TEXT:  
   
  Star Aria 
   
   
   
   
  Author: 
   
  John Taber 
  Revision: 
   
  1.9 
   
  
   
  Table of Contents 
  1 
  INTRODUCTION 
  7 
  1.1 
  Data Handling 
  7 
  1.2 
  Hero Designer Support 
  8 
  1.3 
  Epic Level 
  8 
  1.4 
  Dangerousness 
  8 
  1.5 
  Personal Plot Versus Party Plot 
  8 
  1.6 
  Serial Versus Episodic 
  8 
  1.7 
  Level Of Society Players Will Have To Deal With 
  8 
  1.8 
  Mood 
  8 
  1.9 
  Flow 
  9 
  1.10 
  Geographic Area 
  9 
  1.11 
  Culture 
  9 
  2 
  HISTORY 
  9 
  2.1 
  Ancient History 
  9 
  2.1.1 
  2000 through 2100 
  9 
  2.1.2 
  2101 through 2200 
  9 
  2.1.3 
  2201 through 2300 
  10 
  2.2 
  Recent News 
  10 
  2.2.1 
  2300 through 2390 
  10 
  2.2.2 
  2391 through 2402 
  11 
  3 
  PEOPLE 
  12 
  3.1 
  Cicadians (“Clickers”) 
  12 
  3.1.1 
  Concept 
  12 
  3.1.2 
  Physiology 
  12 
  3.1.3 
  Personality 
  12 
  3.1.4 
  Society 
  12 
  3.1.5 
  Quirks 
  13 
  3.1.6 
  Racial Package 
  13 
  3.2 
  Earthlings (“Grounders”) 
  13 
  3.2.1 
  Concept 
  13 
  3.2.2 
  Physiology 
  13 
  3.2.3 
  Personality 
  13 
  3.2.4 
  Society 
  14 
  3.2.5 
  Quirks 
  14 
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  3.2.6 
  Racial Package 
  14 
  3.3 
  Ichthians 
  14 
  3.3.1 
  Concept 
  14 
  3.3.2 
  Physiology 
  14 
  3.3.3 
  Personality 
  14 
  3.3.4 
  Society 
  15 
  3.3.5 
  Quirks 
  15 
  3.3.6 
  Racial Package 
  15 
  3.4 
  Pakuin (“Weeds”) 
  16 
  3.4.1 
  Concept 
  16 
  3.4.2 
  Physiology 
  16 
  3.4.3 
  Personality 
  16 
  3.4.4 
  Society 
  16 
  3.4.5 
  Quirks 
  17 
  3.4.6 
  Racial Package 
  17 
  3.5 
  Trogillian (“Trogs”) 
  17 
  3.5.1 
  Concept 
  17 
  3.5.2 
  Physiology 
  17 
  3.5.3 
  Personality 
  17 
  3.5.4 
  Society 
  18 
  3.5.5 
  Quirks 
  18 
  3.5.6 
  Racial Package 
  18 
  3.6 
  Va Rulen 
  19 
  3.6.1 
  Concept 
  19 
  3.6.2 
  Physiology 
  19 
  3.6.3 
  Personality 
  19 
  3.6.4 
  Society 
  20 
  3.6.5 
  Quirks 
  20 
  3.6.6 
  Racial Package 
  20 
  4 
  PLACES 
  20 
  4.1 
  The Explored Cosmos 
  20 
  4.1.1 
  Summary 
  20 
  4.1.2 
  Megaverse Map 
  20 
  4.2 
  The Flux Dimension 
  20 
  4.2.1 
  Summary 
  20 
  4.2.2 
  Flux Whirlpools 
  21 
  4.2.3 
  Ramifications Of Flux Travel 
  21 
  4.2.4 
  Game Dynamic 
  21 
  4.3 
  Asteroid Archimedes 2 
  22 
  4.3.1 
  G5 
  22 
  4.3.2 
  Locale 
  22 
  4.3.3 
  Domed Community 
  22 
  4.3.4 
  Prominent Features 
  22 
  5 
  THINGS 
  23 
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  5.1 
  Currency 
  23 
  5.2 
  Face Of Emoch (F.O.E.) 
  24 
  5.2.1 
  The Deck 
  24 
  5.2.2 
  Object Of The Game 
  24 
  5.2.3 
  Order Of Play 
  24 
  5.2.4 
  Hand Rankings 
  24 
  5.3 
  Terran Confederacy Navy 
  25 
  5.3.1 
  Summary 
  25 
  5.3.2 
  Ranks 
  25 
  5.4 
  Psionics 
  25 
  5.4.1 
  Summary 
  25 
  5.4.2 
  The Human Psi Community 
  25 
  5.4.3 
  Va Rulen Psionic Rating System 
  26 
  5.4.4 
  Game Dynamic 
  27 
  5.4.5 
  Pushing Psionic Powers 
  27 
  5.4.6 
  Sample Psionic Powers 
  27 
  5.5 
  Slang 
  28 
  5.6 
  Technoism (“Geeks”) 
  28 
  5.6.1 
  Summary 
  28 
  5.6.2 
  Unusual Trait 
  29 
  5.6.3 
  Practice 
  29 
  5.6.4 
  Game Dynamic 
  29 
  5.7 
  Technology 
  29 
  5.7.1 
  Driven By Rules 
  29 
  5.7.2 
  Communications 
  30 
  5.7.3 
  Computers 
  30 
  5.7.4 
  Cybernetics 
  31 
  5.7.5 
  Daily Life 
  32 
  5.7.6 
  Medical 
  33 
  5.7.7 
  Robotics 
  33 
  5.7.8 
  Sensors 
  33 
  5.7.9 
  Star Ships And Space Travel 
  34 
  5.7.10 
  Vehicles 
  35 
  5.7.11 
  Weapons 
  35 
  5.8 
  Terran Confederacy Port Authority (TCPA) 
  35 
  5.8.1 
  TCPA Departments 
  35 
  5.8.2 
  Star Port Ratings 
  36 
  5.9 
  Tourite 
  36 
  5.10 
  Va Rulen Biomechanical Interfaces 
  36 
  5.10.1 
  Summary 
  37 
  5.10.2 
  Game Dynamic 
  37 
  6 
  CAMPAIGN RULE SETTINGS 
  37 
  6.1 
  Bleeding 
  37 
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  6.2 
  Characteristic Maximums 
  37 
  6.3 
  Critical Hits 
  37 
  6.3.1 
  HTH Or Muscle Powered Ranged Attacks 
  37 
  6.3.2 
  Ranged Attacks 
  37 
  6.4 
  Encumbrance 
  37 
  6.5 
  Fumbles 
  37 
  6.6 
  Hit Locations 
  38 
  6.7 
  Hit Location Penalties If Stunned 
  38 
  6.8 
  Knockdown Not Knockback 
  38 
  6.9 
  Impairing, and Disabling Wounds 
  38 
  6.10 
  Misfire/Overheat, Jamming, and Runaway 
  38 
  6.11 
  Pushing 
  38 
  6.12 
  Vehicle Combat 
  38 
  6.12.1 
  Combat Pilot 
  38 
  6.12.2 
  Going Below A Zero DCV 
  38 
  6.12.3 
  Range Adjustments 
  39 
  6.12.4 
  Vehicles Have Speed 12 
  39 
  7 
  CHARACTER CREATION INFORMATION 
  39 
  7.1 
  Good Intentions 
  39 
  7.2 
  Reason For Coming To Archimedes 2 
  39 
  7.3 
  No Stepping On Toes 
  39 
  7.4 
  GM Character Review Guidelines 
  40 
  7.4.1 
  Dominates Play By Doing To Much Solo Stuff 
  40 
  7.4.2 
  Unbalanced In Any Given Area 
  40 
  7.4.3 
  Unplayable In The Setting 
  40 
  7.5 
  Points 
  40 
  7.6 
  Everyman Skills 
  40 
  7.7 
  Racial Package Deals 
  41 
  7.8 
  Environmental Package Deals 
  41 
  7.8.1 
  Heavy Worlder 
  41 
  7.8.2 
  Light Worlder 
  41 
  7.8.3 
  Size 
  41 
  7.8.4 
  Space Born (“Spacer”) 
  42 
  7.9 
  Job Package Deals 
  42 
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  7.9.1 
  GeneCrux Psi Operative 
  42 
  7.9.2 
  Grease Monkey 
  43 
  7.9.3 
  Registered Terran Confederacy Pilot 
  43 
  7.9.4 
  Space Merchant 
  43 
  7.10 
  Changes To Existing Rules 
  43 
  7.10.1 
  Skills 
  43 
  7.10.2 
  Perquisites 
  46 
  7.10.3 
  Talents 
  48 
  7.10.4 
  Powers 
  49 
  7.10.5 
  Disadvantages 
  50 
  7.10.6 
  Advantages 
  50 
  7.10.7 
  Limitations 
  51 
  7.11 
  Starting Equipment 
  51 
  7.12 
  Cost Chart 
  51 
  7.13 
  Weapons – General Information 
  52 
  7.14 
  Weapons – Melee 
  52 
  7.15 
  Weapons – Muscle Powered Ranged Weapons 
  53 
  7.16 
  Weapons – Firearms 
  54 
  7.17 
  Weapons – Sights 
  56 
  7.18 
  Weapons – Unusual Gyrojet Rounds 
  56 
  7.19 
  Weapons – Explosives 
  56 
  7.20 
  Protective Devices 
  58 
  7.21 
  Equipment 
  59 
  7.21.1 
  Medical Devices 
  59 
  7.21.2 
  Miscellaneous Devices 
  61 
  7.21.3 
  Sensing Devices 
  61 
  7.22 
  Ships 
  62 
  8 
  APPENDIX #1 – ABBREVIATIONS / GLOSSARY 
  62 
  9 
  APPENDIX #2 – REVISION HISTORY 
  63 
   
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  1 Introduction 
  Welcome to my new Star Hero (SH) campaign! 
   
  Star Aria (SA) is a near Space Opera style campaign set in the far reaches of space.  Adventures will 
  revolve around the PC’s and their new home, the asteroid mining colony Archimedes 2.  A lot of 
  background information will be provided so the players have a good idea about what the universe is like in 
  2402.  This document is the culmination of that data. 
   
  Why “Star Aria”?  I chose the name Star Aria for a couple of reasons.  I wanted a name that conveyed the 
  fact that the campaign is in a near Space Opera style.  An “aria” is a climactic song in an opera.  Change 
  “Space” to “Star”…and boom…Star Aria.  I also wanted a name which could be reused for future SH 
  campaigns.  If several years from now I want to start a different SH game in another place in the universe 
  or with a different theme I can use the same name. 
   
  What do I mean by “near Space Opera style”?  First off I’ll define the edges of the science fiction (SF) 
  gaming genre.  On the purely fantastic side the style is known as “Space Opera”.  (See the appendix for a 
  very detailed definition.)  In Space Opera setting technology is considered almost magical.  Nobody really 
  cares how stuff works…it just does.  An example of a setting that is almost entirely Space Opera is Star 
  Trek.  The other extreme is known as “Hard Science”.  In Hard Science settings laws of physics and 
  science are strictly enforced and obeyed.  There are not many movies in this vein but a setting like Alien 
  has Hard Science elements.  Star Aria falls somewhere between these polls.  Some of the Space Opera 
  elements in SA include things like Flux Travel and Psionics which are pure fantasy.  The technology 
  advances and what powers them as well as some of the weapons are driven by Harder Science.  Some of 
  the decisions were made for game balance and RPG flavor.  For example, characters will bleed and could 
  die if they get hit with a high end laser rifle. 
   
  This document starts with high-level information about the campaign.  From there it moves into the 
  background information.  This information is divided into sections called History, People, Places, and 
  Things.  Finally all of the campaign rules and character creation information is provided.  This was done 
  intentionally.  Figure out what you want to play then make it up in the rules.  ☺ 
   
  If there are any questions please ask them!  I’m sure there will be a lot of questions as coming up with a 
  sci-fi campaign requires a lot of information. 
   
  All of the pictures in this document are lovingly copied from other artists who own the copyrights.  I am 
  only using them as a source of inspiration (i.e. for solely personal use).  ☺ 
   
  For details on abbreviations and terms that will be used in this document please refer to Appendix #1. 
   
  When you see a ”©” in front of a sentence it means that there is an explanation in terms of popular science 
  fiction movies, TV shows, or books.  For example… 
   
  © Laser Swords are like Light Sabers in Star Wars except that they have charges. 
   
  Sit back, strap in, and enjoy the ride! 
  1.1 Data Handling 
  The background information for the game will be collected in this document which will be under revision 
  control.  A summary of the updates will be documented in the revision table at the start of the document.  
  The document will be provided to the players in PDF format and on the Star Aria site.  I am compiling the 
  document using Adobe Acrobat Distiller 5.0 but Adobe Acrobat Reader 4.0 or above should be able to read 
  and print the information just fine.  This way there are bookmarks, table of contents, and easy distribution 
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  from the web sites.  I will post new versions of this document on both the Star Aria web site and Geoff’s 
  Games. 
   
  Geoff’s Games will be used to handle all email traffic as well as to coordinate next game times and 
  locations.  If you ever have a question about when the next session will be run refer to Geoff’s Games or 
  my Hero HQ site.  Note that I plan to run the game if at least 4 players can make it to the session.  Right 
  now I plan to lock the game at a maximum of 6 players. 
   
  Here is a table of the important web sites which will be referenced by this document and important to Star 
  Aria players. 
  Site Name 
  URL 
  Geoff’s Games 
  http://www.geoffsgames.com 
  John’s Hero HQ 
  http://www.usandacat.com/herohq 
  Star Aria 
  http://www.usandacat.com/stararia 
  1.2 Hero Designer Support 
  For those who are willing to use Hero Designer 2.0 I have created a set of Export Templates (i.e. for 
  printing character sheets) and Templates (i.e. for detailing rule changes and races).  These templates are 
  very complete and include all of the rule changes presented in this document.  These are available from the 
  Hero HQ site on the File Downloads page.  Details on using the templates will be provided with the 
  download. 
  1.3 Epic Level 
  The campaign will start with adventures centered around the character’s new home.  As adventures 
  progress the scope will grow and advance.  Players should not expect to save the universe in the first 
  session.  ☺ 
  1.4 Dangerousness 
  Adventures will be fairly dangerous.  They will not be as severe as a military based game but with the 
  power of futuristic weapons and the fairly easy exposure to a vacuum death is a real possibility.  Try and 
  not be too disappointed if your character dies.  Think about how much fun it will be to make that new PC!  
  ☺ 
  1.5 Personal Plot Versus Party Plot 
  For the most part plots will be centered around the group not individual characters.  As the PC will be 
  involved in a business together this is natural.  Once the PC are worked into the environment and have 
  formed their own niche I will add in character centric plots.  Thus it is ok to spend time on a character 
  backgrounds but please be willing to adjust then slightly based on the initial campaign hook. 
  1.6 Serial Versus Episodic 
  Initially adventures will be near episodic in nature.  In other words, they will last 1 or 2 sessions only.  
  After I get a feel for how things are working and the PC the plots will become a bit more serial in nature.  
  Adventures themselves might happen in 1 session but an underlying theme may extend into many sessions.  
  It is nearly impossible to perform completely serial adventures with our current session schedule (i.e. one 
  session per month). 
  1.7 Level Of Society Players Will Have To Deal With 
  Archimedes 2 is full of people with less than noble professions.  PC will be dealing with black market 
  representatives, blue collar miners, vagabonds, merchant organizations, and those who want to get away 
  from somewhere.  High profile nobles might be encountered but they would be considered a rarity. 
  1.8 Mood 
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  The game will be run in a light-hearted fashion.  It is ok for the players to make jokes and deviate from 
  character every now and again.  The sessions will present a pretty distinct difference between good guys 
  and bad guys but it will not be so black and white as a setting like Star Wars.   
   
  © Think of Babylon 5 or Farscape and you get the idea.  There are known good guys, known bad guys, 
  and lots of folks in the middle. 
  1.9 Flow 
  Adventures will move and change based on the characters actions.  I am really working hard to change my 
  GM style to accommodate this type of story flow.  After the Reliance Reforged campaign I feel more 
  confident in this type of flow and in the background information that I need to support it.  Note that initially 
  I will construct the adventures in a more rigid fashion.  Once the PC have decided the direction they want 
  to go I will open it up. 
  1.10 Geographic Area 
  The PC will be adventuring in and around the remote asteroid mining colony of Archimedes 2.  
  Archimedes 2 is a way station for travelers, miners, and explorers.  The station is full of rough hungry 
  beings.  See the Places section for more details.  After several games in and around the sector players will 
  likely want to venture into other parts of the universe. 
  1.11 Culture 
  The universe of 2402 is full of strange cultures, religions, and governments.  The PC will be from these 
  strange places and exposed to beings from them on a regular basis. 
  2 History 
  This section contains information that will be pertinent to the characters.  It is arranged in a chronological 
  fashion.  I’m going to go over the history at a very high level and from the human perspective.  For the 
  most part the planet Earth has been a focal point in the SA �egaverse. 
  2.1 Ancient History 
  2.1.1 2000 through 2100 
  2.1.1.1 Conflicting Republic 
  Various third world powers begin to clash along varying political lines.  The UN faces challenges that it 
  can’t handle.  Nuclear testing heats up. 
  2.1.1.2 World War III 
  In 2079 the world enters a war when several third world countries unite under Trang Hu, a Chinese 
  emperor.  Trang Hu seems to have a fantastic presence that binds these smaller states into a single cohesive 
  unit.  In a daring raid several countries are attacked on the same day.  The resulting war involves most 
  countries and lasts for a staggering 16 years!  The war is ended when four full scale nuclear devices are 
  used by UN and Hu forces.  The resulting destruction is immense.  Approximately 50% of the usable land 
  is irradiated and deemed irrecoverable.  Under the “victorious” UN forces, the remaining nations becomes 
  united under a loose diplomatic group known as the United Front (UF). 
  2.1.2 2101 through 2200 
  2.1.2.1 Space Travel Accelerates 
  After WWIII the rebuilding process began.  As much of the land was destroyed or radioactive the UF 
  decided to invest heavily in space travel.  This included installing a large moon base known as Unity 
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  Station.  The base includes many underground levels and intricate laboratories.  During the construction 
  several strange blue crystals are discovered. 
  2.1.2.2 The Trogillian Invasion 
  In 2156 the Earth would meet it’s first alien race.  The Trogillian’s discovered the Earthlings on the Moon 
  and after talking briefly with UF President Marco Trevaldi they decide to conquer the Earth and Moon.  
  (Note that at this time over half of the remaining Earthlings live on Unity Station.)  With a simple fleet they 
  attack and easily conquer the entire United Front.  After the conquest the Trogillian’s enslave the humans 
  on the Moon and have them mine the blue crystals which they call “Tourite”.  For several years the humans 
  learn the uses of tourite and how to work on the Trogillian craft.  In secret UF labs weapons are built.  In a 
  daring raid the humans plant tourite powered bombs in many of the Trogillian craft.  They blow up half of 
  the ships in Terran space and warn the Trogs that they will destroy the rest if they do not leave.  The 
  Trogillian’s decided that dealing with the human resistance is not worth the tourite or the small bit of space.  
  They relinquish the Earth and Moon to the humans.  
  2.1.2.3 Post War Unification 
  The war against the Trogs strengthens the UF against a common foe (i.e. alien invaders).  A sense of 
  urgency is placed on constructing ships to combat aliens that may arrive in Terran space.  Scientific 
  advances in many fields occur during this period.  It is also in this time that many religions expand.  After 
  all, it is during oppression that religions tend to thrive.  It is during this period that a strange new religion 
  starts around technology.  It is known as Technoism. 
  2.1.3 2201 through 2300 
  2.1.3.1 Flux Travel Developed 
  In 2213, Karunakar Kumar, a brilliant drive engineer makes a breakthrough that changes the face of space 
  travel.  While investigating some stolen Trogillian records he runs across information from a Va Rulen base 
  which was conquered by the lizard race.  The records discuss the possibility of a parallel dimension.  Using 
  this information as a basis for his theories Karunakar creates a gate to this other dimension.  KK, as he is 
  known in the scientific community, calls the other dimension the Flux.  After a few years of development 
  the first Flux enabled ship, the UFS Patriarch, travels into the strange dimension and returns through the 
  same gate.  Years later the Terran forces would discover that the Va Rulen discovered the Flux a couple of 
  years earlier. 
  2.1.3.2 Golden Age Entered 
  Early Flux travel allows the Earth to find three flux gates.  The one in Terran space is near Mars.  This 
  opens up travel to Va Rulen space as well as several others.  By many races the Earth is considered a 
  frontier place.  The humans are not ready for interspecies diplomacy but they embrace the other cultures 
  with a passion of exploration.  During this time a large Mars base is established.  Martians become an 
  important part of Terran space as they learn to adapt to the lightworld climate. 
  2.1.3.3 Pope Pius Metallic XXXIX Killed 
  As Technoism rises in popularity it starts to spread to other races through the use of Flux travel.  Quickly a 
  stringent hierarchy is arranged in a fashion similar to that seen in the Catholic church.  (Note that the 
  Catholic church has denounced the Technoists as a cult.)  The main temple is found on Mars and is run by a 
  shrewd marketer known as Pope Pius Metallic XXXIX.  In a strange twist of fate Pope Pius is assassinated 
  as his power reaches an all time high.  Instead of hurting the religion it strengthens them in a stronger 
  cohesive unit.  Pius becomes martyr. 
  2.2 Recent News 
  2.2.1 2300 through 2390 
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  2.2.1.1 Rapid Expansion 
  Human begin to push the boundaries of Terran space.  They start to expand into an area near ones of their 
  gates which is near Va Rulen space.  Humans seems to be willing to try colonizing areas which other races 
  will not attempt. 
  2.2.1.2 Va Rulen Border War 
  In 2365 the Va Rulen push back against UF expansion by starting several large border wars.  The Va Rulen 
  ships are more advanced but the UF ships are plentiful and manned by brave pilots.  After 8 years with 
  terrible losses on both sides a truce is bartered and a neutral zone is establish.  As this happened only 40 
  years ago it has left a bitter taste in the mouth of many humans who lost friends and family during the Va 
  Rule Border Wars. 
  2.2.1.3 Terran Confederacy Formed 
  In 2380 the UF elects a Space Navy Admiral with great vision, Montgomery Sharpe, as President.  
  President Sharpe unites the Moon, Mars, and the Earth under an aggressive banner of expansion.  The 
  Presidents plan is to form a new organization which will distribute some of it’s governmental and military 
  power to local areas of space where colonies are to be established.  Thus setting up smaller communities in 
  space with their own smaller police and political forces.  These colonies would be monitored and directed 
  by a new higher level organization.  To many the idea is almost a return to feudalism!  The new global 
  organization is known as the Terran Confederacy.  The plan works wonderfully!  By 2402 the TC has 
  become a serious political and military presence in many parts of the galaxy. 
  2.2.2 2391 through 2402 
  2.2.2.1 The Bionoid War Of Independence 
  While the TC expands manufacturing in Terran space expands to meet it’s very high demands.  In response 
  a company called Scarsdale Robotics produces a very high-end robot line which they refer to as a 
  “Bionoid”.  The Bionoids use a very advanced computer brain.  The result is a very smart worker that does 
  not tire.  In the span of only a few years Bionoids are found in nearly every manufacturing plant.  
  Unfortunately the Bionoid brain was a bit too advanced.  In 2395 a particularly large computer 
  manufacturing plant builds a frighteningly powerful artificially intelligent computer called “The 
  Controller” to run it’s operations.  The computer soon takes over all Bionoids and mounts a War Of 
  Independence against their human “captors”.  The Controller kills thousands of humans in bloody battles 
  then starts constructing a huge fleet of computer driven ships.  The resulting civil war is bloody!  After 
  millions of humans have died a group of brave intelligence operatives infect The Controller with a massive 
  virus that causes his brain to overload. 
   
  To this day the humans and nearly all of the major alien races fear letting technology like the Bionoids run 
  rampant.  Many races enact very harsh artificial intelligence laws.  The other area of concern after the war 
  are the vast networks in the TC home system.  The Bionoids exploited these networks and used them 
  against the populace.  Thus a heightened awareness on computer security and the prevalence of vast 
  computer networks is generated.  Only the Technoists have an ambivalent take on the situation.  To a 
  Technoist, technology is a powerful force that must be harnessed carefully! 
  2.2.2.2 Post War Recovery 
  Currently the TC is a period of reconstruction.  Many of the manufacturing plants are destroyed or at best 
  crippled.  This has many of the high ranking officials very concerned.  Many fear an invasion that might 
  occur if other factions deem the humans weak.  The current TC President, Mary Sharpe, a decedent of the 
  legendary Montgomery Sharpe, has a lot of internal politics to address.  As Mary Sharpe is known as a 
  brilliant politician hopes are good that the situation will soon improve.  If a war ensues President Sharpe 
  does not have a military mind. 
  2.2.2.3 Human Psionics Created 
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  In 2397 a set of extreme experiments an Earth corporation known as GeneCrux created a strain of human 
  DNA that has a higher percentage chance of generating psionic powers.  The secret of the companies base 
  DNA sequence has not been revealed.  GeneCrux hires out psi candidates to government agencies or other 
  corporations who may have need of their services. 
  3 People 
  This section details various people that can be found around the cosmos.  Note that there are many races 
  but this section details the ones that will be prevalent in initial stories or those that can be used by the PC.  
  This section is arranged in alphabetical order. 
  3.1 Cicadians (“Clickers”) 
  3.1.1 Concept 
  Small insect race which is attempting to come into their own.  Former slave race of the Trogillian. 
   
  © Thought it might be interesting to have an insect race that was small but determined.  I also wanted to 
  have a former slave race.  I combined my two ideas to get the Cicadians. 
  3.1.2 Physiology 
  Cicadians are small insect men.  They average about 1 meter in height.  Their tough exoskeletons range 
  from dark black to light tan or even bright green.  They have large eyes, antenna, and four arms.  Two of 
  the arms are small and used for delicate tasks.  The other arms are larger and for heavy work.  The layout of 
  the muscles on Cicadians gives them surprising strength for their size.  An average Cicadian can lift as 
  much as a full grown man and carry that for hours on end! 
   
  The small insect men breed just like their namesakes.  They lay eggs which incubate in a period of about 3 
  months.  In about 3 months a Cicadian is full size and ready to work.  Even though Cicadians breed quickly 
  their lifespan is only about 40 years.  
  3.1.3 Personality 
   
  Three years ago the Cicadians were conquered by the Trogillians.  
  The Trogs have imported the small insect men to many of their 
  conquered planets to act as pack mules or for intense manual labor.  
  The Cicadians are starting to escape and form rebel alliances but 
  this is still in the very early stages.  (It is appropriate for Cicadians 
  raised under the Trogillian fist to have Psychological Disadvantages 
  regarding this control.  They can be hatreds, fears, or even desires to 
  maintain their own freedom.) 
   
  Cicadians have a certain flair for sculpture of all types.  Some of the 
  stone statues from their ancient tombs and temples are considered 
  highly prized.  Modern Cicadian sculptors use laser tools and a 
  variety of medium.  
  3.1.4 Society 
  By the nature of their short life span, rapid reproduction rate, and 
  small size Cicadians have a unique outlook on life.  Most of them 
  live in the moment and believe strongly in the concept of group 
  dynamics.  Groups offer added protection and security.  Their 
  politics follow suit.  Leaders from various villages meet and discuss 
  problems when they arrive.  Simple.  Along the same lines, the 
  Cicadians abhor the concept of civil war.  In fact destroying another 
  Cicadian does not even enter into many of their minds in any 
  Figure 1 - C'Tak with spear
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  fashion.  (Note that these can be taken as Psychological Limitations if the PC was raised in this 
  environment.)  Note that even though Cicadians may be passive and hate the idea of killing another 
  Cicadian they are not naïve.  They can be deadly efficient when attacking in groups.  (This can be 
  purchased with the Teamwork skill.) 
   
  The Cicadians are not a technically advanced race.  As a society they have very few scientists.  Some of the 
  small insect men have become capable mechanics but even this is considered very rare. 
  3.1.5 Quirks 
  The Cicadian native language if full of clicks and antenna movements.  It is very hard to understand even 
  rudimentary speech without considerable training.  Even then speaking the language without antenna is 
  impossible.  When Cicadians speak the galactic trading tongue they often start and end sentences with 
  clicks.  Thus the Earthlings have given them the name “Clickers”. 
   
  All of the Cicadian names start with “C”.  For example some common names might include C’Tal, C’Bol, 
  etc. 
  3.1.6 Racial Package 
  Cost 
  Name 
  Ability 
  10 
  Hard To Hit 
  +2 DCV 
  4 
  Hard To Sense 
  +2 To Stealth 
  6 
  Exoskeleton 
  Armor (2 PD/2 ED) 
  5 
  Extra Arms 
  Extra Limbs (2 Extra Arms) 
  5 
  Tireless 
  0 Endurance On 10 Strength 
  5 
  Insect Eyes 
  Enhanced Sense (Increased Arc Of Perception – 240 Degree Vision) 
  3 
  Great Leapers 
  Leaping (+3”) 
  -11 
  Passive and Small 
  Starting/Maximum Change (Ego 8/18, Presence 5/15, Running 5”/9”) 
  -5 
  Diminutive 
  Physical Limitation (Infrequently / Slightly) 
  -5 
  Strange Anatomy 
  Physical Limitation (Infrequently / Slightly, Paramedics without a 
  supporting knowledge of Cicadian anatomy take a –1 to the skill roll.) 
  3.2 Earthlings (“Grounders”) 
  3.2.1 Concept 
  People from the planet Earth or one of it’s many colonies. 
  3.2.2 Physiology 
  Generally humans from the 25th century are exactly like humans of the 20th century. 
   
  Five years ago in a set of extreme experiments an Earth corporation known as GeneCrux created a strain of 
  human DNA that has a higher percentage chance of generating psionic powers.  The secret of the 
  companies base DNA sequence has not been revealed.  GeneCrux hires out psi candidates to government 
  agencies or other corporations who may have need of their services. 
  3.2.3 Personality 
  Humans in 2402 are survivors.  Many of the other races respect the humans for all that they have endured.  
  In many ways they are considered the ultimate race of the future because of their strong wills and rapid 
  ability to adapt to harsh environments and life in space. 
   
  For the most part Earthlings are pretty accepting of the other alien races.  Some older Earthlings have 
  hatred for the Va Rulen due to the border wars but this is slowly vanishing as time progresses.  Anything 
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  even remotely like a Bionoid is not tolerated to any degree.  Many Earthlings were directly or indirectly 
  affected by that war.  It is still fresh in the minds of many people. 
  3.2.4 Society 
  Earth is now ruled by the Terran Confederacy.  The Terran Confederacy was formed in the 24th century in 
  an attempt to form a single front against alien invaders.  The leaders of the Terran Confederacy are elected 
  by the people of Earth and any integrated colonies.  Remote 
  colonies take part in the vote for leaders in their regions only due 
  to the great distance. 
   
  The Confederacy, or Feds, are a large group focused on space 
  travel, exploration, and protecting their interests.  As they are so 
  spread out the fleet is very large.  Remote ship captains wield a 
  lot of power and often act as judge, jury, and executioners.  The 
  attitudes of the local Fed representative often reflect in how laws 
  are enforced in the area.  Areas ruled by heavy handed individuals 
  often have strict unbending rules.  Those who rule in a looser 
  fashion do not impose such restrictions. 
   
  Even though Earth is not as technically advanced as the Va Rulen 
  in the past they made up for the technology edge by utilizing their 
  production power.  Earth based corporations are legendary in 
  their production capabilities.  In battle Grounder’s send many 
  ships into battle. 
  3.2.5 Quirks 
  Humans have been called “Grounders” by the Va Rulen.  Even 
  though the Va Rulen consider this a derogatory term the humans 
  have taken on this name further proving their ability to adapt.  To 
  the Humans the term “Grounder” is worn like a badge of honor. 
  3.2.6 Racial Package 
  None.  Human norms are considered the basis for all other 
  packages.  Note that humans born and raised on Mars are considered a lightworlders.  See below for the 
  Environmental Package. 
  Figure 2 - Guy Hambrick 
  3.3 Ichthians 
  3.3.1 Concept 
  Fish men who form strong emotional bonds to those they consider their friends. 
  3.3.2 Physiology 
  Ichthian are scaled humanoids with gills that allow them to breath water as if it was air.  They also have 
  eyes which are very sensitive to light in dark conditions like that found under the ocean waves.  Their 
  coloring can vary greatly.  Almost any combination of patterns and colors are possible but it tends to run 
  along family bloodlines.   Thus every member from the Angelicon clan may have black and silver coloring. 
   
  Bloodlines are very strong with the Ichthians.  In fact Ichthians can only mate with others from their same 
  bloodline.  Mixing bloodlines causes genetic defects which are often very severe.  The gestation period for 
  Ichthian eggs is approximately 6 months.  Ichthian live to approximately 120 years old. 
  3.3.3 Personality 
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  Ichthians raised in the standard fashion are intensely emotional.  Any emotion that they feel is instantly 
  displayed by a physical change of color.  This applies to fear, love, hate, etc.  For example, fear makes their 
  coloring go pale.  (Note that this is represented as a Physical Limitation.) 
   
  This emotional intensity leads to a propensity for the aural arts.  
  Ichthian musicians and singers are legendary for their prowess.  
  Many of the more popular artists travel around the universe 
  performing to sell out crowds.  The current traveling diva is 
  known as “Jessa Ebb”.  She is a beautiful Ichthian with bright 
  yellow stripes on a predominately orange scale color. 
   
  The Ichthians get along fairly well with the other races.  Their 
  intense emotional reactions make them sympathetic to the 
  Cicadians and bit open about their disgust with the Trogillians 
  but overall they are a very open and friendly race. 
  3.3.4 Society 
  The Ichthians are led by an elected pair who are pod mates (see 
  below for details).  This elected pair is allowed to rule for 2 
  years and can be reelected up to 2 times.  The pair is given a 
  huge amount of control over Ichthian resources.  Sometimes 
  this can be quite destructive to Ichthian life.  If one pair is very 
  involved with the military, for example, then mercantile 
  operations may suffer.  As the span is only 2 years the Ichthian 
  believe that this is an acceptable situation. 
  3.3.5 Quirks 
  Ichthians form lasting and intense bonds with those that they 
  deem “pod mates”.  The attachment is so strong that the fish 
  men can actually be understood by their pod mate even if they 
  can’t understand or speak their language!  It is possible for several Ichthians to have the same pod mate but 
  this is extremely rare.  Investigation by the Va Rulen has determined that this is actually a form of psionic 
  bond.  Note that other than this form of telepathic communication psionics are extremely rare in Ichthian 
  society. 
   
  This is purchased like the following.  Note that this is NOT part of the racial package and does not have to 
  be purchased when the PC is started.  In fact many Ichthians never find their pod mate. 
   
  © This idea is taken directly from the Wookie  ability in the Star Wars role-playing game.  I think this is a 
  fun dynamic that can be used to tie a party together tighter. 
   
  Cost 
  Name 
  Ability 
  12 
  Pod Mate 
  Mind Link (1 Mind, Any Distance, Psychic Bond, Communication 
  Is Not Fully Telepathic (-1/4)) 
  3.3.6 Racial Package 
  Cost 
  Name 
  Ability 
  3 
  Water Born 
  Environmental Movement (Water) 
  3 
  Scales 
  Armor (2 PD) 
  5 
  Light Sensitive Eyes 
  Enhanced Senses (Nightvision) 
  8 
  Adapted To Cold Depths 
  Life Support (Expanded Breathing (Under Water), Safe 
  Environments (Intense Pressure and Cold)) 
  3 
  Natural Swimmers 
  Starting/Maximum Change (Swimming 5”/8”) 
  -10 
  Change Colors Based On 
  Physical Limitation (Frequently / Slightly, if an Ichthian can make 
  Figure 3 - Marlin Kelp with Tourite 
  crystal 
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  Emotional State 
  an Ego Roll at –3 they can control their emotions enough not to 
  change color.  This can be adjusted by the GM as appropriate to the 
  intensity of the emotion.) 
  3.4 Pakuin (“Weeds”) 
  3.4.1 Concept 
  Hermaphroditic life loving plant creatures. 
   
  © Farscape gave me the idea for a plant race but the Pakuin are not too much like the Delvians.  Think 
  of the Pakuin as hippie monk plant people and you get a good idea of what these beings are like. 
  3.4.2 Physiology 
  Pakuin appear like the plant variant that spawned them.  For example, if their “grower” is in the Oak Clan 
  then the Pakuin would be stately and have whitish bark with large green leaves that change color in the fall.  
  If they are from the Pine Community thy have brown bark with pine needles instead of leaves. 
   
  They have a sap-like fluid running through their branches that acts as blood.  They breathe air but don’t 
  need it that often.  Sunlight and water are vital to their survival.  By eating certain foods they gain nutrients 
  which they are not able to get when they are not in contact with rich soil. 
   
  Young sprouts are raised in farms.  Until the age of 5 Pakuin are left in the safety of their home world soil.  
  They are cared for by tenders.  As the Pakuin are hermaphroditic it is not unusual for those far away from 
  home to start a community together to grow sprouts.  Chances of 
  survival away from home world is difficult but it is possible. 
  Figure 4 - Ivy Primrose 
  3.4.3 Personality 
  Pakuin are a peaceful home loving people.  The “weeds”, as the 
  Grounders like to say, have an ingrained belief that life is sacred 
  and beautiful.  (Thus many of them typically have Code Against 
  Killing or similar Psychological Limitations.)  This has endeared 
  them to many of the other races and made them appear weak to 
  others.  The Trogillians and Va Rulen tend to consider the Pakuin 
  “emotionally weak”. 
   
  They consider their home world to be the source of their inner 
  beauty.  Changes in the season of their home are considered holy 
  days. 
   
  Pakuin are considered master artists and philosophers.  As their 
  needs are little they tend to make cheap and enjoyable partners in 
  long space journeys. 
  3.4.4 Society 
  The Pakuin are a genocracy.  They believe that the oldest member 
  of their society should lead.  Their oldest member is a giant 
  redwood known as Root Spire.  Although many admire Root 
  Spire for taking the Pakuin into space he is beginning to grow old 
  and tired. 
   
  The Pakuin are actually quite advanced in the fields of biology and medicine.  They have learned a lot 
  about the healing properties of many plants including those found on alien worlds. 
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  3.4.5 Quirks 
  The Pakuin study a strange form of martial art called Sweeping Willow.  The art is made up of sweeping 
  foot movements and throws that remind one of Akido and Pakua.  Here is a list of the standard moves.  
  Breakfall is required.  At least two moves must be purchased. 
  Cost 
  Name 
  Ability 
  4 
  Block 
  +2 OCV / +2 DCV, Block, Abort 
  4 
  Dodge 
  +5 DCV, Dodge All Attacks, Abort 
  4 
  Root 
  +0 OCV / +0 DCV, +15 Strength to Resist Shove, Block, Abort 
  5 
  Strike 
  +1 OCV / +3 DCV, Strength Strike 
  3 
  Sweep 
  +2 OCV / -1 DCV, Strength + 1d6 Strike, Target Falls 
  3 
  Breakfall 
   
  1 
  WF: Staff 
   
  1 
  Element 
  Use Art With Staff 
   
  Psionics in the Pakuin are considered a form of hedge magic.  Several members in the religious order have 
  mental powers. 
  3.4.6 Racial Package 
  Cost 
  Name 
  Ability 
  1 
  Forest Among The Trees 
  Stealth (Only Among Other Plants (-1))  
  3 
  Feel The Pull 
  Bump Of Direction 
  1 
  Bark Skin 
  Damage Resistance (2 PD)  
  3 
  Need Little Air 
  Life Support (Extended Breathing – 1 End Per 5 Minutes) 
  4 
  Many Rings 
  Life Support (Longevity – Live To 1600 Years Old) 
  2 
  Deeply Focused 
  Starting/Maximum Change (Ego 11/21) 
  -10 
  Strange Anatomy 
  Physical Limitation (Frequently / Slightly, Paramedics without a 
  supporting knowledge of Pakuin anatomy takes a –2 to the skill roll.) 
  -20 
  Kindles 
  Vulnerable To Fire/Flame (1 ½x Stun and Body) 
  3.5 Trogillian (“Trogs”) 
  3.5.1 Concept 
  Warlike lizard men who are always striving to gain dominance.  Most people are afraid that someday they 
  might become the most dominant species… 
   
  © Think of Klingon’s but with scales and sharp teeth! 
  3.5.2 Physiology 
  Trogillian’s are lizard men.  They have scales, teeth, tails, and claws.  Their scales vary from dark green 
  colors to tans and yellows based on the climate in which they were born.  Their eyes are not keen but their 
  sense of smell and taste is heightened.  Their blood is a dark greenish color that bubbles when exposed to 
  air.  They can regenerate lost limbs like a lizard.  Their breath is offensive to most races. 
   
  Female Trogillian’s are very rare are highly valued.  They are treated like royalty and often placed in 
  positions of stature.  Killing a female Trogillian even in the heat of battle is considered a grave offense. 
  Trogillian’s procreate like snakes.  They are born in eggs which develop when warmed.  It takes roughly 1 
  month for Trogillian eggs to hatch.  Young Trogillian’s are known as “hatchlings”.  Trogillian’s only live 
  to around 50 years of age. 
  3.5.3 Personality 
  Tall dark and brooding sums up the Trogillian’s.  Their society prizes personal power in all it’s forms.  
  Although they prize combat skills they also compete in other areas.  They have foot races, weight lifting 
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  contents, and tactical challenges.  (Trogillian PC commonly have Love To Compete or aggressive related 
  Psychological Limitations.) 
   
  The Trogillians have recently conquered the Cicadians and are not happy about their desire for 
  independence.  They consider the Cicadians and the Pakuin as “emotionally weak”.  They are ambivalent to 
  Earthlings but they tend to fear the Va Rulen because of their potential military might. 
  3.5.4 Society 
  Trog’s, as they are called by the Grounder’s, are warlike in nature.  They believe that the person with the 
  most military power should lead.  This often leads to bloody revolts and skirmishes.  Those who are not 
  willing to serve are often banished from society. 
   
  On the positive site this sense of personal power 
  leads to a strong feeling of honor, duty, and 
  friendship.  Many say that getting a Trogillian on 
  your side is a very powerful asset.  (Commonly 
  Trogillian raised in a native environment have 
  Psychological Limitations regarding a strong sense 
  of duty or personal honor.) 
   
  Currently the most powerful Trogillian clan is 
  known as the Draikon.  They have a powerful 
  leader known as Supreme Leader Mog Croc.  The 
  Draikon use warships with large lizards on the prow 
  which shoot out extremely deadly ion cannon 
  blasts.  This gives their fleet a menacing 
  appearance.  The Grounders have corrupted the 
  name of this clan to the “Dragons”.  (It is a perk if 
  the PC wishes to be related to the Draikon clan.) 
  3.5.5 Quirks 
  The Trogs use several strange melee weapons 
  which are unique to their race.  The two most 
  prominent are called Rake’s Maw and the Split 
  Tongue.  Rake’s Maw is a very heavy spiked flail.  
  (See the picture above for details.)  The Split Fork 
  is actually a heavy sword which can be wielded in 1 
  or 2 hands.  The tip of the sword has a cut in “V” that allows it to penetrate armor of other Trog’s or some 
  of the ferocious beasts which live on the Trogillian home world.  (See the Weapons section for details.) 
  Figure 5 - Crooktooth Monitor with 
  e’s M
  Rak
  aw 
   
  Trogillian’s tend to name themselves, their ships, and their clans after lizards, snakes, or reptiles.  
   
  Psionics are literally unheard of in the Trogillian race. 
  3.5.6 Racial Package 
  Cost 
  Name 
  Ability 
  6 
  Scales 
  Armor (3 PD, 1 ED) 
  7 
  Enhanced Smell and Taste 
  Enhanced Senses (Enhanced Perception – Smell/Taste (+1) and 
  Discriminatory Smell/Taste) 
  4 
  Tail 
  Extra Limb (Tail), Limited Manipulation (-1/4) 
  12 
  Claws and Teeth 
  1d6 HKA, Reduced Penetration (-1/4), 1 End 
  7 
   Regenerate From Wounds 
  Regeneration (1 Body / Hour, Can Regenerate Limbs, Slower Effect 
  - Only Regenerate 1 Body / Hour (-1)) 
  13 
  Brutish 
  Starting/Maximum Change (Strength 13/23, Constitution 13/23, 
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  Cost 
  Name 
  Ability 
  Body 13/23, Intelligence 8/12) 
  -10 
  Cold Blooded 
  Physical Limitation (Infrequently / Greatly, Low temperatures give 
  them Strength and Dexterity penalties.) 
  -10 
  Poor Sense Of Sight 
  Physical Limitation (Frequently / Slightly, -1 Perception rolls for 
  Sight) 
  -5 
  Extreme Cold Causes 
  Death 
  Susceptible to Extreme Cold (Very Common, 1d6 per Hour.) 
  3.6 Va Rulen 
  3.6.1 Concept 
  Powerful political force of beautiful light skinned Elves. 
   
  © The Va Rulen are taken from an anime series called Crest of Stars.  The Va Rulen are kind of  like the 
  Abh (pronounced “Aahb”).  The picture that I used is actually from a video game called Ys VI.  I couldn’t 
  believe it when I saw this picture on GameSpot.  It is really perfect!  Later on in the doc I’ll try and post a 
  picture of Lefiel (La-feel).  She is one of the two main characters in the show.  You can watch the Crest of 
  Stars and Banner of Stars series on Tech TV’s Anime Unleashed. 
  3.6.2 Physiology 
  Very thin nearly white skinned humanoids.  Their hair color ranges from light blue to a dark navy color.  
  They grow to an average height of around 5’6” tall. 
   
  As the Va Rulen are spacers from birth their physiology has adapted.  Their skin has lost it’s pigment due 
  to constant UV shielding and their muscles are less developed.  Their limbs are long, thin, and nimble.  
  Their large eyes have a second eye-lid which protects them from the bright lights of space.  Most people 
  consider the Va Rulen a beautiful race.  On the 
  average Va Rulen live to 90 years of age. 
  3.6.3 Personality 
  The Va Rulen society breeds a vain outlook on other 
  cultures and people in many ways.  Typically they 
  look down on those who live on the ground (literally) 
  and those races which appear less civilized.  Even 
  though the Va Rulen often use the term “grounder” in 
  a derogatory fashion for many races it has only been 
  adopted by the Earthlings.  (See that section for 
  details.) 
   
  The Va Rulen do not have a good view of most of the 
  other races.  Most Va Rulen see the various races for 
  their weaknesses not their strengths.  They consider 
  the Trogillian barbaric, the Pakuin a waste of energy, 
  the Earthlings as “Grounders”, and the Ichthians as 
  overly emotional. 
   
  Painting and drawing is often a field where artistically 
  endowed Va Rulen excel.  Some paintings by ancient 
  masters are considered extremely valuable.  As most 
  paintings are considered treasures of royal families 
  and house it is rare for Va Rulen paintings to come on 
  the open market. 
  Figure 6 - Vickizandra Of House Gwynn 
  playing a flute 
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  3.6.4 Society 
  Their society is built around royal families or houses.  These families determine policy for the rest of their 
  people.  Political positions are gained by intelligence, cunning, and the proper birthright.  Ruling families 
  often squabble but the Va Rulen take price in not letting their internal matters affect their external 
  appearance.  When under a powerful family or when united in a common cause the Va Rulen are an 
  incredible force.  Their ships used technology only dreamt about by some races.  
   
  The Va Rulen are very advanced in the field of biotechnology.  Their ships use a kind of biomechanical 
  interface which gives Va Rulen pilots amazing responsiveness.  (See the section on Va Rulen 
  Biomechanical Interfaces for details.) 
  3.6.5 Quirks 
  They dress, talk, and act regally and thus often seem vain to those unfamiliar with their ways.  (This can be 
  purchased as Psychological Limitation if the PC was raised in this environment.)  Va Rulen names are 
  often quite long and include any royal ranking and the house name. 
   
  The Va Rulen are born and raised in space.  Space is their home at a very early age.  This gives them a low 
  sense of respect for some “grounders”.  (Va Rulen raised in a traditional fashion may take this as a 
  Psychological Limitation.)  It also makes their bones a bit fragile and gives them a deftness in space.  They 
  are completely comfortable in zero gravity. 
   
  Psychics are fairly common in the Va Rulen race.  So much so that they have developed a class system for 
  them that has been adopted by the rest of the known �egaverse.  See the section on Psionics for details. 
  3.6.6 Racial Package 
  Cost 
  Name 
  Ability 
  4 
  Zero Gravity Born 
  Environmental Movement (Zero G) 
  3 
  Va Rulen Biology 
  Fringe Benefit (Can use advanced Va Rulen technology) 
  5 
  Second Eyelids 
  Flash Defense (Sight Group, 5 points) 
  -1 
  Nimble and Frail 
  Starting/Maximum Change (Strength 8/18, Dexterity 13/23, 
  Constitution 8/18, Body 8/18) 
  4 Places 
  This section contains information about the cosmos.  It is arranged in order from largest to smallest scale. 
  4.1 The Explored Cosmos 
  4.1.1 Summary 
  The known Megaverse is very large.  Distance is measured in parsecs.  To travel from one end of the 
  universe to the other without the use of Flux Gates (see below) would take several years. 
   
  Several regions of space are dominated by a particular race.  The Megaverse map shows which areas are 
  controlled by each race.  The Star Aria maps also detail the frontier region where the PC will be located. 
  4.1.2 Megaverse Map 
  Associated with this PDF is a separate map PDF that houses the Megaverse map.  That PDF should be 
  referred to for any details about the sector.  Archimedes is in subsector D on the sector map. 
  4.2 The Flux Dimension 
  4.2.1 Summary 
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  In the SA �egaverse traveling from place to place at rapid speeds can be conducted through a form of 
  hyperspace known as the Flux.  The dimension which is known as the Flux is full of a highly active energy 
  fields which race along at a rapid paces in viscous waves.  By riding these “currents” pilots can move from 
  one location to another at a very high rate of speed.  Many pilots and technicians explain the nature of the 
  Flux in terms of a fast moving river.  Many of the same analogies apply.  Once you get into the Flux it will 
  pull you along at a rapid pace but moving off of the current at the wrong place can immediately place the 
  ship into a position where navigation is impossible or where an eddy might not be present.  Pilots refer to 
  being in the Flux as being “in the pink” because of the pink and red color of the flowing energy waves. 
   
  © I got the idea for the Flux from Babylon 5.  If you think of how the star gate travel work in that show 
  you have it at a high level.  Flux travel is a bit more restrictive but the idea is the same. 
  4.2.2 Flux Whirlpools 
  Entering and leaving the Flux is not simple.   
   
  Breaking into or out of the Flux realm can only be performed at certain locations from our dimension.  In 
  locations where the Flux coalesces the density of energy particles is high enough for a large energy release 
  to breach the dimensions and allow a force field protected ship to enter or exit.  When these breaches are 
  obtained the bright pink and red energy that makes up the Flux leaks out into our dimension forming a 
  swirling pattern which looks similar to a whirlpool or eddy.  Pilots refer to these as “Flux whirlpools”. 
   
  These eddies in the Flux dimension are very difficult to find and to connect to each other.  There is 
  currently not a sensor with enough power to bridge the gap into the Flux at ranges longer than a few 
  hundred miles.  Thus finding Flux whirlpools is akin to finding the proverbial “needle in a haystack”.  
  Currently the most effective way of finding these whirlpools is to enter the Flux then eject long probes on 
  tethers.  By carefully mapping using the data from the probes scientists are slowly charting the Flux 
  currents.  If an eddy is detected an unmanned probe can be sent which will break out of the Flux and 
  hopefully send signals back to the scientific vessel.  This is an expensive, tedious, and dangerous process. 
   
  The energy that is required to break into and out of Flux whirlpools is immense.  In fact it is so severe that 
  only ships with force fields and large power plants which are capable of expending the amount of energy to 
  open a portal can travel in the Flux.  Thus once Flux whirlpools are located Flux floodgates are often setup 
  which can open the portal for ships who wish to enter or exit. 
  4.2.3 Ramifications Of Flux Travel 
  As Flux travel is conducted at a rate of at least an order of magnitude of that of normal space proper 
  utilization of the Flux is vital for most races.  Flux travel is important from a military, social, scientific, and 
  political viewpoint.  Mastering this travel has allowed races to interact at a level which was not possible 
  before their discovery. 
   
  The placement of the Flux whirlpools is paramount.  Many wars have been won and lost over eddy 
  locations.  Most systems guard their gates passionately as their importance is critical.  Entire races have 
  been found which would never have been detected if not for Flux travel and whirlpool detection. 
  4.2.4 Game Dynamic 
  What does this mean for the PC?  Here is a brief list of the key points. 
  � Travel in the Flux is dangerous but very fast. 
  � Flux whirlpools allow a ship to enter and leave the Flux dimension.  Flux whirlpools are highly 
  prized and well defended.  Often Flux floodgates are present to help ships enter and exit the Flux.  
  Tolls and tariffs are very common. 
  � Entering or leaving through a Flux whirlpool takes a lot of energy.  Only ships with large power 
  plants, force fields, and Flux technology can make the trip.  In game terms this is bought with 
  Extra-Dimensional Movement at a greatly increased endurance cost. 
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  4.3 Asteroid Archimedes 2 
  Archimedes 2 has been inhabited for 12 years.  2 years ago the tourite mines were nearly tapped out and the 
  controlling corporation, Geo-Star Inc, decided to sell the settlement as profits had severely dropped and 
  operating costs were rising.  (Tourite is a compound used for powering just about every type of device in 
  the SA �egaverse.  See the Tourite section for more details.)  The buyer was a smaller company known 
  simply as “G5”.  G5 has turned Archimedes 2 into an 
  independent mining and exploration outpost.  Their goal is 
  to provide a way station for explorers or independent 
  miners who want to work in the area. 
   
  Figure 7 - Archimedes 2 During 
  Construction  
  (Only 2 Of 4 Domes Shown) 
   
  © If Archimedes 2 ends up feeling like a Wild West 
  frontier town then I have achieved the desired result.  
  4.3.1 G5 
  G5, or Generation 5, is a small exploration company run 
  by an eccentric man called Barton Finkle VII.  Barton is a 
  10th generation explorer who hopes to make it big with a 
  large discovery.  He is using money from discoveries of his 
  forefathers, including the local Flux gate, to fund 
  expeditions into uncharted regions of space.  
   
  Note that the name Generation 5 harkens back to the 
  family run nature of the business.  Technically the name 
  should be G10 but the company decided to not change the 
  name every 15 to 20 years. 
  4.3.2 Locale 
  Archimedes 2 is a large asteroid approximately the size of Earth’s Moon.  It is part of a galaxy spanning 
  asteroid field known as simply, “The Belt”.  Archimedes 2 is unique because of its spin and tilt.  Unlike its 
  larger brother Archimedes 1, who does not spin at a perceivable rate, Archimedes 2 spins at a fast axial rate 
  which gives it a 0.9 G ranking.   Days are approximated 18 hours long on Archimedes 2 due to this 
  accelerated spin rate.  There is no atmosphere on Archimedes 1 or 2. 
  4.3.3 Domed Community 
  The settlement on Archimedes 2 is comprised of several domed structures.  These structures are nestled in a 
  large rift on the asteroid.  The settlements have force shields protecting them from the elements which 
  include harsh radiation and incoming asteroids. 
   
  There are four main domes which are connected by large pressure sealed hatches which connect to 
  underground tunnel.  One dome is very large and contains most of the habitat.  The other three domes are 
  used for transportation, storage, and ore processing.  Smaller tunnels connect some of the smaller domes to 
  eachother.   
   
  Locales simply refer to the domes by their number: 
  � Dome #1 – Main Settlement – This is where most of the permanent residents live. 
  � Dome #2 – Storage – House a variety of storehouses and small businesses that do not need direct star 
  port access. 
  � Dome #3 – Star Port – Ship repair, unloading, and refueling is done in this dome.  This dome is 
  secured from the others using strong bulkheads.  It also includes the marshal’s office, inspection 
  offices, and any other transportation related businesses. 
  � Dome #4 – Mining Camp – Contains mining and refinery gear.  This area is severely run down as a 
  great deal of the equipment is no longer in use.  The G5 office is located in Dome #4. 
  4.3.4 Prominent Features 
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  This section lists some of the prominent features of the community. 
  4.3.4.1 Frontier Location 
  Archimedes 2 is located in a frontier region of space.  Exploration is still the passionate job of many space 
  farers and those who are hoping to make that one big discovery. 
   
  Figure 8 - Archimedes 2  
  (Top View) 
  4.3.4.2 Local Flux Gate Access With 
  Guidance Beacons 
  The local Flux gate is found just outside of the Belt.  
  As Archimedes 2 is approximately 3 hours into the 
  asteroid field a technological aid has been added by 
  G5.  Beacons are placed in the asteroid field which are 
  used to guide ships.  These beacons are actually 
  sophisticated computer centers which project the 
  trajectory of moving asteroids to incoming ships to 
  help them navigate.  They also have small centering 
  jets and weapons which can be used to deter or destroy 
  smaller asteroids which may cause them or ships in 
  their region harm.  Maintaining the navigation beacons 
  is quite a chore.  Thus G5 charges fees for their use.  
  Incoming pilots gladly pay this fee. 
  4.3.4.3 Large Ship Dock 
  The star ship facilities in Dome #3 are very large.  
  They are capable of handling ships of very large 
  proportions.  As the main focus of the initial camp was 
  mining this was an important goal to the establishment. 
  4.3.4.4 Indoor Park And Agriculture 
  Inside the main dome there is a smaller greenhouse 
  dome which is used as a park and for farming.  The 
  grounds even include a man made reservoir and small 
  creek! 
  4.3.4.5 Complete Shopping Mall 
  In the last couple of years there has been an influx of merchants to the area.  These merchants cater to 
  miners and the growing exploration trade in the area. 
  5 Things 
  This section is a “catch all” for everything else.  It is arranged in alphabetical order. 
  5.1 Currency 
  In SA there is a different currency in each controlled region of space.  This can cause for wild fluctuations 
  in the value of the currency based on trade agreements.  For someone in the Terran Confederacy the major 
  form of currency is the “credit”.  Credits are exchanged in the form of small electronic credit sticks which 
  can be simply touched together to perform a transaction.  Credit sticks or “creds” are not coded in ANY 
  fashion.  In essence they are considered “hard cash”.  Currency that is held in a bank must be transferred 
  over a computer network or at the bank itself.  Banks have different ways to verify identities.  More 
  expensive banks use DNA tests or a combination of tests.  Most unsavory types stick to creds…it’s safer. 
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  To simplify things Terran Confederacy creds represent a purchasing power similar to that of the US Dollar 
  in today’s market.  In other words, 75,000 credits is about what well paid folks make in a year.  Most 
  people would consider paying 20,000 credits for a low end hover car.  A Gak combo-meal costs 2 creds. 
  5.2 Face Of Emoch (F.O.E.) 
  Bizarre card game which happens to be a favorite of those on Archimedes 2.  Nobody on the colony knows 
  where the game came from but everyone loves to play.   
  5.2.1 The Deck 
  The deck consists of 54 cards: 6 Maws Of Emoch, 12 Eyes Of Emoch (left and right), and 12 Gova Of 
  Emoch (left and right).  (Gova are tentacles.) 
  5.2.2 Object Of The Game 
  Played like poker with each player attempting to gain the highest scoring hand.  There are a number of 
  rounds equal to the number of players. 
  5.2.3 Order Of Play 
  The dealer, or Confessor, shuffles the deck and deals five 
  face down cards to each player.  Players can look at their 
  cards.  The rest of the cards are placed in the center as a 
  draw pile. 
   
  The Confessor sets the Coin for the round by placing the 
  first bet.  All bets must match the Coin or double it to call 
  the hand.  The Confessor MUST bet but the others can 
  simply fold.  Note that the Confessor cannot simply Call at 
  this time. 
   
  The Confessor must then discard one of his cards face up 
  and take a new one.  Play then passes to the player on his 
  left.  After his turn each player may do one of the 
  following: 
  � Fold – The cards are placed face down.  This 
  removes them from the hand.  The cards are no 
  longer in play. 
  � Play – Player matches the Coin.  He then discards 
  one card face up then draws a new card from the 
  stack or take the card the previous player placed 
  face up.  If the previous player folded the only option is a draw.  If a random card is taken the 
  previous players card is sent to the Mound of Rogort (i.e. the discard pile) face up. 
  Figure 9 - Almighty Emoch 
  � Call – To call the player must double the Coin bet into the pot.  A player opting a Call does not 
  discard and draw.  Hands are revealed and the person with the best hand wins. 
   
  On a tie the pot stays for the next round and the same Confessor is used. 
   
  The game concludes when everyone has been the Confessor one time. 
  5.2.4 Hand Rankings 
  Ranked from most favorable to least favorable. 
  5.2.4.1 Granmung’s Death 
  Hand with five Emoch’s Maw cards. 
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  5.2.4.2 Face Of Emoch 
  Hand with one card of each type. 
  5.2.4.3 Emoch’s Wisdom 
  Hand of all eyes.  The left eye is more powerful so that is used to break ties. 
  5.2.4.4 Emoch’s Potency 
  Hand with five Gova.  The right is considered more potent (i.e. “the curl that hides the key”) and is used to 
  break ties. 
  5.2.4.5 Jacques’ Hit 
  Highest ranking card in the hand.  Ties are resolved by duplicates of each card.  The card ranking is: Maw, 
  Left Eye, Right Eye, Roght Gova, Let Gova.  Note that the rank of the card is the most important.  Thus 
  one Left Eye beats two Right Eyes. 
  5.3 Terran Confederacy Navy 
  5.3.1 Summary 
  The Terran Confederacy Navy is the muscle of Terra.  It is commonly known as the Fed Navy.  The Fed 
  Navy covers by far a larger amount of space than any other armada.  This is controlled by giving 
  considerable power to local bases and commanders.  Thus each base often takes on the feel of it’s 
  commander.  If the commander is a “by the book” type his fleet will be clean, organized, and inspected.  If 
  the command is more “seat of your pants” his troops will reflect it.  
  5.3.2 Ranks 
  Here is a breakdown of the various TC Navy ranks.  The point cost for these is below.  See the Fringe 
  Benefits section for details. 
  Abbr 
  Enlisted Rank Name 
  Cost 
  Abbr 
  Officer Rank Name 
  Cost 
  E-1 
  Seaman 
  2 
  O-1 
  Lieutenant Junior Grade 
  2 
  E-2 
  Seaman 
  2 
  O-2 
  Lieutenant 
  2 
  E-3 
  Seaman 
  2 
  O-3 
  Lieutenant Commander 
  5 
  E-4 
  Petty Officer – 3rd Class 
  2 
  O-4 
  Commander 
  5 
  E-5 
  Petty Officer – 2nd Class 
  2 
  O-5 
  Captain 
  10 
  E-6 
  Petty Officer – 1st Class 
  5 
  O-6 
  Commodore 
  10 
  E-7 
  Chief 
  5 
  O-7 
  Rear Admiral 
  10 
  E-8 
  Senior Chief 
  5 
  O-8 
  Admiral 
  15 
  E-9 
  Master Chief 
  5 
  O-9 
  Fleet Admiral 
  15 
  5.4 Psionics 
  5.4.1 Summary 
  Several races have some form of psi power.  The less advanced races consider it a form of magic or refer to 
  it in religious terms.  Even though psionics and their usage can seem invasive most people do not consider 
  psionics to be a real threat as they are so rarely encountered.  In a race with average psionic potential only 1 
  person in 1 million will have single significant psionic power. 
   
  Psionics in SA are not easy to manifest.  There is a high endurance cost, the range is poor, and the effects 
  are limited.  Even though this is the case you can do some pretty spiffy things with psi powers.  ☺ 
  5.4.2 The Human Psi Community 
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  Initially human psi are “developed” by GeneCrux. After they are trained, or at least measured, they can do 
  one of several things. 
   
  They can completely go out on their own. This would be the case for psi of very low power levels or maybe 
  those with a psi talent that GeneCrux is not interested in developing. Very low powered psi often fall into 
  this niche.  
   
  Higher powered psi, or psi with particularly interesting powers, are often strongly “encouraged” to attend 
  more training at GeneCrux. Once these folks are trained they can be sold to other corps, work for the TC, or 
  work for GeneCrux. The largest percentage of psi work involves employment with GeneCrux doing 
  contract type jobs. The type of work is based on what power the psi possesses. Telepaths might work on 
  diplomatic jobs, etc.  
   
  There are VERY few human psi as GeneCrux only discovered the gene a few years ago.  Current experts in 
  the field estimate that there are roughly 5000 human psi in the �egaverse...although only GeneCrux has an 
  accurate count. 
   
  As psi are very new to humans most organizations, including the TC, they have little idea of how to handle 
  them. To help coordinate and deal with rogue psi, GeneCrux has developed an elite group of psi. These are 
  nicknamed “Psi Cops”. There are maybe 50 Psi Cops in the entire �egaverse. This is a very elite and 
  special group of agents. They are highly loyal to GeneCrux. Inside the Psi Cops are the Psi Commanders. 
  There are around 5 to 10 of these extremely powerful operatives. 
   
  © The Psi Cops are stolen almost directly from Babylon 5.  The only difference might be their backing.  
  In Babylon the Psi Corp are government funded.  In Star Aria the Psi Cops are funded by GeneCrux. 
  5.4.3 Va Rulen Psionic Rating System 
  The Va Rulen psionic system groups powers into the following broad categories.  Psi’s may rate in several 
  categories depending on the nature and extent of their powers. 
  Category 
  Nickname 
  Description 
  Body Control 
  Stuntman 
  Ability to control body functions of another person or yourself.  These type 
  of powers are rare.  Often reflected in powers like Healing and Aid. 
  ESP 
  Ehsp 
  Can use extra sensory perceptions of some type.  These powers are rare.  
  Typically this includes powers similar to Clairsentience or Danger Sense. 
  Telekinesis 
  Teek 
  This discipline involve manipulations of physical objects using the power of 
  the mind.  It can include pyrokinesis, cryokinesis, or electrokinesis in 
  addition to the normal use of the power.  These type of powers are rare.  In 
  Hero these are reflected with Energy Blast or Telekinesis.  
  Telepath 
  Teep 
  Person with the ability to read, send, or control thought waves or emotions.  
  These powers are the most common.  In game terms this is the power of 
  Mind Control, Telepathy or potentially Detect. 
  Teleportation 
  Porter 
  User has the ability to move themselves or objects using the power of the 
  mind.  This is a very rare ability.  It is created with Teleportation. 
  Wild Talents 
  Varies 
  This is a catch all category for stuff that does not fit into one of the above 
  categories.  Stuff that does not fit one of the above categories is considered 
  very rare. 
   
  In addition to the category a power rating is applied.  Thus a beginning telepath would be an Alpha 
  Telepath or “Alpha Teep”. 
  Active  
  Points 
  Rating 
  Description 
  0 to 10 
  Alpha 
  Trace psionic ability only.  Psionics with powers at this level are the most common. 
  11 to 20 
  Beta 
  Very restricted psionic power. 
  21 to 30 
  Gamma 
  Restricted psionic potential. 
  31 to 40 
  Delta 
  Significant psionic power. 
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  Active  
  Points 
  Rating 
  Description 
  41 to 50 
  Epsilon 
  Powerful psionic discipline.  It is VERY rare for psi abilities at or above this level to 
  exist. 
  51 to 75 
  Zeta 
  Superhuman power level.  GeneCrux supposed has some of these for rent but only to 
  top notch customers. 
  76 to 100 
  Eta 
  Psi powers at this level are found on only 1 person per universe.  They are extremely 
  rare. 
  101+ 
  Omega 
  Legendary psionic prowess.  This level of power is only rumored at existing. 
  5.4.4 Game Dynamic 
  Psionics are bought as individual powers (i.e. frameworks are not allowed) with the following limitations.  
  Note that ALL of these must be taken on all psionic powers.  It is acceptable and more common to use 
  more severe versions of each limitation. 
  � Concentration 
  � Costs Endurance and/or Cost Endurance To Maintain – If the power does not already cost 
  endurance to use and maintain. 
  � Extra Time 
  � Increased Endurance Cost 
  � Reduced By Range 
  � Requires An Ego Roll – Note that it is ok to take this at lesser levels if the psionic power is of 
  higher Active Points.  Remember that the limitation that is gained when this is taken is based on 
  the characters Ego roll.  Thus it will likely be worth more than a –1/2 bonus.  See FREd for 
  details. 
   
  Powers on new PC may be taken at any Active Point level up to 50 points.  After that it requires GM 
  clearance.  There is not Alien Class of mind.  This is not required for the user to purchase.  Thus psionic 
  powers will automatically work on all types of alien races. 
   
  Having mental powers does NOT give the person Mental Awareness.  This must be purchased separately as 
  an additional power.  Note that powers which do not have a visible special effect but which are not visible 
  per the Hero rules must be purchased with Invisible Power Affects. 
  5.4.5 Pushing Psionic Powers 
  When using push to boost psionic powers the results are more effective but the End cost is raised.  
  Normally a person can push 5 active points plus 1 point for every point they make their Ego roll.  A psi can 
  push psionic powers ONLY at a rate of 10 active points plus 2 points for every point they make their Ego 
  roll.  The maximum push is two times the Active Points of the power.  When doing this the End cost for the 
  push is still 1 point per 1 point gained.   
   
  Here is a simple example.  Jor-Em has an Ego of 18 and 20 Active Points of Ego Attack (i.e. 2d6).  To save 
  his comrade Jor-Em wants to push the power so he can blast a ferocious Rynok Beast!  He rolls an Ego roll 
  and gets an 8.  Thus Jor-Em can push 10 + (5 x 2) = 20 points of his Ego Attack.  If Jor-Em wants to use all 
  20 points from the push that would cost him an additional 20 End.  This would allow him to roll 4d6 Ego 
  Attack!  Ouch! 
  5.4.6 Sample Psionic Powers 
  This section have some sample powers to give you an idea how they are purchased. 
  5.4.6.1 Sense Emotions 
  Cost 
  Name 
  Ability 
  7 
  Gamma Empathy 
  Telepathy 6d6 (Empathy (-1/2), Concentration – ½ DCV 
  Throughout (-1/2), Costs Endurance To Maintain (-1/4), Extra Time 
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  – Full Phase (-1/2), Increased Endurance Cost – 2x (-1/2), Reduced 
  By Range (-1/4), Requires An Ego Roll (assumes person has Ego 
  18) (-3/4)) 6 End 
  5.4.6.2 Retrieve Light Objects 
  Cost 
  Name 
  Ability 
  3 
  Alpha Telekinesis 
  Telekinesis 6 Strength (Concentration – ½ DCV Throughout (-1/2), 
  Extra Time – Full Phase (-1/2), Increased Endurance Cost – 2x (-
  1/2), Reduced By Range (-1/4), Requires An Ego Roll (assumes 
  person has Ego 18) (-3/4)) 2 End 
  5.5 Slang 
  This section contains some not so fancy jargon used in the Star Aria �egaverse. 
  Term 
  Definition 
  Bushed 
  Screwed up. 
  Creds 
  Currency in the form of credit sticks. 
  Data Mule 
  A data carrier.  See the section on communications for details. 
  Fed 
  Terran Confederacy. 
  Floppy 
  Cool. 
  Gak 
  Strange tasting food paste which can be “molded” into meals.  Contains nutrients which can be 
  safely digested by most alien races. 
  Geeks 
  Term used to define people who practice Technoism. 
  Grounder 
  Derogatory Va Rulen term for being who are born and raised on a planets surface. 
  Spacer 
  Someone who was born and raised in space.  These folks often have Zero G skills and abilities. 
  Trogs 
  Term coined for the Trogillian alien race. 
  Weeds 
  Term coined for the Pakuin alien race. 
  Whirls 
  Abbreviation for Flux Whirlpools.  Often used by pilots. 
  5.6 Technoism (“Geeks”) 
  5.6.1 Summary 
  Technoism is a fanatical cross species religion which believes in the worship 
  of technology.  Practitioners consider technology to be the savior of the 
  people or simply a higher power.  Followers of Technoism are known 
  formally as Technoists but they are also less formally known as “Geeks”.  
  Inside private ceremonies neonates refer to others in their ranks as the 
  “enlightened few”. 
   
  Geeks feel that everything in the universe was founded and grow because of 
  technology.  They strongly believe that true enlightenment can only be 
  gained by scientific research and adaptation of new technologies.  Even 
  though it may seem like this sect would be attractive to scientists most 
  consider the “Geeks” to be crackpots or nutcases who are simply looking for 
  an edge. 
   
  The current leader of the cult is a charismatic gentleman known as Pope 
  Tiberius Titanium.  Tiberius is an Earthling who loves to travel around the 
  universe spreading the word and meeting the people.  Even though the 
  Bionoid War Of Independence put a strong damper on their popularity their 
  ranks are beginning to refill under Tiberius’ reign.  Rumors suggest that 
  Tiberius and the Technoists have hidden technology that may exceed even 
  that of the Va Rulen. 
  Figure 10 - Father Blun 
  Plutonium
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  “Steel is stronger than flesh.” – Canon from the Priests Of The Wheel from Antares 5. 
  5.6.2 Unusual Trait 
  Technoists have been known to intentionally replace their flesh with cybernetics.  According to their beliefs 
  this puts them closer to enlightenment.  As replacement biotechnology is highly feared at this time 
  sometimes this is not necessarily a good thing. 
  5.6.3 Practice 
  Technoists travel the cosmos looking for new technology of any kind.  Even a new device to trim nose 
  hairs may have other uses and will be carefully studied.  They are known to seek out other races to learn 
  what they can about their technology.  (This is often represented with a Psychological Limitation.) 
  5.6.4 Game Dynamic 
  Being a ranking Technoist is a Fringe Benefit.  These are presented in order of power and cost.  See the 
  small chart below for details. 
  Cost 
  Name 
  Ability 
  2 
  Registered Technoist 
  Fringe Benefit (Allows user to get room and board at local establishments 
  and to open preach policy.) 
  5 
  Technoist Priest 
  Fringe Benefit (Above, plus can usher new members into the faith, can 
  preach at established churches, can form small churches with 
  authorization from a Cardinal.) 
  10 
  Technoist Cardinal 
  Fringe Benefit (Above, plus can direct a substantial amount of Technoist 
  technology and resources.) 
  15 
  Technoist Pope 
  Fringe Benefit (Above, plus can direct all Technoist technology and 
  drastically change policy.) 
  5.7 Technology 
  This section is intended to answer questions folks may raise on the general level of technology.  This 
  section is not intended to cover any topic in a lot of depth but instead it will brush over the major areas.  
  For fine details about a given area of technology ask your GM. 
   
  After discussing the “Driven By” technology rules I’ll try and give examples of what would be considered 
  normal for the various technological fields.  The key to the technology that what would actually be utilized 
  in a given region is controlled by the “Driven By”. 
   
  Note that at a high level there is a greatly increased level of technology and a fairly sharp decrease in the 
  size needed to provide that same technology as that seen today.  Remember that as technology advances the 
  systems that they connect to and the services they provide also get more complicated.  Thus more hardware 
  and software complexity are required.  At least that is my thought as to how I want this to work.  ☺ 
   
  © In many general ways the general prevalence of technology in everyday life will be similar to that 
  found in Babylon 5 and Farscape. 
  5.7.1 Driven By Rules 
  5.7.1.1 Driven By Need 
  The prevalence of technology is partly driven by the need of the people and the region.  For example, if the 
  people of a given region live in a cloud city than flying cars will be present.  On a desert planet hover cars 
  would be present as flying cars are not needed. 
  5.7.1.2 Driven By Cost 
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  The general availability of technology is also driven by cost.  The normal working man would not pay 
  thousands of credits for something that would not be required.  The desert planet above is a good example 
  of this.  In this setting shifting sands may corrode complex engines quickly so simple wheeled vehicles 
  would be more prevalent then on our cloud city example. 
  5.7.1.3 Driven By Usability 
  A third major factor is usability.  If a particular piece of technology is only good on a given planet that it 
  would not be adopted by a space traveler.  This is especially true for communication devices.  Radios are 
  prevalently used for communication but super small radios that can only handle a limited number of 
  channels that are implanted in your ear would not be common as they could not be used everywhere.  In a 
  metropolis where the bands might be set this could be the case.  In a city that is underground radios may 
  not work well so again they would not be prevalent to a large degree. 
  5.7.2 Communications 
  Hand held multi-channel radios the size of current day cigarette lighters are common.  These radios do not 
  reach into space unless there is some type of relay system installed on the planet.  Entertainment 
  communications are common.  Slow set language translator devices for the major races are common but are 
  not built into most radios.  Advanced analytical universal translators are very high tech and would not be 
  found except on the most advanced research ships or stations.  FTL communications do not exist. 
  5.7.2.1 Speed 
  As with space travel, communications cannot be conducted at FTL speeds.  This has a dramatic effect on 
  how things are run.  Businesses, news services, and military operations are effected by this limitation. 
   
  This has resulted in a distribution of authority.  Since commands can’t be quickly relayed local authority 
  have increased roles and powers.  Only in the most extreme cases is jurisdiction pushed out of the system. 
   
  News and other electronic communications over great distances are often performed by couriers.  There 
  couriers accompany the information and are paid to make sure it is properly delivered.  Often these services 
  include multiple paths that include return information.  The Terran Confederacy has their own set of 
  registered carriers that can be paid for their services but there are also third party companies who get into 
  the act.  These companies can offer additional services like added security, faster deliveries, and 
  unscheduled routing.  The end result of this is a sort of “galactic pony express”.  Note that the information 
  from carrier can be stored in a variety of interesting and hidden devices depending on the quantity and 
  security required in the delivery.  (Note that being a registered Fed data carrier is a fringe benefit.  See that 
  section for details.)  The slang term for an information carrier is a “data mule”. 
   
  This also has a serious ramification for network technology.  Please see the Computers subsection for 
  details. 
  5.7.2.2 Translation Devices 
  Translation devices follow the general technology rules defined elsewhere in the document.  They are 
  present where there is a need and if the cost is reasonable.  Thus there are hand held translation devices 
  available on the market.  These devices simply convert the text to another language through an advanced 
  interpreter.  The standard translator device is not fast or that accurate but it is fairly cheap and covers the 
  major races except for the Cicadians.  The standard device does not cover undiscovered or obscure 
  languages.  For new languages more advanced devices are available at a substantially more expensive 
  price. 
  5.7.3 Computers 
  Small hand held computers the size of credit cards which can act as PDA, calculators, clocks, GPS, news 
  readers, browsers, and email clients are common.  Larger laptop sized device can be used for hacking and 
  other such more advanced tasks.  When large processing power is needed workstations or mini-computer 
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  sized devices are used.  Computer networking is often done in a wireless fashion unless security or 
  jamming is a concern. 
  5.7.3.1 Hardware 
  Computer hardware has become a lot more sophisticated as it has needed to keep up with the advances in 
  network technology and software size.  Most people have access to small hand held computer devices 
  which function as PDA and can be used for news reading or VERY simple browsing on local networks.  
  Anyone wishing to do anything above this will carry something roughly the size of a modern day laptop.  A 
  device of this size would be able to perform just about any function your average computer programmer 
  might need.  It is also considered standard gear for hackers and the like.  When more power is needed either 
  in the form or more speed or more connections workstation class machines are available.  Very large 
  computers or networks of shared computers are only needed for very advanced research and development 
  needs. 
   
  The concept of organic computing is not new but it has not seen large advances.  The Bionoid War has 
  ended most research in this area or at least severely delayed any funding that might have been available.  
  Currently even simple PDA like organic computers are very rare. 
  5.7.3.2 Software 
  Software for simple applications is very small and easy to alter.  Software for larger or more complex 
  operations can get quite large and sophisticated.  For example, the software used to control ship routing in a 
  large star port would be very complex. 
   
  Artificial intelligence routines vary in size based on complexity.  Simple robotic brains are extremely 
  limited artificial intelligence routines.  Complex decision making and thinking computer brains can be very 
  large and take a massive amount of computer power but they do exist. 
  5.7.3.3 Network Proliferation 
  In any major cities wireless networks are very prolific.  They connect everything from information sites to 
  banks.  Even things like traffic lights are often found on networks in big cities.  Note that this network 
  proliferation is now being seen as a liability by many scientists after the Bionoid War.  The only place large 
  networks are not used is in situations where security or jamming might be a concern.  In those cases wired 
  networks and much smaller networks are used.  An example of this would be the computers present on a 
  star ship. 
  5.7.4 Cybernetics 
  Metal cybernetic and replacement technology is considered the norm.  Cybernetics that looks like flesh are 
  considered much more advanced.  “Cybernetic-like” technology that is completely biological is considered 
  extremely advanced. 
   
  Cybernetic technology is prevalent but voluntary use of the technology is not socially acceptable.  The 
  Bionoid War has taught many races a hard lesson about technology running amok.  In response several 
  races have constructed sensors and weapons which are very effective on foes with cybernetic implants. 
  5.7.4.1 Game Dynamic 
  PC are allowed to buy cybernetics.  This is done using powers with one of the following limitations.  Note 
  that all cybernetic that would logically need a power source must also be purchased with Endurance 
  Reserves, Charges, or bought to 0 Endurance Cost to reflect the fact that these are powered devices. 
  � Hidden Cybernetics (-1/4) – Cybernetic device is not visible to the naked eye but can still be 
  detected using high end scanning devices.  In essence this limitation is form of the Restrainable 
  limitation. 
  � Open Cybernetics (-1/2) – Implant is visible to the naked eye.  This is the same limitation as above 
  with an extra –1/4 for being visible. 
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  Note that cybernetics are not socially acceptable so one of the following limitations is also available. 
  Cost 
  Name 
  Ability 
  -5 
  Hidden Cybernetic 
  Social Limitation (Occasionally / Minor, if detected causes mistrust) 
  -10 
  Openly Cybernetic  
  Social Limitation (Frequently / Minor, causes mistrust) 
  5.7.4.2 Examples 
  Here are two examples. 
  5.7.4.2.1 
  Extending Laser Talons 
  This is an example of how laser claws might be purchased.  With Continuing Charges if they are turned off 
  during the duration a charge is still spent.  Note also how these are hidden until used.  Thus they only get 
  the –1/4 limitation. 
  Cost 
  Name 
  Ability 
  20 
  Lazer Wolviez 
  2d6 RKA (AP (+1/2), 4 Continuing Charges (1 Turn Each, -1/2), No 
  Range (-1/2), Hidden Cybernetics (-1/4)) 
  5.7.4.2.2 
  Military Grade Replacement Arm 
  When replacing an existing body part in most cases it is also appropriate to take a very low point Physical 
  Limitation.  This represents the idea of some physical loss if the cybernetic item is removed or deactivated.  
  Notice how all powers get the full Open Cybernetics limitation as they are all present inside the same 
  visible device.  (Note that only the first slot is technically needed to replace a missing limb.  This is a really 
  powerful cybernetic arm example.  ☺) 
  Cost 
  Name 
  Ability 
  3 
  Replacement Arm 
  Extra Limb (Arm, Endurance from Strength pulled from the Power 
  Pack, Open Cybernetics (-1/2)) 
  10 
  Power Pack 
  Endurance Reserve (50 Endurance, 2 Recovery/Segment (24 
  Recovery, Cannot Recover Unless Battery Pack Is Replaced (-2)), 
  Open Cybernetics (-1/2)) 
  7 
  Armor Plating 
  Armor (6 PD/ 10 ED, Open Cybernetics (-1/2), Only To Protect 
  Arm (Locations 6-9 on one arm, -2) 
  6 
  Crushing Strength 
  +15 Strength (Endurance pulled from Power Pack, Open 
  Cybernetics (-1/2), No Figured Characteristics (-1/2), Only When 
  Using Replacement Arm (-1/2)) 
  5.7.5 Daily Life 
  Currency is commonly held electronically in small sticks known as “cred sticks” or simply “creds”.  Bills 
  are paid remotely.  Common identity cards are not found except on densely populated planets or in 
  sensitive government positions.  Most cards use simple pictures unless the person is at a ranking or military 
  position.  In these cases more advanced identity cards with retina scans are often used.  Any registered 
  Confederacy position includes an identity card of some type.   
   
  This section also contains high level guidelines for what technology a standard citizen would carry in some 
  common situations.  These are detailed below. 
  5.7.5.1 Core Planet Citizen 
  A core planet person would carry an advanced PDA/browser device as described above which includes a 
  built in multi-channel radio device that includes an earpiece.  Commands can be issues verbally for most 
  functions.  The device is about the size of a thick credit card.  The may also carry cred sticks or bank creds 
  as appropriate.  Most fashions are designed to hold these small devices in secure pockets. 
  5.7.5.2 Remote Colony Citizen 
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  On remote colonies a similar devices might be used but the technology might be a bit outdated.  There 
  might only be a speaker not an earpiece, the device might be larger, or GPS may not be available.  On 
  mining colonies bar code scanners or similar devices used in monitoring manufacturing equipment might 
  be present on the same device. 
  5.7.5.3 Military Or Police Personnel 
  In military or police roles PDA devices similar to those used in core worlds would be employed but they 
  would be rugged, resistant to the elements, and more advanced in several areas.  In these devices secure 
  communication circuits would be present, GPS would be more accurate, identity signals would be encoded, 
  and silent operation using quick keys or finger patterns would be part of the device.  Connection ports to 
  weapons and vehicles might also be present for diagnostic or aiming purposes. 
  5.7.6 Medical 
  Small medical scanners the size of paperback books are considered common by doctors.  In one’s home a 
  regular resident would have only simple devices to monitor basic bio signs.  Implanted bio devices are not 
  common due to the Bionoid scare but the technology is possible.  Surgery using robotic appendages and 
  lasers is considered common.  For treating light trauma simple slap patches are considered common.  These 
  act to deaden pain and heal external open wounds.  For more serious injuries medical tubes can be used 
  which help foster tissue regeneration at an accelerated rate.  Note that even growing back severed limbs is 
  possible but it would take quite a while at a high cred cost.  Returning someone from the dead is not 
  possible. 
  5.7.7 Robotics 
  The technology of robotics has made many things possible.  Unfortunately this includes a huge war where 
  robots rallied their own army to battle mankind.  Even though this occurred the technology that allowed the 
  creation of the Bionoid menace does still exist. 
   
  In 2004 robots are primarily used in construction or in situations where dangers exist to humanoids.  
  Hostile environments tend to utilize more robots than safe environments.  For example, on planets where 
  the atmosphere is toxic or a vacuum robots may be used to maintain the outer shell and perform 
  exploration.  Any star ship which is too large to be constructed on the ground is constructed in space by 
  robots. 
   
  Nanotechnology does exist but it’s primary focus has been in the area of circuit creation and medical.  In 
  these areas microscopic robots of very “single minded” intelligence are employed.  These applications also 
  often require clean room environments for proper employment of the nanobots. 
   
  Since the Bionoid War the TC has dictated that all robots must strictly adhere to Asimov’s Laws Of 
  Robotics.  Any deviation is considered a federal offense.  Asimov’s Laws concern the following aspects of 
  robotic technology: 
  • The First Law – A robot may not injure a human being or, through inaction, allow a human being to come 
  to harm. 
  • The Second Law – A robot must obey orders given to it by human beings except where doing so would 
  violate the First Law. 
  • The Third Law – A robot must protect it’s own existence provided doing so does not conflict with the 
  First or Second Law. 
  5.7.8 Sensors 
  Hand sensors the size of a standard paperback which can be changed to detect different things at limited 
  ranges are present but are quite expensive.  Hand scanners geared for one purpose (i.e. elements, water, 
  chemicals, metal, etc.) are more common and much smaller.  Both types of hand sensors are fairly accurate 
  but single use scanners are much more detailed in the results that they produce. 
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  5.7.9 Star Ships And Space Travel 
  FTL travel is not possible.  Large ships can go at much faster speeds but give up maneuverability and the 
  ability to enter an atmosphere.  Orbiting or stationary space stations are fairly common around major trade 
  routes or important parts of space.  Capitol and colony sized ships are considered rare.  Gravity plating is 
  considered a standard item in most late model ships. 
  5.7.9.1 Basic Designs 
  As would be expected basic designs are often based on functionality but creative aspects can play a role.  
  The Va Rulen are known for their delicate long ship designs.  The Trogillian ships often sport snake or 
  dragon prows.  Terran Confederacy ships are often boxy but dependable.  Ichthian ships are bulbous and 
  reflect the light from stars.  The Pakuin ships, which are often green and include glowing lights, feel alive 
  like their alien pilots. 
   
  The size of the ship is based on functionality.  Large ships are not able to safely enter atmospheres or work 
  in tight areas but can carry a significant amount of gear or weapons.  Smaller ships are more nimble and 
  can enter atmospheres of most planets.  Very small ships are not able to enter the Flux so their range is 
  much shorter than that of a larger ship.  This means that carrier ships have become an important part of 
  military fleets. 
  5.7.9.2 Weapons 
  Most star ships are typically outfitted with two type of beam weapons.  These are named Ion Cannon and 
  Plasma Guns.  Ion Cannons are pin point energy weapons found on most ships.  The size of the Ion Cannon 
  varies based on the power plant and sheer size of the ship.  Plasma guns are usually only found on larger 
  attack craft.  They target all of the shields on a ship at the same time by releasing energy that cascades 
  around the target. 
   
  Missiles are used by smaller ships to deliver larger payloads.  The limitation with missiles is that they can 
  be fooled, spoofed, or simply shot down. 
  5.7.9.3 Armor and Shields 
  Armor is part of all ships but often it is considered a “last resort”.  Most ships augment armor with force 
  field barriers, point defense systems, anti-missiles systems, and/or nimble movement.  Note that shield 
  strength can be shuffled from place to place with an advanced crew. 
   
  In game terms shields on ships of all sizes are depleted when struck.  The shield then regenerates in a given 
  time interval.  This means that even massive ships can be affected by coordinating attacks from several 
  sources.  Moving shield value from one surface to another is done with Systems Operation. 
  5.7.9.4 Engines 
  Engines are complicated systems based on tourite crystal controlled explosions.  Although using tourite in 
  this manner is very dangerous it is more efficient then other fuels which have been tried.  Tourite can 
  power most ships for many light years of travel before needing to be replaced. 
   
  Speeds have not reached FTL but they have reached extraordinary levels.  Scientists still toy with FTL ship 
  designs nobody has reached that speed. 
   
  Note that even though engines are not needed to keep ships moving in space, for combat purposes and 
  game dynamic reasons, phased combat will be used without segmented “drifts”.  In other words, ships on a 
  map will move like characters on a map.  ☺ 
  5.7.9.5 Sensors 
  Ships sensors are very important for many reasons.  The often mean the difference in early detection which 
  often leads to success or failure in battle.  Sensor beams can be set on passive or active settings.  This is 
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  akin to sonar on a submarine.  Active sensors have a much longer range and are more intense.  Passive 
  sensors are less sensitive but are more covert.  Sensors are blocked by large object or space phenomenon of 
  various kinds. 
   
  Scientific sensors allow a ship to scan planets at broad levels.  Focused scans which can reveal detailed 
  information must be conducted using narrow beams which can take quite a bit more time.  Note that there 
  are not scanners that detect “life”.  Instead sensors detect the components that make up living creatures.  
  For example, they can detect carbon, oxygen, carbon dioxide, etc. 
  5.7.9.6 Life Support And Artificial Gravity 
  Breathing is done using air purifiers.  Food for long trips is often in the form of military rations or Gak 
  take-out meals.  Gravity plating is considered standard on most late model ships.  
  5.7.10 Vehicles 
  Wheeled vehicles are considered low tech.  Hover vehicles are considered common.  Flying vehicles are 
  considers common on planets where they are needed and uncommon elsewhere.  (Note that Archimedes 2 
  is a domed community so flying vehicles are not found as they are essentially not useful.)  Most vehicles 
  have connection ports for diagnostics and securing portals. 
  5.7.11 Weapons 
  Projectile weapons are the most common weapons found among environments that support them.  Their 
  extremely low cost makes them easily affordable to most people.  Beam weapons and high tech projectile 
  weapons are common among those with a paramilitary mindset. 
  5.8 Terran Confederacy Port Authority (TCPA) 
  The TCPA is an organization established by the Confederacy to establish and control star ports.  The 
  success of the organization is not due to their ability to make money.  In fact most star ports never make 
  back their construction costs!  Instead the power of the agency comes from their ability to offer consistent 
  starship services, regulate star travel for safety, set trade policies in local climates, monitor local 
  compliance to said policy, and to levy taxes.  The key is that the costs are consistent no matter the location 
  of the port or the aliens which control it. 
  5.8.1 TCPA Departments 
  A standard TCPA port has several major department.  Each port can include the following departments: 
  • Administration 
  o  Executive 
  o  Liaison Office 
  o  Concessions 
  o  Legal 
  o  Financial 
  o  Personnel 
  o  Records and Data Processing 
  o  Public Relations 
  o  Commercial and/or Military Relations 
  o  Employee Residence 
  o  Contracting 
  • Traffic 
  o  Traffic Control 
  o  Ship Registrar 
  o  Vehicle Control 
  • Ship Services 
  o  Berthing 
  o  Fueling 
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  o  Storage and Provisioning 
  o  Maintenance and Repair 
  o  Housekeeping 
  o  Certification 
  o  Hiring Hall 
  • Cargo 
  o  Freight Handling 
  o  Warehousing 
  o  Hazmat Storage 
  o  Brokerage 
  • Passenger Services 
  o  Hospitality 
  o  Hotel Accommodations 
  o  Passenger Assistance 
  o  Baggage 
  o  Passenger Transport 
  • Security 
  o  Tactical Teams 
  o  Customs 
  • Medical Department 
  • Emergency Services 
  • Flight Operations 
  • Plant 
  o  Engineering 
  o  Power 
  o  Data / Communications 
  o  Transport 
  o  Stores 
  o  Commissary 
  o  Housekeeping 
  5.8.2 Star Port Ratings 
  The TCPA also rates star ports based on their traffic and size.  The ratings range from Class I (smallest) to 
  Class V (largest).  Here is a brief summary of how this breaks down: 
  • Class I – Tiny – Only small landing pads, very little starship services offered. 
  • Class II – Small – Roughly 10 to 30 down port berths, some mechanical service available, limited cargo 
  capacity. 
  • Class III – Medium – Roughly 50 to 100 berths, a variety of services available, greater cargo capacity, 
  about 50% of these include a high port.  A2 is considered a Class III port with heavy cargo traffic and very 
  light passenger traffic. 
  • Class IV – Large – Significant facility with down and high port, full ship maintenance for all size of 
  vehicles, lots of amenities. 
  • Class V – Huge – Crossroads of space, hundreds of travelers live in the port, thousands of personnel, 
  huge ship construction facilities. 
  5.9 Tourite 
  Tourite is a natural chemical compound that is used to power just about everything in SA.  It is used in 
  packs for blaster and in power plants of star ships.  Tourite is a bright blue crystalline compound which is 
  mined and processed in a fashion similar to diamond.  It is only active when heated.  If overtaxed (i.e. 
  overheated) tourite becomes highly explosive. 
  5.10 Va Rulen Biomechanical Interfaces 
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  5.10.1 Summary 
  The Va Rulen possess an advanced biomechanical technology beyond that of any of the other prominent 
  races.  They use a gel-like substance known as the “membrane” to control their ships.  This gel accepts 
  nerve impulses from a Va Rulen and converts them directly into electrical signals at a very high rate of 
  speed.  The effect is highly responsive ships which are directly tuned to their pilots. 
   
  © The Va Rulen biotechnology is taken from an anime series called Betterman. 
  5.10.2 Game Dynamic 
  This is a considered a 3 pt perk that Va Rulen characters must purchase (see the Va Rulen Package for 
  details).  In game terms this is represented by ships which have very high Dexterities for Va Rulen attuned 
  pilots only. 
  6 Campaign Rule Settings 
  This section contains information about rules that will be utilized for this campaign.  Most of these are 
  related to what FREd refers to as Heroic style of play.  See FREd for details. 
  6.1 Bleeding 
  We will use the Heroic bleeding rules out of FREd.  They are the same ones using in Danger International 
  and Fantasy Hero.  As a reminder these are the rules where you roll dice to determine if your bleeding stops 
  or if you lose another Body. 
  6.2 Characteristic Maximums 
  All characters have the Normal Characteristic Maximum Disadvantage for 0 points.  Note that expanding 
  the character maximum in Packages is not an option in FREd but we will be using is for SA.  Instead of 
  using the system exactly as presented in the 4th edition we will be using a slightly modified version that I 
  have used in the past for my old Alien Legion game.  The change is actually much simpler.  I’ll explain it 
  in the section on the “Starting/Maximum Change” power. 
  6.3 Critical Hits 
  We are using the critical hit system from the former DI product with a minor tweak. 
  6.3.1 HTH Or Muscle Powered Ranged Attacks 
  This means HTH or muscle powered ranged weapons critical when the roll to hit is half of that which is 
  required.  This is rounded down.  For example, Stickler needs a 13 or less to hit with his knife.  If he rolls a 
  6 or less on his roll he crits.  Critical hits deal the max damage which can be done by the weapon. 
  6.3.2 Ranged Attacks 
  Ranged weapons critical only on a roll of a natural 3.  In this case figure the damage as normal then 
  multiply it by 1.5 to determine the final damage. 
  6.4 Encumbrance 
  We will use encumbrance rules when characters are carrying lots of gear or are wearing bulky suits.  If 
  characters are wearing only light armor and carrying light weapons we will not worry about it. 
  6.5 Fumbles 
  If a character rolls a natural 18 bad things happen.  With ranged weapons there is a malfunction.  With 
  HTH or muscle powered ranged attacks the attacker slips or stumbles and is placed at half DCV until their 
  next phase. 
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  6.6 Hit Locations 
  Hit location charts will be in use.  Unless an alien creature is extremely bizarre, normal hit location charts 
  will be in effect. 
  6.7 Hit Location Penalties If Stunned 
  According to FREd hit location penalties are halved if a character is stunned.  I think this can be abused so 
  we will not be using this rule. 
  6.8 Knockdown Not Knockback 
  Knockdown rules will be used.  Thus beings are only knocked off their feet if their Body is exceeded by the 
  damage of the incoming account before defenses are applied.  This is straight out of FREd. 
  6.9 Impairing, and Disabling Wounds 
  These rules will not be used. 
  6.10 Misfire/Overheat, Jamming, and Runaway 
  These optional weapon rules will be used.  See FREd for details.  The only change will be that high tech 
  energy weapons Overheat.  Single shot high tech energy weapons Overheat on a natural 18.  Autofire 
  energy weapons Overheat on a natural 17 or 18. 
   
  If a weapon overheats it immediately gains a 15 or less Burnout roll.  If the weapon is fired again without 
  letting the weapon cool down the Burnout roll drops by 1 point.  If the Burnout roll fails the weapon 
  explodes in 1d6 segments.  (See the list of Explosives for the damage.)  A weapon takes 1d6 segments to 
  cool down.  When this time expires the weapon gains 1 point on the Burnout roll or if the roll is already at 
  15 or less the Burnout limitation is removed.  If the user has the appropriate Weaponsmith roll he can use 
  that to reduce the time it takes the weapon to cool down.  If the user makes a Weaponsmith roll the time is 
  dropped 2 segments.  For every point the roll is made by the amount of segments it takes to cool down is 
  dropped by an additional 1 segment. 
  6.11 Pushing 
  Limited Push rules will be in effect.  Pushing will be based on 5 Active pts plus 1 pt per EGO roll achieved.  
  The minimum gain if you make your roll is 5 pts.  Thus if you make your EGO roll you can push 5 pts.  If 
  you made your EGO roll by 3 then you get 5 pts + 3 pts = 8 pts. 
   
  Note that there are custom rules for pushing psionic powers.  For those rules see the section on psionics. 
  6.12 Vehicle Combat 
  The current Hero rules for vehicle combat don’t make sense to me in a couple of areas.  To fix these issues 
  we will make the following rule changes. 
  6.12.1 Combat Pilot 
  In the current edition of FREd if a pilot does nothing but drive they can make a Combat Pilot roll to remove 
  ALL Size penalties from their DCV.  This does not make any sense to me.  If I am piloting the Death Star 
  and I make my roll my DCV is lower than an X-Wing sitting still!?!  Instead we will apply an optional rule 
  from The Ultimate Vehicle book.  For every point that a pilot makes his Combat Pilot roll they get –1 to the 
  DCV.  Making the roll does NOT eliminate the Size penalty. 
  6.12.2 Going Below A Zero DCV 
  According to the current rules a ship can have at most a 0 DCV.  Again this does not make sense to me.  So 
  this rule is getting discarded.  In other words, the Size mods on DCV can knock a ship to a negative DCV. 
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  6.12.3 Range Adjustments 
  Starships are large and fast.  So that a detailed combat can be conducted on a battlematt I came up with the 
  following change.  When conducting starship combat 1 hex will equal 16” in Hero.  To this end I will force 
  starships to buy all of their movement in increments of 16”.  To find out how far a ship moves on the map 
  simply divide the total movement by 16. 
   
  This change means the range chart needs to be updated for starship combat scales.  To simplify the 
  situation we’ll add +4 to the DCV of all ships then use the following range chart.  This adheres to the rules 
  and should make is easier to play.  The chart can be extended as required.  This chart has also been added 
  to the vehicle Hero Designer Export Template. 
  0” – 1” 
  2” 
  3” – 4” 
  5” – 8” 
  9” – 16” 
  17” – 32” 
  33” – 64” 
  - 
  -2 
  -4 
  -6 
  -8 
  -10 
  -12 
  6.12.4 Vehicles Have Speed 12 
  All vehicles will have a speed of 12 without having to pay the points for it.  This eliminates a lot of issue 
  with vehicles that have different speeds and simplifies formulas used to calculate a vehicles maximum 
  speed.  The Hero Designer Export Template and Vehicle Template will be updated with this change. 
  7 Character Creation Information 
  This section should have most of the information needed for players to create their characters.  If there are 
  any questions please ask. 
  7.1 Good Intentions 
  Characters should have good intentions at all times.  This means the PC should be willing to go out on a 
  limb if it is the “right thing to do” even if it means some self-sacrifice.  This does NOT mean PC must have 
  chiseled features and be named “Dirk Daring”.  PC can be rough and have quite twisted backgrounds.  
  They can even be greedy and self-centered to a limited degree.  The key is that they are not ruthless killers, 
  heartless mercenaries, or loners.  If I think there is a problem with your PC I will talk with you about it.  
  Remember this is a game for a team of players not just one. 
  7.2 Reason For Coming To Archimedes 2 
  At the start of the first game session the PC will be traveling to Archimedes 2.  It is important that the PC 
  have never been to Archimedes 2.  In other words, the PC must be going to Archimedes 2 for the first time.  
  I understand that this is a serious thing to consider when making the story of your PC.  To help out in that 
  department I’ll suggest some reasons why someone might venture to Archimedes 2 for an extended stay. 
   
  � The Mother Lode – Archimedes 2 might be nearly mined out but there are a lot of asteroids around 
  which may be rich in tourite. 
  � Exploring – This is the frontier of space.  It is a place where courageous men can make a stake for 
  themselves and earn a living exploring the unknown. 
  � Getting Away From Somewhere Or Someone – Archimedes 2 is not really close to anything.  It is 
  a very distant colony.  It is a great place to get away from those who might wish to find you… 
  � Going To Meet Someone – There are a lot of interesting folks on the mining colony.  Maybe a 
  friend or two is present? 
  � Wants To Start A Business – If there is a big find or some new discovery the right business could 
  make a mint! 
  7.3 No Stepping On Toes 
  I don’t want to have a situation where one PC overlaps another character with a similar skill set.  For 
  example, it would not be fun if two characters are ace fighter pilots.  In fact, I plan to have a session where 
  the only event is character creation.  This way players can discuss the various arch types and decide what 
  they would like to play.  Working as a group will allow complimentary characters to be created. 
   
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  Here are some of the high-level areas where it would be valuable for there to be some coverage by the PC.  
  Note that an Explorer and/or a Psionics user would be nice but it is not really a requirement. 
  � Combat Monster – It would be good if there is at least one character who can fight at range and one 
  who can fight in HTH combat.  It could be the same person of course. 
  � Face Man – Someone with the Presence based skills.  Trading skills would be right on the mark. 
  � Grease Monkey – Some skills in vehicle repairs, Mechanics, Electronics, etc. 
  � Space Jockey – Someone who can fly ships.  Ground vehicle skills are probably not needed right away. 
  � Tech Whiz – Skills in Electronics, Sciences (various), Systems Operations, Computer Programming, 
  Security Systems, etc.  Any or all of these would be really nice. 
  7.4 GM Character Review Guidelines 
  This section has information on areas where I will be putting more focus when I review PC.  I will let each 
  player know if I have a problem in any of these areas.  This section is very “touchy feely” so please ask me 
  if you have any questions in these areas. 
  7.4.1 Dominates Play By Doing To Much Solo Stuff 
  I’ll be trying to watch out for PC that I feel will dominate play because of too many solo things.  As long as 
  the PC is willing to let the other characters tag along on some solo missions from time to time this will 
  typically not be a problem. 
  7.4.2 Unbalanced In Any Given Area 
  Any character who is unbalanced by either being so overtly gross in one area or another will be reined in.  
  We want people to be good at what they do but if they are too good it can be unbalancing. 
  7.4.3 Unplayable In The Setting 
  I will be on the watch for character which have some aspect that will not work well in the setting.  For 
  example, if the character is a saint that never lies and never wants associate with those under his station 
  they are really not playable on a frontier asteroid mining colony.  ☺ 
  7.5 Points 
  We will be using the Hero Games Systems Fifth Rules Edition (FREd).  The Star Hero (SH) book will be 
  referenced if it is appropriate. 
   
  Characters will be built on the following point levels which are based on Hero Standard setting referenced 
  in FREd.  Note that the top four entries are limits which will be rigidly followed.  The following entries are 
  provided as a reference. 
  Base Points 
  75 
  Maximum Points From Disadvantages 
  55 
  Maximum Points From One Disadvantage Category 
  30 
  Maximum Total Points 
  130 
  Characteristics 
  8 to 20 
  Speed 
  2 to 4 
  Combat Values (CV) 
  3 to 10 
  Damage Class (DC) 
  3 to 10 
  Active Points For Powers 
  10 to 50 
  Skill Points 
  25 to 75 
  Skill Rolls 
  8 to 15 or less 
  DEF / rDEF 
  8 / 2 
   
  The maximum starting Dexterity and Speed are 18 and 4 respectively.  A Dexterity of 20 is allowed with a 
  Speed of 3.  This may be raised with experience and GM approval. 
  7.6 Everyman Skills 
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  The following skills are considered everyman skills for most characters.  These can be tuned by working 
  with the GM. 
  � Acting 
  � AK: Home country, planet, or region of space 
  � Climbing 
  � Concealment 
  � Conversation 
  � Deduction 
  � Native Language 
  � Paramedics 
  � Persuasion 
  � PS: Hobby or job 
  � Shadowing 
  � Stealth 
  7.7 Racial Package Deals 
  Racial package deal must be taken in full or the character will not be considered a member of the race.  
  This is unlike other package deals which are provided for inspiration only.  For more details on these races 
  see the People section. 
  7.8 Environmental Package Deals 
  Environmental package deals should probably be taken in full unless the player comes up with a reason that 
  a particular ability does not apply to their particular character. 
  7.8.1 Heavy Worlder 
  Heavy Worlders are people born on a planet with a heavy gravity.   
  Cost 
  Name 
  Ability 
  1 
  High Gravity Born 
  Environmental Movement (High-G) 
  1 
  Used To High G 
  Armor (2 PD), Only To Protect Against G-Force Damage (-1) 
  2 
  Heavy 
  Knockback Resistance (+4 Body for Knockdown) 
  12 
  Tough, Durable, and Thick 
  Starting/Maximum Change (Strength 13/23, Dexterity 9/19, 
  Constitution 13/23, Body 13/23) 
  7.8.2 Light Worlder 
  Light Worlders are people born on a planet with lower gravity and thin atmosphere.  To mimic a person 
  who was born in space see the Spacer Package Deal. 
  Cost 
  Name 
  Ability 
  1 
  Low Gravity Born 
  Environmental Movement (Low-G) 
  1 
  Adapted To Thin Air 
  Life Support (Expanded Breathing: Can Breathe Thin Atmospheres)  
  [Note that Humans from Mars would not have this ability.] 
  -3 
  Light Touch, Thin, and 
  Fragile 
  Starting/Maximum Change (Strength 8/18, Dexterity 11/21, 
  Constitution 9/19, Body 9/19) 
  7.8.3 Size 
  When talking about small or large creatures I will give details for the levels which are allowed for a PC.  
  There might be NPC races which can be smaller or larger. 
  7.8.3.1 Small 
  7.8.3.1.1 
  Diminutive 
  Character is about one quarter human size. 
  Cost 
  Name 
  Ability 
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  Cost 
  Name 
  Ability 
  20 
  Hard To Hit 
  +4 DCV 
  8 
  Hard To Sense 
  +4 Stealth 
  -30 
  Less Impressive, Short, and 
  Weak 
  Starting/Maximum Change (Strength 0/10, Presence 0/10, Running 
  1”/5”) 
  -10 
  Diminutive 
  Physical Limitation (Frequently / Slightly) 
  7.8.3.1.2 
  Small 
  Character is about one half human size. 
  Cost 
  Name 
  Ability 
  10 
  Hard To Hit 
  +2 DCV 
  4 
  Hard To Sense 
  +2 Stealth 
  -16 
  Less Impressive, Short, and 
  Weak 
  Starting/Maximum Change (Strength 5/15, Presence 5/15, Running 
  3”/7”) 
  -5 
  Small 
  Physical Limitation (Infrequently / Slightly) 
  7.8.3.2 Large 
  7.8.3.2.1 
  Large 
  Character is up to twice human size. 
  Cost 
  Name 
  Ability 
  6 
  Heavy 
  Knockback Resistance (+12 Body for Knockdown) 
  28 
  Greater Strength and 
  Mass 
  Starting/Maximum Change (Strength 15/25, Body 13/23, Presence 
  15/25, Running 12”/16”) 
  4 
  Reach 
  Stretching 1” (Reduced Endurance (0 End; +1/2), Always Direct (-1/4), 
  No Noncombat Stretching (-1/4), No Velocity Damage (-1/4) 
  -5 
  Large 
  Physical Limitation (Infrequently / Slightly) 
  7.8.3.2.2 
  Enormous 
  Character is up to four times human size. 
  Cost 
  Name 
  Ability 
  12 
  Heavy 
  Knockback Resistance (+24 Body for Knockdown) 
  76 
  Greater Strength and 
  Mass 
  Starting/Maximum Change (Strength 40/50, Body 16/26, Presence 
  20/30, Running 18”/22”) 
  9 
  Reach 
  Stretching 2” (Reduced Endurance (0 End; +1/2), Always Direct (-1/4), 
  No Noncombat Stretching (-1/4), No Velocity Damage (-1/4) 
  -15 
  Enormous 
  Physical Limitation (Frequently / Greatly) 
  7.8.4 Space Born (“Spacer”) 
  People born or raised in little to no gravity. 
  Cost 
  Name 
  Ability 
  4 
  Space Born 
  Environmental Movement (Zero G) 
  5 
  Feet As Useful As Hands 
  Extra Limbs (Feet) 
  -4 
  Less Muscle Mass 
  Starting/Maximum Change (Strength 8/18, Constitution 9/19) 
  -10 
  Cannot Move Well In 
  Normal Gravity 
  Physical Limitation (Frequently / Slightly, suffers –2 to all Dexterity 
  and Strength rolls in normal gravity) 
  7.9 Job Package Deals 
  Job package deals are provided purely for inspiration.  The only time this is not true is with Fringe Benefits.  
  In this case that part of the package would be required. 
  7.9.1 GeneCrux Psi Operative 
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  Cost 
  Ability 
  2 
  KS: GeneCrux 
  2 
  PS: GeneCrux Psi Operative 
  2 
  SS: Psionics 
  3 
  Persuasion, Shadowing, Streetwise, or Trading 
  3 
  Fringe Benefit: Employed Psi 
  20 
  Various Psionic Powers 
  -10 
  Hunted By GeneCrux 8- (More Powerful , NCI, Watching Only) 
  -10 
  Social Limitation: Occasionally Subject To Orders (Occasional / Major) 
  7.9.2 Grease Monkey 
  Your basic star ship mechanic. 
  Cost 
  Ability 
  6 
  Electronics (Several categories including Star Ship) 
  3 
  Mechanics 
  2 
  PS: Mechanic 
  4 
  Systems Operation (At least two Categories) 
  2 
  TF (TC Space Vehicles) 
  7.9.3 Registered Terran Confederacy Pilot 
  How to buy your basic hot shot. 
  Cost 
  Ability 
  3 
  Combat Piloting 
  2 
  Navigation (Space) 
  2 
  PS: Pilot 
  2 
  PS: Zero G Training 
  2 
  Systems Operation (Choose area.) 
  2 
  TF (TC Space Vehicles) 
  2 
  WF (Star Ship Weapons) 
  2 
  Fringe Benefit (Registered Pilot) 
  7.9.4 Space Merchant 
  I got a bunch of real estate to sell ya!  CHEAP!  Don’t worry it’s not THAT far out the way… 
  Cost 
  Ability 
  2 
  AK: Trading Area 
  1 
  Familiarity with Bureaucratics 
  3 
  High Society or Streetwise 
  3 
  Trading 
  2 
  TF (TC Space Vehicles, Common Hovercraft Vehicles, or Common 
  Motorized Ground Vehicles) 
  7.10 Changes To Existing Rules 
  This section contains changes the will be made to the rule provided in FREd. 
  7.10.1 Skills 
  Unless specifically noted it is NOT a requirement to buy specific alien race versions of each skill.  That 
  would get very cumbersome and for a Space Opera style setting I do not think it is a requirement. 
  7.10.1.1 
  Computer Programming 
  Computer Programming is more important in a Star Hero setting so it will be purchased just like Systems 
  Operation using the following chart.  Thus the cost is 2 pts for one category plus 2 pts for each addition 
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  category and/or 1 pt for each subcategory.  (This skill is only used for programming.  Get Electronics for 
  the hardware skill.) 
  � Standard Computers – May be purchased as a group. 
  o Handheld Computers 
  o Portable Computers 
  o Workstations 
  o Mainframes and Supercomputers 
  � Computer Networks – May be purchased as a group. 
  o Local Networks 
  o Planetary Networks 
  � Artificial Intelligence – Must be purchased separately. 
  � Biological Computers – Must be purchased separately. 
  7.10.1.2 
  Electronics 
  Electronics is purchased exactly like Systems Operation.  As the skill is very valuable it must be purchased 
  in various segments.  This is a copy of the Systems Operation table with minor corrections and additions 
  specific to Electronics.  Thus the cost is 2 pts for one category plus 2 pts for each addition category and/or 
  1 pt for each subcategory.  (Security Systems and Weaponsmith cover areas not addressed in this chart.) 
  � Basic Systems – May be purchased as a group. 
  o Basic Electronics and Electrical Devices – Simple outlets, etc. 
  o Battery Devices and Power Plants 
  � Communications And Sensors – May be purchased as a group. 
  o Telephones, Cell, Digital Comms, and Radios 
  o Handheld Sensors 
  o Broadcast or Satellite Equipment 
  o Near FTL Comms – This is the subcategory used in ship communications. 
  o Communication Jamming Gear 
  � Computers – May be purchased as a group. 
  o Handhelds, Workstations, and Supercomputers 
  o Artificial Intelligence 
  � Medical Tech, Cybernetics, And Robotics – May be purchased as a group. 
  o Surgical Devices 
  o Cybernetics Or Replacement Tech 
  o Robotics 
  � Star Ship – May be purchased as a group. 
  o Avionics 
  o Engines 
  o Life Support 
  o Shields 
  7.10.1.3 
  Gambling 
  Face Of Emoch is considered a card game. 
  7.10.1.4 
  Knockback Resistance 
  Since we are using knockdown rules this power is less effective and does not have the same point cost.  To 
  fix that issue Knockback resistance costs 1 pt for +2 Body when determining if a target is knocked down. 
  7.10.1.5 
  Languages 
  Most of the galaxy speaks common language known as Pangalactic.  This is considered free for PC born in 
  a common setting.  For those born in a sheltered world their native tongue would be based on their race. 
   
  Note that there is no language familiarity chart.  All languages are considered unique.  This simplifies the 
  rules.  Cicadian costs +2 points and if the speaker does not have antenna their speaking ability is two less 
  than they purchase. 
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  7.10.1.6 
  Navigation 
  Navigation includes the subcategories of Flux and Space in addition to the regular ones.  Space and Flux 
  must be purchased separately. 
  7.10.1.7 
  Professional Skill 
  There is a new PS called Zero G Training. 
  Cost 
  Name 
  Ability 
  2 
  PS:Zero G Training 
  Simple tasks can be accomplished without the normal –3 penalty. For difficult 
  tasks or in a difficult environment a PS:Zero G Training roll is made the 
  character can perform the action without the –3 skill roll penalties.  If PS:Zero 
  G Training is bought to a full characteristic roll it is considered Dexterity 
  based. 
  7.10.1.8 
  Skill Levels 
  Overall Levels are not allowed.  All other Skill and Combat levels will be allowed. 
  7.10.1.9 
  Systems Operation 
  I customized these charts instead of using the complicated ones from SH..   
  � Communication Systems – May be purchased as a group. 
  o Telephone, Cellular, Digital, Radio, Broadcast, Or Satellite 
  o Near FTL 
  � Environmental Systems – May be purchased as a group. 
  o Life Support Systems, Personnel, and Recreation Systems 
  � Medical Systems – May be purchased as a group. 
  o Medical Sensors 
  o Surgical Equipment 
  � Sensor Systems – May be purchased as a group. 
  o Handheld Sensors 
  o Near FTL Sensors 
  � Shields – May be purchased as a group. 
  o Starship Shields 
  � Weapons – Must be purchased separately.  (Note that only missile weapons need Systems 
  Operation.  Beam ship weapons require a Weapon Familiarity.) 
  o Missiles 
  7.10.1.10 
  Transport Familiarity 
  Transport Familiarity will be expanded to include the following categories.  Note that the pilot must define 
  the race of the craft when buying the familiarity for any of the Space Vehicle options.  That means Terran 
  Confederacy, Va Rulen, etc.  If a user does not have the correct racial Transport Familiarity but they have 
  the correct craft category associated control rolls are at –3.  If the user does not have the correct category 
  the control roll is at an additional –3. 
   
  � Common Hovercraft Vehicles – Can be purchased as a group. 
  o Hovercrafts 
  � Air Vehicles – Can be purchased as a group.  (This is a change to the normal rules.) 
  � Water Vehicles – Can be purchased as a group.  (This is a change to the normal rules.) 
  � Space Vehicles – Can be purchased as a group. 
  o Personal Use Spacecraft – Yachts, shuttles, etc. 
  o Commercial Spacecraft – Transports, freighters, etc. 
  o Industrial Spacecraft – Miners, station builders, etc. 
  � Military Space Vehicles – Can be purchased as a group. 
  o Small Spacecraft – Fighters. 
  o Medium Spacecraft – Frigates, etc. 
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  o Heavy Spacecraft – Destroyers, etc. 
  � Massive Space Vehicles – Must be purchased individually. 
  o Colonization Ships 
  o Space Stations 
  7.10.1.11 
  Weapon Familiarity 
  There are some new categories and subcategories to consider.  Note that the existing categories and 
  subcategories still apply. 
  � Common Melee Weapons – May be purchased as a group. 
  o Laser Sword 
  o Split Tongue 
  o Stun Stick 
  o Vibro Weapons 
  � Uncommon Melee Weapons – Must be purchased separately.  See the weapon list for a complete 
  list of Unusual Melee Weapons. 
  o Electro-Whip 
  o Rake’s Maw 
  � Small Arms – May be purchased as a group. 
  o Gauss Guns 
  o Gyrojet Guns 
  � Beam Weapons – May be purchased as a group.  Note that slug throwing science fiction weapons 
  fall under Small Arms. 
  o Blasters 
  o Lasers 
  � Heavy Weapons – Must be purchased separately.  See the weapon list for a complete list of 
  Heavy Modern Weapons. 
  o Heavy Lasers 
  o Mini Rocket Guns 
  � Battlesuits – Must be purchased separately. 
  � Vehicle Weapons – Must be purchased separately.  See the weapon list for a complete list of 
  Vehicle Weapons. 
  o Large Auto Laser 
  � Star Ship Weapons – Must be purchased separately.  See the weapon list for a complete list of 
  Star Ship Weapons.  
  o Ion Cannons 
  o Plasma Guns 
  7.10.1.12 
  Weaponsmith 
  Weaponsmith should include Beam Weapons, Battlesuits, Vehicle Weapons, and Starship Weapons 
  categories as defined above. 
  7.10.2 Perquisites 
  7.10.2.1 
  Computer Link 
  This section details that various Computer Link Perks which can be purchased. 
  Cost 
  Name 
  Ability 
  3 
  Local Shipping Manifests 
  Unlimited access to data in question. 
  5 
  Local Law Enforcement Database 
  Unlimited access to data in question. 
  5 
  Minor Corporation Database 
  Unlimited access to data in question. 
  7 
  Major Corporation Database 
  Unlimited access to data in question. 
  7 
  Regional Law Enforcement Database 
  Unlimited access to data in question. 
  10 
  Bank Database 
  Unlimited access to data in question. 
  10 
  Terran Confederacy Intelligence Database 
  Unlimited access to data in question. 
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  Cost 
  Name 
  Ability 
  10 
  Terran Confederacy Military Database 
  Unlimited access to data in question. 
  7.10.2.2 
  Fringe Benefits 
  List of the possible Fringe Benefits which can be taken.  If you don’t see something on these lists that fits 
  what you want to do please ask!  We aim to please!  ☺ 
  7.10.2.2.1 GeneCrux Psi Operative 
  This table describes the various GeneCrux Fringe Benefits. 
  Cost 
  Name 
  Ability 
  1 
  Registered Psi 
  Psi has been registered and the levels of their powers have been tested and 
  confirmed.  Psi has a card that confirms their power levels for personal 
  employment opportunities.  They are not covered by GeneCrux in any 
  professional fashion. 
  3 
  Employed Psi 
  Psi has been registered and the levels of their powers have been tested and 
  confirmed.  Psi has a card that confirms their power levels for personal 
  employment or employment from GeneCrux.  Psi can be sent on official 
  GeneCrux missions and projects.  A mid level pay scale is present as is job 
  insurance. 
  5 
  Psi Cop 
  Psi has been registered and the levels of their powers have been tested and 
  confirmed.  Psi has a card that confirms their power levels and employment 
  with GeneCrux.  Psi is often sent on official GeneCrux missions and projects 
  which may include other GeneCrux operatives.  A high level pay scale is 
  present as is job insurance. 
  10 
  Psi Cop Commander 
  Psi has been registered and the levels of their powers have been tested and 
  confirmed.  Psi has a card that confirms their power levels and employment 
  with GeneCrux.  Psi is in command of a group of Psi Cops.  Can promote Psi 
  employees to Psi Cop status.  A very high level pay scale is present as is job 
  insurance. 
  15 
  GeneCrux CEO 
  Corporate CEO of GeneCrux.  Has vast resources and information at their 
  fingertips.  Access to many psionic operatives in various roles and positions.  
  Includes permanent guard.  Very wealthy pay scale. 
  7.10.2.2.2 Terran Confederacy Certifications 
  This table describes the various Terran Confederacy Fringe Benefits. 
  Cost 
  Name 
  Ability 
  1 
  TCPA Registered Craft 
  Vehicle which is approved for use by the TCPA.  This can be 
  added to just about any ship even those of alien origin.  A minor 
  inspection is needed. 
  2 
  TCPA Registered Pilot 
  Can pilot registered star ships for pay.  This requires a yearly 
  renewal test to maintain. 
  3 
  Registered Data Carrier 
  Can carry registered Fed data for payment.  Requires yearly 
  renewal. 
  3 
  Local Police Powers 
  Ability to arrest or detain people in a local area.  Includes limited 
  ability to control personnel and equipment. 
  8 
  Regional Police Powers 
  Ability to arrest or detain people in a given system.  Includes 
  greater ability to control personnel and equipment. 
  5 
  Local Judge 
  Ability to convict or release those arrested in a local area. 
  8 
  Regional Judge 
  Ability to convict or release those arrested in a given system. 
  2 
  Local Political Representative 
  Provides local political powers over a given region.  
  Representative can alter how Fed funds are distributed in their 
  region of influence. 
  5 
  Regional Political Representative 
  Provides political powers over a larger region of space.  Funds at 
  their command are much larger.  Can help appoint lower political 
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  Cost 
  Name 
  Ability 
  reps. 
  10 
  Presidential Cabinet Member 
  Provides vast political power over all Terran Confederacy 
  actions.  Massive power to control funds and how they are 
  distributed.  Consults the President. 
  15 
  Confederacy President 
  Arguable the most powerful political position in the known 
  �egaverse.  Ability to appoint cabinet members.  Major influence 
  on military and intelligence actions. 
  1 
  Former Fed Navy Member 
  Former Fed Navy member.  This gives the user access to low 
  security bases and possible pensions. 
  2 
  Fed Navy Member 
  Low ranking Navy personnel (i.e. E-1 through E-5 or O-1 
  through O-2).  Gives access to low security areas or specific high 
  security areas based on position.  Includes low level of pay. 
  5 
  Fed Navy Officer 
  Middle ranked Navy officer (i.e. E-6 through E-9 and O-3 
  through O-4).  This level includes Chiefs and those in similar 
  positions.  Gives access to most high level security areas in their 
  current assignment.  Can recommend advancements in rank.  
  Includes higher level of pay. 
  10 
  Fed Navy Captain 
  High ranking Navy officer (i.e. O-5 through O-7).  Gives access 
  to all security locations and control over positioning of military 
  forces in a given region.  Can increase rank of those in lower 
  positions.  Includes high level of pay. 
  15 
  Fed Navy Admiral 
  Massive control of entire Terran Confederacy fleet (i.e. O-8 and 
  O-9).  Includes access to all security locations.  Includes a 
  personal guard as well as appointment of lower Navy positions or 
  Navy awards.  Includes very high level of pay. 
  3 
  TCPA Technical Lead 
  This person has access to important TCPA data in some form.  
  They could be a secretary of the Port Director, a traffic control 
  coordinator, or an advanced repair person.  Limited salary. 
  5 
  TCPA Manager 
  Manages a group of personnel in a given star port.  Access to 
  almost everything in the port environs.  Limited control of 
  personnel.  Greater salary. 
  8 
  TCPA Port Director 
  Manages entire star port.  Large control over all local personnel.  
  Ability to restrict travel to and from a star port.  Large salary. 
  10 
  TCPA Board Member 
  Vast control over TCPA resources and personnel.  Can make 
  large policy decisions for the organization.  Large salary and 
  support staff. 
  7.10.2.3 
  Money 
  We will use the simple rules in the sidebar of FREd.  If you have questions about what this will mean for 
  your character and his starting equipment we can work it out. 
  7.10.3 Talents 
  7.10.3.1 
  Combat Luck 
  May not be purchased. 
  7.10.3.2 
  Environmental Movement 
  Note that the gravity related Environmental Movements only counteract the skill roll and CV penalties.  
  They do not correct Encumbrance issues. 
  7.10.3.2.1 Zero G 
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  Note that this ability is different than Zero Gravity Training.  That is a Professional Skill.  This is used for 
  folks who were born and raised in space. 
  Cost 
  Name 
  Ability 
  4 
  Space Born 
  Negates –3 penalty to all skill rolls and CV. 
  7.10.3.2.2 Low G 
  Cost 
  Name 
  Ability 
  1 
  Low Gravity Born 
  Negates –1 penalty to all skill rolls and CV. 
  3 
  Low Gravity Born 
  Negates –2 penalty to all skill rolls and CV. 
  7.10.3.2.3 High G 
  Cost 
  Name 
  Ability 
  1 
  High Gravity Born 
  Negates the –1 penalty to all skill rolls and CV. 
  7.10.3.2.4 Water 
  Cost 
  Name 
  Ability 
  3 
  Water Born 
  Negates the –2 penalty to all skill rolls and CV. 
  7.10.4 Powers 
  7.10.4.1 
  Damage Reduction 
  We will not be available for use by the players but it might be used for defensive technological devices. 
  7.10.4.2 
  Life Support 
  Disease and Immunity costs will be lowered.  Instead of 10 points each for these immunities the system 
  will work like the following: 
  Points 
  Immunity to 
  Example 
  1 
  Any one toxin or disease type. 
  Cobra venom. 
  3 
  Any related group of toxins or diseases. 
  Animal venoms. 
  5 
  All toxins or diseases. 
  All toxins. 
  10 
  All toxins and diseases. 
  All toxins and diseases. 
  7.10.4.3 
  Luck 
  We will be using one of the Luck options listed in FREd.  I’ll repeat it here for clarity.  If it does not work 
  well we may change it along the way.  ☺ 
   
  At the beginning of a scenario the player rolls his Luck dice and counts the Body.  The number of Body is 
  the number of times the player may re-roll during the game to get a better result.  If the result is not better 
  the player can roll again until a better result is achieved.  If a roll is at a maximum value it can’t be affected 
  by Luck.  Note that Luck can modify ANY roll in the game but it must be declared before the GM moves 
  on to the next person or the next scene.   
   
  Here is a brief example.  Dirk Daring has two dice of Luck.  He rolls a 6 and a 1.  Thus he has two pips of 
  Luck for the adventure.  During the session Dirk attempts to make a piloting roll between two asteroids.  
  He needs a modified 8 or less roll.  TOUGH!  He rolls a 12.  Dirk decides to use some Luck and rolls again.  
  On his first roll he gets a 13.  Dirk continues to roll until he beats the 12.  Eventually the player rolls an 8, 
  which is less than 10, and succeeds! 
  7.10.4.4 
  Regeneration 
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  The 4th edition rules for Regeneration will be used with a slight modification.  The old rules are really 
  simple so I will not go into a lot of detail.  Here is how it looks.  To move the Regeneration down the Time 
  Chart apply –1/4 Limitation per move. 
   
  Points 
  Effect 
  10 
  Regenerate 1 Body per Turn 
  +10 
  +1 Body per Turn 
  +5 
  Can Regenerate Limbs 
  7.10.4.5 
  Starting/Maximum Change 
  If a characteristic or movement starting value and maximum value are raised the cost is 1 point per point 
  that is raised.  If the starting and maximum value for Dexterity is raised by 2 this costs 6 points.  In this 
  case the new starting/maximum value for the character is 12/22.  The same logic is applied for lowered 
  values.  If a race is particularly unhealthy they might suffer –3 to their starting and maximum Constitution.  
  This would be worth –6 points.  The race would end up with a starting/maximum value of 7/17.  On each 
  package this is denoted with an entry using the name “Starting/Maximum Change”. 
  7.10.5 Disadvantages 
  7.10.5.1 
  Distinctive Features 
  Distinctive Features can’t be taken unless the characters is incredibly marked in some fashion.  With aliens 
  around it is hard to be “distinctive”. 
  7.10.6 Advantages 
  7.10.6.1 
  Adjustable Defense 
  This is a new advantage for defensive powers.  Like Fragmenting Defense I got the idea from a Digital 
  Hero article then tweaked it a bit.  Here is how it works. 
  7.10.6.1.1 Adjustable Defense 
  For a +1/2 advantage on a defensive power the user may spend a half phase to move up to half of the points 
  in a given defense from PD to ED or from ED to PD.  For example, if a user has a 10 PD/10 ED Force 
  Field they could move 5 of the PD to ED.  This would give them shield a 5 PD/15 ED Force Field. 
  7.10.6.1.2 Faceable Defense 
  On defenses which are defined as having multiple facings the advantage can be applied for at a +1/4 level.  
  In this case the user can spend a half phase and move the defense gained from one power to another power 
  which is protecting a different facing.  Up to half of the given points may be moved in this fashion.  This is 
  used to mimic star ship shields which can be adjusted from one facing to another.  For example, a star ship 
  has 20 ED shields on four facings (i.e. front, left, right, rear).  By spending a half phase a user could make 
  the front facing 30 ED and the rear facing 10 ED. 
  7.10.6.2 
  Autofire 
  We will be using the 4th Edition effects regarding OCV.  A 5 shot blast gets +2 OCV and a 10 shot or more 
  blast gets +4 OCV. 
  7.10.6.3 
  Damage Shield 
  Damage Shield is now a +1 advantage but the user is NOT forced to make the power Constant first.  This 
  reduces the overall cost from essentially +1 ½ to simply +1. 
   
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  50
  
   
  To facilitate this change in Hero Designer I’ve added split Constant into two parts.  There is now Constant 
  Without Damage Shield for +1 and Constant With Damage Shield for +1/2.  This resolves the issue but 
  leaves all of the HD functionality. 
  7.10.6.4 
  Inherent 
  We will not be using this advantage.  As drains are not common it does not make sense to use Inherent.  It 
  also complicates things unnecessarily. 
  7.10.7 Limitations 
  7.10.7.1 
  Fragmenting Defense 
  This is a new limitation that can be taken on defensive powers.  It is used to reflect a defense that chips 
  away as it is struck.  In essence this is a very specific form of the Side Effect limitation.  I got the idea from 
  an article in Digital Hero and modified it to suit my needs. 
   
  Fragmenting is a base –1 limitation.  When struck a fragmenting defense loses 1 point of PD or ED based 
  on the attack type.  For every point of Body done that exceeds the defenses given by the power an 
  additional point of PD or ED must be removed.  The adjustment in the defense is done after the effects of 
  the damage are applied.  Here is a brief example.  An energy attack that does 8 Body hits a 10 PD/10 ED 
  Force Field.  No Body gets through and the target gets to use the full 10 ED for soaking the damage.  After 
  the attack the Force Field is considers 10 PD/9 ED.  If the attack did 12 Body the resulting Force Field 
  would be 10 PD/7 ED. 
   
  At the end of each turn the power recovers 1 point of PD or ED.  The recovery rate can be changed by 
  moving up or down the time chart.  For each move up the chart a –1/4 additional limitation is granted.  For 
  each move down the chart a +1/4 move is made in the value of the limitation. 
  7.11 Starting Equipment 
  Starting equipment will be determined with the GM.  We will work on the gear that make sense for your 
  character.  If you want to have a lot of gear the Money ability must be purchased. 
  7.12 Cost Chart 
  This section contains a very basic cost chart for stuff that is not already priced in another section.  The goal 
  here is to capture costs at a high level so everyone knows what to expect.  This chart assumes the person is 
  able to acquire the goods in question through legal means.  For illegal sales of any kind the cost would 
  increase roughly 200 to 300% depending on the situation.  Adjustments in rates apply when items or 
  services are needed quickly or at a very high quality level.  Additional features also raise the price.  Long 
  term deals or good bargaining skills can reduce the costs. 
   
  Item Or Service 
  Cred Cost 
  Food Costs 
   
  Q’Zoon Gak Joy Meal 
  2 
  Restaurant Meal 
  10 
  Elegant Meal 
  20 and up 
  Hotel Fees 
   
  Slot Shop 
  25 per day 
  Cozy Quarters Standard Room 
  50 per day 
  Fancy Hotel Suite 
  100 and up per day 
  Miscellaneous Gear 
  * Tool kits raise skill rolls if they can be used.  For the cost listed a user 
  gains +1 to a single type of skill roll.  Using a compact tool kit the user 
  can gain at most a +2 to the roll.  Using a stationary tool kit (aka a lab) 
  the user can gain up to +3 on a roll.  For each plus above +1 double the 
  cost of the kit. 
  Star Aria 
   
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  51
  
   
  Computer Gear, Standard 
  1000 to 5000 
  Computer Gear, High End 
  5000 to 10000 
  Electronic Gear, Standard 
  50 to 2000 
  Electronic Gear, High End 
  2000 to 5000 
  Tool Kit, Stationary 
  1000 * 
  Tool Kit, Compact 
  2000 * 
  Tourite Power Cell 
  100 
  Transportation Rates 
   
  Hovercab Fare 
  10 + 1 per km 
  In Planet Trip 
  100 to 500  
  In System Trip 
  500 to 1000 
  Multiple Flux Gate Trek 
  1000 per flux gate plus In System Trip costs 
  Vehicle Costs 
  This section is heavily modified by additional features, luxury, 
  condition, and commonality. 
  Beckworth Hoverboard 3000 
  2500 
  Harley Hoverbike 
  5000 
  Japanaline Hovercommuter 
  15000 
  Beckworth Hovertransport 
  40000 
  Cruise Air Personal Jet 
  250000 
  Short Range Shuttle 
  500000 
  Medium Range Pod 
  1000000 
  Medium Range Transport 
  3000000 
  Medium Range Luxury Ship 
  5000000 and up 
  Long Range Cargo Hauler 
  5000000 
  Long Range Liner 
  8000000 and up 
  Vehicle Services 
  * This section is adjusted by the size of the vehicle.  To get the cost 
  simply multiple the Size characteristic + 1 by the number below to get 
  the cost.  Complex or specialized components could add to the cost in 
  the maintenance area.  Similar services for hover vehicles are 10x less 
  expensive. 
  Starship Berthing 
  100 per day * 
  Starship Refueling 
  500 * 
  Starship Maintenance, Basic 
  100 per Body repaired * 
   
  7.13 Weapons – General Information 
  Note that these tables are a sampling that should cover all of the bases.  If you want something that is not 
  on this chart let me know.  The headers are defined in FREd. 
   
  I have added back the Size category from DI.  This value is used as a modifier on Perception and 
  Concealment rolls when attempting to hide the weapon.  Note that most energy weapons break down to 
  about 1/3 of their listed size for ease in transportation.  The listed size is for an assembled version of the 
  weapon which is ready to fire. 
   
  Weapons that suppress affect high-tech devices and weapons.  High-tech energy weapons can be bought 
  with military grade shielding which adds 15 points of Power Defense.  This raises the cost of the weapon 
  by 50%.  
   
  The Cred Cost field is the weapon cost.  It costs a set amount for a tourite power cell.  Other physical 
  rounds add an additional cost.  See the Notes column for details in these cases. 
  7.14 Weapons – Melee 
   
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  Name 
  OCV 
  Dam 
  Stun 
  X 
  Str 
  Min 
  Shots 
  Size 
  Cred 
  Cost 
  Notes 
  Axes/Picks 
   
   
   
   
   
   
   
   
  Hatchet 
  0 
  1d6+1 
  0 
  10 
  N/A 
  5 
  10 
  Can be thrown. 
  Battle Axe 
  -1 
  2d6 
  0 
  13 
  N/A 
  8 
  50 
  1 ½ Handed. 
  Pick 
  0 
  1d6 AP 
  0 
  11 
  N/A 
  10 
  40 
   
  Clubs 
   
   
   
   
   
   
   
   
  Stick 
  0 
  2d6N 
  N/A 
  5 
  N/A 
  3 
  0 
   
  Club 
  0 
  4d6N 
  N/A 
  10 
  N/A 
  6 
  0 
   
  Great Club 
  0 
  6d6N 
  N/A 
  15 
  N/A 
  10 
  10 
  2 Handed. 
  Stun Stick 
  0 
  2d6N + 
  6d6 N E 
  N/A 
  5 
  30 
  3 
  400 
  Energy damage is electrical 
  in nature.  Electricity causes 
  non-shielded electronic gear 
  to suffer a 6d6 Suppress. 
  Swords/Knives 
   
   
   
   
   
   
   
   
  Knife 
  +1 
  ½d6 
  0 
  6 
  N/A 
  1 
  10 
  Can be thrown. 
  Dagger 
  +1 
  1d6-1 
  0 
  8 
  N/A 
  3 
  25 
  Can be thrown. 
  Broad Sword 
  +1 
  1d6+1 
  0 
  13 
  N/A 
  10 
  100 
   
  TC Laser Sword 
  +1 
  3d6 PE 
  0 
  8 * 
  60 
  seconds 
  * 
  4/10 
  * 
  10000 
  Strength does not add to 
  damage.  The weapon may 
  be extended for up to 60 
  seconds on a single cell.  
  Size changes when blade 
  extended.  If used to Block 
  weapon damage is done to 
  attacker. 
  Trogillian Split 
  Tongue 
  0 
  1 ½d6 
  0 
  13 
  N/A 
  12 
  200 
  1 ½ Handed. 
  VR Vibro-Blade 
  +1 
  1d6-1 
  AP* 
  0 
  6 
  30 
  4 
  500 
  Can be thrown, AP only 
  applies when a charge is 
  used. 
  VR Vibro-
  Sword 
  +1 
  1d6+1 
  AP* 
  0 
  13 
  30 
  11 
  1500 
  AP only applies when a 
  charge is used. 
  Pole Arms 
   
   
   
   
   
   
   
   
  Javelin 
  0 
  1d6+1 
  0 
  10 
  N/A 
  10 
  10 
  Can be thrown. 
  Spear 
  -1 
  1 ½d6 
  0 
  10 
  N/A 
  13 
  25 
  1 ½ Handed. 
  Unusual 
   
   
   
   
   
   
   
   
  Quarterstaff 
  +1 
  4d6N 
  N/A 
  10 
  N/A 
  10 
  10 
  2 Handed. 
  Trogillian 
  Rake’s Maw 
  0 
  1d6 
  +1 
  13 
  N/A 
  8 
  200 
  1 ½ Handed. 
  VR Electro-
  Whip 
  0 
  1d6 + 
  6d6N E 
  0 / 
  N/A 
  9 
  30 
  6 
  1500 
  RP on killing damage, 
  weapon can be used to grab, 
  energy damage is electrical 
  in nature.  Electricity causes 
  non-shielded electronic gear 
  to suffer a 6d6 Suppress.  
  Note that if the target is 
  grabbed the electricity 
  damage can be applied 
  without the character 
  spending an action (i.e. it is 
  continuous). 
  7.15 Weapons – Muscle Powered Ranged Weapons 
   
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  Name 
  OCV 
  Rng 
  Mod 
  Dam 
  Stun 
  X 
  Str 
  Min 
  Shots 
  Size 
  Cred 
  Cost 
  Notes 
  Darts 
  0 
  0 
  ½d6 
  0 
  5 
  9 RC 
  0 
  2 
  Range Based On 
  Strength. 
  Med Bow 
  0 
  0 
  1d6+1 
  0 
  9 
  10 RC 
  10 
  200 
  2 Handed, Str Min does 
  not add to damage, 5 
  cred per shot. 
  Med Longbow 
  0 
  +1 
  1 ½d6 
  0 
  14 
  10 RC 
  12 
  400 
  2 Handed, Str Min does 
  not add to damage, 5 
  cred per shot. 
  7.16 Weapons – Firearms 
   
  Name 
  OCV 
  Rng 
  Mod 
  Dam 
  Stun 
  X 
  Str 
  Min 
  Shots 
  Cred 
  Cost 
  Notes 
  Small Arms 
   
   
   
   
   
   
   
   
   
  10mm Colt Auto 
  0 
  0 
  1 ½d6 
  +1 
  8 
  10 
  5 
  1000 
  Uses Gyrojet 
  rounds. 
  Colt Hunter Rifle 
  +1 
  +2 
  2d6+1 
  +1 
  15 
  10 
  12 
  1500 
  2 Handed, uses 
  Gyrojet rounds. 
  Colt M-25 Assault 
  Rifle 
  +2 
  +1 
  2d6 
  +1 
  12 
  30 
  13 
  2500 
  AF5, 2 Handed, 
  uses Gyrojet 
  rounds. 
  Winchester 
  Shotgun – Full 
  +2 
  +1 
  2 ½d6 
  +1 
  10 
  5 
  12 
  1000 
  RR, RP, 2 
  Handed. 
  Winchester 
  Shotgun – Sawed 
  +2 
  -2 
  2 ½d6 
  +1 
  9 
  5 
  8 
  1000 
  RR, RP, 2 
  Handed. 
  Gauss Pistol 
  +2 
  +1 
  1d6+1 AP 
  -1 
  10 
  240/60 
  6 
  2000 
  AF5, shots 
  comprised of 
  battery/metal 
  rounds.  Metal 
  rounds cost 2 per 
  shot. 
  Gauss Rifle 
  +2 
  +2 
  2d6 AP 
  -1 
  10 
  480/120 
  13 
  3500 
  AF10, 2 Handed, 
  shots comprised 
  of battery/metal 
  rounds.  Metal 
  rounds cost 2 per 
  shot. 
  Beam Weapons 
   
   
   
   
   
   
   
   
   
  TC Holdout Blaster 
  -1 
  0 
  1d6+1 E / 
  4d6 N E 
  0 / 
  N/A 
  6 
  30 
  3 
  2000 
  Weapon has two 
  settings (i.e. kill 
  and stun).   
  TC Blaster Pistol 
  0 
  0 
  2d6 E / 
  6d6N E 
  0 / 
  N/A 
  8 
  30 
  6 
  3000 
  Weapon has two 
  settings (i.e. kill 
  and stun).  Very 
  common. 
  TC Blaster Carbine 
  0 
  +1 
  2 1/2d6 E 
  / 7d6 N E 
  0 / 
  N/A 
  8 / 
  10 * 
  30 
  9 
  4000 
  Weapon has two 
  settings (i.e. kill 
  and stun).  Used 
  in two hands the 
  Str Min is 8. 
  TC Blaster Rifle 
  0 
  +2 
  3d6 E / 
  9d6N E 
  0 / 
  N/A 
  10 
  30 
  12 
  5000 
  2 Handed.  
  Weapon has two 
  settings (i.e. kill 
  Size 
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  Name 
  OCV 
  Rng 
  Mod 
  Dam 
  Stun 
  X 
  Str 
  Min 
  Shots 
  Size 
  Cred 
  Cost 
  Notes 
  and stun). 
  TC Auto Blaster 
  Rifle 
  0 
  0 
  3d6 E / 
  10d6N E 
  0 / 
  N/A 
  12 
  30 
  13 
  7500 
  AF5, 2 Handed.  
  Weapon has two 
  settings (i.e. kill 
  and stun). 
  VR Laser Pistol 
  +1 
  +2 
  3d6 E 
  0 
  7 
  30 
  6 
  3000 
  No KB, can be 
  blocked by 
  smoke, very 
  common. 
  VR Laser Rifle 
  +1 
  +4 
  4d6 E 
  0 
  9 
  30 
  12 
  5000 
  2 Handed, no KB, 
  can be blocked by 
  smoke. 
  VR Auto Laser 
  Rifle 
  +1 
  +2 
  3 ½d6 E 
  0 
  11 
  60 
  14 
  7500 
  AF5, 2 Handed, 
  no KB, can be 
  blocked by 
  smoke.  There are 
  two tourite cells in 
  this laser.  Each 
  cell adds 30 shots. 
  VR UV Laser 
  Sniper 
  +2 
  +6 
  4d6 E AP 
  IPE 
  0 
  11 
  30 * 
  12 
  15000 
  2 Handed, no KB, 
  can be blocked by 
  smoke, each shot 
  expends two 
  charges.  Weapon 
  is invisible to 
  normal sight.  
  (Note that this is a 
  version without a 
  sight.  It is VERY 
  common for this 
  weapon to also 
  include a sight.) 
  Heavy Weapons 
   
   
   
   
   
   
   
   
   
  TC Anti Armor 
  Rocket 
  0 
  +1 
  4d6 EX 
  +1 
  12 
  1 NR 
  12 
  3000 
   
  TC Magnetic 
  Grenade Launcher 
  0 
  0 
  Per 
  Grenade * 
  N/A 
  10 
  30 
  10 
  4000 
  2 Handed.  Allows 
  user to hurl 
  grenades at 
  Strength 50 (60”). 
  Trogillian Mini 
  Rocket Gun 
  0 
  +1 
  3d6 EX 
  +1 
  14 
  30 
  14 
  10000 
  AF3, 2 Handed. 
  TC Hvy Laser 
  +1 
  +4 
  5d6 E 
  0 
  12 
  60 
  15 
  18500 
  AF5, 2 Handed, 
  no KB, can be 
  blocked by 
  smoke.  There are 
  two tourite cells in 
  this laser.  Each 
  cell adds 30 shots. 
  Vehicle Weapons 
   
   
   
   
   
   
   
   
   
  Lrg Anti Vehicle  
  Laser 
  +1 
  +4 
  6d6 E 
  0 
  N/A 
  30 
  N/A 
  22500 
  AF5, 2 Handed, 
  no KB, can be 
  blocked by 
  smoke.  There are 
  two tourite cells in 
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  Name 
  OCV 
  Rng 
  Mod 
  Dam 
  Stun 
  X 
  Str 
  Min 
  Shots 
  Size 
  Cred 
  Cost 
  Notes 
  this laser.  One 
  shot expends 2 
  charges.  Each cell 
  adds 15 shots. 
  Star Ship 
  Weapons 
   
   
   
   
   
   
   
   
   
  Ion Cannons 
  0 
  0 
  7 to 9d6 E 
  +2 
  N/A 
  N/A 
  N/A 
  250000 
  Star ship weapon.  
  Damage depends 
  on ship size and 
  power plant 
  capacity. 
  Plasma Guns 
  0 
  0 
  5d6 to 7d6 
  E AA * 
  +2 
  N/A 
  N/A 
  N/A 
  400000 
  Star ship weapon.  
  Damage depends 
  on ship size and 
  power plant 
  capacity.  Every 
  shield on target 
  takes damage. 
  7.17 Weapons – Sights 
  The technology used in weapon sights has advanced.  In many cases sights are enhanced by very small 
  computers.  Unless noted to use a sight the firer must be Braced.  Sights add +1 to the Size of a weapon. 
   
  Name 
  OCV 
  Rng 
  Mod 
  Cred 
  Cost 
  Notes 
  Laser Sight 
  +1 
  0 
  500 
  Can be blocked by smoke.  User does not need to Brace.  
  Laser sights are already added to all Laser weapons listed 
  above.  The Laser Sight can be combined with other Sights at 
  a higher cost.  For example, a Laser Sight and a TC Optical 
  Scope can be purchased for the same weapon. 
  TC Bullseye Goggles 
  +1 
  +2 
  3000 
  * 
  User does not need to Brace.  A small computer puts a 
  crosshair on the target for the user.  A hookup must be 
  present on a weapon to use the Bullseye Goggles.  * This 
  also increases the cred cost of the weapon by 50%. 
  TC Optical Scope 
  0 
  +2 
  2000 
  Nightvision, +6 Telescopic (Sight Group). 
  Trogillian Spotter 
  +2 
  +2 
  4000 
  Nightvision, +6 Telescopic (Sight Group). 
  VR UV Laser Ranger 
  +2 
  +4 
  6000 
  Ultraviolet Vision, +8 Telescopic (Sight Group), Absolute 
  Range Sense, can be blocked by smoke. 
  7.18 Weapons – Unusual Gyrojet Rounds 
  Various rounds can be used for weapons that fire Gyrojet ammunition.  Here is a list of the rounds that can 
  be purchased. 
   
  Name 
  OCV 
  Rng 
  Mod 
  Dam 
  Stun 
  X 
  Cred 
  Cost 
  Notes 
  Armor Piercing 
  0 
  0 
  -1 DC 
  0 
  4 
  Rounds gains AP. 
  Dum-dum 
  0 
  0 
  0 
  +1 
  4 
  Armor is 2x as effective. 
  Flechette 
  +1 
  +1 
  0 
  -1 
  4 
   
  Normal Rounds 
  0 
  0 
  0 
  0 
  2 
   
  Tracer 
  +1* 
  0 
  -1 DC 
  0 
  4 
  Round affects ED as flame damage.  OCV 
  modifier only applies to Autofire attacks. 
  7.19 Weapons – Explosives 
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  Note that this table is a sampling that should cover all of the bases.  If you want something that is not on 
  this chart let me know.  The headers are defined in FREd.  Note that I have added back the Size category 
  from Danger International.  This value is used as a modifier on Perception and Concealment rolls when 
  attempting to hide the weapon.  The Cred Cost field is the weapon cost. 
   
  Note that I raised the damage for explosives as I felt the values presented in FREd were too low for a high 
  tech setting where more concentrated explosives might exist.  I also changed the names to infer that these 
  are “new” devices.  ☺ 
   
  Name 
  Dam 
  Stun 
  X 
  Size 
  Cred 
  Cost 
  Notes 
  Grenade Devices 
   
   
   
   
  Grenades do not require Demolitions to use.  
  Demolitions can be used to increase the damage if 
  the grenade is placed.   
   
  Grenades have timer settings that can be set from 1 
  to 5 seconds quickly.  Longer delays can be set if 
  time is taken to prep the grenade. 
   
  Note that SA grenades are very small.  They are 
  about the size of a large pack of chewing gum. 
  Cyber-Geeker 
  6d6N EX 
  E* 
  N/A 
  2 
  250 
  Effect is on ED as electricity.  Electricity causes 
  electronic gear and weapons to suffer a 6d6 
  Suppress.  Explosion decreases effects at 2 DC per 
  inch.   
  Ichthian Percussion 
  Cap 
  8d6N EX 
  N/A 
  2 
  400 
  Explosion decreases at 2 DC per inch. 
  Overloaded Tourite 
  Weapon 
  3d6 EX* 
  0 
  N/A 
  N/A 
  Destroys weapon.  Damage is 3d6 EX for the first 
  30 shots that remain.  Damage should be scaled 
  based on the amount of shots that remain (1 DC per 
  10 shots).  Explosion decreases at 2 DC per inch. 
  TC Flash Bang 
  6d6N 
  EX* 
  N/A 
  2 
  200 
  Effect is a Flash Attack (Sight Group). 
  TC Screaming Eagle 
  4d6N 
  EX* 
  N/A 
  2 
  300 
  Effect is a Flash Attack (Sight and Hearing 
  Groups). 
  Trogillian Tooth 
  Grenade 
  3d6 EX 
  0 
  2 
  400 
   
  Va Rulen Smoker 
  * 
  N/A 
  2 
   
  Effect is 3” Darkness (Normal Sight). 
  Placed Explosives 
   
   
   
   
  Placed explosives require Demolitions skill to use 
  correctly.  Timers of almost any type are allowed at 
  very small sizes. 
  Bang Sticks (1 stick) 
  8d6N EX 
  N/A 
  3 
  400 
  Damage increases ½d6 per stick.  Explosion 
  decreases at 2 DC per inch. 
  TC Moldable 
  Exploding Compound 
  (MEC) (1 kg) 
  12d6N 
  EX 
  N/A 
  4 
  600 
  Damage increases 5d6 per Kg.  Explosion decreases 
  at 2 DC per inch.  This is the compound most used 
  by explosives experts.  As the damage is Normal 
  (i.e. not Killing) it is easier to control and direct. 
  TC Star Mortar 
  Round 
  4d6 EX 
  0 
  8 
  N/A 
  Loses 1 DC per 2 hexes. 
  TC Heavy Vehicle 
  Bomb 
  6d6 EX 
  0 
  N/A 
  N/A 
  Loses 1 DC per 3 hexes. 
  Tourite (Raw, 1 g) 
  1d6 EX 
  0 
  0 
  100 
  Explosion decreases at 2 DC per inch.  As this 
  compound is unstable it is risky to carry without 
  special precautions. 
  Tourite Vehicle Fuel 
  Cell 
  15d6N 
  EX 
  N/A 
  N/A 
  N/A 
  The damage is not KA as it assumes the damage is 
  caused by vehicle pieces and shock waves. 
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  7.20 Protective Devices 
  Note that this table is a sampling that should cover all of the bases.  If you want something that is not on 
  this chart let me know. 
   
  Unless noted applicable defenses are resistant and not hardened.  The “Def” (i.e. Defense) column is “PD / 
  ED”.  The “Armor Pen” (i.e. Armor Penalty) column applies to DCV and Dexterity rolls when wearing the 
  armor.  The “Dur” (i.e. Duration) column is in hours unless noted. 
   
  Name 
  Def 
  Armor 
  Pen 
  Cover 
  Dur 
  Size 
  Cred 
  Cost 
  Notes 
  Personal Armor 
   
   
   
   
   
   
  Non-powered armor. 
  Heavy Cloth 
  2/1 
  0 
  4-18 * 
  N/A 
  N/A 
  0 
  Space age fabric.  Coverage varies 
  based on design.  Can be worn 
  under clothing. 
  Armored Threading 
  4/4 
  0 
  4-18 * 
  N/A 
  N/A 
  500 
  Fabric with advanced polymers.  
  Coverage varies based on design.  
  Can be worn under clothing. 
  Protective Vest 
  6/6 
  0 
  9-13 
  N/A 
  6 
  1000 
  Heavy vest with armored plates.  
  Difficult to hide. 
  Space Suit 
  5/5 
  0 
  3-18 * 
  6 * 
  4 
  2500 
  Includes Life Support (Self-
  Contained, Low Pressure/Vacuum, 
  Intense Cold, High Radiation) that 
  lasts for the provided duration.  
  Armor (locations 3-4) and Life 
  Support assume the helmet is in 
  place.  Suits do NOT depressurize 
  if punctured.  They use rapid 
  sealing foam to cover holes of any 
  reasonable size.  Note that is it 
  very common to wear Space Suits 
  on A2 as it is a domed community.  
  Helmets are available in most 
  buildings in case of emergencies. 
  Haz Mat Suit 
  6/7 * 
  -1 
  3-18 
  6 * 
  8 
  5000 
  Includes Life Support (Self-
  Contained, Low Pressure/Vacuum, 
  Intense Cold, Intense Heat, High 
  Radiation) that lasts for the 
  provided duration.  Armor and 
  Life Support assume the helmet is 
  in place.  The suit also offers +10 
  ED Armor (Hardened) for 
  chemical attacks only. 
  Force Fields 
   
   
   
   
   
   
  Force Fields are powered using 
  standard tourite energy cells. 
  TC Kinetic Shield 
   
   
   
   
   
   
  Kinetic Shield are fairly standard 
  gear for folks who work in 
  dangerous fields or in seedy 
  locations.  They are designed to 
  stop physical projectiles or energy 
  beams which travel at near 
  subsonic speeds or above.  They 
  are purchased with the following 
  modifiers: OAF (Powered Belt 
  Device, -1), 1 Continuing Fuel 
  Charge (lasts 1 hour, +0), 
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  Name 
  Def 
  Armor 
  Pen 
  Cover 
  Dur 
  Size 
  Cred 
  Cost 
  Notes 
  Fragmenting (-1), Only For Fast 
  Moving Attacks (-1/2), Side Effect 
  (Minor, Always Occurs, while 
  shield is active light and sound are 
  distorted which give –1 to Sight 
  and Sound based perception rolls, -
  1/2) 
  Civilian Grade 
  5/5 
  0 
  3-18 
  1 
  2 
  2000 
  Easy to obtain. 
  Law Enforcement 
  Grade 
  7/7 
  0 
  3-18 
  1 
  3 
  3500 
  Can be obtained with some 
  difficulty. 
  Military Grade 
  10/10 
  0 
  3-18 
  1 
  4 
  7500 
  Difficult to obtain. 
  Ichthian Drop 
  Barrier 
  10/10 
  N/A 
  N/A 
  1 
  min 
  2 
  6000 
  The ingenious Ichthians have 
  designed an energy barrier that can 
  be dropped on the ground to form 
  a protective barrier.  The power is 
  bought using Force Wall.  Here are 
  the modifiers that apply: 1 
  Continuing Fuel Charge (lasts 1 
  min, -3/4), OAF (Half moon 
  shaped softball sized orb, -1), 
  Predefined Shape (1” wall, -1/4), 
  Range Based On Strength (per 
  grenade, -1/4) (15 real points)  
  Battlesuits 
   
   
   
   
   
   
  Battlesuits are only available to 
  military personnel and then they 
  must be specifically trained in it’s 
  usage. 
  Trog T-Rex 
  10/10 
  + 
  15/15 
  * 
  0 # 
  3-18 
  12 
  18 
  250000 
  This is the supreme advancement 
  of technological firepower.  The 
  suit is just short of being driven by 
  the user.  Abilities include 
  hardened armor *, military grade 
  shields *, strength and dexterity 
  boosters #, a built in Trog Hvy 
  Laster (same as the TC Hvy Laser) 
  and Trog Mini Rocket Gun, leap 
  servos, communication systems, 
  sight augmentation, radar, sensor 
  shield, life support, and magnetic 
  boots. 
  7.21 Equipment 
  This section contains information about other high tech devices which might be useful to a group of 
  adventurous characters.  Note that in many cases these devices require power supplies but they last for an 
  extended duration so they will be left out of the write ups for simplicity. 
  7.21.1 Medical Devices 
  7.21.1.1 
  Biogentech Slap Patches 
  Bandages that seal over wounds and apply a surface healing agent.  Require no skill to administer.  Sold in 
  packs of 4 applications.  (400 creds) 
   
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  Cost 
  Name 
  Ability 
  7 
  Biogentech Slap Patch 
  Simplified Healing Aid 2d6 ((20 Active Points); OAF –1, 4x 
  Charges –1) 
  7.21.1.2 
  Field Med Kit 
  This is a standard issue medical kit that is found in most houses or star ships.  (7500 creds) 
   
  Cost 
  Name 
  Ability 
  5 
  Medical Scanner 
  Detect Medical Condition (Radio Group, Class, Discriminatory, 
  Microscopic (100x) (16 Active Points); OAF –1, Limited 
  Range (10”) –1/4, Flashed As Sight or Radio Group –1/2, 
  Requires A Systems Operations Roll –1/2) 
  2 
  Store Collected Data 
  Eidetic Memory ((5 Active Points); OAF –1, Requires A 
  Systems Operations Roll –1/2, Only To Remember Things That 
  Are Scanned –1/2) 
  7 
  Slap Patch 
  Simplified Healing Aid 2d6 ((20 Active Points); OAF –1, 4x 
  Charges –1) 
  10 
  Multi-Syringe 
  Multipower ((40 Active Points), All Powers Have The 
  Following: OAF –1, 8 Clips of 1x Charge –1, Extra Time (1 
  Turn) –1 ¼, Gradual Effect (1 Minute) –1/2, Does Not Work If 
  Target Has Resistant Physical Defenses Of 4 Or More Where 
  Applied –1/2, Requires Paramedics Skill Roll or Detect 
  Medical Condition Roll From Medical Scanner At No Active 
  Point Penalty –0) 
  (u) Simplified Healing Aid 4d6 (40 Active Points) 
  (u) Life Support (Immune To Toxins (5 Active Points)) 
  7.21.1.3 
  Clench 
  Illegal combat drug often used by those who wish to get an “edge”. 
   
  Cost 
  Name 
  Ability 
  15 
  Clench Tablet 
  Aid 4d6 ((Standard Effect: 12 points), Delayed Return Rate 
  (points return at the rate of 5 per Minute; +1/4), Str, Con, 
  Body, and Stun simultaneously (+1) (90 Active Points); Side 
  Effects, Side Effect Occurs Automatically Whenever Power Is 
  Used (After Aid Wears Off Recipient Loses 40 End Which 
  Takes Rest To Recover And Recipient Gains Enraged When 
  Angered (11- Enter, 11- Stop); -2), 1 Charge (-2), Self Only (-
  1/2), Gestures (Must Be Swallowed, -1/4), Gradual Effect (1 
  Turn (Post-Segment 12); -1/4)) 
  7.21.1.4 
  Biogentech Medical Care Tube 
  Large medical tube used to heal serious wounds.  Found only on medical ships or in hospitals.  The device 
  must be powered by a local generator.  (15000 creds) 
   
  Cost 
  Name 
  Ability 
  2 
  Biogentech Medical Care Tube 
  Regeneration (1 Body/6 Hours, Can Regenerate Limbs) ((15 
  Active Points); OAF – Immobile (-2), Concentration (0 DCV 
  Throughout Constant Power, User Is Completely Unaware Of 
  Surroundings, -1 ½), Costs Endurance (-1/2), Requires A 
  Systems Operation Skill Roll (-1/2), Slower Regeneration 
  (Every 6 Hours, –1 ¼)  (1 Endurance) 
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  7.21.2 Miscellaneous Devices 
  7.21.2.1 
  Kinetic Containment Blanket 
  Multi-ply ballistic blanket used to seal holes in depressurized ships, smother fires, or contain chemicals.  
  Inventive crews often find many uses for this simple device.  (500 creds) 
   
  Cost 
  Name 
  Ability 
  7 
  Kinetic Containment Blanket 
  6 PD/4 ED Armor (OAF – Bulky (-1 ½), Gestures – Both 
  Hands (-3/4), Restrainable (-1/2)) with linked +6 ED Armor 
  (Hardened +1/2; Above Limitations (-2 ¾), Only On Heat Or 
  Chemical Attacks (-1)) 
  7.21.2.2 
  TCPA Data Package 
  Memory crystal with data pertaining to Terran Confederacy ships.  Data includes schematics for standard 
  unclassified Terran Confederacy vehicles (i.e. starships, hovercraft, etc) as well as TCPA inspection rules 
  and regulations.  Schematics are broken down to each nut and bolt.  Part dealers commonly use this to order 
  parts from companies or ship builders. (2000 creds) 
   
  Cost 
  Name 
  Ability 
  3 
  TCPA Data Package 
  KS: Terran Confederacy Unclassified Vehicles (19-) and KS: 
  TCPA Policies and Procedures (14-) (OAF – Fragile (-1 ¼), 
  Extra Time (1 Minute, -1 ½), Gestures (-1/4), Requires A 
  Data Reader (-1/2)) 
  7.21.3 Sensing Devices 
  7.21.3.1 
  Binocular Range Finders 
  “Multipurpose binoculars for those with at least one optic nerve!”  (1500 creds) 
   
  Cost 
  Name 
  Ability 
  9 
  Magnification 
  +12 versus Range for Sight Group (OAF –1) 
  2 
  Night Eyes 
  Nightvision (OAF –1) 
  1 
  Range Finder 
  Absolute Range Sense (OAF –1) 
  7.21.3.2 
  Mission Mask 
  “For that nightly escapade!”  (2000 creds) 
   
  Cost 
  Name 
  Ability 
  2 
  Heat Lenses 
  Infrared Vision (OAF –1) 
  3 
  Simple Heads Up Unit 
  Radio Perception/Transmission (OAF –1, Only 1 Channel –
  1) 
  2 
  Filtration System 
  Life Support (Can Breath In Dangerous Gasses, OAF –1) 
  7.21.3.3 
  Specific Use Sensor 
  “Sensor set to detect a specific class of objects.  Easier to use than it’s general purpose counterpart.  Here is 
  an example of our Cybernetic Security Sniffer 2000!”  (5000 creds) 
   
  Cost 
  Name 
  Ability 
  4 
  Sense Cybernetics 
  Detect Cybernetics (Radio Group, Class, Discriminatory, +2 
  Enhanced Perception (12 Active Points); OAF –1, Limited 
  Range (10”) –1/4, Flashed As Sight or Radio Group –1/2, 
  Requires A Systems Operations Roll –1/2) 
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  Cost 
  Name 
  Ability 
  2 
  Store Collected Data 
  Eidetic Memory ((5 Active Points); OAF –1, Requires A 
  Systems Operations Roll –1/2, Only To Remember Things 
  That Are Scanned –1/2) 
  7.21.3.4 
  General Purpose Hand Scanner 
  “All purpose science scanner!  They don’t make ‘em any better!”  (25000 creds) 
   
  Cost 
  Name 
  Ability 
  22 
  Sensor Array 
  Variable Power Pool (20 Point Pool, 10 Active Point Control 
  Cost, Systems Operation is used to change the power in the 
  pool, takes full phase to change the pool; Pool Can Only Be 
  Changed If The User Has An Appropriate Science Skill –1/2, 
  Pool Can Only Contain The Power Detect (Radio Group) –1, 
  All Powers Inside The Pool Must Take The Following: OAF –
  1, Flashed As Sight or Radio Group –1/2, Requires A Systems 
  Operations Roll –1/2) 
  2 
  Store Collected Data 
  Eidetic Memory (OAF –1, Requires A Systems Operations 
  Roll –1/2, Only To Remember Things That Are Detected –1/2) 
  7.22 Ships 
  Characters will not have to worry about paying for or starting with a ship.  During the course of the 
  adventure a ship will be presented to the players. 
  8 Appendix #1 – Abbreviations / Glossary 
  Abbrv 
  Expanded Term 
  Definition 
  A2 
  Archimedes 2 
  Frontier asteroid mining colony. 
  AF 
  Auto-Fire 
  See FREd for details on this abbreviation. 
  AK 
  Area Knowledge 
  See FREd for details on this abbreviation. 
  AP 
  Armor Piercing 
  See FREd for details on this abbreviation. 
  CV 
  Combat Value 
  OCV or DCV. 
  DC 
  Damage Class 
  See FREd for details on this abbreviation. 
  DCV 
  Defensive Combat Value 
  See FREd for details on this abbreviation. 
  DEF 
  Defense 
  See FREd for details on this abbreviation. 
  DI 
  Danger International 
  4th edition Hero product used for playing secret agents in a modern genre. 
  E 
  Energy Damage 
  Effects are applied against ED. 
  ED 
  Energy Defense 
  See FREd for details on this abbreviation. 
   
  Down Port 
  Portion of a star port that exists on a planetary body.  This could be a 
  planet or an asteroid.  Smaller star ports are composed entirely of the 
  down port.  A2 is solely a down port. 
  EX 
  Explosion 
  See FREd for details on this abbreviation. 
  FREd 
  Fifth Rules Edition 
  Hero Games Fifth Rules Edition which was written by Steven S. Long. 
  FTL 
  Faster Than Light 
  Moving faster than the speed of light. 
  G5 
  Generation 5 
  Small exploration firm which owns the outpost on Archimedes 2. 
  GM 
  Game Master 
  Me. 
  HS 
  Hard Science 
  In SF campaigns of this nature laws of science are strictly followed.  
  Technology advances are very controlled.  Space travel is extremely 
  limited. 
  HTH 
  Hand-To-Hand 
  See FREd for details on this abbreviation. 
   
  High Port 
  Portion of a star port that exists in space.  Usually shuttles or space 
  elevators are available to transport a traveler or cargo between a down 
  port and a high port.  In some instances a star port may be comprised 
  entirely of a high port. 
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  Abbrv 
  Expanded Term 
  Definition 
  KA 
  Killing Attack 
  See FREd for details on this abbreviation. 
  KB 
  Knock Back 
  See FREd for details on this abbreviation. 
  MV 
  Megaverse 
  The collection of the various universes. 
  N 
  Normal Damage 
  See FREd for details on this abbreviation. 
  NPC 
  Non-Player Characters 
  Characters played by the GM.  Me.  ☺ 
  OCV 
  Offensive Combat Value 
  See FREd for details on this abbreviation. 
  P 
  Penetrating 
  See FREd for details on this abbreviation. 
  PC 
  Player Characters 
  Characters played by the players. 
  PD 
  Physical Defense 
  See FREd for details on this abbreviation. 
  PS 
  Professional Skill 
  See FREd for details on this abbreviation. 
  Pt / Pts 
  Point / Points 
  See FREd for details on this abbreviation. 
  RP 
  Reduced Penetration 
  See FREd for details on this abbreviation. 
  RR 
  Reduced by Range 
  See FREd for details on this abbreviation. 
  SF 
  Science Fiction 
  Broad term for the genre.  May also be abbreviated “sci-fi”. 
  SO 
  Space Opera 
  Term used to define a particular science fiction genre.  Here is the 
  definition of Space Opera from the Hero Genre By Genre guide: 
  The opposite of Low SF, Space Opera features incredibly advanced 
  technology – often tech so marvelous that it embodies Clarke’s Law 
  (“Any sufficiently advanced technology is indistinguishable from 
  magic”).  Disintegration weapons, artificially intelligent computers, FTL 
  travel, teleportation, and more are casual.  Star Trek and Star Wars both 
  represent, to varying degrees, this type if science fiction.” 
  SA 
  Star Aria 
  The name of the campaign. 
  SH 
  Star Hero 
  The sci-fi genre book written by James Cambias and Steven S. Long 
  which was designed for FREd.  Note that the old Star Hero book which 
  was designed for the 4th edition rules will not be useful. 
  SS 
  Science Skill 
  See FREd for details on this abbreviation. 
  TC 
  Terran Confederacy 
  Arguably the largest empire in Star Aria.  Headed by the President of 
  Earth. 
  TE 
  Terran Empire 
  Hero genre book for Star Hero written by James Cambias.  Some of the 
  high level ideas from TE are using in SA. 
  VR 
  Va Rulen 
  Powerful space faring race known for their intense internal political 
  struggles. 
  9 Appendix #2 – Revision History 
  This section contains a revision history for this document. 
   
  Revision 
  Date 
  Description   
  0.1 
  1/30/2004 
  First revision.  Released to Jim and Steve for further review. 
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  Revision 
  Date 
  Description   
  0.2 
  2/1/2004 
  • 
  Added a section on Currency. 
  • 
  Added a general Technology section. 
  • 
  Added a Weapon section for Unusual Rounds. 
  • 
  Added a Cred Cost column to the Weapon charts. 
  • 
  Pulled Bleeding into it’s own section. 
  • 
  Changed name of section from “Near Cosmic Good Guys” to “Good 
  Intentions”.  I also cleaned up the text in this section. 
  • 
  GREATLY simplified the category charts for Electronics, Systems Operation, 
  and Computer Programming.  They are MUCH more affordable now.  I think it 
  is a good balance of cost now. 
  • 
  Updated doc with comments from Steve’s email.  Too many changes to list 
  individually.  Thanks Steve! 
  • 
  Completed several sections which were filled with simple headers. 
  • 
  Alphabetized several sections. 
  0.3 
  2/6/2004 
  • 
  Fixed the Characteristic Minimums/Maximums for the various packages and 
  updated the associated description of how it works. 
  • 
  Completed the Computer Technology section. 
  • 
  Worked on the weapons charts.  Starting filling out stats for the higher tech 
  weapons.  I need to review them but it is a start. 
  0.4 
  2/10/2004 
  • 
  Added MANY corrections based on feedback from Jim.  Too many changes to 
  list individually.  Thanks Jim! 
  • 
  Expanded section on reasons why PC might come to A2.  Got rid of the other 
  related section. 
  • 
  Added a GM Character Review Guidelines section dealing with problem areas 
  that I will be looking for when PC are created.  Got the idea from talking with 
  Steve over email. 
  • 
  Added details for Cybernetic examples. 
  0.5 
  2/12/2004 
  • 
  Changed the Ichthians so their emotional response was physical not purely 
  emotional. 
  • 
  Combined all of the Technology subsections under the main section.  I think 
  the doc flows a lot better.  I also cleaned up the text so it reads better. 
  • 
  Added a paragraph to the introduction which defines the Space Opera versus 
  Hard Science aspect of Star Aria a bit better.  This seemed like a fundamental 
  problem with the other drafts. 
  • 
  Added Computer Link Perk details. 
  • 
  Changed the Va Rulen slightly.  Dropped their Strength and Body just a bit as 
  they have no racial Disadvantages in the Package.  Looks fine now. 
  • 
  Completed Fringe Benefits tables. 
  • 
  Completed Job Packages. 
  • 
  Added Hovercraft to TF.  At the same time I cheapened the existing TF. 
  1.0 
  2/13/2004 
  • 
  First release to all of the players. 
  • 
  Completed Technology section on Star Ships. 
  • 
  Cleaned up several table headers that crossed page boundaries. 
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  Revision 
  Date 
  Description   
  1.1 
  2/29/2004 
  • 
  Pulled Concealment from Cicadians and the size packages as this ability should 
  be represented by Stealth. 
  • 
  Tuned the Flux Travel section to represent the fact that gates help the ship enter 
  AND exit. 
  • 
  Added details for energy weapons that Overheat. 
  • 
  Added Knockback Resistance to list of changed powers. 
  • 
  Fixed the ordering on the size and environmental packages. 
  • 
  Added Tourite to the list of explosives.  Changed the names of some of the 
  existing explosives.  Cleaned up the explosives chart with better formatting. 
  • 
  Performed lots of changes on the weapons charts.  Pulled almost all of the 
  weapons using normal bullets.  Changed the names of the existing weapons to 
  reflect a race of origin and to give them more flair. 
  • 
  Added a Weapons section with General Information.  This way I do not have to 
  repeat it five times. 
  • 
  Filled out the Sights chart. 
  • 
  Add VR (Va Rulen) to the abbreviations list. 
  • 
  Added Critical Hits and Fumbles.  Tons of fun!  ☺ 
  • 
  Clarified the Ego roll limitation for Psionics. 
  1.2 
  3/9/2004 
  • 
  Changed the name of the Armor section to simply Protective Devices. 
  • 
  Added more details to the Weapons section. 
  • 
  Added more details to the Protective Devices section. 
  • 
  Added a new advantage for defensive powers called Adjustable. 
  • 
  Added a new limitation for defensive powers called Fragmenting. 
  • 
  Changed the web site links to refer to my new family web site.  It will host 
  John’s Hero HQ, KODL, and all of my family pages. 
  • 
  Tuned Luck so it is better.  It is now straight out of FREd (i.e. the way it was 
  used in Reliance Reforged (i.e. see Jynx  ☺)). 
  • 
  Added Shields to the Systems Operation skill.  I forgot it previously.  � 
  • 
  Added header in the Technology section for information on robotics. 
  • 
  Added many entries to the Glossary. 
  1.3 
  4/16/2004 
  • 
  In the section on the forming of the TC I tweaked the date a bit so it fits the 
  timeline better.  The date I had, 2396, put the entry in the wrong section and did 
  not impart the feel I want.  I changed the date for the forming of the TC to 
  2380.  Thus the TC has been around for 22 years.  I know this influences 
  slightly some stories but I hope we can work through it.  Sorry about the late 
  change. 
  • 
  Filled out lots of detail in the equipment section.  I added stats for almost 
  everything. 
  • 
  Added pictures of Archimedes 2 from a top and side view.  I tuned the 
  accompanying text so it refers to the correct dome numbers. 
  • 
  Added disclaimer to the introduction to let folks know that the pictures are 
  taken from other sources and are being used for personal enjoyment only. 
  1.4 
  5/3/2004 
  • 
  Added information about the Psi Community from emails with Jim. 
  • 
  Added a Cost Chart.  This give the cred cost for many basic items and services. 
  • 
  Added cred costs for all weapons, armor, and gear. 
  1.5 
  5/21/2004 
  • 
  Added brief paragraph about robotic technology. 
  • 
  Added information about the Trog T-Rex Battlesuit. 
  • 
  Added general TCPA information to the Things section. 
  • 
  Added high port and down port to definitions.  
  • 
  Added TCPA fringe benefits. 
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  Revision 
  Date 
  Description   
  1.6 
  6/30/2004 
  • 
  Tweaked the perk section to refer to the TCPA when applicable. 
  • 
  Added a new section with TCPA departments. 
  • 
  Added Kinetic Containment Blanket to list of equipment. 
  • 
  Added TCPA Data Package to list of equipment. 
  • 
  Changed the order of the Equipment section to clarify the entries. 
  • 
  Performed two very minor cleanups.  One in the Cicadian section and one in 
  the cybernetic arm section. 
  1.7 
  3/9/2005 
  • 
  Pulled references to embedded sector maps.  Instead all of the Star Aria sector 
  maps will be in a separate PDF file.  This will also allow me to update the maps 
  separately.  ☺ 
  • 
  Inserted a new picture of the A2 domes from space.  It is pretty cool.  I also 
  reformatted the top view dome picture so it sits with the text.  It looks nicer. 
  • 
  Changed the name of the Va Rulen in the picture.  Her name is now 
  Vickizandra Of House Gwynn (i.e. see Hannibal’s background for details). 
  • 
  Updated the section on ship sensors.  It now specifically mentions that one 
  cannot detect “life”. 
  • 
  Added size names to the star port ratings.  This will allow it to match the maps. 
  • 
  Pulled the Adjustable advantage away from Kinetic Shields.  Adjustable will 
  still be used for ship shields but not for personal shields. 
  • 
  Cleaned up the Luck example. 
  • 
  Cleaned up the verbiage in the Psionic section. 
  1.8 
  8/1/2005 
  • 
  Tuned the Hero Designer support section to reflect the work I have done on the 
  templates for Star Aria.  ☺  I then moved the information to the first section to 
  keep all of the external resource information in one place. 
  • 
  Added Fed, Floppy, and Bush to the list of Slang. 
  • 
  Changed two gravity plating comments in the technology section to make it a 
  bit more common. 
  • 
  Added a campaign rule setting that hit location penalties will not be halved if a 
  character is stunned. 
  • 
  Added details in the Campaign Rule Settings section for vehicle combat rule 
  changes.  Please read this section for the details. 
  • 
  Tuned Computer Programming, Electronics, Systems Operation, Transport 
  Familiarity, Weapon Familiarity, and Weaponsmith slightly.  The changes were 
  made to bring them in line with the Hero Designer templates. 
  • 
  Navigation referred to Hyperspace not Flux.  This was fixed. 
  • 
  PS: Zero G Training was clearly defined as a Dexterity based skill. 
  • 
  Clarified the fact that Starting/Maximum Change is a new Power.  It should be 
  treated as a Power not a Disadvantage. 
  • 
  Clarified the change to Damage Shield and how it is implemented in Hero 
  Designer. 
  • 
  Moved Inherent to the Advantage section from the Limitation section.  It was 
  in the wrong place. 
  • 
  Changed the damage for Star Ship weapons to reflect a good play balance.  
  When I initially did these numbers I had not designed a ship yet.  ☺ 
  • 
  Added costs for the various Sights. 
  • 
  Clarified the text on Armor concealment. 
  • 
  Added Biogentech to Slap Patches and the medical care tube to reflect the 
  manufacturer name. 
  • 
  Tuned the medical care tube so that it reflects the proper regeneration rate. 
  • 
  Fixed several small typos. 
  Star Aria 
   
  3/30/2006 
   
  66
  
   
  Star Aria 
   
  3/30/2006 
   
  67
  Revision 
  Date 
  Description   
  1.9 
  3/23/2006 
  • 
  Fixed calculation errors and a typo in the Trog package. 
  • 
  Added stats for a blaster carbine. 
  • 
  Changed the PD/ED protection for the various shield.  The values were too 
  high.  They were changed from 5/10/15 to 5/7/10. 
  • 
  Added Things section about the TC Navy.  This includes a very brief summary 
  and a breakdown of the ranks.  (Thanks for the help Brian.) 
   
  
SOURCE: textdata/thevault/Hero System/Hero System Star Aria.pdf