 30 feet of the user to slow their 
  movement to ½ their normal movement rate, 
  or speed to twice their normal speed at the 
  discretion of the user. Hasted individuals are 
  allowed twice their standard number of 
  attacks per round and slowed individuals are 
  limited to attacking only once per two rounds 
  or ½ their standard number of attacks per 
  round.  This power lasts 2 rounds per level of 
  the user and can be used once per day. 
   
  Telekinesis: This power allows the user to 
  move objects through air, void, or water. The 
  weight of the object and distance it can be 
  moved depends on the level of the user.  A 
  user can move 1d6 pounds about 10 feet per 
  level.  Objects being moved can be hurled fast 
  enough to stun an un-armored being. a roll to 
  hit is necessary. This power is usable twice 
  per day. 
   
  Level 3 
  Astrakinesis: This power manifests as a 
  strong arcing electrical discharge that is 60 
  feet long and 5 feet wide. It deals 1d6 points 
  of electricity damage per user level to any 
  creature within its area. The discharge sets 
  fire to combustibles and damages objects in 
  its path; if the damage caused to an 
  interposing 
  barrier 
  shatters 
  or 
  breaks 
  through it, the bolt may continue beyond the 
  barrier if its range permits. Any creature 
  within the area of effect is allowed a saving 
  throw versus energy blast. A successful save 
  results in ½  damage. This power can be used 
  twice per day. 
   
  Fear: This power causes a target to panic and 
  flee in terror. A saving throw against PSY 
  powers is allowed. The range of the power is 
  20 feet, and 2 rounds elapse between its use 
  and its effect, this leaves time for the target to 
  employ Psychic Surgery and nullify the effect. 
  The power can be used only once per day. 
   
  Fly: This power allows the user, with up to 
  250 lbs of additional weight, to fly at a speed 
  of 120 feet per round for 3 turns per level. 
  The flyer may rise to a height of 180 feet. The 
  power can be used only once per day. 
   
  Mind Bar: This power allows its user to force 
  a target to engage in or refrain from any 
  action or actions he or she specifies. The 
  power only affects one target and has a range 
  of 120 feet, lasts 12 rounds, and a saving 
  throw against PSY powers is permitted. It has 
  no effect on androids, robots, mindless 
  creatures or beings, inanimate objects, or 
  beings with 6 or more hit dice or levels.  It 
  may be used once per day. 
   
  Mind Blank: The user or one target subject is 
  protected from all devices and powers that 
  detect, influence, or read emotions or 
  thoughts. This power also protects against all 
  PSY or super-scientific mind-affecting powers 
  and effects. It has a range of 30 feet. a 
  duration of 2 rounds per user level and may 
  be used once per day. 
  
   
  Mind Flux: This power creates a blast of 
  psychic energy that has a range of 120 feet 
  and can strike up to 1d8 targets.  The blast 
  causes 1d6 damage per level of the user.  A 
  successful saving throw against PSY powers 
  reduces the damage taken by half.  This 
  power can be used in a confined space with 
  no danger to the user or his or her allies and 
  it has no effect on androids, robots, mindless 
  creatures or beings, or inanimate objects. 
  This power can only be used once per day. 
   
  Level 4 
   
  Invulnerability: This power renders the user 
  or a target of his or her choosing impervious 
  to all weapons.  This power is not proof 
  against inter-planar weapons or PSY attacks, 
  with the exception of powers that mimic 
  weapons, 
  Doom-kill, 
  Silver 
  Halo, 
  and 
  telekinesis. The effect lasts one round per 
  level of the user and can be used only once 
  per day. 
   
  Mind Control: This power allows the user to 
  control 1d4 intelligent beings for 3 rounds 
  per level of the user.  A saving throw against 
  PSY powers is allowed and any being greater 
  than 7th level or 7 Hit Dice is not affected.  
  The power can be used only once per day and 
  has a range of 50 feet. 
   
  Psychic Surgery: This power will remove 
  negative PSY effects and restore the sanity of 
  beings driven mad by psychic or inter-planar 
  powers. This power can be used on one being 
  once per day. 
   
  PSY-Kill: This bio-kinetic power may be used 
  to kill a living being, typically by restricting 
  its breathing and stopping its heart.  A saving 
  throw against death is permitted; if the saving 
  throw 
  fails, 
  the 
  target 
  is 
  instantly 
  incapacitated and dies in 3d4 rounds unless 
  the attack is aborted or the attacker is killed 
  or rendered unconscious. The range of this 
  power is 120 feet.  It is usable once per day 
   
  Space Madness: This power greatly disturbs 
  the minds of targeted intelligent beings.  A 
  saving throw against PSY effects is permitted 
  to avoid the effect. If the saving throw fails 
  the victim must roll on the Space Madness 
  table.  This power affects 2d6 targets of levels 
  (or hit dice) 1 to 3, 1d6 targets of levels (or 
  hit dice) 4 to 5. It does not affect any being of 
  6 levels (or hit dice) and above. It does not 
  affect one using the Control Self power, 
  automatons, robots, androids, or unintelligent 
  and mindless beings. The madness may only 
  be cured by Psychic surgery.   The range of 
  this power is 100 feet and it can be used once 
  per day.  
   
  Level 5 
   
  Dead Zone: This power functions as Mind 
  Block but it prevents any PSY or Super-
  scientific power from being used or taking 
  effect within a 30 foot radius.  This power has 
  duration of 1 round per user level and may be 
  used once per day. 
   
  Quest: This power will compel 1d6 targeted 
  intelligent beings to undertake a quest of the 
  user’s choice.  A saving throw is permitted. If 
  the saving throw is not successful the targets 
  must complete the quest before returning to 
  normal activities. The power has a range of 
  30 feet and can only be used once per week. A 
  quested being can be released from the 
  compulsion by Psychic surgery; however the 
  success roll must be made with a penalty 
  equal to the level of the Astronaut that 
  quested the individual. 
   
  Silver Halo: This glittering halo of inter-
  planar energy flies towards its target 
  encircles its head and removes the target’s 
  consciousness, leaving the being a mindless 
  automaton. A successful saving throw against 
  PSY powers will negate the attack and it can 
  be deflected by an already established 
  Invulnerability power. If the halo is deprived 
  of its intended victim, there is a 25% chance 
  that it will strike a randomly determined 
  target nearby.  Once a target’s consciousness 
  has been taken only use of Alter Reality 
  
  power can restore it. This power has a 
  maximum range of 30 feet and can only affect 
  one target. It is usable once per day.
   
  Teleportation: This power allows the user to 
  transport herself and up to 1d12 beings (or 
  equivalent weight) from her current location 
  to another place with which she has firsthand 
  knowledge. The power has a range of 360 
  feet, if this range is exceeded; there is a 25% 
  chance (+1% per level of the user)
  party arriving safely. If the roll fails,
  50% 
  chance 
  of 
  death 
  for 
  the 
  entire 
  transported party (lost forever in some inter
  dimensional void), there is a 30% chance they 
  are lost somewhere on the planet
  planet), and a 20% chance they are on 
  another planet. 
   
  Level 6 
   
  Alter Reality: This power allows (within 
  limits imposed by the Referee) the user to 
  alter reality in a significant if not cosmic 
  manner; this is accomplished by contacting 
  an extremely powerful inter-
  being.  If the alteration is major, the being 
  may force the user into a compact. This 
  power can only be used once per week.
   
  Call Inter-Planar Demon: One large and 
  terrible demonic being may be called to serve 
  the user for 2 rounds per level of the user
  This demon will have 1d8 +8 hit dice. 
  power may not be used by anyone under 
  level.  After using this power, the user will be 
  unable to use any psychic powers for one 
  week. 
   
  Doom-Kill: This power erupts as 
  inter-planar explosive force. The
  range of 240 feet, a 2d6 is rolled to see i
  target is hit (a hit occurs on 7-
  below 7 indicates that the blast
  short, and any result higher than 9 means the 
  target has been overshot. If a user rolls 2 on 
  the 2d6 roll, he or she is the target! 
  explosion requires a 30 foot area 
  which it explodes. Anything inside this area is 
  destroyed if a saving throw vs. energy blast at 
  power has a 
  of 30 feet and can only affect 
  It is usable once per day. 
  This power allows the user to 
  transport herself and up to 1d12 beings (or 
  ght) from her current location 
  to another place with which she has firsthand 
  has a range of 360 
  feet, if this range is exceeded; there is a 25% 
  (+1% per level of the user) of the 
  the roll fails, there is a 
  50% 
  chance 
  of 
  death 
  for 
  the 
  entire 
  transported party (lost forever in some inter-
  dimensional void), there is a 30% chance they 
  are lost somewhere on the planet (or nearest 
  , and a 20% chance they are on 
  his power allows (within 
  limits imposed by the Referee) the user to 
  alter reality in a significant if not cosmic 
  manner; this is accomplished by contacting 
  -dimensional 
  being.  If the alteration is major, the being 
  user into a compact. This 
  once per week. 
  ne large and 
  terrible demonic being may be called to serve 
  rounds per level of the user. 
  hit dice.  This 
  used by anyone under 9th 
  After using this power, the user will be 
  unable to use any psychic powers for one 
  power erupts as an invisible 
  explosive force. The blast has a 
  range of 240 feet, a 2d6 is rolled to see if the 
  -9), any roll 
  indicates that the blast has fallen 
  short, and any result higher than 9 means the 
  If a user rolls 2 on 
  the 2d6 roll, he or she is the target! The 
  t area within 
  . Anything inside this area is 
  vs. energy blast at 
  -4 is not made. All failed saving throws mean 
  instant death, and if the save is successful 2d6 
  damage is taken by the target. 
  by this effect may be revived with an ultra
  high intensity Y-ray or through alter
  however 3 full weeks will be needed for
  recovery. 
   
  Nexus Point: This power will be detailed in 
  subsequent editions. 
   
   
  SCIENTIST 
  (SUPERSCIENRIFIC
   
  Level 1 
   
  Attractor Field: This power
  to move objects through air
  The weight of the object and distance it can 
  be moved depends on the level of the 
  user can move 1d4 pounds about 10 feet
  level.  Objects being moved can be
  enough to stun an un-armored
  hit is necessary. This power
  per day. 
   
  is not made. All failed saving throws mean 
  instant death, and if the save is successful 2d6 
  damage is taken by the target.  A being killed 
  y this effect may be revived with an ultra-
  ray or through alter-reality; 
  will be needed for 
  This power will be detailed in 
   
  SUPERSCIENRIFIC) POWERS 
  power allows the user 
  to move objects through air, void, or water. 
  The weight of the object and distance it can 
  be moved depends on the level of the user.  A 
  about 10 feet per 
  can be hurled fast 
  armored being. a roll to 
  power is usable twice 
  
   
  Control Device: This power allows the user 
  to take control of simple mechanical or 
  electronic devices. A door may be opened or 
  closed; simple mechanical or electronic locks 
  may be subverted; a projectile or ray gun may 
  be 
  temporarily 
  jammed 
  or 
  otherwise 
  inoperable. Effects may be canceled by 
  another’s use of control device power but 
  otherwise last 1 round per level of the user. 
  This power may be used three times per day. 
   
  Heat Ray: This power manifests as a 
  powerful heat ray doing 1d6 points of 
  damage per every two user levels (rounded 
  up) to its target.  The target receives a saving 
  throw versus energy blast.  A successful save 
  results in ½ damage. The power may be used 
  twice per day. 
   
  Holographic Projection (I): A holographic 
  image is displayed, overlaying the user.  A 
  successful save vs. PSY powers will allow 
  disbelief in the holographic image.  Semi-
  intelligent creatures suffer a -2 penalty to the 
  roll. Automatons, androids, and mindless 
  creatures never believe in illusions. Damage 
  from an illusion is treated as real by those 
  that believe in them. Note that the illusion is 
  limited to the user only. This power is usable 
  once per day and has a duration of 3 rounds 
  per user level. 
   
  Holographic Scanner: This power functions 
  as a sensor orb and allows the user to see, 
  hear and create holographic recordings of any 
  activity within a 50 foot radius, even if walls 
  or other obstacles intervene. The remote 
  viewing may be done three times per day. 
   
  Machine Empathy: This power allows the 
  user to detect the presence of robots, 
  androids, and positronic computers at a range 
  of 100 feet; it lasts 2 rounds.  A general sense 
  of the activity or function of the machine and 
  any hostility or threat that it may represent to 
  the user is also imparted. The power may be 
  used three times per day. 
   
  Y –Ray (I): This power allows the user to 
  generate a low intensity Y-ray that will heal 
  1d6 hit points.  The range is 30’ and the 
  power may be used two times per day. 
   
  Z-Ray (I): This power allows the user to 
  generate a wide Z-ray that will unerringly 
  strike a target doing 2d8 points damage.  The 
  target is allowed a save vs. energy blast and if 
  successful takes ½ damage.  The range is 60’ 
  and the power may be used twice per day. 
   
  Level 2 
   
  Control Machine:  This power allows the 
  user to control 1d4 robots, androids, or 
  computers for 3 rounds per level.  A saving 
  throw against Death is allowed and any target 
  greater than 7th level or 7 Hit Dice is not 
  affected.  The power can be used only once 
  per day and has a range of 50 feet. 
   
  Disbelieve: This power operates against 
  illusions and holograms and will destroy any 
  within a 10 foot radius. It can be used twice 
  per day 
   
  Extra-Vision: This power infers 120 foot 
  range low light and infra red vision on the 
  user, allows the user to project his or her 
  vision through solid substances up to a 
  distance of 120 feet and provides visual 
  magnification to 5000 feet in well lit 
  conditions. 
   
  Invisibility Ray: The targeted being or object 
  becomes invisible, vanishing from sight, even 
  from 
  vision 
  enhancing 
  equipment 
  and 
  holographic scanners.  If the target is a being 
  carrying gear, that vanishes, too. The target, if 
  not the user, becomes invisible to the user 
  and any allies. Items dropped by an invisible 
  being become visible; items picked up 
  disappear if tucked into worn clothing or 
  containers worn by the creature. The effect 
  ends if the subject attacks any being, but is 
  otherwise of indefinite duration.  This power 
  has a range of 30 feet and may be used once 
  per day. 
   
  
   
  Paralysis Ray: This power generates a green 
  ray that paralyses one target for one round 
  per level of the user.  A saving throw vs. 
  energy blast is permitted. This ray has a 
  range of 30 feet and may be used once per 
  day. 
   
  Scanner Jam: A 30 foot radius per user level 
  is protected from all super-scientific scanning 
  devices or detection powers. This power does 
  not interfere with PSY powers and effects of 
  any kind.  It may be used twice per day. 
   
  Y –Ray (II): This power allows the user to 
  generate a mid- intensity Y-ray that will heal 
  2d6 hit points, neutralize normal toxins, and 
  cure all minor natural diseases.  The range is 
  30’ and the power may be used two times per 
  day. 
   
  Level 3 
   
  Holographic Projection (II): A limited 
  illusion of one approximately human sized 
  being is created.  A successful save vs. PSY 
  powers will allow disbelief in the holographic 
  image.  Semi-intelligent creatures suffer a -2 
  penalty to the roll.  Automatons, androids, 
  and mindless beings never believe in 
  illusions. Damage from an illusion is treated 
  as real by those that believe in them. This 
  power is usable once per day and has a 
  duration of three rounds per user level. 
   
  Electrical Discharge: This power manifests 
  as a strong arcing electrical discharge that is 
  60 feet long and 5 feet wide. It deals 1d6 
  points of electricity damage per user level to 
  any creature within its area. The discharge 
  sets fire to combustibles and damages objects 
  in its path; if the damage caused to an 
  interposing 
  barrier 
  shatters 
  or 
  breaks 
  through it, the bolt may continue beyond the 
  barrier if its range permits. Any creature 
  within the area of effect is allowed a saving 
  throw versus energy blast. A successful save 
  results in ½ damage. The power may be used 
  once per day. 
  Z-Ray (III): This power allows the user to 
  generate a wide Z-ray that will unerringly 
  strike 1d6 targets doing 2d8 points damage 
  to each.  The targets are allowed a save vs. 
  energy blast and if successful take ½ damage.  
  The range is 120’ and the power may be used 
  twice per day. 
   
  Level 4 
   
  Electromagnetic Pulse: This power creates a 
  massive energy pulse that will jam all 
  unshielded electrical equipment (including 
  energy weapons, robots, androids and force 
  fields) in the effect radius for 2 rounds per 
  level.  Shielded devices, androids and robots 
  are allowed a save vs, death to avoid the 
  effect. The scientist may establish a zone of no 
  more than a 10 foot radius within the area of 
  effect within which the pulse is negated.  The 
  power may be used once per day. 
   
  Holographic projection (III): This power 
  allows the user to create the illusion of any 
  one being that he or she can imagine, up to 
  about five times the size of a human or up to 
  five human sized illusory beings.  These last 
  for 2 rounds per level of the user.  The 
  holographic beings can move up to 240 feet 
  away from the user. A successful save vs. PSY 
  powers will allow disbelief in the holographic 
  image.  Semi-intelligent creatures suffer a -2 
  penalty to the roll.  Automatons, androids, 
  and mindless creatures never believe in 
  illusions. Damage from an illusion is treated 
  as real by those that believe in them.  
   
  Mind Blank: The user or one target subject is 
  protected from all devices and powers that 
  detect, influence, or read emotions or 
  thoughts. This power also protects against all 
  PSY or super-scientific mind-affecting powers 
  and effects. It has a range of 30 feet. a 
  duration of 2 rounds per user level and may 
  be used twice per day. 
   
  Nega-sphere: This power creates a black 
  globe of force, with a radius of ten feet that 
  protects those enclosed against all attacks or 
  
   
  approach. No attacks of any kind may be 
  launched from within the sphere and no 
  visibility in either direction is possible.  The 
  sphere lasts 1 round per level of the user and 
  can be used only once per day.  
   
  Level 5 
   
  Replication: This power deconstructs and 
  reassembles matter on a sub-atomic level.  
  Any standard inanimate object or objects of 
  up to one pound per user level may be 
  created from refuse or a similar mass of any 
  other matter. The scientist will need an 
  example or complex code based on a 
  previously analyzed example of the object to 
  be created.  The created objects will function 
  exactly as the replicated object and are 
  permanent.  This power requires one hour 
  per pound of matter transmuted and may be 
  used once per day. 
   
  Temporal Stasis: The subject, whom must be 
  touched by the user, is placed into a state of 
  suspended animation, and for the subject, 
  time ceases to flow; it grows no older, and its 
  body functions virtually cease. This state 
  persists until the effect is removed (such as 
  by alter reality).  A successful saving throw 
  vs. death negates the effect. The power may 
  be used once per day. 
   
  Weather Control: This power allows the 
  alteration and control of rain, storms, snow, 
  temperature, cloud cover, etc, within a radius 
  of 2 miles per user level.  Weather beyond 
  local extremes cannot be created. The power 
  may be used once per day. 
   
  Y –Ray (III): This power allows the user to 
  generate a high- intensity Y-ray that will heal 
  4d6 hit points, neutralize all toxins, cure all 
  natural diseases and radiation sickness and 
  cancel any negative PSY effects excepting 
  Space madness.  The range is 30’ and the 
  power may be used once per day. 
   
  Level 6 
   
  Disintegrate:  This power manifests as a thin, 
  green ray. No attack to hit is necessary, but 
  targets may save versus death to negate the 
  effects.  Any corporeal being or construct of 
  any size struck by the ray is instantly 
  disintegrated. When used against an object, 
  the ray disintegrates as much as one 10’ cube 
  of inanimate matter; disintegrating only a 
  part of any very large object or structure 
  targeted. The power may be used once per 
  day. 
   
  Monster from the Id: This power creates a 
  very powerful 2d4 +8 hit dice invisible 
  monster from the user’s subconscious.  The 
  monster will serve for 3 rounds per level of 
  the user. Note this power cannot be used by 
  anyone of 6th level or less. If the user is of 7th 
  to 8th level, he or she must subsequently rest 
  for one full week.  A 9th level or higher user 
  may use this power once per day but must 
  rest one full day between uses. 
   
  Nexus Point: This power will be detailed in 
  subsequent editions. 
   
  Y –Ray (IV): This power allows the user to 
  generate an ultra high- intensity Y-ray that 
  will restore one being to life. The revived 
  being must rest for one week. The power is 
  effective up to one week after death and is 
  usable once per week.  Scientists of 8th level 
  or below may not utilize this power. 
   
   
   
  
    
  WWWWEAPONS AND 
  EAPONS AND 
  EAPONS AND 
  EAPONS AND 
   
  This section provides statistics for a 
  of the advanced and super-scientific 
  armor, and adventuring gear available to 
  characters in Humanspace.  No details for 
  primitive weapons are included in this draft.  
  Details for these weapons may be obtained 
  from Labyrinth Lord or anoth
  compatible game system. 
   
  The price and availability of the 
  weapons, armor, and gear presented in the 
  following pages will vary from world to world.  
  EAPONS AND 
  EAPONS AND 
  EAPONS AND 
  EAPONS AND GEAR
  GEAR
  GEAR
  GEAR
  for a selection 
  scientific weapons, 
  armor, and adventuring gear available to 
  characters in Humanspace.  No details for 
  primitive weapons are included in this draft.  
  Details for these weapons may be obtained 
  another broadly 
  availability of the various 
  weapons, armor, and gear presented in the 
  following pages will vary from world to world.  
  Grenades, explosives, and certain types of 
  military equipment will be typically very 
  difficult to obtain and atomic, sub
  thermostellar bombs are available only to the 
  Imperial military within Humanspace.  
   
  Projectile weapons require ammunition which 
  must be purchased and accounted for.
  energy weapons must be recharged dai
  Super-scientific weapons are powered by 
  wavium crystals and do not need to be recharged 
  as the crystals will normally last for at least one
   
   
  Grenades, explosives, and certain types of 
  military equipment will be typically very 
  ficult to obtain and atomic, sub-atomic and 
  thermostellar bombs are available only to the 
  Imperial military within Humanspace.   
  Projectile weapons require ammunition which 
  must be purchased and accounted for. Advanced 
  energy weapons must be recharged daily and 
  scientific weapons are powered by 
  wavium crystals and do not need to be recharged 
  as the crystals will normally last for at least one 
  
   
  year; however, as detailed in the Combat 
  chapter, they may be temporarily disabled or 
  broken in combat.  
   
  Primitive weapons and armor are readly 
  available 
  as 
  gladitorial 
  games 
  wherein 
  combatants fight with such weapons are popular 
  on many worlds.  
  Primitive weapons and armor are not effective 
  against Advanced or Super-cientific armor and 
  weapons. Primitive weapons are assessed a -4 
  penalty when attempting to hit an individual  
  wearing Advanced or Super-cientific armor and 
  all Also, all Primitive armor is treated as AC 8 
  when attacked with Advanced or Super-cientific 
  weapons. 
   
   
   
             WEAPONS 
   
                       Super Scientific Melee Weapons 
  Weapon 
   
  Variable 
  Damage Weight 
  CR 
  Psy-knife 
  1d10 
  0.5 lb. 
  1000 
  Psy-sword 
  2d6 
  1 lb. 
  2000 
  Space ax 
  2d6 
  5 lb. 
  300 
  Space sword 
  1d10 
  3 lb. 
  200 
  Vibro blade 
  1d8 
  1 lb. 
  100 
   
   
                          Super Scientific Ranged Weapons 
   
   
   
                     * Projectile weapons require ammunition, available at the cost shown per shell or clip.  
   
   
  Weapon 
  Range 
  Variable 
  Damage Weight 
  CR 
  Disintegrator pistol (inter-planar) 60’ 
  - 
  1 lb. 
  - 
  Disintegrator rifle (inter-planar) 
  60’ 
  - 
  3 lb. 
  - 
  Disintegrator rifle (sub-atomic) 
  60’ 
  - 
  20 lb. 
  10000 
  Disruptor pistol 
  300’ 
  2d6 
  1 lb. 
  300 
  Disruptor rifle 
  360’ 
  2d8 
  3 lb. 
  500 
  Heat ray pistol 
  300’ 
  1d8+1 
  0.5 lb 
  175 
  Heat ray rifle 
  360’ 
  1d10+1 
  3 lb. 
  300 
  Laser pistol 
  240’ 
  1d8 
  1 lb. 
  75 
  Laser rifle 
  300’ 
  1d10 
  3 lb. 
  150 
  Lightning pistol 
  60’ 
  2d8 
  15 lb. 
  550 
  Lightning rifle 
  90’ 
  3d8 
  20 lb. 
  400 
  Needle gun 
  360’ 
  1d10 
  3 lb. 
  150/10* 
  Tangle gun 
  30’ 
  - 
  2.5 lb. 
  175/10* 
  Wavium pistol 
  300’ 
  2d6+1 
  2.5 lb. 
  300/3* 
  Wavium rifle 
  360’ 
  3d6 
  6 lb. 
  500/5* 
  X-ray pistol 
  300’ 
  1d8 
  1 lb. 
  200 
  X-ray rifle 
  360’ 
  1d10 
  3 lb. 
  350 
  Z-ray pistol 
  300’ 
  2d6 
  1 lb. 
  300 
  Z-ray rifle 
  360’ 
  2d8 
  3 lb. 
  500 
  
   
  Psy-knife: These rare weapons are used only 
  by powerful psionics and each device must be 
  hand crafted and attuned to the mental 
  energies of its user.  The psy-knife appears as 
  a small polished metallic cylinder. The psionic 
  energy of its bearer may be projected through 
  the cylinder forming a blade, about one foot 
  in length, of pure mental energy, capable of 
  cutting through any known substance,   
  Psy-sword: Similar to the psy-knife, these 
  more powerful weapons allow for the 
  projection of a blade of mental energy over 
  three feet long. 
  Space-axe: These heavy weapons have an axe 
  blade on one end and a needle-sharp spike on 
  the other and are heavily inlaid with or 
  entirely composed of ultra-dense duranium.  
  As the use of super scientific energy weapons 
  or projectile weapons may be very hazardous 
  in the environment of a starship and the 
  shields of space armor are typically attuned 
  to resist the output of energy weapons, the 
  space-axe is often employed by space marines 
  in boarding actions.  
  Space-sword: Similar to the space-axe, these 
  weapons are typically rapier like swords 
  composed entirely of ultra-dense duranium 
  and capable of being thrust through space 
  armor and shields. 
  Vibro blade:  Similar in appearance to a 
  space sword, these weapons are composed of 
  less dense metals but ultrasonic vibrations 
  generated within the device increase the 
  effectiveness of the blade making it nearly as 
  efficient in piercing space armor and shields 
  as a space sword. 
  Disintegrators 
  (inter-planar): 
  Although 
  inter-planar powered disintegrators are often 
  installed in Eyes or other devices equipped 
  with interfogulators, hand held and man 
  portable versions are beyond the Super-
  scientific capabilities of Humanspace in the 
  621st century; however a few examples from 
  inter-dimensional or contra temporal sources 
  have been found,  
  A thin, green ray is emitted from these 
  devices. No attack to hit is necessary, but 
  targets may save versus death to negate the 
  effects.  Any creature of less than 16 HD 
  struck by the ray is instantly disintegrated.  A 
  creature with 16 HD or greater that’s fails to 
  save will be partially disintegrated and suffer 
  8d8 damage.   When used against an object, 
  the ray simply disintegrates as much as one 
  10’ cube of nonliving matter; the weapon 
  disintegrates only part of any very large 
  object or structure targeted. The ray affects 
  even objects constructed entirely of force. 
  Disintegrator rifle (sub-atomic):  Although 
  experimental and somewhat rare, these 
  heavy weapons are available in 621st century 
  Humanspace.  A beam of crackling black 
  energy is emitted from these devices. No 
  attack to hit is necessary, but targets may 
  save versus death to negate the effects.  Any 
  creature of less than 12 HD struck by the ray 
  is instantly disintegrated.  A creature with 12 
  HD or greater that’s fails to save will be 
  partially 
  disintegrated 
  and 
  suffer 
  6d8 
  damage,  When used against an object, the 
  beam disintegrates as much as one 8’ cube of 
  matter. The atomic disintegrator also affects 
  objects constructed of force. 
  Disruptors: These weapons emit a bluish 
  white pulse that disrupts matter at a sub-
  atomic level.  Sustained disruptor fire will 
  disintegrate one 1’ cube of matter in 3 
  rounds.  These weapons are rare in 
  Humanspace and are the typical arms of the 
  Regulan and Hlutrgu. 
   
  
  Heat Rays: Heat ray weapons emit a red ray 
  of thermal energy.  Sustained heat ray fire 
  will melt all but the densest matter (one 1’ 
  cube of matter in 10 rounds).  These devices 
  can also be used to ignite flammable 
  materials. 
  Lasers: Lasers are more primitive energy 
  weapons, similar to heat rays,  found on less 
  developed worlds.  
  Lightning pistols:  These bulky pistols are 
  attached by coils to a power supply worn on 
  the back and emit a powerful discharge of 
  electricity similar to naturally occurring 
  lightning that is 60’ long and 2’ wide.  The 
  discharge will set fire to combustibles and 
  damages objects in its path. It can melt metals 
  with a low melting point.  Any crea
  caught in the area of effect receives a saving 
  throw versus energy blast. A successful save 
  reduces damage by half. 
  Lightning rifles:  These weapons are 
  generally similar to lightning pistols but the 
  discharge is 60’ long and 5’ wide. 
  Needle Gun: These weapons, sometimes 
  called needlers, look like ancient submachine 
  guns, and rapidly fire bursts of small high 
   
  weapons emit a red ray 
  of thermal energy.  Sustained heat ray fire 
  will melt all but the densest matter (one 1’ 
  hese devices 
  can also be used to ignite flammable 
  Lasers are more primitive energy 
  weapons, similar to heat rays,  found on less 
  These bulky pistols are 
  attached by coils to a power supply worn on 
  he back and emit a powerful discharge of 
  electricity similar to naturally occurring 
  lightning that is 60’ long and 2’ wide.  The 
  discharge will set fire to combustibles and 
  damages objects in its path. It can melt metals 
  with a low melting point.  Any creature 
  caught in the area of effect receives a saving 
  throw versus energy blast. A successful save 
  These weapons are 
  generally similar to lightning pistols but the 
   
  e weapons, sometimes 
  called needlers, look like ancient submachine 
  guns, and rapidly fire bursts of small high 
  velocity metal darts.  A clip of ammunition 
  weighs 0.5 pounds and is sufficient for 20 
  rounds of fire. 
  Tangle Gun:  These large pistols 
  layered mass of strong, sticky strands. 
  Creatures caught within the tangle become 
  entrapped among the gluey fibers. Entangled 
  creatures can’t move, but can break loose 
  depending on their strength. Any being with 
  strength in a human range can break free
  the webs in 2d4 turns. Creatures of higher 
  strength can break free in 4 rounds. The 
  strands are highly flammable. All creatures 
  within the burning tangle mass take 1d6 
  points of fire damage from the flames for 2 
  rounds. After this time surviving creatu
  are free of the strands.  A clip of ammunition 
  weighs 0.5 pounds and is sufficient for 6 
  shots. 
   
  Wavium pistol:  These bulky pistols 
  shells filled with depleted wavium pellets 
  which explode when exposed to oxygen. The 
  thin coating of the shell brea
  with the target, thus creating the explosion.  
  These devices are not usable in space or other 
  environments devoid of oxygen
   
  velocity metal darts.  A clip of ammunition 
  weighs 0.5 pounds and is sufficient for 20 
  These large pistols fire a multi-
  layered mass of strong, sticky strands. 
  Creatures caught within the tangle become 
  entrapped among the gluey fibers. Entangled 
  creatures can’t move, but can break loose 
  depending on their strength. Any being with 
  strength in a human range can break free of 
  the webs in 2d4 turns. Creatures of higher 
  strength can break free in 4 rounds. The 
  strands are highly flammable. All creatures 
  within the burning tangle mass take 1d6 
  points of fire damage from the flames for 2 
  rounds. After this time surviving creatures 
  are free of the strands.  A clip of ammunition 
  weighs 0.5 pounds and is sufficient for 6 
  These bulky pistols fire 
  shells filled with depleted wavium pellets 
  which explode when exposed to oxygen. The 
  thin coating of the shell breaks on contact 
  with the target, thus creating the explosion.  
  These devices are not usable in space or other 
  environments devoid of oxygen. A clip of 
  
   
  ammunition weighs 0.5 pounds and is 
  sufficient for 6 rounds of fire. 
  Wavium rifle:  Similar to wavium pistols; 
  these weapons are very long cumbersome 
  rifles.  A clip of ammunition weighs 1 pound 
  and is sufficient for 12 rounds of fire. 
  X-ray weapons: These weapons emit an 
  invisible ray of x-radiation that only affects 
  living 
  tissue. 
   
  X-rays 
  are 
  capable 
  of 
  penetrating up to 15’ of all but the densest 
  matter and still injuring a target. Due to their 
  invisible beam, these weapons are popular 
  with snipers and assassins  
  Z-ray weapons: Also known as blasters, emit 
  a blue ray of z-radiation.  Sustained z-ray fire 
  will disintegrate one 1’ cube of matter in 5 
  rounds.   
   
   
   
  SUPER SCIENTIFIC GRENADES AND EXPLOSIVES 
   
   
  Atomic bomb: These devices derive their 
  immense destructive force from nuclear 
  reactions of fission or fusion.   Atomic bombs 
  vary widely in yield.  An atomic bomb is 
  treated as a diambrite explosion (see below) 
  within its blast radius, as a 10X power 
  firebomb in a zone 5x its blast radius,  and as 
  a wavium bomb in a zone from 5x its blast 
  radius to 20x its blast radius .  The powerful 
  electromagnetic 
  pulse 
  created 
  by 
  the 
  explosion will also jam electrical equipment 
  (including energy weapons, robots, androids 
  and force fields) in the blast radius for 2d8 
  hours.  Additionally any living being caught in 
  the blast must save vs. death or die from 
  radiation exposure in 3d6 days. 
   
  Diambrite (D-4 Explosive): Diambrite is a 
  very powerful and stable, synthetic plastic 
  explosive.  Any being of less than 20 HD 
  within the inner one-third of the blast radius 
  is instantly disintegrated.  A being within the 
  outer blast radius or a being with 20 HD or 
  greater within the blast radius that saves 
  against Energy blast will suffer 12d8 damage, 
  a failed save results in disintegration.  All 
   
  Weapon 
  Blast 
  Radius 
  Variable 
  Damage 
  Weight 
   
  CR 
  Atomic bomb 
  1000’+ 
  Special 
  25 lb.+ 
   
  - 
  Diambrite (D-4 Explosive) 
  90’ 
  Disintegration 
  1 lb. 
   
  5000 
  Fire bomb 
  20’ 
  8d8 
  1 lb. 
   
  2000 
  Flash grenade 
  20’ 
  - 
  0.5 lb. 
   
  100 
  Nerve gas grenade 
  20’ 
  Death 
  0.5 lb. 
   
  150 
  Planet Buster bomb (sub-atomic) 
  20 mi.+ 
  Special 
  500 lb.+  
  - 
  Pulse Grenade 
  10’ 
  - 
  1 lb. 
   
  150 
  Shock bomb  
  30’ 
  4d8 
  3 lb. 
   
  1000 
  Shock grenade 
  10’ 
  2d8 
  0.5 lb. 
   
  150 
  Smoke grenade  
  30’ 
  - 
  1 lb. 
   
  1 lb. 
  Stun bomb  
  30’ 
  - 
  0.5 lb. 
   
  50 
  Stun grenade 
  10’ 
  - 
  0,5 lb. 
   
  100 
  Tangle grenade 
  10’ 
  - 
  1 lb. 
   
  100 
  Thermostellar bomb (Interfogulator) 
  200 mi. + 
  Special 
  1000 lb.+  
  - 
  Wavium bomb 
  50’ 
  8d8 
  3 lb. 
   
  3000 
  Wavium grenade  
  20’ 
  4d8 
  1 lb. 
   
  500 
  
   
  inanimate matter, excepting super dense 
  metals is disintegrated; super-dense matter 
  and energy within the inner blast radius are 
  also destroyed. 
   
  Fire bomb: This spherical bomb will melt 
  50% of all but the densest matter and ignite 
  flammable materials within the blast radius. 
   
  Flash grenade:  This spherical grenade emits 
  a burst of photons that damages or destroys 
  the optical nerve endings of all unprotected 
  beings in the blast radius. A failed save versus 
  energy attacks results in permanent 
  Blindness, a successful save indicates that the 
  victim is blinded for 1d4 hours.  Space armor 
  and most space suit helmets protect against 
  this effect. 
   
  Nerve gas grenade: This type of grenade 
  emits a colorless and odorless nerve gas that 
  attacks the central nervous system.  Each 
  round a target remains in the blast radius; he 
  or she must make a saving throw versus 
  poison or die.  Space armor and space suit 
  helmets offer complete protection from the 
  gas. 
   
  Planet Buster bomb (sub-atomic): These 
  terrible weapons derive their destructive 
  energy from sub-atomic forces.  Treat as an 
  atomic bomb with a much greater blast 
  radius.  A bomb of sufficient size may result in 
  seismic aftershocks that are capable of 
  shattering a world. 
   
  Pulse grenade These spherical grenades 
  emit a powerful electromagnetic pulse that 
  jams electrical equipment (including energy 
  weapons, robots, androids and force fields) in 
  the blast radius for 2d4 rounds.  Robots and 
  androids are allowed a save vs. energy blast 
  to avoid this effect.  Electronic devices of less 
  than super-scientific level are permanently 
  short-circuited. 
   
   Shock bomb:  This cylindrical bomb releases 
  a pulse of electricity in the blast area; 
  protection and cover is not afforded by metal 
  obstacles.  In addition to the damage caused 
  by the burst, victims are stunned for 2d8 
  rounds.  A successful save vs. Energy blast 
  halves damage and avoids the secondary 
  effect of the bomb.  
   
  Shock grenade: This spherical grenade is 
  similar too, but less powerful than the shock 
  bomb; the stun affect lasts only 1d6 rounds. 
   
  Smoke grenade: A smoke grenade emits an 
  inert thick white smoke that obscures all 
  vision within its blast radius.  The smoke is 
  treated as darkness for effects on visibility 
  and combat. The cloud persists for 1d3+6 
  turns.  
   
  Tangle grenade:  These large cylindrical 
  grenades burst on impact expelling a mass of 
  gluey fibers Beings caught within the tangle 
  become entrapped and can’t move, but can 
  break loose depending on their strength. Any 
  being with strength in a human range can 
  break free of the webs in 2d4 turns. Beings of 
  higher strength can break free in 4 rounds. 
  The strands are highly flammable. All 
  creatures within the burning tangle mass take 
  1d6 points of fire damage from the flames for 
  2 rounds. After this time surviving creatures 
  are free of the strands.   
   
  Thermostellar bomb (interfogulator): The 
  weapon without answer. These devices are 
  weaponized interfogulators that derive their 
  destructive energy from inter-planar forces.  
  If exploded within a star a sufficiently large 
  bomb may induce collapse or supernova. 
  Treat as an atomic bomb with a much greater 
  blast radius.  Objects “disintegrated” are 50% 
  likely to be shifted into a bubble plane or 
  another dimension. 
   
  Wavium bomb:  These spherical bombs are 
  filled with depleted wavium pellets which 
  explode when exposed to oxygen.  The outer 
  casing of the device is fragmented by a small 
  timed diambrite charge exposing the pellets 
  to air and creating the explosion.  The 
  explosion 
  may 
  be 
  timed 
  or 
  remotely 
  detonated.  Wavium bombs are not usable in 
  
  space or other environments devoid of 
  oxygen.   
   
  Wavium grenade:  This spherical grenade is 
  generally similar to a wavium bomb; however 
  the explosive charge is timed. 
   
   
  ARMOR 
   
  SUPER SCIENTIFIC ARMOR 
   * DEX AC modifiers are not applied when wearing 
  this armor. 
   
  Shield 
  belt: 
  A 
  shield 
  belt 
  creates 
  a 
  scintillating force field around the wearer
  that may absorb some energy attacks and 
  deflect some projectiles.  The protection from 
  a shield belt is cumulative with other armor. 
  A Mk I shied belt reduces AC by 1 and a Mk LL 
  shield belt reduces AC by 2. 
  Skin suit: Skin-suits are super
  form-fitting, light weight space suits
  bubble hood. They are generally no bulkier 
  than standard clothing; however
  suffers no effects from vacuum, gas or disease 
  so long as the suit has not been breached
  suit is breached when the wearer takes 
  damage, Skin suits have limited self se
  capability and breaches will be repaired on a 
  roll of 1 or 2 on a 1d6. 
   
  Space armor: Three types of armored space
  suits are available on super-scientific worlds, 
  light, medium, and heavy space armor.  
  Armor 
   
  AC 
  Weight
  Heavy clothing 
  8 
  10
  Skin suit 
  6 
  7 
  Space armor (light)* 
  4 
  50
  Space armor (medium)* 3 
  100
  Space armor (heavy)* 
  2 
  150
  Space suit* 
  5 
  20
  Shield belt (Mk I) 
  8 
  1 
  Shield belt (Mk II) 
  7 
  2 
  Still suit 
  7 
  5 
  space or other environments devoid of 
  This spherical grenade is 
  generally similar to a wavium bomb; however 
  * DEX AC modifiers are not applied when wearing 
  A 
  shield 
  belt 
  creates 
  a 
  scintillating force field around the wearer 
  that may absorb some energy attacks and 
  flect some projectiles.  The protection from 
  a shield belt is cumulative with other armor. 
  A Mk I shied belt reduces AC by 1 and a Mk LL 
  super-scientific 
  light weight space suits with a 
  They are generally no bulkier 
  than standard clothing; however the wearer 
  gas or disease 
  not been breached,  A 
  suit is breached when the wearer takes 
  damage, Skin suits have limited self sealing 
  capability and breaches will be repaired on a 
  Three types of armored space-
  scientific worlds, 
  light, medium, and heavy space armor.   All 
  three types include an armored helmet and 
  are equipped with powered exoskeleton that 
  increases the strength in the 
  equipment in light armor merely offsets the 
  weight of the suit.  Heavy and medium armor 
  confer an effective STR of 18 on the wearer.
  Space armor is breached when the weare
  takes damage: however these suits have 
  excellent self sealing capability.  Breaches will 
  be repaired on a roll of 1 -
  light armor and on a roll of 1 
  medium or heavy armor. 
   
   
  Spacesuit: 
  Spacesuits 
  are 
  considerably
  bulkier than form fitting skin suits
  include a body suit, gauntlets, boots,
  bubble helmet. The wearer suffers no
  from gas or disease so long as the suit has
  been breached, A suit is breached when the 
  wearer takes damage, Advanced space
  have limited self repair capability and 
  breaches will be repaired on a roll of 1 or 2 on 
  a 1d6. Super-scientific space suits repair 
  breaches on a roll of 1-3 on a 1d6. 
   
  Still suit:  Still-suits are tight fitting garments 
  made of a synthetic osmotic 
  waste water recycling systems to maximize 
  recovery of all water loss.  A
  atmospheric water is present an individual 
  wearing a properly fitted suit can subsist on 
  recovered water indefinitely. These suits do 
  not protect against vacuum or extremes of 
  heat and cold but provide some armor 
  protection.  
  Weight 
  CR 
  10 lb. 
  30 
   lb. 
  500 
  0 lb. 
  1000 
  100 lb. 
  3000 
  150 lb. 
  8000 
  20 lb. 
  500 
   lb. 
  550 
   lb. 
  1000 
   lb. 
  300 
   
  include an armored helmet and 
  e equipped with powered exoskeleton that 
  strength in the wearer. This 
  equipment in light armor merely offsets the 
  weight of the suit.  Heavy and medium armor 
  confer an effective STR of 18 on the wearer.  
  Space armor is breached when the wearer 
  takes damage: however these suits have 
  excellent self sealing capability.  Breaches will 
  -8 on a 1d10 for 
  light armor and on a roll of 1 -9 on a 1d10 for 
   
  suits 
  are 
  considerably   
  ulkier than form fitting skin suits and 
  body suit, gauntlets, boots, and a 
  bubble helmet. The wearer suffers no effects 
  from gas or disease so long as the suit has not 
  A suit is breached when the 
  wearer takes damage, Advanced spacesuits 
  have limited self repair capability and 
  breaches will be repaired on a roll of 1 or 2 on 
  scientific space suits repair 
  3 on a 1d6.  
  suits are tight fitting garments 
  made of a synthetic osmotic equipped with 
  waste water recycling systems to maximize 
  recovery of all water loss.  Assuming any 
  atmospheric water is present an individual 
  wearing a properly fitted suit can subsist on 
  recovered water indefinitely. These suits do 
  um or extremes of 
  heat and cold but provide some armor 
  
   
  GEAR 
   
  Air Tablets: When placed in a bubble helmet, 
  each tablet provides 8 hours of breathable air.  
  CR 10 each; Weight: negligible. 
   
  Canteen: A container that holds one quart of 
  liquid. CR 10. Weight: 1 lb. 
   
  Climbing gear: These kits include crampons, 
  pitons, and a safety harness and provide a 
  +5to Mountaineer skill rolls. CR 200; Weight: 
  15 lb. 
   
  Cold weather clothing: A set of heavy 
  clothing 
  that 
  protects 
  against 
  frigid 
  temperatures; includes a parka, trousers, 
  gloves, and boots. CR 150; Weight 12 lb. 
   
  Backpack: Synthetic container that holds up 
  to 100 pounds, CR 40; Weight: 5 lb.  
  Communicator (Micro-set): The standard 
  handheld communication device has a range 
  of 100 miles unless connected to a comm 
  network and can be adjusted to a range of 
  frequencies.  These devices also contain a 
  chronograph, 
  destination 
  compass, 
  holographic camera, holographic ray, sound 
  recorder and basic computer. CR 50; Weight: 
  0.5 lb. 
   
  Contra-grav belt: This device allows the user 
  with up to 250 lbs of additional weight to fly 
  at a speed of 120 feet per round. The flyer 
  may rise to a height of 180 feet. CR 2000; 
  Weight: 1 lb. 
   
  Eye spy: These very small (about 1 inch 
  diameter) flying robotic sensor devices may 
  be remotely controlled with a communicator 
  or hand scanner.  The eye travels up to 120’ 
  each round and will send visual information 
  back to the controller, and can see with 60’ 
  extra-vision. If detected the device may be 
  attacked. It has an effective AC: 3 and 2 hit 
  points. CR 1500; Weight: negligible. 
   
  Sensor orb:  A handheld multipurpose 
  scanner that can sample and measure 
  atmospheric 
  conditions, 
  take 
  gravitic 
  readings, detect and define life in a 50 foot 
  radius, 
  provide 
  chemical 
  analysis 
  of 
  substances, make holographic recordings, etc, 
  Science skills are needed to make full use of 
  the device. CR 1500; Weight: 1 lb. 
   
  Laser flashlight: This small handheld device 
  generates a powerful beam of light to 120 
  feet.  It may also be used as a heat ray with a 
  range of 3 feet, primarily for starting fires or 
  heating objects. CR 50; Weight: 0.5 lb. 
   
  Lockpick: 
  A 
  device 
  designed 
  to 
  foil 
  mechanical and electronic locks, +2 to lock 
  picking skill success rolls.  CR 100; Weight: 
  0.5 lb. 
   
  Magnetic Clamps: These devices may be 
  fitted to boots and allow the wearer to cling 
  to metallic surfaces, walk on spaceship hulls, 
  walk up metallic walls, etc. CR 200; Weight: 4 
  lb. 
   
  Med-kit: A small utility bag that contains a 
  med-scan, one container of skin spray, two 
  doses each of Anti-Tox, Flask, and Vax, 
  bandages, gauze, etc. CR 500; Weight: 6 lb. 
   
  Med-Scan: A character with physician or 
  Medic skill may use this device to accurately 
  assess the physical health of any known 
  being. CR 300; Weight: 2 lb. 
   
  Perimetric 
  orbs: 
  A 
  security 
  system 
  consisting of four small floating silver globes 
  designed to be set in a perimeter around a 
  camp and programmed to monitor an area 
  and sound an alarm if an intruder is detected. 
  One set may enclose a 900 square foot area. . 
  It has an effective AC: 4 and 1 hit point. CR 
  1000; Weight: 0.5 lb. 
   
  Rope: A durable, narrow gauge synthetic 
  cord that can safely handle 300 pounds. CR 
  10 and Weight: 5 lb. per 50 feet. 
   
  
  Scan goggles: These devices are similar to 
  the Scan-scope, below, but are designed to be 
  worn.  They provide magnification of up to 
  1000X 
  and 
  infrared 
  and 
  night 
  vision 
  capabilities up to 60 feet. CR 200;
  lb. 
   
  Scan scope: These binocular devices have a 
  magnification of up to 2000X and provide 
  infrared and night vision capabilities up to 
  120 feet.  CR 200; Weight: 0.5 lb. 
   
  Survival rations: Survival rations contain 
  enough preserved food and nutrient pills for 
  one person for one week. Rations 
  available to suit every race. CR 50
   
  Telescopic pole: This device may be 
  extended from a small duranium alloy baton 
  to a 10 foot pole that can support up to 2000 
  pounds. CR 75; Weight: 1 lb. 
   
  Translator orb: These small golden globes
  are super-scientific devices worn in the ear 
  and programmed with one or more languages 
  that will be automatically translate
  speech of the wearer.  The wearer may also 
  mentally speech and the device will provide 
  the foreign or alien words.  The translations 
  are not perfect and there is a slight delay in 
  receiving the translation.  The user will also 
  be limited in his or her ability to speak some 
  words in difficult alien languages. 
  programmed language; Weight: 0.5 lb.
   
  Utility belt: A durable synthetic belt with 
  several compartments that hold a laser 
  flashlight, a multi-tool, a 3 foot square of 
  heavy duty waterproof film, a telescopic 10 
  foot pole, and a micro-weave compressed
  heat reflective blanket. CR 200; Weight: 
   
  Water skin: A water skin is a thin sheet of 
  osmotic film that measures approximately 3 
  square feet.  It may be unfolded and spread 
  on 
  the 
  ground 
  where, 
  assuming 
  any 
  atmospheric or ground water is present, it 
  will absorb up to one gallon. When placed in a 
  container of water the skin will 
  10 gallons. CR 30; Weight: 0.5 lb. 
  are similar to 
  scope, below, but are designed to be 
  magnification of up to 
  1000X 
  and 
  infrared 
  and 
  night 
  vision 
  CR 200; Weight: 0.5 
  These binocular devices have a 
  magnification of up to 2000X and provide 
  infrared and night vision capabilities up to 
  Survival rations contain 
  nutrient pills for 
  week. Rations are 
  50. 3 lb. 
  This device may be 
  m alloy baton 
  to a 10 foot pole that can support up to 2000 
  These small golden globes 
  scientific devices worn in the ear 
  and programmed with one or more languages 
  automatically translated into the 
  of the wearer.  The wearer may also 
  mentally speech and the device will provide 
  The translations 
  are not perfect and there is a slight delay in 
  receiving the translation.  The user will also 
  r her ability to speak some 
  words in difficult alien languages. CR 100 per 
  Weight: 0.5 lb. 
  A durable synthetic belt with 
  compartments that hold a laser 
  tool, a 3 foot square of 
  proof film, a telescopic 10 
  weave compressed 
  Weight: 2.5 lb. 
  A water skin is a thin sheet of 
  osmotic film that measures approximately 3 
  square feet.  It may be unfolded and spread 
  ground 
  where, 
  assuming 
  any 
  atmospheric or ground water is present, it 
  will absorb up to one gallon. When placed in a 
  purify up to 
  Drugs 
   
  Anti-Tox: This drug is a powerful multi
  purpose anti-toxin. Each dose
  victim to make an additional saving throw vs., 
  poison at +4 to overcome the effects of the 
  toxin. Certain poisons cannot be 
  this drug as special ingredients
  needed.  CR 50; Weight: 0.5 lb. per dose.
   
  Boon: This drug provides a temporary boost 
  of 1d2 points to the individuals 
  DEX attributes and 1d6 additional hit points
  The effect lasts 1d2 turns and 
  may be increased beyond 18. 
  0.5 lb. per dose. 
   
   Flask This drug is a potent bio
  mild 
  narcotic 
  analgesic 
  regenerative serum. One standard dose
  delivered by hypo-spray injector
  1d6 +1 hit points. CR 60; Weight: 0.5 lb. per 
  dose. 
   
  a powerful multi-
  dose allows a poison 
  victim to make an additional saving throw vs., 
  poison at +4 to overcome the effects of the 
  cannot be treated with 
  ingredients may be 
  Weight: 0.5 lb. per dose. 
  This drug provides a temporary boost 
  points to the individuals STR, CON, and 
  s and 1d6 additional hit points. 
  turns and no attribute 
  may be increased beyond 18. CR 600; Weight: 
  rug is a potent bio-stabilizer, 
  mild 
  narcotic 
  analgesic 
  and 
  tissue 
  serum. One standard dose 
  spray injector will heal 
  Weight: 0.5 lb. per 
  
   
  PSY drug: This drug is a derivative of rare 
  anti-synthetic 
  life 
  extending 
  and 
  mind 
  altering drug Slan, found only on Canopus 3.   
   
  One dose, delivered by hypo-spray injector, 
  provides a temporary boost of 1d4 points to 
  the individuals PSY attribute. The effect lasts 
  1d4 turns and the attribute may not be 
  increased beyond 18. CR 800; Weight: 0.5 lb. 
  per dose. 
   
   
   
  Skin spray This drug is a plasti-skin and   
  tissue regenerative mixture in aerosol form. 
  One container yields 6 doses, each will heal 
  1d4 hit points. CR 120; Weight: 1 lb. 
   
  Vax: This drug is used to combat diseases. A 
  dose allows one afflicted with a natural 
  disease to make an additional saving throw 
  vs. death at +2 to overcome the effects of the 
  illness.  CR 40; Weight: 0.5 lb. per dose. 
   
   
  
  ENCOUNTERS AND COMBAT
  ENCOUNTERS AND TIME
  ENCOUNTERS AND TIME
  ENCOUNTERS AND TIME
  ENCOUNTERS AND TIME 
   
  When an enemy or monster confronts the 
  characters (or vice versa), this situation is 
  called an encounter. In encounters and during 
  combat, time is typically measured in rounds. 
  Details for generating random encounter
  will be given in Book 3: Campaigns in Space 
  ENCOUNTERS AND COMBAT
  an enemy or monster confronts the 
  characters (or vice versa), this situation is 
  . In encounters and during 
  combat, time is typically measured in rounds.  
  random encounters 
  Campaigns in Space  
   
   
  and Alien Planets. The monster descriptions 
  in Book 2: Space Monsters 
  number of monsters encountered.  If a 
  random encounter occurs the Referee will roll 
  2d6 x 10 to determine the distance in number 
  of feet separating the characters and 
   
      
  The monster descriptions 
  Monsters will include the 
  number of monsters encountered.  If a 
  random encounter occurs the Referee will roll 
  2d6 x 10 to determine the distance in number 
  eparating the characters and the 
  
  encountered beings. 
   
  INITIATIVE, REACTIONS AND SURPRISE
  At the outset of any random or pre
  encounter, the Referee rolls 1d6
  group; a roll of 1 or 2 on 1d6 means the group 
  is surprised and cannot act for one round. 
  The referee may modify the rolls based on 
  any unusual situation or activity that may 
  influence the result. When both sides are 
  surprised, they do not act the first round, but 
  the second round initiative is rolled for each 
  side normally, if neither group is surprised, 
  each rolls initiative immediately. If one side is 
  surprised but the other is not, then the side 
  that is not surprised can attack. 
   
  Next each opposing group must roll 1d6 for 
  initiative, the groups act in turn from hig
  roll to lowest.  
  INITIATIVE, REACTIONS AND SURPRISE 
  At the outset of any random or pre-planned 
  rolls 1d6 for each 
  group; a roll of 1 or 2 on 1d6 means the group 
  cannot act for one round. 
  The referee may modify the rolls based on 
  any unusual situation or activity that may 
  influence the result. When both sides are 
  surprised, they do not act the first round, but 
  the second round initiative is rolled for each 
  rmally, if neither group is surprised, 
  each rolls initiative immediately. If one side is 
  surprised but the other is not, then the side 
  Next each opposing group must roll 1d6 for 
  initiative, the groups act in turn from highest 
  As an optional rule each character and
  monster 
  in 
  the 
  encounter 
  separately for initiative. Characters adjust 
  their roll by applying their DEX bonus, and 
  the Referee may apply a bonus to the 
  monsters’ or opponents’ rolls if 
  high movement.  The character or monster 
  with the highest modified roll may act first 
  followed by the character or monster with the 
  next highest, etc. 
  The Referee will next check the monster’s 
  reaction by rolling 2d6. At this 
  characters can decide what actions to take, 
  whether to fight, flee, or try to talk to the 
  monster.  
  Initiative is rolled again for each side at the 
  start of each round. Usually an encounter is 
  over when one side either dies or flees.
  Many monsters, particularly in
  will always attack when they encounter 
  characters.  
  MORALE AND RETREAT 
   
  Retainers and monsters have morale
  indicated by the hiring character’s CHA
  former case and as a part of the monster’s 
  description in the latter. This rating can be 
  adjusted at the Referee discretion. 
  Referee rolls 2d6, and if the result is lower 
  than the morale rating, accounting for any 
  adjustments, the roll has succeeded. If the roll 
  fails, the retainer or monster 
  retreat, or flee if the situation is particularly 
  intimidating.  
   
  If an encountered monster or group is
  surprised, characters may opt
  some cases, encountered monsters or beings 
  that surprise the characters may also elect to 
  retreat.  Otherwise, the probability that one 
  group can escape from another 
  determined 
  by 
  the 
  Referee 
  based 
  on 
  particulars of the situation.  
   
   
   
   
  ach character and 
  monster 
  in 
  the 
  encounter 
  would 
  roll 
  Characters adjust 
  their roll by applying their DEX bonus, and 
  the Referee may apply a bonus to the 
  monsters’ or opponents’ rolls if they have a 
  The character or monster 
  with the highest modified roll may act first 
  followed by the character or monster with the 
  check the monster’s 
  reaction by rolling 2d6. At this point the 
  rs can decide what actions to take, 
  whether to fight, flee, or try to talk to the 
  rolled again for each side at the 
  start of each round. Usually an encounter is 
  over when one side either dies or flees. 
  , particularly inimical beings,  
  will always attack when they encounter 
  and monsters have morale ratings, 
  indicated by the hiring character’s CHA in the 
  former case and as a part of the monster’s 
  . This rating can be 
  Referee discretion. The 
  rolls 2d6, and if the result is lower 
  than the morale rating, accounting for any 
  adjustments, the roll has succeeded. If the roll 
  or monster will attempt to 
  if the situation is particularly 
  If an encountered monster or group is 
  characters may opt to retreat. In 
  some cases, encountered monsters or beings 
  that surprise the characters may also elect to 
  the probability that one 
  group can escape from another must be 
  by 
  the 
  Referee 
  based 
  on 
  
  COMBAT MOVEMENT 
  Players announce that their characters 
  movement during a melee round
  initiative roll. A combatant may move 
  encounter movement and attack 
  round, but if a greater distance 
  no attack is possible.  Note that higher level 
  Warriors, hasted characters or beings, and 
  some monsters are allowed multiple attacks 
  per round and may sacrifice one attack for 
  additional movement. 
  A fighting retreat allows a character 
  monster to move backwards at 
  Players announce that their characters 
  round prior to the 
  may move its 
  encounter movement and attack in the same 
  distance is traversed 
  Note that higher level 
  Warriors, hasted characters or beings, and 
  some monsters are allowed multiple attacks 
  acrifice one attack for 
  A fighting retreat allows a character or 
  to move backwards at ½ normal 
  encounter movement. However, there must 
  be a clear path for this movement.
  A full retreat occurs when a c
  disengages from combat at a rate 
  1/2 of encounter movement. The c
  making the movement forfeits 
  opponent s attack with a +2 to hit. 
  ATTACKS 
  Characters may move and make a ranged 
  weapon attack, or move and make a melee 
  attack in one round. Readying, s
  reloading weapons is done in lieu of one 
  attack. Most characters can only attack once 
  each round, but high level W
  monsters are allowed multiple attacks. 
  player or the referee will roll 1d20 to 
  determine if most types of attack are 
  successful.  The modified result
  compared to the attack table for either 
  characters or monsters, as appropriate. A 
  result that is equal to or above the attack 
  value that corresponds to the character’s 
  level or the monster’s hit dice and the 
  opponent’s armor class results in a hit. 
  Damage is then rolled by weapon type or 
  monster attack, taking into account any 
  bonuses or penalties. See the attack tables 
  later in this section. 
  Melee and and-unarmed attacks are possible 
  when opponents are within 
  another.  Ranged, or energy and projectile 
  weapon, attacks are usually 
  when opponents are greater than 5 feet from 
  one another. 
  MELEE COMBAT 
  Melee attacks are made by hand
  weapons such as swords or axes. The ability 
  to hit and damage done is affected by STR 
   
  encounter movement. However, there must 
  be a clear path for this movement. 
  A full retreat occurs when a combatant 
  at a rate greater than 
  1/2 of encounter movement. The combatant 
  making the movement forfeits any attack, and 
  a +2 to hit.  
  Characters may move and make a ranged 
  weapon attack, or move and make a melee 
  Readying, switching or 
  reloading weapons is done in lieu of one 
  Most characters can only attack once 
  high level Warriors and some 
  multiple attacks. A 
  player or the referee will roll 1d20 to 
  types of attack are 
  result of the roll  is 
  compared to the attack table for either 
  characters or monsters, as appropriate. A 
  result that is equal to or above the attack 
  value that corresponds to the character’s 
  r’s hit dice and the 
  opponent’s armor class results in a hit.  
  Damage is then rolled by weapon type or 
  monster attack, taking into account any 
  bonuses or penalties. See the attack tables 
  attacks are possible 
  within 5 feet of one 
  Ranged, or energy and projectile 
  usually possible only 
  er than 5 feet from 
  are made by hand-held 
  swords or axes. The ability 
  to hit and damage done is affected by STR 
  
   
  adjustments, as well as bonuses for magical 
  weapons. Characters only have 1 attack in a 
  round, except for high-level Warriors. Some 
  monsters are allowed multiple attacks. 
  The 
  Referee 
  will 
  use 
  discretion 
  in 
  determining how many attackers can strike at 
  one opponent. Usually only two characters 
  may fight side-by-side in a 10 foot wide 
  hallway.  
  AUTOMATIC FAILURE 
  If a natural 1 is rolled on the 1d20 attack roll, 
  the attack is an automatic failure and misses 
  the target regardless of the number needed to 
  hit and any modifiers. 
  Additionally, the player or Referee must roll a 
  1d6.  A roll of 4 or 5 indicates that the weapon 
  used in the attack was dropped, jammed, or 
  otherwise rendered inoperable for one 
  additional round and a roll of 6 indicates that 
  the weapon is broken and unusable until 
  repaired. 
  DOUBLE DAMAGE AND INSTANT DEATH 
  If a natural 20 is rolled on the 1d20 attack 
  roll, the attack is a critical hit; the damage 
  dice are doubled and any damage modifiers 
  are subsequently added.  
  Additionally, the player or Refereee may roll a 
  second 1d20.  A roll of 19 or 20 indicates that 
  the attack resulted in instant death for the 
  opponent. 
  RANGED ATTACKS 
  All 
  ranged 
  weapons 
  are 
  statted 
  with 
  maximum effective ranges, which must be 
  taken into account when trying to strike an 
  opponent at a distance. If an opponent is 
  further away than the range listed, the 
  weapon cannot hit that opponent. 
  An attacker with most types of ranged 
  weapon cannot hit any opponent that is 
  entirely behind a barrier. However, the 
  Referee may apply attack penalties of 
  between -1 and -4 if the target is only partly 
  under cover.  
  UNARMED COMBAT 
  Unarmed combat functions as melee combat, 
  but damage by generally human sized beings 
  without natural weaponry is determined by 
  1d2 + STR modifiers. 
  AERIAL COMBAT 
  Some flying monsters or beings and even 
  flying characters may make a swooping 
  attack on surprised opponents. The referee 
  may improvise an array of other situations 
  that may occur.  
  DAMAGE AND HEALING 
  Damage dealt in combat is subtracted from 
  the target’s hit points. For all characters and 
  nearly all monsters, when hit points reach 0 
  the individual is dead.  
  All living beings recover hit points through 
  rest.  Most androids and robots recover also 
  hit points over time through the use of  
  internal self-repair mechanisms For each full 
  day of complete rest, a character or monster 
  will recover 1d3 hp. If the rest is interrupted, 
  the character or monster will not heal that 
  day. Healing also occurs through other means 
  including PSY and super-scientific powers, 
  devices, drugs, and medical treatment.  
   
  
   
   
   
  Attack Table by Class 
  Classes 
   
   
   
  Adventurer, 
  Android/Ro
  bot 
  Astronaut 
  Warrior Scientist 
  Attack Values: Roll 1d20 and hit the Armor Class with the listed value 
  or higher 
   
  Armor Class 
  Level Ranges 
  -6 
  -5 
  -4 
  -3 
  -2 
  -1 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
   
  0 
  1-2 
  20 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 
  1-2 
  1 
  3-5 
  20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 
  3-4 
  2-3 
  6-8 
  20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 
  9 
  5-6 
  4 
  9-11 
  20 20 20 20 19 18 17 16 15 14 13 12 11 10 
  9 
  8 
  7-8 
  5-6 
  12-13 
  20 20 20 19 18 17 16 15 14 13 12 11 10 
  9 
  8 
  7 
  9-10 
  7 
  14-15 
  20 20 19 18 17 16 15 14 13 12 11 10 
  9 
  8 
  7 
  6 
  11-12 
  8 
  16-18 
  20 19 18 17 16 15 14 13 12 11 10 
  9 
  8 
  7 
  6 
  5 
  13-14 
  9 
  19-20 
  19 18 17 16 15 14 13 12 11 10 
  9 
  8 
  7 
  6 
  5 
  4 
  15-16 
  10-11 
  21-23 
  18 17 16 15 14 13 12 11 10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  17-18 
  12 
  24+ 
  17 16 15 14 13 12 11 10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  19-20 
  13 
   
  16 15 14 13 12 11 10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  2 
  21+ 
  14 
   
  15 14 13 12 11 10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  2 
  2 
   
  15 
   
  14 13 12 11 10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  2 
  2 
  2 
   
  16 
   
  13 12 11 10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  2 
  2 
  2 
  2 
   
  17 
   
  12 11 10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  2 
  2 
  2 
  2 
  2 
   
  18 
   
  11 10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  2 
  2 
  2 
  2 
  2 
  2 
   
  19+ 
   
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  2 
  2 
  2 
  2 
  2 
  2 
  2 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Monster Attack Table 
  Attacking 
  Attack Value for Armor Class 
  Monster HD 
  -6 -5 -4 -3 -2 -1 0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 9 
  1 or less 
  20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 
  1+ and 2 
  20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 
  2+ and 3 
  20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 
  3+ and 4 
  20 20 20 19 18 17 16 15 14 13 12 11 10 9 
  8 7 
  4+ and 5 
  20 20 19 18 17 16 15 14 13 12 11 10 9 
  8 
  7 6 
  5+ and 6 
  20 19 18 17 16 15 14 13 12 11 10 9 
  8 
  7 
  6 5 
  6+ and 7 
  19 18 17 16 15 14 13 12 11 10 9 
  8 
  7 
  6 
  5 4 
  7+ to 9 
  18 17 16 15 14 13 12 11 10 9 
  8 
  7 
  6 
  5 
  4 3 
  9+ to 11 
  17 16 15 14 13 12 11 10 9 
  8 
  7 
  6 
  5 
  4 
  3 2 
  11+ to 13 
  16 15 14 13 12 11 10 9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 2 
  13+ to 15 
  15 14 13 12 11 10 9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  2 2 
  15+ to 17 
  14 13 12 11 10 9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  2 
  2 2 
  17+ to 19 
  13 12 11 10 9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  2 
  2 
  2 2 
  19+ to 21 
  12 11 10 9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  2 
  2 
  2 
  2 2 
  21+ and above 11 10 9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  2 
  2 
  2 
  2 
  2 2 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  SAVING THROWS 
   
  All characters and monsters can make saving throws to avoid the full effects of certain powers, 
  attacks, and effects.  When a saving throw is required, the player or Referee will roll 1d20 and 
  consult the appropriate table below.  A result that is greater than or equal to the value listed for the 
  saving throw is a success. However, the roll is failed if the result is less than the listed number. 
  Certain modifiers may apply. 
   
  Some successful saving throw rolls will completely negate an effect, while others will result in only 
  half damage rather than full damage. There are times when an attack, like a poisonous bite, can do 
  damage from both the bite itself and from poison separately. Poison usually kills if the saving throw 
  is failed. The appropriate saving throw to use and the effects with a success or failure will be 
  indicated in the description of the power, monster attack, or Referee.  
   
   
  ADVENTURER/ ASTRONAUT SAVING 
  THROWS 
   
   
   
   
  ANDROID/ROBOT/SCIENTIST SAVING 
  THROWS  
   
   
   
  MONSTER SAVING THROWS 
   
   
   
   
   
  WARRIOR SAVING THROWS  
   
  Level 
  Death 
  Energy 
  Blast 
  Poison 
  and 
  Disease 
  PSY 
  Effects 
  1-4 
  11 
  16 
  14 
  12 
  5-8 
  9 
  14 
  12 
  10 
  9-12 
  7 
  12 
  10 
  8 
  13-16 
  3 
  8 
  8 
  6 
  17+ 
  2 
  6 
  6 
  5 
  Level 
  Death 
  Energy 
  Blast 
  Poison 
  and 
  Disease 
  PSY 
  Effects 
  1-4 
  13 
  16 
  13 
  13 
  5-8 
  11 
  14 
  11 
  11 
  9-12 
  9 
  12 
  9 
  9 
  13-16 
  7 
  8 
  7 
  7 
  17+ 
  6 
  7 
  6 
  6 
  HD 
  Death 
  Energy 
  Blast 
  Poison 
  and 
  Disease 
  PSY 
  Effects 
  0 to 4 
  13 
  16 
  14 
  14 
  4+ to -8 
  11 
  14 
  12 
  12 
  8+ to 12 
  9 
  12 
  10 
  10 
  12+ to-16 
  7 
  8 
  8 
  8 
  16+ and 
  up 
  6 
  6 
  6 
  6 
  Level 
  Death 
  Energy 
  Blast 
  Poison 
  and 
  Disease 
  PSY 
  Effects 
  0-4 
  13 
  16 
  14 
  14 
  5-8 
  11 
  14 
  12 
  12 
  9-12 
  9 
  12 
  10 
  10 
  13-16 
  7 
  8 
  8 
  8 
  17+ 
  6 
  6 
  6 
  6 
  
   
  ADVENTURING 
   
  ALIEN RUINS, HULKS, AND BASES
   
  Many 
  adventures 
  will 
  take 
  place 
  in 
  underworld 
  or 
  enclosed 
  environments 
  including ancient alien underworld ruins, 
  space hulks, abandoned or active bases or 
  other installations, etc.. Rules relevant to 
  exploring such environments are included 
  herein for the draft play-test edition.  A 
  revised version of these rules and rules for 
  planetary and space adventures will 
   
  ALIEN RUINS, HULKS, AND BASES 
  Many 
  adventures 
  will 
  take 
  place 
  in 
  underworld 
  or 
  enclosed 
  environments 
  including ancient alien underworld ruins, 
  or active bases or 
  other installations, etc.. Rules relevant to 
  exploring such environments are included 
  test edition.  A 
  revised version of these rules and rules for 
  planetary and space adventures will be  
   
  included in Book 3: Campaigns in Space and 
  on Alien Planets. 
  TIME AND MOVEMENT 
   
  Game time in Humanspace Empires
  measured in turns and rounds. One turn is the 
  equivalent in game time to 10 minutes and 
  one round represents ten seconds of game 
  time; there are 60 rounds in a turn. Character 
  actions that take one turn can include 
   
   
  Book 3: Campaigns in Space and 
  Humanspace Empires is 
  measured in turns and rounds. One turn is the 
  equivalent in game time to 10 minutes and 
  one round represents ten seconds of game 
  nds in a turn. Character 
  actions that take one turn can include 
  
   
  searches for secret doors or traps in a 10 foot 
  by 10 foot room, or cautiously moving the full 
  movement rate (120 feet unless heavily 
  encumbered). The low rate of movement in 
  cautious exploring considers that characters 
  are exploring, watching their footing and 
  surroundings, mapping and taking care to 
  avoid obstacles. This is referred to as 
  exploring movement. Combat movement 
  occurs when characters encounter enemies 
  or face other immediate challenges. In these 
  cases characters move at 1/3 their movement 
  rate per round, typically 40 feet, unless 
  heavily encumbered. At running speed, a 
  character may normally travel, 120 feet   in 
  one round. 
   
  In all matters of time and movement, the 
  Referee is the ultimate authority on what may 
  be accomplished in a given period of time. 
  REST 
  Characters can explore, fight, or otherwise 
  remain active for 5 turns before needing to 
  rest for 1 turn. If a character chooses not to 
  rest at that point, he or she suffers a penalty 
  of -1 on hit and damage rolls, saving throws, 
  and any other roll under the adjudication of 
  the referee, until they have rested for 1 turn.  
  ENCUMBRANCE 
  Encumbrance is measured in pounds, and is 
  calculated based on adding the weights of all 
  significant items carried, including weapons 
  and armor. A character may normally carry 
  no more than 10 pounds per each one point 
  of their strength attribute. A character’s 
  movement rate is reduced 25% for each 25% 
  of his or her maximum carrying capacity that 
  is exceeded by carried or worn items.  
  LIGHT AND DARKNESS 
  Various super-scientific light sources and 
  vision enhancing equipment are detailed 
  elsewhere in this book.  Primitive light 
  sources such as torches or lanterns  emit light 
  in a 30 foot radius. Lanterns use flasks of oil 
  as fuel; a lantern can burn continuously on 1 
  flask of oil for 24 turns. Torches burn 
  continuously for 6 turns before burning out. 
  Characters or monsters that carry a light 
  source are unable to surprise opponents, 
  Characters with  infravision can see the heat 
  energy that radiates off of living things. 
  Generally, living things will  
  be visible as tones of red, yellow, and blue, 
  while cool items are gray and very cold 
  objects are black. Any beings that cannot see 
  due to darkness or blindness suffer –4 to hit 
  when attacking.  
  Air and Gravity  
  An unprotected human or other air breathing 
  planetary being exposed to the vacuum of 
  space suffers no damage during the first 
  round of exposure, but each round thereafter 
  4d6 points of damage are taken with no 
  saving throw allowed. 
   
  An 
  air 
  breathing 
  being 
  may 
  remain 
  underwater or within an airless environment 
  or an environment with toxic atmosphere for 
  a number of rounds equal to their CON 
  attribute +1d4 without suffering damage. 
  Subsequently, the character takes 4d6 points 
  of damage per round; each round a saving 
  throw vs.  poison is allowed. A successful roll 
  results in ½ damage. 
   
  Combat in a zero-gravity environment is 
  difficult. 
  Adventurers, 
  Astronauts, 
  or 
  Warriors from advanced or super-scientific 
  with any weapon skill and similar enemies 
  are 
  assumed 
  to 
  have 
  some 
  relevant 
  experience; other characters and enemies 
  suffer a -4 penalty to all attack, damage and 
  saving 
  throws 
  and 
  other 
  penalties 
  determined by the Referee.  Characters in 
  environments with significantly lower or 
  higher gravity than that which they are 
  accustomed to will be, respectively, granted 
  or penalized 1d4 additional STR and DEX 
  points (to a maximum of 18).  Additional 
  effects, such as increased leaping ability or 
  speed, may be determined by the Referee. 
  DOORS 
  Doors may be significant obstacles in space 
  dungeons.. A character with thief skill may 
  attempt to pick locks. Characters may also 
  
   
  attempt to force a door open.  Forcing doors 
  (and other force tests) are resolved by rolling 
  1d6. A result of 2 or less means the door has 
  been broken down. Strength adjustments 
  apply, but no matter what the adjustment 
  there should always be a chance of success or 
  failure. Bonuses cannot take the success 
  range above 5 or below 1 on 1d6. 
   
  Secret doors can only be spotted if characters 
  search for them. The Referee rolls 1d6 when a 
  player declares that his cannot be made in the 
  same area. Si character is looking for secret 
  doors. A result of 1 on 1d6 succeeds. 
  Characters with superior vision or thief skill 
  succeed on a roll of 1 or 2 on 1d6. A character 
  can only attempt to look for secret doors once 
  in any given area, and the search requires 1 
  turn.  
   
  Should characters attempt to listen at a door 
  the Referee rolls 1d6. A roll of 1 results in 
  success, and a roll of 1 or 2 succeeds for 
  beings with superior hearing or thief skill.  
   
  TRAPS AND TRAP DETECTION 
   
  All characters may succeed in spotting a trap 
  on a roll of 1 on 1d6. Beings with superior or 
  augmented senses succeed on a roll of 1 or 2 
  on 1d6. Players must declare that their 
  characters are actively looking for traps,. This 
  roll may only be made once in a particular 
  location, and it takes 1 turn per effort.  
   
  A character will trigger a nearby trap on a roll 
  of 1 or 2 on 1d6,   
   
  AWARDING EXPERIENCE 
   
  All characters that survive an adventure are 
  awarded experience points (XP). Experience 
  points are gained from three sources, the 
  recovery of treasure, defeating monsters or 
  foes, and arbitrarily at the discretion of the 
  Referee. Characters gain XP from treasure at 
  the rate of 1 XP per 1 CR value. The values of 
  all items are added together, converted to CR 
  units and the equivalent amount of XP is 
  divided evenly between the characters.  
   
  All defeated monsters or foes yield XP based 
  on how great their challenge. Monsters and 
  foes are worth 50 XP per value per level or hit 
  die. The value is doubled if the monster or foe 
  possessed any special powers. The total is 
  divided 
  amongst 
  any 
  characters 
  that 
  participated in the encounter. 
   
   
   
   
   
   
   
   
   
   
   
  
   
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). 
  All Rights Reserved. 
  1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game 
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  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game 
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  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are 
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  extent necessary to make it enforceable. 
  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  Labyrinth LordTM Copyright 2007-2009, Daniel Proctor. Author Daniel Proctor. 
   
  Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, 
  Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker,  based 
  on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, 
  Andy Collins, and JD Wiker. 
   
  System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathon Tweet, Monte Cook, Skip 
  Williams, based on original material by E. Gary Gygax and Dave Arneson. 
   
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James 
  Wyatt, based on original material by E. Gary Gygax and Dave Arneson. 
   
  END OF LICENSE 
   
   
   
   
   
  
   
  HUMANSPACE EMPIRES * 
  SCIENCE FANTASY ADVENTURES 
  NAME: 
  CLASS & LEVEL: 
  RACE+SEX:                         AGE: 
  HOMEWORLD: 
                             
   
   
   
  STR:                   INT: 
   
  DEX:                   PSY: 
   
  CON:                   CHA: 
   
  LANGUAGES: 
   
  HP: 
   
  AC: 
  ARMOR: 
   
  WEAPONS: 
   
   
  CLASS SKILLS:      
   
   
   
   
                              
  BACKGROUND SKILLS:                                
   
   
   
  POWERS :                             
  CR/GEAR: 
                              
   
   
  
SOURCE: textdata/thevault/Empire of the Petal Throne/Other Tékumel Games/HumanSpace Empires.pdf