TEXT: ©1993-2005 Jason Camp 
  jasoncamp.net/exiles
  E  X  I  L  E  S  v 3 . 5
  EXILES
  The many men, so beautiful!
  And they all dead did lie;
  And a thousand thousand slimy things
  Lived on; and so did I.
  The Rime of the Ancient Mariner
  Samuel Taylor Coleridge
  TABLE OF CONTENTS
  History 
  1-4
  Game Systems 
  5-9
  Character Creation 
  10-20
  Psi 
  21-25
  Equipment 
  26-34
  Vehicles 
  35-37
  World of 293 
  38-49
  The Oceans 
  50-72
  A Roleplaying Game
  by Jason Camp
  David Fleming · Brettwick Gordon · Erich Wambach
  
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  HISTORY
  Following the unprecedented population growth of the late 
  2000s, it became painfully obvious to the nations of the world 
  that overpopulation would become a worldwide crisis much 
  sooner than anticipated.  Early forecasts, a decade before the 
  millennium, estimated the world’s population to reach eight 
  billion by the year 2030.  However, by the year 2014, the popu-
  lation was already approaching six billion, and was likely to 
  double in another twenty-five years.
  The colonization of space, while possible, proved to be a slow 
  and hazardous task.  While both the United States and Japan 
  had fairly extensive orbital stations in use, their rising costs 
  and a requirement for trained personnel separated them from 
  the common citizen.  Following the nearly-avoided disaster of 
  the experimental Armstrong Moon Colony in 2006, the scien-
  tific community all but abandoned the space program, and 
  began searching for other possible solutions.
  The coming of the Hydrosphere
  The first permanent underwater habitation, Hydrosphere 3, 
  was constructed by the Owata-Tsumi Corporation in 2008. 
  This was a natural extrapolation on the increasing trend of 
  urban encroachment of the oceans, and was the culmination 
  of the two previous hydrosphere stations, originally devel-
  oped for exploratory research.  Hydrosphere 3, with an outer 
  sphere measuring over one-half kilometer in diameter, and 
  one hundred meters at its highest point, contained housing 
  and workspace for fifty families, all dedicated to exploring the 
  new undersea environment.  Sponsored by the newly formed 
  UNAP government (The United Nations of Asian Peoples), the 
  Hydrosphere 3 station met and exceeded all expectations, 
  and standardized the process of underwater habitation and 
  urbanization.
  Much like the BioSphere 2 project of the early 
  1990s, hydrospheres are gigantic domed megas-
  tructures which are entirely self-sufficient.  
  Inspired by Paolo Soleri’s arcology designs, each 
  hydrosphere is a complete city unto itself, capable 
  of generating its own energy and supporting its 
  population.  The prototype HydroSphere sup-
  ported just under 200 people.  The largest modern 
  city-spheres support populations approaching 5 
  million.
  The Hydrosphere
  By the year 2018, UNAP and Owata-Tsumi had begun construc-
  tion of a dozen new city-sized hydrosphere arcologies, includ-
  ing the gigantic New Shanghai mega-sphere.  Completely self-
  sufficient through the use of extensive recycling processes and 
  hydroponic farms, undersea living proved to be cost-effective, 
  and only slightly more technologically demanding than life on 
  the surface.  Using and trading the hydrosphere technology 
  (Owata-Tsumi almost exclusively), all other major world powers 
  had similar city-stations in development by the end of 2019.
  The Push to the Oceans
  The first to reach operational status was Israel’s catastrophic 
  Leviathan, which became operational in 2021, despite many 
  structural complications and substandard safety measures. 
  Leviathan was evacuated nine times in its first year due to 
  technological malfunctions, and was eventually abandoned 
  in 2056 following a total pressure breach which flooded the 
  entire station.
  Following a close second, the combined resources of SATO (The 
  South Asia Treaty Organization; India, Bangladesh, Nepal, 
  Myanmar, and Bhutan) completed Lemuria in 2025.  Despite 
  being one of the largest hydrosphere arcologies ever designed, 
  Lemuria quickly overpopulated, and became the first hydro-
  sphere to expand, growing beyond its original boundaries.
  The Unites States, following the peaceful annexation of Canada, 
  Mexico and Central America, becoming the United States of 
  North America (USNA), simultaneously completed two major 
  hydrosphere arcologies in 2024; Angelo Mar, off the coast of 
  Los Angeles, and Tenochtitlan, in the Gulf of Mexico.  Gotham, 
  spreading eastward from Long Island, was completed in 2032. 
  These three were joined by two more in 2033; the Bering Sea-
  located Fort Yukon, and Paradise City, the subPacific evolution 
  of San Francisco.  Plymouth, founded one hundred miles east 
  of the original Plymouth Rock, finished in 2037.
  Meanwhile, Europe had taken a course of action all its own. 
  The Scandinavian countries had collaborated to begin con-
  struction of two hydrospheres under the supervision of the 
  Scandinavian Peoples Union (SPU).  The SPU completed Val-
  halla in 2019 and Bothnia in 2033.  Valhalla, set in the cold 
  waters of the Norwegian Sea, became the first hydrosphere 
  above the Arctic Circle.  The other nations of the European 
  
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  Community (EC) combined in the construction of four more 
  hydrospheres.  These included Lochness in the North Sea 
  (2021), Brython in the Eastern Atlantic (2032), and both Lyon-
  esse and Charlemagne in the Bay of Biscay (2038).  Australia 
  and the surrounding island nations pooled their efforts into 
  the creation of two hydrospheres, Oceania and Gallipoli, both 
  of which were completed in 2034.
  Also in 2034, the Baltic Union (Estonia, Latvia, Lithuania, 
  Belorussia and Russia) completed work on Rimsky-Korsakov 
  in the Baltic Sea.  This was followed, in 2036, by Okhotsk in 
  the Sea of Okhotsk.  However, the substandard construction 
  of Okhotsk led to a catastrophic instability, and the entire 
  station collapsed in 2049, killing more than eighty thousand 
  unsuspecting civilians.  Tolstoygrad, off the coast of Severnaya 
  Zemlya, was finished in 2029, and took Valhalla’s place as the 
  northernmost hydrosphere, seated well above the 80th parallel. 
  Eventually, the BU established another Arctic presence, with 
  the 2040 completion of Polyarny in the Barents Sea.  Mean-
  while, to the south, the Georgian League (Georgia, Azerbaijan, 
  Armenia, Moldavia, and Ukraine) built their hydrosphere, 
  Odessa, into the depths of the Black Sea.  
  The Southern American Nations (SAN) also took part in the 
  hydrosphere rush, completing Amazonia in 2043 and Cuidad 
  Del Mar in 2048.  The SAN stations were also the first to incor-
  porate large ‘sunlamps,’ used to illuminate the core domes of 
  these two cities.  Both spheres quickly became popular tourist 
  attractions.
  Finally, in 2037, shortly after the culmination of the Cape Prov-
  ince Wars, the National African Congress (NAC) took over the 
  extremist Afrikaaner’s hydrosphere project (mockingly called 
  “Under-the-Capetown”) and completed it as Nambia.  The NAC 
  also co-sponsored the construction of New Soweto with the 
  powerful policorp Masai.  Both hydrospheres incorporated a 
  disproportionately large number of hydroponic farms in order 
  to help cope with the continents malnourished.
  The Lost Kingdom Rises
  As efficient and helpful as the hydrospheres were, by the year 
  2035, with a world population of almost thirteen billion, their 
  contribution was minimal at best.  The combined hydrosphere 
  population at the time was little more than three hundred mil-
  lion, a mere 2% of the world.  Another failed moon colony in 
  2040, the Magellan Project, left the nations of the world few 
  options.  
  Therefore, following the supervision of the New United 
  Nations, the construction of a new underwater mega-city was 
  undertaken.  The project, a sprawling, multi-hydrosphere 
  station containing five complete, interlocked arcologies and 
  a proposed population of more than one hundred million, 
  began construction in 2051 under the title Atlantis.  With an 
  estimated completion date of 2065, Atlantis brought together 
  hydrosphere experts from all over the globe, each contributing 
  significant advances from their own designs.  These included: 
  New Shanghai’s advanced earthquake countermeasures; cold-
  water technology from Polyarny; Lemuria’s super-compact 
  housing structures; the multi-level hydroponic vats from New 
  Soweto; Cuidad Del Mar’s super solar lamps; and so forth.
  961 Antaeus
  With Atlantis well underway, and stringent population-control 
  measures becoming increasingly common in troubled areas 
  of the world, the rampant population growth leveled out for 
  several years, increasing to slightly more than seventeen bil-
  lion by the end of 2059.  However, in the summer of the next 
  year, astronomers stationed in the USNA space station Galileo 
  spotted what quickly became the overriding fear for every man, 
  woman and child on the planet Earth.
  A gigantic asteroid, 961 Antaeus, was dislodged by an unknown 
  force from its home in the asteroid belt between Mars and 
  Jupiter, and had passed through the outer edge of Mars’ grav-
  itational field.  Defying incredible odds, the pull of the red 
  planet altered the trajectory of the meteor and brought it onto 
  a collision course with Earth.  While the scientific community 
  could not immediately be certain it would actually strike the 
  planet, it would pass far too close for comfort.  961 Antaeus 
  quickly became the source of international panic and fear. 
  Following the announcement of 961 Antaeus’ threat, close to 
  eight hundred thousand people were killed or injured in the 
  resultant rioting.
  The situation was desperate.  The impact of such a meteor, 
  hypothesized to strike in the Southern Pacific Ocean, would 
  cause massive flooding and destruction, and if enough water 
  was driven into the atmosphere, theories suggested that a new 
  Ice Age could be introduced.  If this were the case, life on the 
  surface would become nearly impossible within months, and 
  there seemed to be only two options for survival:  outer space 
  and under the waves.  Neither seemed very promising.
  With only two years estimated before 961 Antaeus would arrive, 
  there was not enough time to adequately prepare.  Atlantis, 
  given increased funding and workforces, could be completed 
  in time, but there was not enough time to create any other, new 
  hydrospheres.  Owata-Tsumi began manufacturing cheap, pre-
  fabricated emergency hydrospheres, known as ‘hydrobubbles,’ 
  which sold by the hundreds of thousands.
  The International Aerodynamics and Space Association, with 
  the two failed colonies behind them, insisted that their new 
  proposed moon settlement, Columbus, had rectified their ear-
  lier flaws, and could be built within the allotted time frame. 
  
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  With little choice, the governments of the world approved.  Spe-
  cially selected personnel were given basic astronautic training, 
  and weekly space launchings began the slow transference of 
  raw materials and colonists to the moon.
  The Giant Arrives
  In the final attempt to stop 961 Antaeus, several decommis-
  sioned nuclear missiles were fitted with orbit-breaking pro-
  pulsion systems, and were fired at the meteor when it entered 
  their limited range.  The results were, initially, spectacular. 
  The missiles blasted away huge sections of the meteor, and it 
  appeared as if the multiple impacts had actually altered the 
  path of the giant rock.  It was not long, however, before the 
  truth was known.  The impacts had reduced the meteor’s size 
  somewhat, but the apparent change in direction was an illu-
  sion, brought on by the meteor’s new axis of rotation.  
  On March 21st, 2062 at 11:44 EST, the meteorite 961 Antaeus col-
  lided with the planet Earth at 53 degrees longitude, 52 degrees 
  latitude, just off the Falkland Islands.  The hydrosphere city 
  Cuidad del Mar was instantly destroyed, killing almost three 
  million people.  Giant tidal waves surged across the Atlantic, 
  carrying into the Pacific and Indian Oceans as well.  Billions of 
  gallons of water were displaced, either splashed into the upper 
  atmosphere or evaporated from the meteorite’s extreme heat. 
  The impact was literally felt all around the world.  Massive 
  earthquakes riddled the planet, and numerous volcanic erup-
  tions occurred all along tectonic faultlines.  In an instant, the 
  world was immediately, irrevocably, violently changed.
  In the Wake
  The years immediately following the impact of Antaeus were 
  times of sorrow and doubt.  Less then 4% of the Earth’s popula-
  tion had survived, and there was no time to mourn for the lost. 
  New construction began almost immediately, for the existing 
  hydrospheres had been packed to their limits, and were not 
  designed for such crowded conditions.  Thanks to the meteor-
  ite, not only had the barely-explored sea floor been altered, the 
  surface world had become uninhabitable and utterly hostile.
  961 Antaeus had indeed induced a new Ice Age upon the Earth, 
  and most shallow-swimming sea life perished within the first 
  few months.  Severe atmospheric storms and the loss of all 
  surface equipment prevented any contact from being made 
  with the Columbus moon colony, although it was known that a 
  large fragment of Antaeus had impacted with the moon, which 
  was believed to have crippled or destroyed the colony as well.
  Underwater transportation and communication functioned 
  well at first, but those systems had not been designed for 
  such repeated, intensive use and breakdowns and equipment 
  failures caused even more frustration and despair.
  “I never thought I’d wake in darkness.  I never 
  thought I’d wake without the possibility of going 
  home.  All those times I thought,’ Here’s my home.  
  A small town south of Denver. Born here, raised 
  here, and die here.’ I had a wife, two sons…oh, God, 
  how could the world change like this so quickly?  
  But all of that is gone now.  Now I lie here, amidst 
  the abysmal black waters, in fear.  I fear what 
  has happened, I fear what’s around me, and I fear 
  tomorrow.  I am a a man with no home, no family, 
  no desires.  I am the exile.”
  From the Diary of Samuel Henry Judge
  (2024 A.D. – 39 E.V.)
  Minor skirmishes and arguments born of  desperation soon 
  rose to dangerous levels, and raids on food and weapon sup-
  plies became more and more frequent.  Pseudo-political fac-
  tions formed, and open hostilities developed between, and 
  even within, varying hydrospheres.  Threats of terrorism and 
  all-out war became increasingly real.  After so narrowly avoid-
  ing complete annihilation, the human race seemed about to 
  destroy itself.
  The Survivor
  As the worldwide tension and desperation seemed to be head-
  ing for a violent resolution, a young engineer working on a new 
  hydrosphere expansion near Angelo Mar reported an incredible 
  discovery.  While investigating some unusual sonar readings 
  from a proposed building site, he had found his small submers-
  ible craft face-to-face with two bottle-nosed dolphins, a mother 
  and her newborn calf.
  Since all dolphins were believed to have perished as a result of 
  961 Antaeus’ impact, this extraordinary discovery was heralded 
  all around the world as nothing short of miraculous.  Response 
  was incredible.  The dolphins, studied intently but kept alive, 
  were looked on as harbingers of hope and endurance.  Their 
  unlikely survival had sparked a deep flame of human spirit, and 
  almost overnight, the complexion of sea-life changed from an 
  air of downcast despair to optimistic determination.
  Goodwill gestures between formerly hostile factions eased 
  relations, and the people of the world began to unite behind 
  the concept that they would overcome and endure.  At the 
  request of the United Sovereign Nations, the year of 2062 
  was retroactively declared year 1 of a new age:  Etiam Vivere, 
  Latin for ‘Still Alive’
  
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  THE PRESENT
  It is now the year 293 E.V., almost three centuries after the 
  impact of Antaeus and the beginning of the Holocene Ice Age, 
  and man’s subsequent exile beneath the waves.  The surface 
  world is uninhabitable — fast-moving glaciers cover the land, 
  and the skies are perpetually filled with powerful electric 
  superstorms, making even the upper 200 meters of ocean a 
  virtually unpassable danger zone.
  Humanity now exists under the waves, in vast hydrosphere 
  cities stretching out for kilometers across the floors of the 
  world’s oceans.  It is an advanced technological society, socially 
  governed by a worldwide system of Corporate Feudalism, com-
  bining aspects of both humanity’s future and past.    
  It is a prosperous world, but not without problems or conflicts. 
  It is a world filled with unknown and unexplored depths, and 
  as always the vast restlessness of the oceans is reflected in 
  mankind.  It is the world of EXILES.
  Welcome.
  
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  ACTIONS
  Anytime a player or NPC needs to do something (use a skill, 
  perform a task, etc.), they are attempting an Action.  EXILES 
  uses a unique system for calculating a character’s ability in any 
  given activity.  To determine a character’s level of competence, 
  the character’s specific Skill is added to a Co-Attribute, which 
  may be any one of the character’s  basic attributes.  These 
  vary from situation to situation.  Any given Skill may have 
  a number of Co-Attributes, each one to be used for a specific 
  circumstance.
  MAKING Action ROLLS
  A character makes Action rolls with a D100, adding both the 
  value of the Co-Attribute and the Skill to the number rolled. 
  This generates a number between 1 and 200, referred to as the 
  Action Total, which determines both failure or success, and 
  degree of success.  
  Co-Attribute
  Skill Score
  D100 Roll
  Action Total
  31 +
   
  26 + 68 = 125
  Success or Failure(0/1)
  Rank of success (0-10)
  Hit location  (0-9)
  As shown above, each digit of the Action Total represents 
  some aspect of the attempted action.  The first digit is like a 
  binary number - either zero or one - and represents basic suc-
  cess or failure.  A one (1) is positive, and indicates a successful 
  action.  A zero (0) is negative, and indicates the action has 
  failed.  When successful, the second digit then determines 
  the Rank of success - the higher the Rank the more successful 
  the action.  And in combat situations, the third digit is used 
  to determine the hit location.
  Very simple, straightforward character actions may only 
  require the first digit (succeed/fail) to be resolved.  Others will 
  be open-ended, where higher Ranks reflect greater and more 
  complete successes — and sometimes these may be opposed 
  by another PC or NPC’s roll.  Still others will be assigned a 
  Rank Target, which must be equalled or exceeded to achieve 
  success.  Remember, a total of 100 exactly (a Rank 0 success), 
  while not an outstanding or impressive display of skill, is still 
  a success. 
  PURE ATTRIBUTE CHECKS
  Sometimes, characters will want to attempt actions for which 
  there is no appropriate Skill to be used.  These actions might 
  be tests of pure strength, agility, or even knowledge.  For 
  these types of actions. the Arbiter will assign a Co-Attribute 
  as usual, but instead of adding a Skill, the character will add 
  the appropriate Aptitude — Physical, Mental or Character.  A 
  test of reflexes would use REF and the Physical Aptitude, while 
  a test of confidence would use CNF and the Psyche Aptitude. 
  Note that Psi Attributes also have an Aptitude, but it works 
  differently (see Psi).
  Failure and re-attempting 
  ACTIONS
  It’s bound to happen sooner or later; a character will fail an 
  Action.  This is not necessarily the end of the world, since many 
  Actions can be re-tried.  Which ones?  Essentially, this is up to 
  the Arbiter.  If the Action was to stop a reactor from exploding, 
  and was failed, the chances are it can’t be re-tried (explosions 
  tend to be fatal).  If the Action was to pick an electronic lock, 
  it can probably be tried again.  In all cases, the Arbiter’s deci-
  sion is final.
  Normally, re-attempting a Action after a failure causes the 
  Rank to increase by one, and the player must wait a number 
  of chrons equal to the original rank before rolling.  So, a failed 
  Rank 4 Action can be retried, 4 chrons later, at Rank 5.  At the 
  Arbiter’s discretion, no Action may be attempted more than 
  three times in succession.
  GAME SYSTEMS
  
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  COMBAT
  When tempers get pushed over the edge and the kelp starts 
  to hit the fan, the combat system kicks in.  EXILES combat is 
  fast, exciting, and can be quite deadly.  The combat sequence 
  is as follows:  
  1. All players who wish to be involved in the combat 
  roll Initiative.
  2. The character with the highest Initiative 
  goes first - they declare their action and it is 
  resolved.
  3. The character with the next highest initiavive 
  takes their action.
  4. Steps 2-3 are repeated until all characters have 
  completed all their actions for this round.
  5. The combat cycle starts over, or if all combatants 
  are incapacitated, ends.
  Likewise, the sequence of actual combat exchanges can be 
  broken down into five steps:
   
  1. An Attack roll is made.
   
  2. Attack Rank is determined.
   
  3. A Defend roll is made. 
   
  4. The Defend Rank removes from the Attack Rank.
   
  5. The final Attack rank is determined, and if still
   
      successful, damage is inflicted.
  INITIATIVE
  To begin a combat cycle, each character rolls Initiative.  This 
  determines how quickly a character reacts, as well as the 
  number of actions that a character can attept in the Combat 
  Turn.  A Turn is equal to one centichron (approximately nine-
  tenths of a second).
  To determine their Initiative, the player rolls D100 and adds 
  their REF and AWA attributes.  This will generate a number 
  between 21 and 200.  The highest rolled number “wins” the 
  Initiative, and can take the first action (or Hold, described 
  below).  Additional actions are available at increments of 
  100, so if a character’s Initiative roll exceeds 100, they will 
  get a second action.
  A character with AWA 33 and REF 35 rolls D100 
  and gets an 52.  They will take their first action at 
  Initiative 120, and will get a second action at 20.
  In the case of tied initiative scores, PCs and NPCs take their 
  actions simultaneously.
  Hold
  Holding your Initiative is a voluntary action anyone can take, 
  which allows them to hold their action until they wish to use 
  it.  This can be helpful in cases where characters are not sure 
  what they should be doing, or when they are waiting to see 
  what an opponent or ally is doing first.  However, if a player 
  with two actions holds past their second action slot, they lose 
  that second action.
  Player A has rolled a 162 for Initiative, so he will 
  take actions at 162 and 62.  However, he’s wait-
  ing for Player B to make the first move.  Player 
  B doesn’t go until 58, so Player A sacrifices his 
  second move.  As soon as Player B acts at 58, 
  Player A acts immediately after, at 57.
  ACTIONS
  For each initiative action a character has, they may:
  Draw/holster a firearm
  Load/reload a firearm 
  Shoot a firearm (1 round/3 round burst)
  Draw/sheathe a melee weapon
  Make a melee attack (within range)
  Grab an item
  Throw an object
  Speak a few words
  Move ATH meters
  Use a skill
  Use an “immediate” Psi power
  SHOOTING
  To make an attack with a gun, a character rolls D100 and adds 
  their REF and Firearms skill.  With a successful roll, the Rank 
  determines the damage that will be inflicted.
  Range and Situational Modifiers
  All firearm and projectile weapons are listed with four ranges, 
  which represent the weapon’s accuracy and effectiveness at 
  certain distances.  These ranges are: Close; Normal; Long; and 
  Extreme.  Depending on the attacker’s distance to their target, 
  there are bonuses or penalties to their shooting roll.
  
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  Attack rolls can also be modified by environmental circum-
  stances, weapon-enhancement equipment, and other various 
  factors.  These modifiers are cumulative, and can seriously 
  increase or decrease the chance of their shot hitting.
  RANGE 
   
   
  MODIFIER
  Close Range  
   
  +10
  Normal Range 
   
  —
  Long Range  
   
  -10
  Extreme Range 
   
  -30
   
  SITUATION  
   
  MODIFIER
  Point-blank range (touch) 
  +50
  Target immobile 
   
  +30
  Firing from prone position 
  +10
  Laser scope 
   
   
  +10
  GunEye scope  
   
  +20
  Weapon braced 
   
  +10
  Each action spent aiming  
  +10 (max +50)
  Target behind >50% cover 
  -40
  Target behind <50% cover 
  -20
  Wild firing 
   
   
  -30
  Firing with “off” hand  
  -30
  Firing while moving 
   
  -20
  Moving target 
   
  -10
  Poor lighting  
   
  -10
  Target in melee combat  
  -20 per combatant
  Dodging
  While characters cannot dodge bullets, certainly an observant 
  participant in a firefight knows when to keep their heads 
  down, or perhaps even simply leave the scene at the first sign 
  of weapons.  A player who is aware that they are going to be 
  fired at can attempt to move out of the way, provided that they 
  either a) have not taken their action yet, or b) have a second, 
  unused action remaining.  In either case, attempting a dodge 
  sacrifices their next initiative action.
  The Dodge roll is made with REF + Dodge, and successful 
  rolls reduce the attackers action total, Rank-for-Rank.  If the 
  defense roll drops the attack roll below 100, it has missed 
  completely.
  Rolling to his feet, our hero whips his railgun 
  pistol out of his jacket and fires at his arch-rival 
  across the darkened factory floor.  He has a 36 
  REF and a 41 in Firearms, and -30 in modifiers 
  (Target behind <50% cover, Poor lighting).  His 
  roll is stellar - a 92 - for a total of 139 and a rank 
  3 success.  
  The arch-rival, however, knows his nemesis is 
  quick to return fire and is ready to dodge the 
  incoming attack.  He has a 38 REF and a 34 
  Dodge, and no modifiers.  He rolls a 40, however, 
  for a total of 112.  A rank 1 success.  The attack roll 
  is reduced by one rank, but he’s still been hit with 
  2 ranks of damage.
  MELEE COMBAT
  Hand-to-hand combat is conducted in much the same way 
  as shooting.  The attacker makes a roll using ATH + Combat: 
  Armed/Unarmed.
  Situational Modifiers
  While range is not as much of a concern (people are either 
  within range to fight or they’re not), Terrain and environmental 
  circumstances can also affect melee combat.  These modifiers 
  are cumulative.
  SITUATION  
   
   
  MODIFIER
  Opponent immobile 
   
   
  +50
  Longer weapon than opponent 
   
  +10
  Shorter  weapon than opponent  
  -10
  Superior position 
   
   
  +10
  Inferior position 
   
   
  -10
  Using weapon in “off” hand 
   
  -20
  Defending
  In melee, a character can defend themselves in two ways 
  - Dodging (ATH + Dodge), or Blocking (ATH + Combat: Armed/
  Unarmed).  A player who is aware that they are going to be 
  attacked can attempt to defend themselves, provided that they 
  either a) have not taken their action yet, or b) have a second, 
  unused action remaining.  In either case, attempting a dodge 
  or block sacrifices their next initiative action.
  It will be up to the Arbiter whether certain weapons can be 
  blocked by an unarmed defender, though if a character is 
  intended to be accomplished martial artist it should be quite 
  viable.
  Successful rolls reduce the attackers task total rank-for-rank. 
  If the defense roll drops the attack roll below 10  0, it has been 
  dodged completely or successfully blocked.  Remember, a Rank 
  0 success will still inflict damage, so the defensive Rank must 
  be higher than the attack Rank in order to completely avoid 
  damage.
  Raja-kur spins and uses his momentum to lash 
  out his fist.  He rolls a 67 and adds it to his ATH 
  (43) and his Unarmed Combat (40).  150 — A Rank 
  5 success.  Tamayo is expecting the attack, and 
  raises his arm to block it.  He rolls a 32, adding 
  his own ATH (46) and Unarmed Combat (44).  His 
  
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  Rank 2 success (122) absorbs some of the impact, 
  but 3 ranks of damage still get through.
  Once the final damage step has been determined, it’s time to 
  calculate and apply the damage.
  DAMAGE
  Every weapon has a fixed damage number called a Damage 
  Step.  This number, along with the Rank of a successful attack 
  roll, is what determines the damage inflicted by any given 
  attack.  The formula is simple:
  (Rank x Damage Step) = Points of damage inflicted
  Types of damage
  There are two fundamental types of Damage a character can 
  sustain — Physical damage — caused by guns and blades and 
  sticks and fists; and Fatigue, which is inflicted by energy 
  weapons like tasers, psionic attacks, drug and poison effects, 
  and even simple physical overexertion.
  Likewise, weapons are classified into types, which represent 
  what kind of damage they do.  Weapons which cause Physi-
  cal damage are either Acute or Blunt, and those that cause 
  Fatigue are called Concussive.  Nominally these damage types 
  are simply known as A, B, or C.
  hit locationS
  In EXILES combat, the human body is divided into nine sec-
  tions, each of which can be individually hit and damaged. 
  Each section, or Hit Location, has a certain score which indi-
  cates the number of damage points it can sustain before it is 
  destroyed.
  # 
   
  LOCATION 
   
  HIT POINTS
  1 
   
  Head 
   
   
  STA/2
  2 
   
  Right Arm 
   
  STA
  3 
   
  Left Arm  
   
  STA
  4-6  
  Torso 
   
   
  STA x 2
  7 
   
  Abdomen  
   
  STA
  8 
   
  Right Leg 
   
  STA x 1.5
  9 
   
  Left Leg  
   
  STA x 1.5
  The Hit Location is determined by the ones digit of a success-
  ful attack roll.  A roll of 103 means location 3 is hit.  A roll of 
  149 hits location 9, etc.  A Hit Location of 0 indicates that the 
  attacker may choose the Hit Location they want to damage.
  Note that the hit location is determined by the initial die roll, 
  and dodge/defend reductions are to the rank of success ONLY. 
  A successful attack roll of 155 (rank 5, location 5) which is 
  successfully defended with a roll of 124 (rank 2) is reduced to 
  a rank 3 success (rank 5 - rank 2), but the hit location (5) does 
  not change.  However...
  Push 
  A character with high Firearms or Melee Combat skills may 
  “push” the ones digit (hit location) of their attack total up to 3 
  locations. This means a character with a Firearms skill of 30 
  (Push 1) could bump a hit on location 3 to location 2 or 4. 
  Note:  A push can never move the target to location 0 (zero). 
  armor
  Many different kinds of personal armor are available to char-
  acters.  Armors are defined by A/B/C ratings, which directly 
  correspond with the types of damage they protect against.
  When an armored location is struck, the damage to be inflicted 
  is simply reduced by the appropriate armor rating.
  Facing a formidable foe, our hero is unable to 
  dodge a vicious knife attack.  Fortunately, it’s 
  hitting him on the shoulder, and his ballistic 
  armor jacket will lessen the blow.  The attacker 
  has hit with a total of 18 points of damage, but 
  minus the armor’s A rating of 10, he only causes 
  8 points.  Merely a scratch.
  Effects of Physical Damage
  There are three basic “degrees” of wounds, each of which affect 
  the character differently.
  Minor Wound - Damage less than half the locations’ total score. 
  A flesh wound or deep bruise.  No penalties.
  Serious Wound - Damage greater than one-half the locations’ 
  total points.  The location is badly damaged, with severe 
  tissue trauma, possibly torn ligaments or broken bones. Fur-
  thermore, they suffer a -10% penalty to all rolls.  This penalty 
  is cumulative — four seriously wounded locations means a 
  -40% penalty.
  
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  Major Wound - Damage greater than the locations’ total 
  points.  Limbs have compound fractures (or have been severed 
  entirely), the chest has a massive, gaping wound, etc.  Note that 
  for game purposes, an area cannot take “negative” damage 
  — once it has reached 0, further damage is inconsequential. 
  If the character is still conscious, they suffer a -50% penalty 
  to all rolls.
  Unless “finished off” by another player or NPC, the character 
  will succumb to their wound(s) and die after a number of chrons 
  equal to their END attribute.  Thanks to modern medicine, 
  however, if attention is recieved within that time frame, and the 
  wound(s) can be stabilized, they will have an excellent chance 
  for complete recovery. 
  consciousness
  Each character has a Consciousness rating based on the sum 
  of their WIL and STA attributes.  When required, they must 
  roll D100 and add it to their Consciousness score — a result 
  below 100 means they have fallen unconscious.    Characters 
  must make Consciousness checks anytime:
  - They sustain a Serious or Major Wound.
  - They lose 25% of their Fatigue from one attack.
  - They sustain any Blunt or Concussive damage to
     their head (Location 1).
  Characters knocked unconscious remain out for D10 chrons.
  HEALING
  Unaided, natural healing recovers (STA/10) damage points per 
  location, per kilochron.
  A MedStation (using nanosurgeons, bio-chemical salves, E-M 
  tissue stimulation, bonecasts, etc.) can heal at a rate of 10 
  damage points/hectochron, though it must be applied to one 
  specific location at a time.
  Trauma baths (requiring total submersion) function at the 
  same rate as a MedStation, but works on an entire body at 
  once (healing all locations at the same time).
  Psionic healing is instantaneous — effectively anti-damage 
  — but its effectiveness is dependent on the Psi’s capabilities.
  Fatigue
  Fatigue recovers a bit faster, at the rate of a character’s END 
  score per hectochron spent sleeping or resting quietly.  Fatigue 
  can never be restored by psionics.
  EXPERIENCE
  Following each game session, the Arbiter will assign experi-
  ence points, with which players can improve their attributes 
  and skills.  While skill advancement is identical to the point 
  spending system used to create characters, raising attributes 
  is considerably more expensive.
  experience improvement COSTS
  Attributes
  Point Cost
  Skills
  Point Cost
  11-30
  2:1
  1-30
  1:1
  31-40
  4:1
  31-40
  2:1
  41-45
  6:1
  41-45
  3:1
  46-50
  8:1
  46-50
  4:1
  
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  Since EXILES is a role-playing game, every player needs to 
  have a character, which is quite simply the role they will play 
  in the course of the game.  Your character should be someone 
  who is interesting to you, someone you would like to portray 
  in the EXILES world.  While your character’s personality and 
  demeanor is completely up to you, there should always be 
  some restlessness and curiosity present.  Characters need to 
  be adventurers and explorers, rarely content with nine to five 
  jobs or sitting in their homes and watching HoloVids.  This 
  is not to say they have to be exceptional athletes, fighters, or 
  reckless thrillseekers, but bravery and tenacity are crucial. 
  Everyone in the EXILES world is a survivor.
   
  In EXILES, there are two basic methods of creating a player 
  character:
  •  The first is to generate your character from scratch, follow-
  ing your own personal character concept.  This method is 
  recomm ended for players who have had some experience 
  with the EXILES world, and are familiar with the system. 
  To create a character from scratch, there are several 
  ‘assembly’ steps which must be completed, in order.  Read 
  through all of the steps before beginning.
  •  The second method is to simply choose, complete and copy 
  one of the existing EXILES Character Blueprints, found at 
  the end of this section.  These pre-generated characters are 
  designed to present a wide variety of the types of people 
  which will be found in EXILES, and using them is strongly 
  recommended for first-time play.
  Player characters are defined by Attributes and Skills.
  ATTRIBUTES
  Attributes range in value from 10 to 50, each score repre-
  senting some aspect of the character’s physical, mental or 
  psychological makeup.  A 10 represents the lowest possible 
  score for any character, and a 50 is the maximum.  Geneti-
  cally engineered humans and non-human creatures can have 
  attributes higher than these limits; player characters cannot. 
  There are 12 “standard” attributes, broken into three catego-
  ries:  Physical, Mental, and Character. Additionally, there a 
  fourth category, Psi, which is only used by characters with 
  developed psionic powers.
  physical attributes
  ATH (Athletics)
  ATH represents the character’s overall grace and bodily dexter-
  ity, as well as speed.  ATH is used for (obviously) all physical 
  athletic endeavors, as well as hand-to-hand combat.
  END (Endurance)
  This attribute dictates how long a character can hold their 
  breath, maintain intense physical activity, or withstand physi-
  cal punishment and pain.  A character’s END score, doubled, 
  determines their Fatigue points.
  REF (Reflexes)
  Indicates eye-hand coordination and the body’s overall ability 
  to react.  REF is a critical attribute for many skills requiring 
  nimble fingers, as well as using firearms.
  STA (Stamina)
  Physical resiliency and toughness.  Besides determining how 
  much actual damage a character’s body can withstand, STA is 
  a measure for resisting sickness or hostile environments.
  STR (Strength)
  This attribute represents physical power.  When a character 
  performs an activity like lifting, punching or carrying weight, 
  STR is the attribute involved.  It also helps determine how 
  CHARACTER
  CREATION
  
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  much damage a character can inflict with his hands or melee 
  weapons.
  mental attributes
  AWA (Awareness)
  Represents the character’s ability to perceive things around 
  them, and react to surprise.  Seeing, hearing, smelling, and 
  even instinct are incorporated into AWA.
  KNO (Knowledge)
  Indicates how much general information a character knows, 
  as well as their ability to utilize that knowledge intelligently. 
  Although it can be either book-learned information or things 
  learned through experience, KNO is probably the most common 
  attribute relating to educational and technical skills.
  WIL (Willpower)
  The character’s mental integrity and fortitude are gauged by 
  WIL.  It also determines a character’s ability to concentrate, 
  remain calm in a crisis, and stay conscious when injured.  It 
  is also a major compoent of psionic use.
  WIT (Wits)
  “Thinking on your feet.”  WIT measures overall quickness of 
  thought, as well as creativity and problem-solving ability.  In 
  many situations where players are forced to improvise or uti-
  lize skills in unorthodox ways, WIT is crucial.
  character attributes
  CNF (Confidence)
  A measure of the character’s faith and belief in themselves, 
  CNF can heavily influence their ability to influence others. 
  Like WIL, CNF is important component of Psionics.
  PRE (Presence)
  Personality.  This attribute determines how much charm and 
  influence a character has.  PRE dictates individuality, emo-
  tional make-up, and overall disposition. 
  RAP (Rapport)
  Primarily used as a co-attribute for skills involving discus-
  sion and social ineraction, RAP is also an indicator of how 
  well the character can communicate thoughts and concepts 
  to others.
  Psi attributes
  Remember, ONLY Psi characters will have scores for  ACT 
  and PAS.
  ACT (Active)
  ACT represents the Psi’s ability to use their powers externally, 
  interacting with the outside world and/or other people.  “Offen-
  sive” psionics rely heavily on ACT.
  PAS (Passive)
  PAS is a measurement of the Psi’s ability to internalize their 
  powers, using them on themselves or in defensive ways, for 
  subtler but no less powerful effects.
  aptitudes
  In addition to these basic attributes, each player has three 
  ‘aptitudes,’ one for each attribute category — Physical, Mental, 
  Character and Psi (if applicable).  These are based on the 
  average of all attributes within each category.  Their use is 
  described more fully in the Systems chapter.
  Physical Aptitude:
  (ATH + END + REF + STA + STR) / 5
  Mental Aptitude:
  (AWA + KNO + WIL + WIT) / 4
  Character Aptitude:
  (CNF + PRE + RAP) / 3
  Psi Aptitude:
  (ACT + PAS) / 2
  
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  SKILLS
  There are many different skills available to the EXILES char-
  acter, all rated on a scale of 0-50.  A complete list follows; the 
  specific function of each skill and complete skill descriptions 
  can be found at the end of this chapter.  Skills marked with an 
  asterisk (*) indicate a base skill level of 5, and skills followed 
  with [ ] must be specialized.
  Academics [ ] 
   
  Bureaucracy
  Business
  Climb
  Combat - Armed
  Combat - Unarmed
  Computer
  Crime
  Dodge*
  Engineering [ ]
  Expertise  [ ]
  Firearms
  HydroCulture*
  Investigation
  Language []
  Medicine
  Navigation
  Perception*
  Performance [ ]
  Persuasion
  Pilot [ ]
  Running
  Sea Lore*
  Search
  Security
  Stealth
  Sub - Ops
  Sub - Weapons
  Survival
  Swimming*
  Throwing
  psionic skills
  Psi characters can also spend points on the different aspects of 
  psionic power.  These skills are described in the Psi chapter.
  ASPECTS
  TALENTS
  Extra-Sensory Perception (ESP)
  Clairvoyance
  Precognition
  Psychometry
  Sensory Enhancement
  Telepathy
  Communication
  Dowsing
  Empathy
  Imposition
  Psychokinetics
  Energy Manipulation
  Physical Enhancement
  Revalescence
  Telekinesis
  Additionally, Psi characters have a specialized non-psionic 
  skill — Concentration — which is used to both prepare for 
  and resist the backlash of activating their psi talents.  This is 
  described fully in the Psi section.
  GENERATING SCORES
  Characters begin with a pool of 250 points to spend on their 
  attributes, and 500 points for skills.
  The “standard” attributes within the Physical, Mental, and 
  Character categories begin with a value of ten (10), and normal 
  characters need only spend their points on those 12 attributes. 
  Characters who wish to have psionic powers, however, must 
  also use this pool of points to build their Psi attributes, which 
  begin at zero (0).   
  ATTRIBUTE/SKILL COSTS
  Attribute / Skill Score
  Point Cost
  1-30
  1:1
  31-40
  2:1
  41-45
  3:1
  46-50
  4:1
  “Standard” Attribute
  Score Costs
  Psi Attribute &
  Skill Score Costs
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
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  41
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  44
  45
  46
  47
  48
  49
  50
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  22
  24
  26
  28
  30
  32
  34
  36
  38
  40
  43
  46
  49
  52
  55
  59
  63
  67
  71
  75
  123456789
  10
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  18
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  28
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  30
  31
  32
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  41
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  50
  12345678910
  11
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  SKILL DESCRIPTIONS
  specialized skills
  Skills which are followed by brackets [ ] are skills which 
  must be further specified by the character.  These are areas 
  of knowledge and expertise that are related, but unique unto 
  themselves.  For example, with the Pilot skill, the character 
  must decide what class of ship they are most proficient with. 
  Most of these skills may be taken multiple times with vary-
  ing specializations.  
  unskilled use
  Characters can make attempts to perform Tasks for which 
  they have no actual Skill, however, their chance of success is 
  greatly reduced.  Each Skill uses the most appropriate Attri-
  bute Aptitude instead of a proper Skill and Co-Attribute.  Dif-
  ferent aspects of any given skill may use different Aptitudes, 
  as with normal Skill use.  The Aptitude score ONLY is added 
  to the d10 roll for the Action Total.
  However, the Arbiter has the final say in whether a character 
  can make a realistic Unskilled Use attempt, as many Skills 
  could not be accomplished by an untrained person.  For 
  instance, while a character with no background in medicine 
  and no Medicine Skill should be allowed to try and bandage 
  a wound, they should never be allowed to attempt open-heart 
  surgery.
  ACADEMICS [ ]
  Academics is the catch-all grouping for any specalized 
  professional knowledge.  Archeology, Cryptography, 
  Anthropology, Law, Psychology, and the Sciences would all be 
  appropriate specializations.  This skill may be taken repeatedly 
  with different specializations. 
  BUREAUCRACY
  This Skill involves getting things done within a government 
  institution or similar hierarchical system), as well as knowledge 
  of various procedures employed by these organizations. 
  Common amongst House employees.
  BUSINESS
  This Skill deals with the day to day operation of any small-
  scale or corporate business.  It also incorporates knowledge of 
  business law and standard business procedure and strategy.
  CLIMB
  Climb is, quite simply, a measure of how well the character 
  can climb.  This includes technical climbing and most aspects 
  of spelunking, as well as the simple monkey-like ability to 
  scramble to the top of a rock or tree or pile of crates.
  COMBAT - ARMED
  This Skill allows for a character to use any non-thrown, non-
  projectile weapon.  This includes archaic weapons such as 
  swords, nunchaku, and staves, as well as impromptu melee 
  weapons like bottles or chairs.  At higher levels, this skill also 
  imparts the ability to “Push” hit locations on successful Armed 
  Combat attack rolls.  The progression is as follows:
   
  SKILL SCORE 
   
  “PUSH” ALLOWED 
   
  1-29 
   
   
  None
   
  30-39 
   
   
  1 Hit Location
   
  40-49 
   
   
  2 Hit Locations
   
  50 
   
   
  3 Hit Locations 
  COMBAT - UNARMED
  This Skill entails all forms of hand-to-hand combat:  Boxing; 
  Streetfighting; Martial arts; etc.  Most use of this Skill takes 
  place in the Combat system. At higher levels, this skill also 
  imparts the ability to “Push” hit locations on successful 
  Unarmed Combat attack rolls.  The progression is as follows:
   
  SKILL SCORE 
   
  “PUSH” ALLOWED 
   
  1-29 
   
   
  None
   
  30-39 
   
   
  1 Hit Location
   
  40-49 
   
   
  2 Hit Locations
   
  50 
   
   
  3 Hit Locations 
  COMPUTER
  This Skill includes not only the ability to use and program 
  computer software, but also a certain knowledge about the 
  inner functioning of computer components and the assembly 
  of systems.  But, while it does allow a character to re-configure 
  a computer’s I/O ports or insert replacement parts, no actual 
  creation or repair of computer Hardware (circuit boards, etc.) 
  can be done with out the Engineering: Electrical Skill.
  CRIME
  This Skill involves several elements, all related to normally 
  illegal activities: Picking pockets; opening electronic locks; 
  forging documents, etc. If these Skills seem odd. consider 
  that the advanced state of crime prevention in 293 has not 
  eliminated crime, it has forced criminals to advance in order 
  to keep up. 
  DODGE
  This Skill covers avoiding being struck by melee and fire 
  combat attacks.  Most use of this Skills takes place in Combat 
  encounters.
  ENGINEERING [AQUATIC]
  The design, construction and repair of most nonspecific 
  aspects of underwater technology are covered by this Skill; 
  Hydrodynamics, hydraulics; aquatecture; water treatment 
  nomenclature, hydrocraft and mass hydrotransport 
  technology; etc. 
  
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  ENGINEERING [ELECTRICAL]
  This Skill covers the design construction and repair of any 
  and all electrical systems (computer circuit boards, vehicle 
  control panels, etc.). 
  ENGINEERING [GENETIC]
  Genetic Engineering is the Skillsof reading, understanding, 
  and ultimately, modifying DNA.  By 493, pre-natal detection 
  and correction of birth defects has become routine. Cloning 
  animals, plants, and even human body parts is very common, 
  and modifying plants to grow larger, etc. is old hat.  Entire 
  extinct marine species have been re-created from genetic 
  samples stored since before Antaeus struck.  It is even possible 
  to genetically tailor children -  the fetus is modified in the 
  womb, and the child can be designated a specific hair or eye 
  color, or a specific body type or muscle density.  However, this 
  is not a common procedure worldwide, as in some realms it is 
  considered to be “unnatural.”  On the frontiers of this science, 
  it may be possible to combine genetic material from a variety 
  of chosen donors to create specific purpose creatures and/or 
  humans.  The moral implications of this, however, are being 
  heavily debated
  ENGINEERING [MECHANICAL]
  This Skill covers the design, construction and maintenance 
  of mechanical systems and devices.  It also includes some 
  rudimentary electronics; just enough to deal with the minor 
  power-supply aspects of electromechanical systems (such as 
  air conditioners, airlocks, etc.).
  ENGINEERING [MILITARY ]
  This Skill includes several specific military activites, such 
  as demolitions, weapon design, combat shelter construction, 
  and others.
  EXPERTISE [ ]
  Probably the Skill with the widest ‘scope,’ Expertise is used for 
  the purpose of giving a character knowledge and ability in some 
  aspect not defined by any other Skill.  All Expertise specialties 
  must be discussed with and approved by the Arbiter.
  FIREARMS
  This is the ability to accurately hit a target with a firearm. 
  This includes any sort of weapon which can be held in one 
  or both hands, without the assistance of a firing platform 
  or mounting harness; Snubs, Pistols, SMGs, and Rifles.  It 
  does not include heavier man-portable weapons, nor does it 
  incorporate ship-mounted weapons.  These are covered by the 
  Heavy Weapons Skill.  Firearms includes loading, aiming, and 
  firing hand weapons.
  It also includes basic preventative maintenance and correction 
  of minor malfunctions (misaligned magnets. compression 
  chamber leaks, Jams, etc.).  This Skill may also be used to 
  mount accessories such as laser sights on a weapon. 
  At higher levels, this skill also imparts the ability to “Push” hit 
  locations on successful Firearm attack rolls.  The progression 
  is as follows:
   
  SKILL SCORE 
   
  “PUSH” ALLOWED 
   
  1-29 
   
   
  None
   
  30-39 
   
   
  1 Hit Location
   
  40-49 
   
   
  2 Hit Locations
   
  50 
   
   
  3 Hit Locations 
  HYDROCULTURE
  Familiarity with the gamut of modern human society, this 
  Skill is the understanding of various aspects of different 
  hydrospheres and included cities, as well as the motivations 
  and lifestyles of their inhabitants.  This Skill can be taken 
  once, as a generalized knowledge, or several times under any of 
  the following individual subtitles;  Street; Corporate; Political; 
  Military; Colonial; Mining
  INVESTIGATION
  Investigation is getting to the bottom of a mystery, searching 
  for evidence, or doing research for important information. 
  This Skill is used in place of Perception or Search when the 
  character is purposefully searching the scene of an incident 
  for clues. It is also used when searching for information in a 
  library or other repository of information.
  LANGUAGE [ ]
  People communicate through the medium of language.  In 
  EXILES, everyone can speak and understand their own 
  language without a Skill roll, provided it is spoken by another 
  native speaker.  When to use this Skill, and who makes the 
  Skill roll, can be little confusing, so in general, follow these 
  two guidelines;
  • 
  In all cases involving a native speaker and a non-native, 
  the non-native speaker rolls.  Success indicates that the spoken 
  concept has been understood/made clear.
  • 
  In cases where two non-native speakers are trying to 
  communicate through a mutual language, both roll.  Both 
  rolls must be successful or the attempt to communicate fails.
  NOTE: This skill is not required for the character’s first, native 
  language.  Characters may take this Skill more than once,  in 
  order to know many additional languages.
  MEDICINE
  The medicine Skill allows for the character to perform 
  certain Tasks on an anatomic, biological, and microscopic 
  level.  In 493, neural surgery has become almost remedial, 
  and the replacement of severed limbs with functional, cloned 
  replacement parts is almost commonplace.
  NAVIGATION
  Allows for the characters to use maps, charts, and electronic 
  equipment to guide themselves or their ships to, from, or 
  through any ocean or oceanic terrain. 
  PERCEPTION
  Perception is the Skill of noticing and reacting to things that 
  you are NOT distinctly looking for.  Hearing a faint noise, 
  spotting movement out of the corner of your eye, etc.
  
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  PERFORMANCE [ ]
  This is a Skill that covers any and all kinds of artistic 
  expression, each of which must be taken as a separate 
  specialization.  This includes Acting (both theatrical 
  performance as well as one’s ability to perform and roleplay 
  on a more personal, ad-lib level), Painting, Dance, Sculpture, 
  Writing (prose or journalistic), etc.
  PERSUASION
  Persuasion, intimidation, coercion - this is the skill of getting 
  others to do something, or think about something you want 
  them to beileve.  It can never be used to make a person act in 
  an obviously self-destructive manner, but it can make them go 
  against their better judgment.  Use of this skill applies to NPCs 
  only, persuasion of other players should be roleplayed. 
  PILOT [ ]
  The Skill of operating any hydrocraft or inner sphere vehicle.  It 
  also functions as the Dodge Skill during ship-to-ship combat
  RUNNING
  This Skill is used primarily as an indication of how fast a 
  character can move when running.  The Running Skill plus 
  ATH determines how many meters a character can run in one 
  decichron (approximately eleven seconds), and this pace can 
  only be maintained for a number of decichrons equal to one-
  tenth of their END attribute.
  SEA LORE
  Knowledge of history, legends, mythology, and even strange, 
  unexplained natural phenomena are all part of Sea Lore. 
  Difficulty ratings are somewhat nonspecific, as they depend 
  on the relative obscurity the myths involved. 
  SEARCH
  Essentially this is the active skill of noticing and finding 
  things, compared to Perception’s reactive nature.  Search 
  allows characters to find what they’re looking for (provided 
  they’re looking for the right thing in the right place...
  SECURITY
  This is the study and application of security systems, including 
  simple alarm systems, complex sensor arrays, video and 
  holographic imaging equipment, long-distance surveillance 
  systems (bugs, etc.)
  STEALTH
  Moving quietly, sneaking around in shadows, shadowing, and 
  keeping oneself from being seen are all parts of Stealth.
  SUB - OPS
  This is a catch-all skill that provides for most common tasks 
  and duties performed onboard a ship.  Includes preparing and 
  using airlocks, general ship systems , familiarity with onboard 
  equipment such as the ship’s sensors, as well as traditional 
  seafaring abilities like blowing tanks and knot-tying.
  SUB - WEAPONS
  This Skill is used much like the Firearms Skill, but for heavy 
  ship-mounted weapons; Cannons, Machine Guns, etc.  It also 
  includes familiarity with computer-aided targeting devices and 
  routine maintenance of the guns.  At higher levels, this skill 
  also imparts the ability to “Push” hit locations on successful 
  Gunnery attack rolls.  The progression is as follows:
   
  SKILL SCORE 
   
  “PUSH” ALLOWED 
   
  1-29 
   
   
  None
   
  30-39 
   
   
  1 Hit Location
   
  40-49 
   
   
  2 Hit Locations
   
  50 
   
   
  3 Hit Locations
  SURVIVAL
  This Skill gives a character knowledge about getting 
  nourishment, shelter and help when stranded in desolate 
  environments, either underwater or elsewhere.  It is unlikely 
  that a character without this Skills left completely on their 
  own, would survive for more than a few days.
  SWIMMING
  This Skill is used primarily as an indication of how fast 
  a character can move when swimming.  The Swimming 
  Skillsplus ATH, divided by two ([Swimming + ATH]/2). 
  determines how many meters a character can swim in one 
  decichron (approximately eleven seconds).  It also incorporates 
  knowledge and use of SCUBA and related diving equipment.
  THROWING
  This Skill is used for the purpose of throwing casual objects 
  (flying discs, bails, etc.) and hitting a target with them.  A fist-
  sized abject (approximately i kilogram), balanced for throwing, 
  can be thrown one meter for every point of the character’s STR 
  attribute, plus one meter for every point of their Throwing Skill 
  score.  The target of the throw, however, is what determines 
  the difficulty Rank.
  
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  CAPACITIES
  Once Attributes and Skills have been determined, the follow-
  ing secondary capacities and ratings may be calculated:
  HIT LOCATIONS
  1
  Head
  STA / 2
  2
  Left Arm
  STA
  3
  Right Arm
  STA
  4-6
  Torso
  STA x 2
  7
  Abdomen
  STA
  8
  Left Leg
  STA x 1.5
  9
  Right Leg
  STA x 1.5
  FATIGUE 
   
  END x 2
  CONSCIOUSNESS 
  (WIL + END) %
  INITIATIVE 
   
  REF + AWA
  LOAD 
   
   
  (STR + END) kg
  LIFT 
   
   
  (STR x 5) kg
  MOVE  
   
  (ATH / 3) m/dch.
  RUN 
   
   
  (ATH + Running skill) m/dch
  SWIM  
   
  (ATH + Swimming skill) m/dch
  THROW 
   
  (STR + Throwing skill) m
  CHARACTER 
  BLUEPRINTS
  The following Character Blueprints are designed for times 
  when you don’t want (or need) to undertake the full process 
  of designing a character from scratch.  They may also simply 
  be used for inspiration, or to get an idea about how an “aver-
  age” character might be built.  They may also be helpful for an 
  Arbiter to use for NPCs.
  While a broad range of character professions is included, 
  this in no way reflects the scope of what players can be in the 
  EXILES world.
  SKILLS
  Academics [Law] 
   
  29
  Academics [Psych.]  
  25
  Bureaucracy 
   
  20
  Business  
   
  15
  Climb 
   
   
  9
  Combat - Unarmed  
  20
  Computer 
   
  20
  Crime 
   
   
  15
  Dodge*  
   
  29
  Firearms  
   
  17
  HydroCulture* 
   
  43
  Investigation 
   
  10
  Medicine  
   
  5
  Navigation 
   
  14
  Perception* 
   
  37
  Performance [Acting] 
  21
  Persuasion 
   
  25
  Running  
   
  25
  Sea Lore* 
   
  25
  Search 
   
   
  15
  Security  
   
  18
  Stealth  
   
  10
  Sub - Ops  
   
  25
  Survival  
   
  10
  Swimming* 
   
  20
  ATRIBUTES
  Physical
  ATH 
  30
  END 
  23
  REF  
  30
  STA  
  26
  STR  
  26
  Mental
  AWA 
  33
  KNO 
  28
  WIT 
  35
  WIL 
  31
  Character
  CNF 
  32
  PRE 
  25
  RAP 
  35
  Courier
  bedlamite pilgrim
  SKILLS
  Business  
   
  15
  Climb 
   
   
  9
  Combat - Armed 
   
  28
  Combat - Unarmed  
  34
  Computer 
   
  20
  Crime 
   
   
  15
  Dodge*  
   
  29
  Expertise [(Religion)] 
  38
  HydroCulture* 
   
  43
  Medicine  
   
  15
  Navigation 
   
  14
  Perception* 
   
  37
  Persuasion 
   
  25
  Running  
   
  25
  Sea Lore* 
   
  25
  Search 
   
   
  15
  Security  
   
  18
  Stealth  
   
  10
  Sub - Ops  
   
  25
  Survival  
   
  30
  Swimming* 
   
  20
  ATRIBUTES
  Physical
  ATH 
  30
  END 
  22
  REF  
  30
  STA  
  28
  STR  
  25
  Mental
  AWA 
  32
  KNO 
  28
  WIT 
  36
  WIL 
  31
  Character
  CNF 
  32
  PRE 
  35
  RAP 
  25
  
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  SKILLS
  Academics [Law] 
   
  25
  Bureaucracy 
   
  10
  Business  
   
  10
  Climb 
   
   
  15
  Combat - Unarmed  
  35
  Computer 
   
  25
  Crime 
   
   
  20
  Dodge*  
   
  25
  Expertise  [(City)]  
  30
  Firearms  
   
  40
  HydroCulture* 
   
  35
  Investigation 
   
  42
  Perception* 
   
  37
  Persuasion 
   
  25
  Running  
   
  20
  Sea Lore* 
   
  5
  Search 
   
   
  30
  Security  
   
  20
  Stealth  
   
  15
  Swimming* 
   
  10
  Throwing 
   
  10
  ATRIBUTES
  Physical
  ATH 
  27
  END 
  25
  REF  
  35
  STA  
  30
  STR  
  28
  Mental
  AWA 
  35
  KNO 
  24
  WIT 
  32
  WIL 
  28
  Character
  CNF 
  28
  PRE 
  28
  RAP 
  34
  Detective
  SKILLS
  Bureaucracy 
   
  20
  Business  
   
  20
  Climb 
   
   
  35
  Combat - Armed 
   
  17
  Combat - Unarmed  
  40
  Computer 
   
  10
  Crime 
   
   
  10
  Dodge*  
   
  28
  Engineering [Mechanical] 
  25
  Expertise  [Dockwork] 
  40
  Firearms  
   
  25
  HydroCulture* 
   
  20
  Perception* 
   
  20
  Persuasion 
   
  10
  Pilot [Loader] 
   
  15
  Running  
   
  30
  Sea Lore* 
   
  10
  Sub - Ops  
   
  15
  Sub - Weapons 
   
  10
  Swimming* 
   
  30
  Throwing 
   
  30
  ATRIBUTES
  Physical
  ATH 
  30
  END 
  36
  REF  
  34
  STA  
  37
  STR  
  38
  Mental
  AWA 
  23
  KNO 
  20
  WIT 
  25
  WIL 
  30
  Character
  CNF 
  25
  PRE 
  27
  RAP 
  20
  dockhand
  envoy
  SKILLS
  Academics [History] 
  32
  Academics [Law] 
   
  33
  Academics [Psychology] 
  30
  Bureaucracy 
   
  34
  Business  
   
  31
  Computer 
   
  25
  Dodge*  
   
  20
  Expertise  [House Tyche] 
  40
  Firearms  
   
  15
  HydroCulture* 
   
  36
  Investigation 
   
  33
  Language [{Any}]  
  25
  Language [(Any)]  
  25
  Perception* 
   
  31
  Persuasion 
   
  40
  Sea Lore* 
   
  20
  Swimming* 
   
  15
  ATRIBUTES
  Physical
  ATH 
  23
  END 
  18
  REF  
  25
  STA  
  25
  STR  
  19
  Mental
  AWA 
  28
  KNO 
  31
  WIT 
  32
  WIL 
  30
  Character
  CNF 
  38
  PRE 
  35
  RAP 
  40
  SKILLS
  Academics [Physics] 
  30
  Academics [Chemistry] 
  25
  Academics [Geology] 
  25
  Climb 
   
   
  10
  Computer 
   
  30
  Concentration 
   
  25
  Dodge*  
   
  20
  Engineering [Aquatic] 
  25
  Engineering [Electrical] 
  35
  Engineering [Mechanical] 
  40
  Engineering [Military] 
  20
  Firearms  
   
  20
  Gunnery  
   
  25
  HydroCulture* 
   
  15
  Investigation 
   
  20
  Navigation 
   
  5
  Perception* 
   
  25
  Pilot [Class 1] 
   
  20
  Sea Lore* 
   
  15
  Search 
   
   
  30
  Security  
   
  10
  Sub - Ops  
   
  20
  Swimming* 
   
  20
  ATRIBUTES
  Physical
  ATH 
  23
  END 
  30
  REF  
  33
  STA  
  25
  STR  
  20
  Mental
  AWA 
  29
  KNO 
  40
  WIT 
  45
  WIL 
  27
  Character
  CNF 
  25
  PRE 
  20
  RAP 
  20
  Engineer
  
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  SKILLS
  Academics [Biology] 
  40
  Academics [Chemistry] 
  35
  Academics [Psychology] 
  30
  Combat - Unarmed  
  20
  Computer 
   
  30
  Concentration 
   
  20
  Dodge*  
   
  20
  Engineering [Genetic] 
  25
  Firearms  
   
  15
  HydroCulture* 
   
  30
  Investigation 
   
  20
  Medicine  
   
  45
  Perception* 
   
  30
  Pilot [Lifter] 
   
  25
  Running  
   
  10
  Sea Lore* 
   
  15
  Search 
   
   
  25
  Survival  
   
  30
  Swimming* 
   
  20
  ATRIBUTES
  Physical
  ATH 
  26
  END 
  25
  REF  
  40
  STA  
  28
  STR  
  27
  Mental
  AWA 
  30
  KNO 
  35
  WIT 
  35
  WIL 
  25
  Character
  CNF 
  30
  PRE 
  24
  RAP 
  25
  MedTech
  SKILLS
  Academics [History] 
  30
  Bureaucracy 
   
  25
  Business  
   
  10
  Climb 
   
   
  10
  Combat - Unarmed  
  20
  Computer 
   
  35
  Concentration 
   
  10
  Crime 
   
   
  15
  Dodge*  
   
  20
  Expertise  [Research] 
  35
  Expertise  [House Dionysus] 35
  Firearms  
   
  20
  HydroCulture* 
   
  42
  Investigation 
   
  27
  Perception* 
   
  31
  Persuasion 
   
  35
  Running  
   
  20
  Sea Lore* 
   
  10
  Search 
   
   
  20
  Security  
   
  10
  Stealth  
   
  20
  Sub - Ops  
   
  5
  Swimming* 
   
  10
  Journalist
  ATRIBUTES
  Physical
  ATH 
  28
  END 
  27
  REF  
  33
  STA  
  32
  STR  
  25
  Mental
  AWA 
  36
  KNO 
  28
  WIT 
  31
  WIL 
  24
  Character
  CNF 
  29
  PRE 
  25
  RAP 
  35
  ATRIBUTES
  Physical
  ATH 
  20
  END 
  30
  REF  
  40
  STA  
  23
  STR  
  25
  Mental
  AWA 
  37
  KNO 
  33
  WIT 
  40
  WIL 
  26
  Character
  CNF 
  26
  PRE 
  20
  RAP 
  20
  Pilot
  SKILLS
  Computer 
   
  20
  Concentration 
   
  30
  Dodge*  
   
  20
  Engineering [Aquatic] 
  25
  Engineering [Electrical] 
  20
  Engineering [Mechanical] 
  15
  Firearms  
   
  20
  HydroCulture* 
   
  25
  Language [(Any)]  
  25
  Navigation 
   
  35
  Perception* 
   
  25
  Pilot [Class 2] 
   
  45
  Pilot [Class 1] 
   
  35
  Sea Lore* 
   
  30
  Sub - Ops  
   
  40
  Sub - Weapons 
   
  30
  Survival  
   
  20
  Swimming* 
   
  25
  merchant
  SKILLS
  Academics [Law] 
   
  33
  Bureaucracy 
   
  34
  Business  
   
  40
  Combat - Unarmed  
  15
  Computer 
   
  25
  Dodge*  
   
  20
  Expertise  [House Aeolos] 
  31
  Firearms  
   
  30
  HydroCulture* 
   
  36
  Investigation 
   
  33
  Language [{Any}]  
  25
  Navigation 
   
  25
  Perception* 
   
  31
  Persuasion 
   
  40
  Pilot [Class 2] 
   
  32
  Sea Lore* 
   
  20
  Swimming* 
   
  15
  ATRIBUTES
  Physical
  ATH 
  24
  END 
  25
  REF  
  24
  STA  
  24
  STR  
  22
  Mental
  AWA 
  30
  KNO 
  30
  WIT 
  33
  WIL 
  28
  Character
  CNF 
  36
  PRE 
  32
  RAP 
  40
  
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  ATRIBUTES
  Physical
  ATH 
  38
  END 
  35
  REF  
  35
  STA  
  36
  STR  
  32
  Mental
  AWA 
  25
  KNO 
  23
  WIT 
  30
  WIL 
  20
  Character
  CNF 
  28
  PRE 
  20
  RAP 
  24
  WATCHSTANDER
  SKILLS
  Business  
   
  10
  Climb 
   
   
  25
  Combat - Armed 
   
  20
  Combat - Unarmed  
  35
  Computer 
   
  20
  Dodge*  
   
  25
  Engineering [Electrical] 
  15
  Engineering [Mechanical] 
  15
  Firearms  
   
  25
  HydroCulture* 
   
  24
  Navigation 
   
  20
  Perception* 
   
  20
  Pilot [Class 1] 
   
  18
  Running  
   
  30
  Sea Lore* 
   
  24
  Security  
   
  20
  Sub - Ops  
   
  40
  Sub - Weapons 
   
  25
  Survival  
   
  30
  Swimming* 
   
  35
  Throwing 
   
  24
  SKILLS
  Climb 
   
   
  30
  Combat - Armed 
   
  32
  Combat - Unarmed  
  36
  Computer 
   
  20
  Dodge*  
   
  25
  Engineering [Military] 
  25
  Firearms  
   
  40
  HydroCulture* 
   
  20
  Investigation 
   
  15
  Perception* 
   
  25
  Persuasion 
   
  15
  Running  
   
  20
  Search 
   
   
  26
  Security  
   
  25
  Stealth  
   
  30
  Sub - Ops  
   
  20
  Sub - Weapons 
   
  26
  Survival  
   
  28
  Swimming* 
   
  25
  Throwing 
   
  20
  ATRIBUTES
  Physical
  ATH 
  38
  END 
  30
  REF  
  38
  STA  
  34
  STR  
  32
  Mental
  AWA 
  30
  KNO 
  25
  WIT 
  20
  WIL 
  30
  Character
  CNF 
  25
  PRE 
  24
  RAP 
  22
  PRIVATEER
  
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  ATRIBUTES
  Physical
  ATH 
  18
  END 
  26
  REF  
  20
  STA  
  19
  STR  
  17
  Mental
  AWA 
  30
  KNO 
  27
  WIT 
  30
  WIL 
  31
  Character
  CNF 
  25
  PRE 
  24
  RAP 
  31
  Psi
  ACT  
  30
  PAS  
  35
  Prophet (PSI)
  SKILLS
  Academics [Psychology] 
  28
  Bureaucracy 
   
  25
  Business  
   
  10
  Computer 
   
  20
  Dodge*  
   
  25
  Firearms  
   
  10
  HydroCulture* 
   
  25
  Investigation 
   
  28
  Language [(Any)]  
  28
  Perception* 
   
  35
  Sea Lore* 
   
  25
  Search 
   
   
  15
  Sub - Ops  
   
  5
  Concentration 
   
  35
  Clairvoyance 
   
  40
  Precognition 
   
  35
  Psycometry 
   
  32
  Sensory Enhancement 
  26
  Communication 
   
  20
  Dowsing  
   
  5
  Empathy  
   
  5
  Revalescence 
   
  20
  ATRIBUTES
  Physical
  ATH 
  28
  END 
  30
  REF  
  33
  STA  
  28
  STR  
  26
  Mental
  AWA 
  28
  KNO 
  24
  WIT 
  28
  WIL 
  30
  Character
  CNF 
  24
  PRE 
  16
  RAP 
  20
  Psi
  ACT  
  10
  PAS  
  40
  SKILLS
  Climb 
   
   
  25
  Combat - Armed 
   
  24
  Combat - Unarmed  
  35
  Computer 
   
  12
  Dodge*  
   
  25
  HydroCulture* 
   
  10
  Perception* 
   
  28
  Running  
   
  25
  Sea Lore* 
   
  10
  Stealth  
   
  25
  Sub - Ops  
   
  5
  Survival  
   
  28
  Swimming* 
   
  30
  Throwing 
   
  25
  Concentration 
   
  30
  Sensory Enhancement 
  38
  Energy Manipulation 
  26
  Physical Enhancement 
  40
  Revalescence 
   
  35
  Telekinesis 
   
  20
  Sparta Monk (PSI)
  ATRIBUTES
  Physical
  ATH 
   
  17
  END 
  29
  REF  
  18
  STA  
  20
  STR  
  16
  Mental
  AWA 
  28
  KNO 
  26
  WIT 
  32
  WIL 
  31
  Character
  CNF 
  26
  PRE 
  24
  RAP 
  30
  Psi
  ACT  
  33
  PAS  
  32
  SKILLS
  Academics [Psychology] 
  25
  Bureaucracy 
   
  30
  Business  
   
  35
  Computer 
   
  25
  Dodge*  
   
  15
  Expertise  [(Field)]  
  35
  HydroCulture* 
   
  35
  Investigation 
   
  25
  Perception* 
   
  35
  Persuasion 
   
  40
  Sea Lore* 
   
  5
  Concentration 
   
  40
  Sensory Enhancement 
  10
  Communication 
   
  28
  Dowsing  
   
  25
  Empathy  
   
  35
  Imposition 
   
  20
  Revalescence 
   
  17
  Intermedium (PSI)
  
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  PSI
  Psi is the name given to the amazing, unprecedented psionic 
  powers wielded by those botn with “the Blue” - an unexplained 
  genetic phenomenon that began to affect mankind shortly 
  after the Exile.  Considered by some to be a natural human 
  evolution, and by others to be a mutation caused by unknown 
  radiation or organisms from the meteor Antaeus, the exact 
  nature of psi is still a vastly unknown and misunderstood 
  quantity.
  The Blue
  The nickname, “the Blue,” comes from the unmistakeable (and 
  to date, ubiquitous) blue tint that overtakes at least one of the 
  psi’s natural body pigmentations.  This color transformation 
  can be as overt as blue hair, or skin, or teeth, or as discreet as 
  blue blood or blue internal organs.  Note that this coloration is 
  not a constant — different psis will display different shades of 
  blue, often in a relative manner to their normal body coloration. 
  Typically fair-haired racial stocks often manifest with pale or 
  ice-blue coloration, while darker haired (and skinned) types 
  gravitate towards deeper navy hues.  There are exceptions, of 
  course, but as a rule the actual color blue seen in psis is by no 
  means a constant. 
  As can be expected, while this distinguishing physical char-
  acteristic has made it much easier to identify and calculate 
  the number of people who are psi-gifted, it has also formed 
  the basis for old-fashioned persecution and fear of those who 
  are “different.”  Psis, even with relatively little development 
  of their powers, are incredibly powerful, and even the most 
  level-headed researchers admit that the potential for the psis 
  can be unsettling for “mere” humans.
  PSIONIC SKILLS
  Psionic abilities are specialized Skills which (nearly) exclu-
  sively utilize Psyche Co-Attributes.  Some Mental and Charac-
  ter Attributes come into play, but Psi powers involve far more 
  than simple mental prowess. Psi powers are divided into three 
  Aspects, each with four distinct Talents.  They are:
  ASPECTS
  TALENTS
  Extra-Sensory Perception (ESP)
  Clairvoyance
  Precognition
  Psychometry
  Sensory Enhancement
  Psychokinetics
  Energy Manipulation [ ]
  Physical Enhancement
  Revealescence
  Telekinesis
  Telepathy
  Communication
  Dowsing
  Empathy
  Imposition
  Each Psi skill, when combined with each of the two Psi Co-
  Attributes, functions in different ways.  In the skill descrip-
  tions, these are listed as being used Actively, (with the ACT 
  Co-attribute) or Passively (with PAS).   
  Additonally there is one distinct Psi-only skill:
  CONCENTRATION
  Concentration is a mental discipline that allows Psionicists 
  the ability to focus their thoughts and “zero in” on using their 
  various powers.  This skill is required for every Psi.
  
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  extra-sensory perception
  CLAIRVOYANCE
  Clairvoyance is the catch-all name for expanding one’s 
  awareness in a myriad of ways.  These are not physical senses, 
  which are governed by Sensory Enhancement, but rather a 
  psychic awareness that manifests in visions and aural clues. 
  Active use of clairvoyance would entail reaching out to “see” 
  something specific; Passive would be opening one’s mind to 
  “catch” a glimpse of something important.  Remember that 
  unlike Precognition, Clairvoyance shows only what is actually 
  happening at the present time.
  PRECOGNITION
  One of the most stereotypical “psychic” powers, Precognition 
  represents a psi’s ability to see the future, and know things before 
  they happen.  Active use focuses upon the future of a specific 
  person or thing; Passive allows the mind to open and accept 
  “visions” of danger, etc.   However, as the future is anything but 
  set in stone, visions of any given occurrance can change from 
  moment to moment.
  PSYCHOMETRY
  Also called retrocognition, Psychometry is the classic power of 
  reading the past from an object.  Active use focuses on a specific 
  held object; Passive use allows a Psi to open his mind to detect a 
  significant object, or “read” larger, nonspecific areas.
  SENSORY ENHANCEMENT
  Any of the five senses can be enhanced or modified to the Psi’s 
  whim.  Eyes can be made to see in different spectra (IR, UV, total 
  darkness, etc.), or hearing can be made so acute as to detect a 
  person’s pulse quicken as they tell a lie.  Active use is to enhance 
  another person’s sense(s); Passive use is for the Psi to enhance 
  his own sense(s).
  ESP RANK MATRIX
  RANK
  TARGET
  RANGE
  DURATION
  EFFECT
  +0
  Small object/area; 
  Untrained non-Psi 
  individual
  Self; Touch
  Instantaneous
  Minor:
  Viewing a well-known person or location;
  Vague ideas about the immediate future;
  Reading a recently-handled object;
   Improvement of sense(s) into limits of human ranges
  +1
  Large object/area;
  Small group (2-5);
  Trained non-Psi 
  individual
  Near (10m)
  Short Sustain
  (1 chron or less)
  Average:
  Viewing a person or location only vaguely known;
  More detailed information about future events within several chrons;
  Reading an object/area after many chrons have passed;
  Sensory enhancement to animal capabilities
  +2
  Very large object/
  area; Large group 
  (6-20); Unaware Psi 
  individual
  Far (100m)
  Long Sustain
  (1-5 chrons);
  Defined duration
  Major:
  Viewing a person or location known only seen/heard;
  Specific visions of future events within several kilochrons;
  Reading an object/area after many kilochrons have passed;
  Sensory enhancement to other spectrums
  +3
  Enormous object/
  area; Very large 
  group (21-50); Wary 
  Psi individual
  Distant (1km);
  Out of sight
  Extended Sustain 
  (5+ chrons);
  Permanent*
  Massive:
  Viewing an unknown person;
  Accurate, detailed visions of future events within megachrons;
  Reading an object/area after mega or gigachrons have passed;
  Sensory enhancement to supernatual levels
  
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  Psychokinetics             
  ENERGY MANIPULATION [ ]
  Like the Academics and Engineering skills, Energy 
  Manipulation is a Psi power which must be specialized 
  in.  Pyrokinesis, Cryokinesis, Electrokinesis — these are all 
  diferent aspects of Energy manipulation.  Actively, Psi’s can 
  generate focused fields of energy and make it do their bidding.  
  Passively, they can manipulate subtler energy fields, to change 
  the temperature or cause brownouts, or control existing 
  energy (from an open flame, or electricity from a wall, etc.).
  PHYSICAL ENHANCEMENT
  This power can alter a person’s Physical Attributes, up to and 
  beyond human limitations, as well as reducing them.  Passive 
  use allows the Psi to affect their own Physical stats, while Active 
  allows them to affect others.
  REVALESCENCE
  Revalescence is the Psionic power of augmenting a creature’s 
  natural healing process, healing wounds at a rate many times 
  faster than conventional medicine.  Active use affects others, 
  Passive is for the Psi themselves.  
  TELEKINESIS
  The ability to move objects with only the power of the mind. 
  Active Telekinesis not only includes manipulating  and moving 
  objects, but lashing out with pure kinetic force as well.  Passive 
  TK is used primarily defensively, to shield and protect the Psi 
  (and others) from Physical harm.  In simpler terms, Active 
  involves making inert objects move, and Passive involves making 
  moving objects stop.
  Telepathy
  COMMUNICATION
  The fundamental psionic skill of Communication is speaking 
  mind-to-mind, without words.  Active use initiates and maintains 
  telepathic conversation; Passive use is for closing off the Psi’s 
  own mind — defending against other Psi’s active powers.
  DOWSING
  More commonly known as mind reading.  Active Dowsing is 
  the psionic ability to delve into somone else’s mind and search 
  for information; Passive use is for detecting obvious surface 
  thoughts, and “reading” another’s reactions in any given 
  situation.
  EMPATHY
  Use of this power strongly attunes the Psi to emotions and 
  subconscious fear and desire.  It is one of the few ways man 
  has found to truly communicate and “speak” with sea life. 
  Used Actively, the Psi can impart emotions into another being. 
  Passively, it can detect strong emotions and help the Psi judge 
  a person’s intentions and personality.
  IMPOSITION
  Mind control.  The Psi can plant information into another’s mind, 
  and can also grab ahold of another mind and tell it what to do. 
  Used Actively, the power is very obvious, and the victim is quite 
  aware that they are being controlled.  Passively, the control is 
  much more abstract and subtle, but the victim may not be aware 
  that they are being influenced.
  PSYCHOKINETICS RANK MATRIX
  RANK
  TARGET
  RANGE
  DURATION
  EFFECT
  +0
  Small object (up to 
  ACTkg);
  Self-effect
  Immediate 
  (5m)
  Instantaneous
  Minor:
  Creating/manipulating energy for step 3 damage
  ±10 Attribute modification;
  Healing step 2;
  Simple, slow motion - generally 1 direction only / Strength 5 “armor”
  +1
  Meduim object 
  ((ACTx2)kg); man-
  sized creature
  Near (10m)
  Short Sustain
  (1 chron or less)
  Average:
  Creating/manipulating energy for step 6 damage;
  ±25 Attribute modification;
  Healing step 4;
  Simple 3-D motion / Strength 15 “armor”
  +2
  Large object 
  ((ACTx5)kg)
  Far (25m)
  Long Sustain
  (1-5 chrons)
  Major:
  Creating/manipulating energy for step 10 damage;
  ±50 Attribute modification;
  Healing step 8;
  Complex 3-D motion / Strength 30 “armor”
  +3
  Very large object
  ((ACTx10)kg)
  Distant 
  (100m)
  Extended Sustain 
  (5+ chrons)
  Massive:
  Creating/manipulating energy for step 16 damage;
  ±100 Attribute modification;
  Healing step 16;
  Complex 3-D motion / Strength 50 “armor”
  
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  TELEPATHY DIFFICULTY MATRIX
  RANK
  TARGET
  RANGE
  DURATION
  EFFECT
  +0
  Untrained, non-Psi 
  individual; Willing 
  trained non-psi; 
  Willing Psi
  Self; Touch
  Instantaneous
  Minor:
  Telepathic broadcast;
  Reading surface thoughts/ideas;
  Reading strong emotions/feelings;
  Simple, single sense illusions / Placing single words/imagery
  +1
  Trained non-Psi 
  individual; Neutral/
  unaware Psi; Small 
  group (2-5)
  Near (10m)
  Short Sustain
  (5 chrons or less)
  Average:
  Standard 2-way telepathic speech;
  Reading conscious information and train of thought;
  Reading underlying emotions, intentions, desires;
  Two-sense illustions / Placing more detailed information
  +2
  Wary Psi individual; 
  Large group (6-20)
  Far (100m)
  Long Sustain
  (5-10 chrons)
  Major:
  Telepathic communication including sensory tranferrance;
  Reading complex thoughts, strong memories;
  Read subconscious and repressed feelings and desires;
  Four-sense illusions / Placing detailed thoughts/memories
  +3
  Resisting Psi indi-
  vidual; Very large 
  group (21-40)
  Distant (1km);
  Out of sight
  Extended Sustain 
  (10+ chrons)
  Massive:
  Full telepathic integration - two minds think as one;
  Read entire mind - memories, ideas, all knowlegde and experience;
  Read full emotional spectrum, loves, hates, hopes;
  Full-sensory illusions / Alter knowledge, change or erase memories
  using psionic talents
  Psionic talents are completely spontaneous.  This is not a 
  magic system — there are no written spells or rituals to obey, 
  no incantations or gesturing — only the psi and the power of 
  their mind.
  When utilizing any Psi talent, the Rank Matrix for the appro-
  priate Aspect should be consulted to determine the difficulty 
  of what they are attemting.  This difficulty then becomes the 
  Rank Target, which must be equalled or exceeded to achieve 
  success.  The roll is of course a combination of the Psi talent 
  score and either one of the Psi Attributes.
  Kobe, a young Psi, is practicing his Telekinetic 
  ability by levitating a series of objects across his 
  cabin.  Using the Psychokinetics Rank Matrix, the 
  Arbiter decides that: the first object is a Small 
  target (under 1kg); the range is Immediate (within 
  2m); the duration is Sustained; and the effect will 
  be Average (simple 3-dimensional movement to 
  lift the object off the ground and float it sideways 
  across the room).  Neither the target or the range 
  add difficulty, but the duration and effect add +1 
  each.  His difficulty for this exercise is Rank 2.  
  He rolls a 72 and adds his ACT (34) and Telekine-
  sis (20), for a total of 126, a Rank 2 success.  The 
  object lifts off the ground and floats to the far 
  side of the room. 
  Nore that in many instances, a Psi may use a power with an 
  “open” target — that is, they want to make the power as power-
  ful as they’re capable of, with no pre-defined “level.”  Examples 
  might be to read as much as possible from someone’s mind, or 
  to heal as much damage as possible.  In these instances, the 
  Arbiter should still establish what the minimum Rank Target 
  will be, given the circumstances, and if that is failed, than 
  the power still fails with that Rank of Exhaustion to be dealt 
  with.  If it is successful, however, each Rank of success can 
  then improve on the powers effect (and likewise increase the 
  Rank of Exhaustion).
  eXHAUSTION
  Once a psionic power has been attempted (successfully or not), 
  the Psi must immediately suffer the penalty for his power — a 
  rush of mental and physical fatigue known as Exhaustion. 
  Each unresisted psionic Rank inflicts 10 points of Fatigue 
  damage.
  This test is made using WIL + Concentration, and the Rank 
  of the power attempted determines the level of fatigue to be 
  resisted — to ignore a Rank 4 power would require a Rank 4 
  success on the resistance test. 
  Now, Kobe has to resist the fatigue of moving the 
  object all the way across the room using only his 
  
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  mind.  He has a strong WIL (38) and decent Com-
  centration (32), so he only needs to roll a 30 or 
  higher to succeed.  He rolls poorly, however - a 
  21, making his total 91 - not a success.  He imme-
  diately sags in his seat as 20 points (2 Ranks) 
  of Fatigue settle upon him.  With a total Fatigue 
  score of 64, he’s far from totally exhausted, but it 
  was taxing just the same.  Time for a nap.
  Note that partial success does reduce Fatigue damage, much 
  like dodging or defending in physical combat, but for Psi it is a 
  straight Rank-for-Rank reduction.  A Rank 4 exhaust (causing 
  40 points of Fatigue) that is resisted by a roll of 134 will cause 
  cause 10 points fatigue: Rank 4 (40) - Rank 3 (30) = 10.
  priming
  If a Psi has enough time before casting, he or she can Prime 
  the spell in their mind, and thereby increase their probability 
  of using  it successfully.  Typically a Psi requires a minimum of 
  one chron per target Rank to Prime an attempt — though every 
  use is entirely subjective, and certain parameters (target out of 
  sight, massive effect, permanent duration on living creatures, 
  etc.) may require hectochrons or even kilochrons to Prime.
  To Prime, the Psi makes a CNF + Concentration test.  If suc-
  cessful, they may add their Priming Rank of success to their 
  casting task.
  A little later on, Kobe decides to practice some 
  more, but this time he wants to try a heavier object 
  (with a higher difficulty - Rank 3), so he decides 
  to Prime himself before using his power.  He adds 
  his CNF (26) and Concentration (32) to a D100 roll 
  — 65, for a total of 123 and a Rank 2 success.  This 
  means he can now add 20 points (2 Ranks) to his 
  TK roll total.  He will still have to resist 3 Ranks 
  of Exhaustion, however.  
  Note that any use of a talent may only be Primed once, and Psis 
  cannot “hold” a Prime for more than a few moments.
  PSI Organizations
  As the Psi phenomenon spread around the world, various 
  organizations - schools, awareness groups, even cults - began 
  appearing in response.  While some have House affiliations, 
  most are independent, with humanitarian goals, or interpretive 
  religious precepts.  Some of the most notable are described 
  here:
  The Abante - A notorious underground organization that 
  espouses the belief that Psis are an advanced evolution of 
  mankind (Homo Sapiens Abante), and their solidarity will 
  protect them from  those who have not advanced.  While not 
  prone to violence, followers of the Abante tend to display a 
  strong, thinly-veiled dislike for those without Psi powers 
  (known as “remedials” and “flatminds”), and their capacity 
  for psionic influence/abuse (and increasing numbers) has 
  become a growing concern. 
  The Institute of Psionic Acuity - With branches worldwide, the 
  House Hermes-run Institute of Psionic Acuity is the largest 
  and most generally accepted of the Psionic “schools” for youth. 
  Nearly all children who manifest “the blue” are evaluated early 
  on by the IPA, and both public and private schooling is avail-
  able, depending on the family’s wishes.  The IPA in general is 
  little more than an educational resource, but a valuable one 
  for both the public and the Psi population.  IPA instructors are 
  some of the most academic practitioners of Psi in the world.   
  Mnemnosynes - A recently founded charter within House 
  Athena, the Mnemnosynes are the Psionic equivalent to Argus 
  bodyguards.  It is said, with a Mnemnosyne in your service, you 
  are protected even while they sleep.  Since their inception, the 
  demand has been high to provide these highly-skilled wards 
  to royalty and high House officers alike, but only a few are 
  assigned each year.  Rumor has it that the reason the program 
  produces so few graduates each year is due to a high rate of 
  terminal failure amongst the students, most of whom are not 
  capable of the extreme rigors of the training.
  Society of Asklepios - An internal society of House Hygia, the 
  Society are dedicated to the development and practice of Psi 
  powers in the realm of health and healing.  This encompasses 
  psionic physical healing as well as psychological and thera-
  putic applications.
  Sparta - Devotees of Spartan disciplines are Psis who seek to 
  expand and develop the most physical aspects of their mental 
  powers.  Referring to themselves as “Monks,” they lead lives 
  in search of achieving a perfect harmony between body and 
  mind - constantly seeking out new challenges to test and refine 
  themselves.  Sparta Monks are known throughout the world as 
  being alert, disciplined, and undaunted by danger or pain.
  
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  EQUIPMENT
  To start the game, every EXILES player has anywhere from 
  6,000 to 15,000 Sovereigns to spend on their character, for 
  equipment and other necessary expenditures.  This amount 
  is determined by the following formula: (1d10 x 1,000) + 5,000 
  = Starting allowance.  So, to find out how much money your 
  character begins with, roll 1 ten sided die, multiply the result 
  by 1,000, and add 5,000 to it, and that’s how many sovereigns 
  you begin with.  
  The equipment listed on the following pages has been culled 
  from popular stores, catalogs and outfitters of 293, includ-
  ing certain ‘underground’ merchants who won’t be found on 
  the DataNet directory.  All the equipment has been given an 
  Availability Rating (AR), which determines how accessible that 
  piece of equipment is to the common citizen.  Depending on 
  your character’s occupation, the Arbiter may let you buy cer-
  tain equipment at its base price (i.e.. Medical equipment for a 
  Doctor, TechScanners and Tool Kits  for Engineers, etc.).
  AR1
  Commonplace, easily found and purchased items.  
  Virtually anyone could buy this stuff.
  AR2
  Slightly less common, but are not necessarily 
  difficult to find.  The actual cost of AR 2 items 
  are double their listed prices.
  AR 3
  AR3 indicates that the item is either a bit more 
  high-tech or simply less accessible to the common 
  person.  Triple the listed prices to buy items of 
  this rank.
  AR4
  Finally, ARs of 4 are given to those items which 
  are exclusively corporate or military in nature, 
  and quite simply aren’t seen outside of those 
  realms.  Player characters cannot purchase 
  equipment with AR 4s without express approval 
  of the Arbiter, and even then they must pay four 
  times the listed prices.
  PERSONAL WEAPONRY
  melee weapons
  Despite the prominence of much more lethal weapons which 
  require much less effort to use, good old-fashioned swords 
  and daggers have remained in use, perhaps due to the world’s 
  reversion to a somewhat more feudal state.  Legal in almost 
  all parts of the world, knives have almost become a part of 
  normal attire, and even swords have made a strong comeback 
  in recent years.
  CERAMIC BLADES
  Constructed of fiber-reinforced ceramic compounds, these 
  weapons are not only stronger and sharper than steel, but 
  they are impervious to rust and increasingly difficult to detect 
  with sensors.  Ceramic knives are frequently used as wardrobe 
  accessories, for they can be made in any color, including 
  chromed metallic hues and crystal-clear transparent blades
   
  Survival Knife 
   
  AR1 
   
  60$
   
  Longsword 
   
  AR1 
   
  310$
   
  Katana  
   
  AR1 
   
  470$
  POWER BLADES
  A variant of ceramic blades, ‘power’ weapons are equipped 
  with high-speed oscillation generators which cause them 
  to vibrate at incredibly high speeds, thus becoming a much 
  more powerful and deadly weapon.  Powered by tiny internal 
  batteries, these weapons can hold a charge for months, 
  and are easily recharged after a few minutes on a standard 
  electrical outlet.
   
  Kana Blade 
   
  AR2 
   
  135$
   
  Cutlass  
   
  AR2 
   
  675$
  MOLECULAR BLADES
  Despite numerous misconceptions and urban myths to the 
  contrary, these are not actual monomolecular weapons.  
  Forged from extremely dense metal/ceramic/plastic 
  compounds, these blades have average thicknesses of only 2 
  millimeters, which taper out to edges of 1 micrometer or less.  
  This of course means they are exceptionally sharp and quite 
  dangerous.  However, the cost of producing these blades is 
  such that few exist outside of the most elite military units and 
  richest weapon enthusiasts.
   
  Stiletto  
   
  AR4 
   
  1,300$
   
  Longsword 
   
  AR4 
   
  5,000$
  
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  firearms
  While the return to popularity of melee weaponry has been 
  significant, the practicality and reliability of firearms has 
  by no means been abandoned.  However, the development of 
  HardWater technology (and the parallel avancements in ele-
  tromagnetic capability), have forced the combustion-driven 
  projectile weapons of the past to the wayside.  Additonally, 
  highly powerful plasma weapons have emerged as a “next 
  level” of weaponry.  
   
  RAILGUNS
  Rail weapons are the most common type of modern firearm, 
  Clip-fed with small magnetic metal projectiles, railguns send 
  a powerful electro-magnetic pulse through their inner barrel, 
  propelling and ejecting the metal ‘bullet’ with tremendous 
  force.  As they have no real recoil, they can fire very quickly, 
  and some railguns are capable of burst fire, discharging 
  several rounds with one pull of the trigger.  They can be 
  equipped with various weapon sights for improved accuracy.  
  Railguns can function underwater, but are more or less 
  ineffectual past point blank range.
   
  AthenaArms Moray 10mm 
   
  AR1 
  200$
   
  AthenaArms Barracuda 12mm 
  AR1 
  550$
   
  H&K SNM-9 15mm 
   
  AR1 
  900$
   
  Nemesis Inc. Fury3 25mm 
   
  AR1 
  1,000$
   
  Nemesis Inc. Thanatos 18mm 
  AR2 
  1,650$ 
   
  AthenaArms Hammerhead 10mm 
  AR3 
  3,100$
   HARDWATER GUNS
  Using the widespread HardWater technology, these guns 
  electromagnetically charge small volumes of water and 
  ‘harden’ them, contracting and binding the molecules 
  together to form an ice-hard bullet.  It is then fired by means 
  of an electro-magnetic pulse, much like a railgun.  HardWater 
  projectiles do not maintain the hardening charge for long, 
  however, and ‘melt’ after only a few seconds, returning to 
  their normal liquid state.  Underwater, hardwater bullets 
  are essentially frictionless and travel through the water 
  with incredible speed and accuracy, therefore making these 
  weapons the standard sidearm for divers and aquanauts.  
  While originally designed for exclusive underwater use (where 
  their ammunition is supplied from the surrounding water), 
  “dry” versions soon appeared, with ammunition supplied 
  by special ammunition bottles which snap onto the weapon.  
  Additionally, chemicals and drugs can be introduced to an 
  ammunition bottle, which whill then be introduced into the 
  bloodstream when the projectile disperses.
   
  BathyTek Sentinel 10ml 
   
  AR1 
  150$
   
  BathyTek Defender 20ml 
   
  AR1 
  400$
   
  BathyTek Champion 30ml 
   
  AR2 
  700$
   
  SeaSport Harpoon 500ml 
   
  AR1 
  940$
   
  Brine&Brine Plash 20ml 
   
  AR3 
  1,300$
  LASERS
  Powered by supercharged battery cells, laser guns are some 
  of the most dangerous weapons available in 293.  Accurate 
  and powerful, lasers are made even more frightening because 
  they fire with no visual or aural disruption; they are invisible, 
  silent, and extremely deadly.  Most laser guns function as 
  their own scope; slight depression of the trigger activates 
  a low-power sighting beam, and full depression fires the 
  actual charge.  It should be noted, however, that lasers are 
  useless underwater, and if fired through curved glass or other 
  transparent barrier, may be refracted or reflected away from 
  their target.  Lasers also have a great deal of difficulty against 
  pure white or reflective surfaces.
   
  AthenaArms LX3000 
  AR4 
  5,000,000$
  PLAZERS
  Quite possibly the most dangerous of all conventional 
  weaponry, Plazers fire bundled packets of plasma (an 
  electrically neutral, highly ionized gas composed of ions, 
  electrons and neutral particles), guided and propelled by a 
  laser beam.  Since this unique ‘round’ is incredibly destructive 
  to both people and property, plazers are quite illegal in many 
  parts of the world.   They have moderate recoil, and make a 
  distinctive sound when fired.  While they can be fitted with 
  sights for better accuracy, plazers do not function underwater 
  at all.
   
  Nyx Domino 
   
  AR3 
  10,000$
   
  AthenaArms BullShark 
  AR4 
  125,000$
  TASERS
  These electric ‘stunner’ weapons are very popular with law 
  enforcement and security personnel, as they are very effective 
  in subduing a person without causing them a great deal of 
  harm.  Tasers fire small, supercharged needlelike projectiles, 
  which discharge a strong electrical shock on contact with 
  their target.  This does little physical damage, but the 
  shock effectively scrambles a person’s nervous system, and 
  immediately immobilizes and/or knocks them unconscious.  
  They are clip fed and fire by means of a magnetic pulse, like a 
  railgun.  They can be equipped with sights, but should never 
  be fired underwater, as the electric shock will immediately 
  discharge and may affect the holder of the weapon.
   
  PalmSmith Imp 
   
  AR1 
  120$
   
  Nyx NockOut 
   
  AR1 
  260$
  firearm accessories
  LASER SIGHT
  This is a simple, low-power laser beam which is aligned with a 
  weapon’s sights in order to produce improved accuracy.  Using 
  a laser scope gives a +10 bonus to attack rolls at all ranges.
   
  Laser Sight 
   
  AR1 
  610$
  MAGNIFYING SCOPES
  An enhancement device for rifles, Mag scopes are essentially 
  telescopes that assist with long-distance firing.  Each level of 
  magnification brings the target one range closer (for purposes 
  of applying range modifiers).  Thus, a Mag2 scope could sight 
  a target at extreme range (a -30 to hit) and consider them to be 
  at average range (no penalty to hit).  Mag scopes can be used 
  in tandem with laser sights. 
   
  Scope: Mag-1 
   
  AR1 
  350$
   
  Scope: Mag-2 
   
  AR1 
  1,100$
   
  Scope: Mag-3 
   
  AR2 
  1,700$
  
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  explosives
  Because of their extremely destructive nature and the havoc 
  they can wreak upon the stability and pressurization of 
  hydrospheres, explosive devices of all kinds are the exclusive 
  province of military forces, and are universally outlawed for 
  private use.  Fines and punishments for making and/or using 
  homemade explosives are frighteningly severe.
  armor
  Conventional armors come in many styles and designs, but 
  they are all rated upon how they defend against the three types 
  of damage (A/B/C).
  BALLISTIC ARMOR
  This type of armor consists of several thin layer of impact-
  resistant materials, such as Kevlar and Nanox, and fiber-
  integrated polysteel compounds which protect large body 
  areas.  These items are designed to be as inconspicuous as 
  possible, for those who require hard, subtle protection.  This 
  armor works best against attacks which directly transfer high 
  amounts of kinetic energy.
   
  Light Ballistic Cloth 
  AR1 
  320$
   
  Ballistic Cloth 
   
  AR2 
  500$
   
  Heavy Ballistic Cloth 
  AR3 
  1,200$
   
  Integrated E-M Weave 
  AR2 
  (2x)
  E-M ARMOR
  While somewhat bulkier than ballistic armor, and impossible 
  to conceal, E-M armor offers improved protection aganst 
  energy-based attacks.  The armor consists of standard ceramic 
  plates and fiber-integrated polysteel mesh, interwoven with 
  ground-dissipating circuitry, which helps absorb and reduce 
  the damage taken from high-energy weapons.  It also has the 
  distinct ability of ‘melting’ hardwater projectiles on contact, 
  allowing them to cause no damage.  Also, E-M field generators 
  exist which provide light armor-equivalent protection from a 
  lightweight belt.
   
  E-M Chitosan 
   
  AR3 
  4,000$
   
  E-M Shield 
   
  AR2 
  2,100$
  IMPACT DISPLACEMENT ARMOR
  A revolutionary fiber-chemical discovery, I-D armor manifests 
  much like latex, a slightly rubbery, skintight cloth which 
  can be worn undetected under normal clothing.  However, 
  when anything strikes this fabric, the molecules polarize 
  themselves at the nexus of the impact, and immediately 
  dissipate the kinetic energy by radiating the force throughout 
  the rest of the armor’s surface.  This is best described as 
  a ‘rippling’ motion, and has a distinctive feel which some 
  wearers have described as “feeling like (the armor) is alive.”  
  I-D Armor is most effective against attacks which carry low 
  levels of kinetic transfer, such as punches or melee weapons.
   
  I-D Underlayer 
   
  AR1 
  250$
  ChitosanTM
  An accidental discovery of the early underwater 
  waste-processing plants, Chitosan has become 
  one of the most widespread commercial con-
  struction materials of the past century.  Made 
  from the discarded shells of most crustacean 
  animals (lobsters, shrips, crabs, barnacles, etc.), 
  Chitosan has a myriad of uses:  With the addition 
  of cellulose, it becomes a lightweight, extremely 
  rigid plastic; Blended into pulp, it strenghtens 
  paper and improves ink flow; As a powder it can 
  be used to pull heavy metals from waste and 
  distill pure alcohol; and liquified, it can be used 
  as hydroponic fertilizer or sprayed on fruits and 
  vegetables to keep them fresh. 
  OPS ARMOR
  The common style of body armor worn by military units and 
  similar services, hard armor is comprised of an underlayer of 
  polysteel fiber-reinforced cloth, covered with large, shell-like 
  pieces of ceramic plating.  This armor protects well against all 
  forms of attack, although it offers the absolute best defense 
  against high-speed projectiles.
   
  Ops Armor 
   
  AR3 
  7,500$
  SHIELD GENERATORS
  Small devices which can be carried virtually anywhere on 
  a person’s body, shield generators produce a high-energy 
  ‘force field’ around the wearer’s body.  Shield generators are 
  exclusively military devices, and come in three ‘ratings,’ each 
  of which protects equally against all forms of attack.
   
  Shield [1] 
   
  AR3 
  21, 000$
   
  Shield [2] 
   
  AR4 
  60,000$
   
  Shield [3] 
   
  AR4 
  120,000$
  OPTICAL CAMOUFLAGE
  Optical Camouflage is ultra-high tech clothing that can make 
  the wearer virtually invisible in plain sight.  The fabritech 
  clothing is typically a form-fitting jumpsuit, which reads and 
  generates specific projecion data for the user’s body. Each 
  is fitted with six miniature stereoscopic camera pairs and a 
  latticework of superbright LED microarrays.  The cameras 
  allow the system to triangulate the location of every pixel in 
  its sight, as well as calculate color and brightness.  This data 
  is then processed (in a manner similar to the ISI systems 
  of sea vessels) and a synthetic ray-traced interpretation is 
  projected to the suit’s surface array.  The LED array consists 
  of tiny 180x180 pixel videoscreens with hemispherical 
  lenses, allowing custom-colored light beams to emit to every 
  degree of arc, creating up to 32,400 viewing angles.  Speed 
  is the downfall of the system - movement faster than a slow 
  walk creates a blur around the edges of the figure, making 
  detection much easier.  
   
  Optical Camo 
   
  AR4 
  5,000,000$
  
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   personal electronics   
  IDENTCARD
  Each IdentCard contains a microchip with all the information 
  anyone might ever need to know about the person who 
  carries it.  It is an identification card, a medical alert device, 
  a sovereign credit-transfer card, and more.  A lost or stolen 
  card is easily replaceable at the Identity office of any major 
  government, and cards are universal worldwide.  It is required 
  by law to carry an IdentCard in many hydrospheres, although 
  failure to produce one is not a major offense.  Without cash 
  soverigns on hand, however, it is very difficult to get many 
  things done without one.
   
  IdentCard 
   
  AR1 
  -$
  MEMCHIP
  The Memchip is the standard digital recording medium of the 
  3rd century E.V.  Each Memchip is a solid cylinder 30mm long 
  and 5mm in diameter, and can store approx. 1 hour of video, 
  5 hours of audio, or up to 250Gb of data.  They are used in 
  cameras (still and video), music recorders, computers, and just 
  about everything else which stores information of some sort.  
  The cost listed is for a blank MemChip.
   
  Memchip (1) 
   
  AR1 
  10$
   
  Memchip (10) 
   
  AR1 
  80$
  FabriTechTM
  First developed in 112, the process known as Fabri-
  TechTM involves nanotailors weaving microscopic 
  circuitry into cloth.  This, of course, makes items 
  like MINis and diagnostic gloves possible.  The 
  materials used are extremely durable and will not 
  break, despite any amount of flexing, crushing, 
  or stretching. 
  HOLOGRAPHIC CAMERA
  Photography remains a popular hobby and common 
  journalistic tool.  The two-dimensional image, however, is 
  a thing of the past; modern cameras produce holographic 
  images.  Cameras range in complexity (and cost) from the 
  ultra high-tech computer driven cameras used by newsnet 
  journalists, to the oversimplified point-and-shoot types so 
  popular with sightseers.  Cameras record onto MemChips, 
  which each hold upwards of 10,000 high-resolution images.
   
  HoloCam 
   
  AR1 
  120-2,000$
   HOLOVID CAMERA
  Like cameras, HoloVids are holographic.  HoloVids produce 
  moving images, up to 6 hectochrons on a single MemChip.  
  Most HoloVids have adjustable lenses and computer driven 
  image enhancers and steadiers.
   
  HoloVid  
   
  AR1 
  350-5,000$
  BINOCS
  While this vision enhancement device has evolved far beyond 
  the simple lens device of the 20th century, the name has 
  stuck.  This device includes variable magnification from 1x to 
  350x, Lo-Light and thermal imaging, and range and elevation 
  finders.
   
  Binocs (Mag 1-3) 
   
  AR1 
  410$
  MINi
  The Multi-Purpose Individual Nanocomputer, (or MINi, as it is 
  commonly called), is a powerful, multi-purpose device which 
  is near-omnipresent in modern society.  It features all the 
  power and versatility of a late 21st century desktop computer, 
  compacted into an 8cm wide FabriTechTM wristband.  The 
  basic unit, accessed via voice interface or touch-panel icons, 
  functions as a chronometer, a vid-phone, a data reader, and a 
  500Gb computer which can support any type of business or 
  entertainment programs.  All models feature several MemChip 
  pockets for data storage and expansion modules.
   
  Simple MINi (4 pockets) 
   
  AR1 
  500$
   
  Basic MINi (6) 
   
   
  AR1 
  1,000$
   
  Professional MINi (8) 
   
  AR1 
  1,800$
  DATA DISPLAY HEADSET
  The Data Display Headset is a MINi expansion module.  It 
  consists of two pieces: a MemChip and a transparent eyepiece 
  made from transparent chitosanTM (biodegradable plastic 
  made from the shells of shellfish).  The MemChip is inserted 
  into the MINi and transmits data to the directly to the 
  eyepiece via a digital radio signal.  Information is displayed 
  on the eyepiece screen and reflected onto the ChitosanTM lens, 
  so to the wearer it appears as if the information is floating 
  about 40cm in front of their face.  The headset can display 
  information from any other device connected to the MINi, 
  including holographic pictures or diagrams.
   
  DataDisplay Headset 
   
  AR1 
  600$
  TRANSLATOR
  Translators are available as either MINi expansion modules 
  or self-contained units.  The MINi variant consists of two 
  MemChips and an earpiece speaker unit.  The MemChips 
  contain the ‘mother tongue’ and thousands of translatable 
  languages and dialects.  Translated language is then sent to 
  the earpiece by a digital radio signal.  Self-contained units are 
  clamshell-like cups which form fit to the wearer’s ear.
   
  Translator MINi Module 
   
  AR1 
  400$
   
  Self-contained 
   
   
  AR1 
  850$
  COMM-CELL
  Available in self-contained units or as part of a central 
  transciever relay (such as on a ship), most personal comm-
  cell devices are miniature earbud speakers with adhesive 
  microphone tabs for the jaw or throat.  Range for self-
  contained units is approx. 2km; for relay components 20km.
   
  Self-Contained 
   
   
  AR1 
  240$
   
  Central Relay 
   
   
  AR1 
  1,200$
   
  + each headset 
   
   
  AR1 
  150$
  INERTIAL LOCATOR
  The Inertial Locator is an expansion module for the MINi.  
  It consists of one MemChip.  It can determine distance and 
  direction from a predesignated starting point.  It can also 
  keep track of distance and direction from as many as three 
  secondary points.
   
  Inertial Locator MINi Module 
  AR2 
  230$
  
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  TRACKING DEVICE
  A 1-MemChip expansion that allows for finding/following 
  tracking “tags”, which use minuscule radioactive components 
  to pinpoint whatever or whoever they are attached to.  
  Accurate at up to 10km inside a Hydrosphere, or 50km in open 
  water.
   
  Tracking MINi Module 
   
  AR3 
  565$
   
  Tracking Tags (5)  
   
  AR3 
  200$
  MOTION DETECTOR
  A two-piece MINi expansion that utilizes one MemChip and 
  one 5cm spheroid sensor which can be placed on a surface 
  or body-mounted.  It can be set to detect motion on seismic, 
  sonar, IR/heat or visible light detections.  Works within a 50m 
  radius, with 90% accuracy.
   
  Motion Detector  MINi Module 
  AR3 
  750$
  VISUAL SCANNER
  The Visual Scanner is an expansion module for the MINi.  It 
  consists of one MemChip and a 3cm x 4cm x 1cm box which 
  holds the actual scanning receptors.  To use, one simply 
  passes the scanning wand over what is to be scanned, and 
  this data is transmitted to and stored on the MemChip.  The 
  scanning range can be adjusted up to 25 meters, allowing the 
  device to be used as a copier or a camera.  It will not record 
  moving images.  The width of the scan is 1cm throughout 
  its range, thus any wide objects or scenes to be scanned 
  require the user to physically move the scanner.  Once the 
  scan is complete, the MINi constructs an composite image of 
  whatever was scanned.  In addition to recording images, the 
  visual scanner is a quick way of entering text from previously 
  prepared documents.
   
  Visual Scanner  MINi Module 
  AR1 
  1,250$
  ROLL-UP KEYBOARD
  The Roll-up Keyboard is a MINi expansion module.  It consists 
  of one MemChip and a FabriTechTM alphanumeric keyboard.  
  When rolled out, the keyboard measures 15 x 40cm, but 
  when rolled up it is stored within a 16 x 10cm cylinder.  The 
  keyboard itself can be set to recognize any alphabetic layout, 
  although the default setting is Dvorak.  Since the keyboard 
  uses FabriTechTM technology, a reasonably hard, flat surface is 
  required to place the keyboard on.
   
  Roll-Up Keyboard MINi Module 
  AR1 
  85$
  HOLO DISPLAY
  Another MINi expansion module, the Holo Display consists of 
  one MemChip and a featureless square rod measuring 30 x 1 
  x 1cm, which projects the MINi data as a holographic display 
  up to 1m3.  The Holo Display is analogous to the monitors of 
  old personal computers.  It is a somewhat more convenient 
  working size than the tiny display on the MINi, and unlike the 
  Data Display Headset, allows more than one person to see the 
  displayed information.
   
  Holo Display  MINi Module  
  AR1 
  390$
  TECHSCANNERS
  TechScanners are expansion modules for the MINi.  They 
  typically consist of three MemChips and two remote probes.  
  One MemChip runs the probes, and the others contain 
  extensive technical databases.  TechScanners are available 
  for a variety of engineering specialties, from circuitry to 
  electrical diagnostics, from mechanical analysis to aquatic 
  propulsion systems.  The TechScanner is an invaluable tool for 
  engineers, as it greatly assists diagnosis and troubleshooting 
  in all kinds of technical equipment.
   
  Techscanner MINi Module 
  AR1 
  580$
  GUNEYE
  This weapon enhancement device requires a MINi and either a 
  Data Display Headset or Helmet Visor to function.  It consists 
  of a weapon-mounted sensor sight and one MemChip.  The 
  sight must be fitted to one specific weapon by a technician.  
  The sight transmits information to the MINi via the MemChip, 
  and the MINi projects a ghost image on the display, showing 
  where and what the weapon is aimed.  This grants a +20 bonus 
  to all attack rolls made with the weapon, as well as enabling 
  the user to fire around corners, behind them, etc.  GunEyes 
  cannot be used with Mag scopes or laser sights.
   
  GunEye MINi Module 
   
  AR3 
  3.500$
  
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  Medical equipment
   MEDCOAT
  This is a lightweight, white, knee-length overcoat used by 
  many types of doctors.  It features an abundance of pockets 
  for medical instruments, and a FabriTechTM computer which 
  is similar to, but much more specialized than a MINi.  It has 
  compartments for as many as ten MemChips, and features an 
  extensive built-in medical database.  The medical computer 
  can analyze symptoms and suggest treatments.  Used in 
  combination with a MedGlove (see below), the time a doctor 
  requires with a patient can be significantly reduced, allowing 
  a doctor to see many more patients each hec. 
   
  MedCoat 
   
  AR3 
  5,550$
  MEDGLOVE
  MedGlove is an expansion module for the MedCoat. While 
  other variations of “smartgloves” exist, none are as popular 
  or widely used as MedGloves.  They consist of one MemChip 
  and a FabriTechTM glove filled with diagnostic and analytical 
  sensors.  The MedGlove is primarily a diagnostic scanner, 
  which allows a physician to read a patient’s vital signs 
  (temperature, blood pressure, brain activity, health insurance 
  status, etc.) simply by touching them.  Medgloves can also 
  scan the body for foreign entities by passing over the patient’s 
  body.  Once detected, the glove works with the MedCoat’s 
  databases to identify and treat the ailment.
   
  MedGlove 
   
  AR3 
  2,050$
  MEDKIT
  This ubiquitous “black bag” is a virtual travelling hospital.  
  It contains the tools of the doctor’s trade: laser scalpels, 
  injectors, an assortment of drugs (antibiotics, anti-virals, pain 
  killers, etc.), spray-cast, and so on.  While a Medglove and the 
  MedCoat might detect and diagnose a problem, the doctor 
  needs these supplies to do anything about it.
   
  MedKit  
   
  AR3 
  1,500$
  MEDSTATION
  A common installation on ships, MedStations are automated 
  “doctors”  which use a sophisticated limited-scope AI to 
  diagnose and treat any individual that is placed upon 
  them.  Typically designed as a reclining seat or narrow 
  bed, MedStations all have one or more robotic arms for the 
  application of bandaging, and injection of appropriate drugs 
  or nanosurgeons.  MedStations are completely self-contained, 
  and a proprietary inventory system developed by House 
  Hygiea allows them to re-stock themselves whenever the ship 
  enters dock.
   
  MedStation (Seat)  
  AR1 
  9,350$
   
  MedStation (Bed)  
  AR1 
  30,550$
  AIRHYPO
  A disposable Chitosan compressed-air hypodermic, capable of 
  20 injections of drugs or nanites.  Drugs not included.
   
  AirHypo  
   
  AR2 
  15$
  dive equipment
  Since mankind has been forced to live in the sea, numerous 
  evolutions and improvements have been made to all types of 
  underwater equipment.
  SCUBA
  Unlike the bulky, bulbous deep-sea pressure suits of the 20th 
  century, modern pressure suits have been miniaturized and 
  fiber-integrated to the point where they resemble normal 
  SCUBA wetsuits of that time.  Self-regulating through a 
  standard FabriTechTM computer, pressure suits are full-body 
  stockings that come complete with detachable swim fins, 
  finger webbing, and aH2O2OTM  liquid rebreather built into the 
  chitosan mask.  Divers of 293 E.V. no longer use oxygen tanks 
  and other ancient, bulky scuba equipment; the modern diver 
  now breathes liquid, which is actually filtered and processed 
  seawater.  Once the user has acclimated to having their lungs 
  full of fluid, they can breathe indefinitely in the open sea.  The 
  liquid must be purged when the diver emerges from the water, 
  of course, but this quickly becomes little more than a routine 
  chore for frequent divers, assisted by powerful vacuum pumps 
  built into their mask.  Many masks also include exterior 
  halogen lamps and miniature H-SAM communication links, 
  operable to 1km.
   
  Divesuit  
   
  AR1 
  460$
   
  SCUBA Mask 
   
  AR1 
  740$
  PERSONAL HYDROJET
  Another extrapolation of hydrocraft technology, these 
  backpack-like devices are actually miniaturized hyrdojet 
  engines, which can propel a person through the water 
  at speeds approaching 100 km/hch, with surprising 
  maneuverability.  Thrust is controlled by a FabriTechTM-linked 
  hand unit.
   
  HydroJet 
   
  AR1 
  1,220$
  EXTERNAL DATANET NODE DOCK
  A critical survival tool, this miniaturized node docking 
  apparatus allows divers to link  directly to external DataNet 
  nodes.
   
  Node Dock 
   
  AR2 
  1,490$
  ISI HELMETS
  A variation on hyrdocraft technology, ISI Helmets are 
  featureless, lightless, sensor-riddled headpieces which 
  produce Instaneous Sonar Imaging inside the helmet, using 
  binocular retinal projections.  This provides the wearer 
  with clear, fully realized underwater sight up to 250 meters, 
  including peripheral sight and numerous display options 
  (thermal imaging, magnification, etc.).
   
  ISI Helmet 
   
  AR4 
  2,800$
  PORTABLE GENERATOR
  A small hydrogen fuel cell pack, capable of providing Class 
  1 ship-level power for 1 full kilochron.  The integrated water 
  converter can recharge the fuel cells in 1 hec (with no other 
  power used).
   
  Portable Generator 
  AR1 
  1,230$
  
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  EXTERIOR LIGHTS
  In the depths of the ocean, extra light is always welcome.  This 
  4-array kit has adjustable stands for setup on uneven ground, 
  and folds away for easy storage.  Runs from ship power or 
  from a portable generator.
   
  Exterior Lights 
   
  AR1 
  320$
  EMERGENCY BEACON
  When activated, the emergency beacon strobes and emits a 
  preprogrammed distress call on both a locked H-SAM channel 
  (constant), and a low-power ELF signal (once/hec). 
   
  Emergency Beakon 
  AR1 
  260$
  MAGNESIUM  TORCH
  Used in many applications, mag torches are the standard tool 
  for underwater cutting and/or welding .  
   
  Mag Torch 
   
  AR1 
  130$
   
  Magnesium Rods (per 10) 
  AR1 
  100$
  PORTABLE AIRLOCK
  A crucial tool in rescue operations (and, unfortunately, piracy), 
  the portable airlock consists  of a length of soft chitosan 
  tubing, with an airlock seal at one end, and an combination 
  airlock seal/cutting unit at the other.  The cutting end is 
  placed on a ship’s hull and magnetically locked down.  Then, 
  a powerful laser cuts a circular opening into the ship’s hull 
  and lowers the removed piece into the ship on a magnetic arm.  
  The interior of the tubing then pressurizes, and functions 
  as a 1-man airlock until it is removed.  Upon removal, the 
  mechanical arm raises the segment of cut hull back into place 
  and seals it back into place with SteelFoam™ injectors.  
   
  Portable Airlock 
   
  AR2 
  6,430$
  MISCELLANEOUS EQUIPMENT
  The odds and ends you can’t do without. 
  ROPE
  1cm diameter rope made from braided artificial fibers, capable 
  of holding 1 metric ton.
   
  Rope (per meter) 
   
  AR1 
  10$
  TECHTOOLS 
  Specialized tool kits for engineers, designed specifically to 
  work with corresponding TechScanners.  Sturdy and compact, 
  TechTools are modular, designed to be highly efficient and 
  multipurpose.  House Hephaestus mandates that all TechTools 
  are designed to a internoceanic standard, with  cylindrical 
  hexagonal cases, which can interlock for ease of carrying 
  multiple sets.
   
  TechTool Kit 
   
  AR1-3 
  250$
   
  (Mechanical, Electric, Aquatic, Military, etc.)
  WET-DUCK ADHESIVE TAPE 
  “Patch Anything” is the Wet-Duck™ slogan, and it’s a 
  practiced and proven technique for Engineers across the 
  world.  Completely waterproof, and with a quick-setting 
  chemical adhesive that bonds to all non-organic matter within 
  two chrons (sorry, no taping people or fish or, unfortunately, 
  chitosan), Wet-Duck is the ultimate quick-fix solution.  The 
  company even maintains (but does not reccomend) that Wet-
  Duck has been successfully used to seal hull leaks.
   
  Wet-Duck (100ft roll) 
  AR1 
  10$
  STEELFOAM INJECTOR
  Nearly as ubiquitous as Wet-Duck™ in emergency ship repair, 
  SteelFoam™ is actually HY-120 steel kept in a viscous liquid 
  state by embedded nanites.  When ejected from their canister 
  (and their power source), these nanites have approximately a 
  decichron to bond the steel to whatever they come in contact 
  with, before they “die” and the steel sets back into solid form.  
  Although never intended to be a permanent repair method, 
  SteelFoam has proven exceptionally durable, and many old 
  ships bear SteelFoam “scars” from the time of the product’s 
  inception. 
   
  SteelFoam Injector 
  AR2 
  95$
  PACKS
  There is a bewildering variety of pack styles available.  They 
  range from backpacks to shoulderpacks to beltpacks to 
  satchels and many more.  They can be found in a wide range of 
  colors and capacities.  Most are watertight and have lockable 
  seals on the openings.
   
  Belt 
   
   
  AR1 
  15$
   
  Backpack/Satchel  
  AR1 
  45$
   
  Military Duffel 
   
  AR1 
  130$
  GRAPNEL GUN
  This climbing aid, while of little use in the water, continues 
  to be a valuable tool to the underside of society.  It consists 
  of a 50 meter reel of 5mm rope, a launching device, and a 
  grapnel of some sort.  The two most common grapnels are 
  electromagnetic and standard grappling hooks.  Grapnel 
  launchers use compressed air, and most varieties can be 
  programmed to control the firing distance of the grapnel.
   
  Grapnel Gun 
   
  AR2 
  120$
  POCKET SURVIVAL TOOL
  A contemporary descendent of the legendary Swiss Army 
  pocketknives, the PST measures just 8cm when closed, but 
  contains fifteen fully functional, useful implements.  These 
  include: needle-nose pliers, regular pliers, wire cutters, 
  6cm knife blade, ruler, can/bottle opener, large, medium 
  and small screwdrivers, Phillips screwdriver, metal file, 
  awl/punch, scissors, tweezers and a toothpick.  All parts are 
  interconnected to prevent loss.
   
  PST 
   
   
  AR1 
  20$
  
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  FIREARMS
  Weapon
  Make
  Step
  Type
  ROF
  Ammo
  Ranges (C/N/L/E)
  Cost
  HardWater
    BathyTek 10ml Sentinel
  Holdout
  2
  A
  1
  5 / *
  0-1 / 2-15 / 16-25 / 26/40
  150$
    BathyTek 20ml Defender
  Pistol
  4
  A
  1
  20 / *
  0-1 / 2-20 / 21-40 / 41-65
  400$
    BathyTek 30ml Champion
  Rifle
  6
  A
  1
  12 / *
  0-2 / 3-40 / 41-80 / 81-120
  700$
    SeaSport 500ml Harpoon
  Rifle
  6
  A
  1
  1 / *
  0-2 / 3-34 / 35-70 / 71-90
  940$
    Brine & Brine 20ml Plash
  SMG
  4 / 5
  A
  1 / 3
  30 / *
  0-2 / 3-20 / 21-40 / 41-60
  1,300$
  Rail
    AthenaArms 10mm Moray
  Holdout
  3
  A
  1
  5
  0-1 / 2-15 / 16-30 / 31-40
  200$
    AthenaArms 12mm Barracuda
  Pistol
  4
  A
  1
  20
  0-1 / 2-25 / 26-60 / 61-80
  550$
    H&K 15mm SNM-9
  Rifle
  7
  A
  1
  10
  0-2 / 3-40 / 41-90 / 91-160
  900$
    Nemesis Inc. 25mm Fury3
  Shotgun
  8 / 5 / 1 / 0
  A
  1
  8
  0-1 / 2-10 / 11-20 / 41-50
  1,000$
    Nemesis Inc. 16mm Thanatos
  SMG
  4 / 7
  A
  1 / 3
  30
  0-1 / 2-25 / 26-45 / 46-75
  1,650$
    AthenaArms 10mm Hammerhead
  Assault Rifle
  6 / 7
  A
  1 / 5
  50
  0-2 / 3-45 / 46-80 / 81-130
  3,100$
  Plazer
    Nyx DomiNo
  Holdout
  5
  A
  1
  5
  0-1 / 2-20 / 21-35 / 36-45
  10,000$¹
    AthenaArms BullShark
  SMG
  8 / 10
  A
  1 / 2
  15
  0-2 / 3-25 / 26-50 / 51-70
  25,000$¹
  Taser
    PalmSmith Imp
  Holdout
  4
  C
  1
  -
  0-1 / 2-10 / 11-13 / 14-15
  120$
    Nyx NockOut
  Pistol
  8
  C
  1
  -
  0-1 / 2-5 / 6-16 / 17-20
  260$
  Laser
    AthenaArms LX3000  
  Rifle
  16
  A
  1
  10
  0-10/11-100/101-200/201-500
  5,000,000$
  MELEE WEAPONS
  Weapon
  Step +
  Type
  Range
  Cost
  Carbon Ceramic 
    Survival Knife
  (STR/10)+1
  A/B
  .5m
  50$
    Longsword
  (STR/10)+3
  A/B
  1m
  250$
    Katana
  (STR/10)+3
  A/B
  1m
  400$
  Power
    Kana Blade
  (STR/10)+2
  A/B
  .5m
  200$
    Cutlass
  (STR/10)+4
  A/B
  1m
  650$
  MonoMolecular
    Stiletto
  (STR/10)+3
  A/B
  .5m
  2,000$¹
    Rapier
  (STR/10)+5
  A/B
  1m
  5,500$¹
  Blunt
    Fist
  (STR/10)
  B
  .5m
  -
    Kick
  (STR/10)+1
  B
  1m
  -
    Sap
  (STR/10)+1
  B
  .5
  20$
    Club
  (STR/10)+4
  B
  1m
  20$
    Staff
  (STR/10)+6
  B
  2m
  40$
  * HardWater guns have unlimited ammunition when used in open water.
  ¹ Plazers/MonoMolecular blades are not commercially available - black market prices may be 2-10x higher than what is listed.
  ² I-D armor is a form-fitting body stocking, and is typically worn beneath other clothing (or armor).  It’s value adds to whatever other armor is worn.
  ³ E-M Weave is an enhancement for Ballistic armor types.  Its value is added to the base armor values, at double the cost.
  ARMOR
  Type
  A
  B
  C
  Special
  Cost
  Divesuit
  2
  2
  2
  120$
  Light Ballistic Cloth
  5
  2
  0
  320$
  Ballistic Cloth
  10
  5
  0
  500$
  Heavy Ballistic Cloth
  15
  8
  0
  1,200$
  I-D Underlayer
  0
  5
  2
  Cumulative²
  250$
  E-M Weave
  2
  0
  5
  Disrupts HW³
  (2x)
  E-M Shield
  0
  0
  10
  Disrupts HW
  2,100$
  E-M Chitosan Armor
  15
  10
  10
  Disrupts HW
  4,000$
  Ops Armor
  20
  10
  5
  7,500$
  Shield (1)
  10
  10
  0
  25,000$
  Shiled (2)
  20
  20
  5
  60,000$
  Shield (3)
  30
  30
  10
  120,000$
  
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  VEHICLES
  INTER-SPHERE CRAFT
  Public transportation
  Because of the severe space limitations forced upon hydro-
  sphere cities from the beginning, mass transit systems are 
  and have always been a principal component of inter-sphere 
  transportation.  Nearly every hydrosphere incorporates some 
  form of high-speed monorail or tracked subway system for 
  public use.
   
  In more recent cities, a programmable shuttlecar system has 
  been incorporated.  Shuttlecars (also called pods or cityboats) 
  are pilotless slave vehicles which use electro-magnetic repul-
  sors to ride along tracks built into city streets, walls and ceil-
  ings.  Shuttlecars may be summoned either at dedicated shuttle 
  kiosks, or by remotely accessing the city DataNet and calling 
  one to a specific location.  In either case, a location is selected 
  and payment is made inside the car itself, either with cash or 
  through an ID card, before the car will begin transport.    
   
  Lifters
  The propulsive force behind Lifters is another byproduct of the 
  incredible advances in superconductivity and contained power 
  generation.  Essentially a giant supercapacitor, the engine of 
  a Lifter is an array of superconductive wires surrounded by a 
  ring of micro-thin aluminium sheeting (up to 2,000 layers on 
  larger craft).  As the on-board fusion engine charges the wire 
  array, the surrounding air becomes violently ionized.  The 
  ions, attracted to the aluminum sheeting, race down them 
  and impact with neutral molecules, generating a powerful 
  downward-moving wind.  This “ion wind” is easily enough to 
  lift the vehicle some 100 meters off of the ground.  Steering is 
  controlled by perpendicular vent aperatures on the belly and 
  sides of the Lifter.
  Lifter use is extremely limited inside even the most liberal 
  and affluent of cities.  Primarily a tool of emergency services 
  (police forces, medical response, etc.), Lifters are rarely avail-
  able to the public, and the only privately-owned Lifters in most 
  hydrospheres are those of high-ranking House or governmental 
  officers.  Corporate use also incorporates intra-sphere courier 
  and touring services.
  SUBMARINE VESSELS
  While 293 years have brought substantial changes to the 
  technology of submarine vehicles, the  fundamental logistics 
  (not to mention physics) of transportation through deep sea 
  waters is unchanged. In many ways, modern ships are virtually 
  unchanged from their 21st century ancestors. In many ways, 
  however, they are dramatically different.
  Sensors & Imaging
  Like their ancestors of the 21st century, submarine vehicles 
  of 293 are windowless, operating and navigating using only 
  sonar. However, thanks to the development of Instantanous 
  Sonar Imaging (ISI) in 137 E.V., the interior “view” of modern 
  submersibles is significantly changed. The sonar information 
  bounced back to a ship is processed through an extensive 
  information database, cross referencing thousands of com-
  ponents of sonar detail, which are then used to build a real-
  time visual representation of the surroundings. The imaging 
  database also contains data on over 800,000 types of sea life, 
  rendering every fin, scale, and tentacle of the undersea fauna 
  in breathtaking detail.
  The end result is that passengers inside a ship can see what is 
  happening around the ship in photorealistic detail, as if they 
  were looking through a window. Geographical structures, plant 
  and sea life, and even other vessels are colored and texture-
  mapped appropriately, with a constantly refteshing rate of 100 
  frames per centichron. The ocean is visually transformed into a 
  well-lit, full-color, hyper-real aquarium, with a “draw distance” 
  of approximately 2km in uncharted seas, and approaching 
  100km in well-charted and surveyed areas. 
  However, the view through the ISI generators is dramatically 
  
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  different than the reality a diver outside the ship would experi-
  ence, and many first-time divers have been shocked and a little 
  intimidated by the change from the idealized view of the ISI 
  to the inky, suffocating blackness outside.
  Engines & Propulsion
  With the advancement of low-temperature fusion generators 
  and dynamic hydrogen fuel converters, the provision of ship 
  power is clean, highly efficient, and long-lasting.  Apart from 
  the occasional need to replace engine components, and dispose 
  of waste elements, conventional ships do not consume fuel, and 
  can function for months without even precautionary mainte-
  nance. These high-powered engines in turn power magnetohy-
  drodynamic drives, colloquially known as propulsors. Water 
  is drawn into the front of the vessel through inlet screens and 
  into long chambers which typically run the length of the ship 
  (or engine structure). The water is then charged with electricity, 
  while superconductive and supercooled electromagnetic rails, 
  runing at a 90-degree angle to the current-carrying seawater, 
  also power up. 
  These two fields - working upon each other on a plane perpen-
  dicularly - acellerate the water through the chamber (as per 
  Lorentz’s Law) and out the back of the ship, propelling the craft 
  forward. Steering is then accomplished in a variety of ways, 
  including thrust-vectoring of the main propulsor, miniature 
  maneuvering propellers, and traditional external rudders.
  Propulsor-driven craft, however, still suffer most of the effects 
  of water friction and drag (though hardwater fields generated 
  upon the ships surface significantly improve performance), 
  and even the most advanced craft reach a “speed ceiling” at 
  100 knots (127mph/208km/h).  If that barrier is broken, ships 
  begin to cavitate (the vaporization and re-implosion of water 
  as pressure drops, typically behind the ship) and sacrifice 
  any semblance of running quietly.  Unintentional cavitation 
  can be a dangerous and potentially ship-damaging risk.  But 
  intentional cavitation is the key to unlocking even greater 
  underwater speed.
  Supercavitation
  By forcing cavitation at the prow of a ship, a ship can create 
  a bubble of air that will extend to envelop the entire vessel. 
  Inside this “supercavitational bubble”, the ship is in effect no 
  longer moving through water, but through air, and is capable 
  of achieving much higher speeds.  
  Since cavitation can only begin to occur at 100 knots, conven-
  tional propulsor engines must first bring the ship up to speed. 
  Once the nose-mounted Cavitator has formed the bubble, the 
  propulsors give way to a powerful aluminum-burning water 
  ramjet system.  In this device, powdered aluminum feeds into 
  a whirlpool of seawater inside of a vortex combustor. The rapid 
  rotation scrapes the particles together, grinding off the inert 
  aluminum oxide film that covers them, which initiates an 
  intense exothermic reaction as the aluminum oxidizes. High-
  pressure steam from this combustion process is then used 
  both to augment the shape of the bubble itself, and power a 
  ramjet turbine, capable of speeds exceeding 470 knots (625 
  mph/1,150 km/h).
  Steering a supercavitational craft requires controlling the craft 
  itself, as well as manipulating the bubble when turning to keep 
  the craft inside. The latter is essential, as should the fuselage 
  suddenly breach the bubble, the impact at such speeds would be 
  catastrophic.  Most craft utilize extendible “wings” which pen-
  etrate the bubble with simple control surfaces (rudders).  While 
  this causes some increase in friction, they have the far greater 
  benefits of not only stabilizing the ship inside the inherently 
  unstable supercavity, but also reporting data directly to the 
  Cavitator, allowing for constant real-time repositioning and 
  correction of the bubble.  Cutting-edge vessels generate these 
  wings with projected hardwater fields, reducing both ship mass 
  and friction with the water outside the supercavity.
  The downside to supercavitational vessels is that the bubble 
  generates so much noise.  ISI visualization range is cut to 500 
  meters in front of the ship (even in well-charted waters), and 
  the ships’ passage will easily be detected as it roars through 
  the sea.  Additionally, supercavitational ships’ must carry 
  expendable – though inert -  fuel, in the form of powdered alu-
  minium.  But these are small prices to pay when the exchange 
  can increase speeds (and reduce travel times) by more than a 
  factor of five.
  Communication
  As a result of the high electrical conductivity of sea water, 
  signals decrease rapidly as they propagate through it. In 
  effect, sea water “hides” submarine vessels from detection 
  while simultaneously preventing them from communicating 
  with the rest of the world through normal radio transmissions. 
  
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  In 293, submarine vehicles have three basic ways to commu-
  nicate while at sea.
  The first, which has already been mentioned, is to link up with 
  an open cable node, for full access to the DataNet and all of 
  its standard resources. The next is accomplished with High-
  Speed Acoustic Modems, which are standardized equipment 
  within all vessel, ports, and most diving equipment. H-SAM 
  broadcasts allow communication in open water between 
  ships, divers, and hydrospheres, with a maximum nominal 
  range of 2km.
  The third option, Extreme Low Frequency (ELF) radio trans-
  missions, are ponderously slow in their actual transmission of 
  bandwidth, compared to the others, but have the advantage of 
  being both extremely secure and reliable to a fault. However, 
  one of the great difficulties associated with ELF communica-
  tion is the problem of generating a useful signal. The physical 
  size of an antenna that can produce a useable signal with rea-
  sonable efficiency is inversely proportional to the frequency - in 
  other words, extremely low frequency signals requite extremely 
  large antennas to be broadcast. With an operating frequency 
  of 76 Hz, ELF broadcast antennas are, at a minimum, 5km in 
  length, and cannot be ship-based.  High energy ELF pulses can 
  be generated with smaller, spiralled antenna arrays, however, 
  and are commonly used as emergency beacons.
  Seaspeak
  The actual method and vocabulary of ship-ship communication 
  has changed very little over the course 
  of 293 years.  Call signs and individual 
  letters are spelled out using a phonetic 
  alphabet system from pre-Exile days, 
  and special markers are used to indicate 
  the type of message being sent (Ques-
  tion, Advice, Warning, Intention).  Each 
  in turn has specific reply markers, and 
  a turn-taking markers are also used 
  to check or confirm messages, mark 
  speaker changes or corrections, and 
  so on (Understood, Mistake, Repeat, 
  Over, Out).
  In the following example, the ship Coral Bishop (CB) is 
  approaching the Atlantis hydrosphere (APO). 
  CB:  Atlantis Port Operations.  This is Coral 
  Bishop.  Information: ETA position Eastern Reef 
  pilot station is four-three-four CMT.  Over.
  APO:  Coral Bishop. This is Atlantis Port Opera-
  tions.  Mistake.  Time is four-three-nine CMT now.  
  Stay on.   Over.
  CB:  Atlantis Port Operations.  This is Coral 
  Bishop.  Correction.  My ETA is four-four-three 
  CMT.  Over.
  APO:  Coral Bishop. This is Atlantis Port Opera-
  tions.  Information-received.  Docking bay three-
  eight-two Bravo.  Over.
  CB:  Atlantis Port Operations.  This is Coral 
  Bishop.  Instruction-received.  Bay three-eight-
  two Bravo.  Nothing more. Over.
  APO:  Coral Bishop. This is Atlantis Port Opera-
  tions. Out.
  A
  Alpha
  B
  Bravo
  C
  Charlie
  D
  Delta
  E
  Echo
  F
  Foxtrot
  G
  Golf
  H
  Hotel
  I
  India
  J
  Juliet
  K
  Kilo
  L
  Lima
  M
  Mike
  N
  November
  O
  Oscar
  P
  Papa
  Q
  Quebec
  R
  Romeo
  S
  Sierra
  T
  Tango
  U
  Uniform
  V
  Victor
  W
  Whiskey
  X
  X-Ray
  Y
  Yankee
  Z
  Zulu
  
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  THE WORLD OF 293
  No longer separated into continents and nations, the 
  planed Earth in the year 293 E.V. has undergone numerous 
  changes, some more drastic than others.  Entire societies 
  and cultures have formed and been abandoned, still others 
  have endured the long test of time and remained virtually 
  unchanged.  The human race has experienced cataclysmic 
  and unimaginable transformation of their environment, 
  adapted, and survived.
  What follows is a detailed primer of the people, technolo-
  gies, cultures, and lands of the undersea world of EXILES.
  WORLD GOVERNMENT
  CORPORATE FEUDALISM
  Long past the early, catastrophic attempts at corporate rule, 
  democratic polycracies, and absolute government integra-
  tion, the political world of 293 has evolved into a unique 
  system of government, combining modern corporate struc-
  ture with tried and true historic feudalism.
  Under this system, known as Corporate Feudalism, monar-
  chic ‘kingdoms’ have been established, each on controlled 
  by the varying influences of three entities:  The Lords, the 
  Governors, and the Corporate Houses of the Pantheon.
   
  The Lords – While Lords can be known by many titles, they 
  have effectively the same degree of power in all areas of the 
  world.  Lords rule over established realms, defined as large 
  areas of undersea land and the hydrospheres built there.  
  Lords act in much the same way as a king, emperor, or presi-
  dent of a country does; becoming a figurehead (and scape-
  goat) for the political and economic functioning of that 
  realm.  Many Lords have reinstated a monarchic hierarchy, 
  meaning that only their heirs can replace them as the next 
  Lord, while other realms elect Lords through democratic 
  processes.
  Lords in different regions go by different titles.  In the Arctic 
  Ocean, most are called ‘Jarls,’ and ‘Dukes’ in the Atlantic, 
  while in the Pacific they are known as ‘Khans,’ and ‘Rajas’ in 
  the Indian Ocean.  These titles are fundamentally inter-
  changeable, as they simply reflect the most common historic 
  titles of nobility in their respective areas.  However, Lords 
  rarely wield ultimate power or control over their realms.  
  Lords additionally have subordinate advisers and secretar-
  ies to assist with many of their duties; the title of Nestor is 
  given to the senior advisor; all others are titled Councilor or 
  Vice-Councilor.
   
  The Governors – Much like a senator or prime minister, 
  every Governor is a duly appointed representative of their 
  Lord.  In general, every major hydrosphere city has its own 
  Governor, although very large cities may have two or three.  
  Also, scattered, small hydrospheres within a Lord’s realm 
  may be grouped together under one Governor.  Like Lords, 
  their titles vary (Baron, Noyan, Rajan), but again, they all 
  perform basically the same functions.  For the most part, 
  Governeors are subordinate to their Lords, but it is not 
  unknown for a powerful Governor to have a great deal of 
  influence upon his or her Lord. 
  The Pantheon – Due to the presence of powerful corporate 
  interests and their influences worldwide, each Lord, like a 
  CEO consulting his stockholders, frequently consults with 
  the various Corporate Houses, known collectively as The 
  Pantheon.
  Depending on the relative power of each House within the 
  Lord’s realm, The Pantheon may have little to near-absolute 
  power over the Lord.  In all, there are eight Houses, each 
  catering to and controlling a distinct corporate market.
  HOUSE AEOLOS
   Shipping, transportation and trade.
  HOUSE ATHENA
   Military and security.
  HOUSE DEMETER
   Foodstuffs and consumable goods.
  
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  HOUSE DIONYSUS
   Media and entertainment.
  HOUSE HEPHAISTOS
  Engineering, technology and construction.
  HOUSE HERMES
   Information, education and courier services.
  HOUSE HYGIA
   Medicine and genetics.
  HOUSE TYCHE
   Finance and banking.
  Note that each House is comprised of any and all corpora-
  tions whose products or services match the function of the 
  House, and as a result no corporation can belong to more 
  than one House.  Because of this, in each House there will 
  be found similar corporations with varying specialties.  For 
  example, every House has corporations which do nothing 
  but design and create computer systems, but the function 
  of those systems is specifically related to the market(s) of 
  the House.  So a company which designs tactical weapons 
  systems would be under House Athena, while another com-
  pany which produced bio-diagnostic and genetic sampling 
  systems would be of House Hygia.  Likewise, every House 
  maintains a core of engineers and industrial workers, but 
  none of them are more skilled or better equipped than those 
  of House Hephaestus.
  Each corporate house has a set structure, with the top 
  officer of each house being known as the Executive Corpo-
  rate Officer (ECO).  Additionally, within each realm, the top 
  officer of a house is called a Deacon, with various Margraves 
  and function-titled Officers attending him.
  Within each realm, a hierarchy of power within the Pan-
  theon is established, according to the prominence of certain 
  corporations in the area.  In realms with little competition, 
  a single corporation can have a great deal of influence as 
  the representative of its House.  However, if a number of 
  corporations of any one House operate equally within the 
  same realm, they are considered to have equal voices as 
  representatives of their House, and are forced to cooperate if 
  they want to get anything done.
  Likewise, the hierarchy of power among Houses is depen-
  dent upon their presence within any given realm.  For 
  instance, an area with numerous merchant corporations 
  and few information and education corporations would 
  grant House Aeolus much more influence than House 
  Hermes.  However, all Houses are represented, in some form 
  or another, in all realms.  The main political body of the 
  government in any given realm is known as the Decemvirate 
  — a 10-seat council comprised of the Lord of the Realm, the 
  Governor of the capital city-sphere, and the Deacon of each 
  House.
  Also, each House is responsible for establishing standards 
  and laws relating to their corporate interest.  For example, 
  House Demeter sets all food-producing standards for corpo-
  rations within a realm, and House Tyche oversees all bank-
  ing and economic operations within that same realm.  For 
  the most part, standards and laws set forth by the houses 
  are universal worldwide.  Each House bears its own crest, 
  philosophy, and corporate objectives actoss all of the oceans.
  HOUSE AEOLOS
  The House of merchants, trans-
  portation, and trade-based 
  businesses, Aeolos boasts a wide 
  economic spectrum of members 
  and affiliates across the world. 
  The current ECO is Sho Shinzo.
  Branding
  The symbol of Aeolos is a stylized ship’s wheel, and the offi-
  cial corporate colors of the house are a rich sea green and 
  black.  Beyond House officials, who wear typical corporate 
  attire, few Aeolos members represent their House affiliation 
  with anything apart from official licenses and transporta-
  tion certificates.  
  Corporate Policy
  Aeolos’ pervasive policy is to be fair and even-handed in all 
  business dealings.  The “you scratch my back, I’ll scratch 
  yours” philosophy is also widespread throughout the cul-
  ture, and many favors and debts are often owed in even the 
  highest reaches of the House.
  Major Companies
  TechTonics, Meinhoff-Werner, Okeanus Lines, Mako Ship-
  ping, Chariot Cruise Lines.
  HOUSE ATHENA
  
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  All corporations involved with 
  military and security production 
  and training fall under the control of 
  House Athena.  Because of Athena’s 
  percieved position of power, it is often 
  viewed with some mixed degree of 
  suspicion and caution.  Neither allies nor enemies within 
  Athena are to be taken lightly. The current ECO is Admiral 
  Minor Charls Willis.
  Branding
  Athena’s primary symbol is a stylized “A,” and the House 
  colors are a rich slate blue and bronze.  Most Athena 
  officials wear a distinctive military uniform, with various 
  subtle pins and badges to represent rank and station.  The 
  military appearance is maintained throughout even the 
  lowerst levels of the House, making Athena one of the most 
  regimented-appearing Houses in the Pantheon.
  Corporate Policy
  Because of the services Athena provides, to both govern-
  ments and other houses, the primary aspect of their corpo-
  rate function is secrecy.  Indeed, the House prides itself on 
  its internal security and committment to customer confiden-
  tiality.
  Major Companies
  AthenaArms, Nemesis Inc., Hekler & Koch, Nyx.
  HOUSE DEMETER
  The House of the consumer.  No House is 
  more often and more conspicuously in the 
  eye of the public as Demeter.  Apart from the 
  government-subsidied hydroponic farms and 
  vast fish hatcheries (which produce more 
  than 80% of the world’s food), Demeter has a hand in almost 
  all products and items processed for commercial sale.  In 
  general, the House keeps a low profile — and more often than 
  not, is spread too thin to really do much more than supervise 
  and regulate in most regions.  But where and when it is nec-
  essary, the influence of House Demeter can be powerful and 
  widespread. The current ECO is Nirara Magett.
  Branding
  While the corporate presence in terms of personnel might 
  sometimes be lacking, the crescent-moon and stars logo 
  of Demeter is possibly the most widespread of any of the 
  houses - appearing at least in some capacity on every manu-
  factured good or packaging.  Likewise, their green and gold 
  colors are used almost exclusively in shopping signage and 
  advertising.
  Corporate Policy
  Demeter has a vested interest in producing safe food prod-
  ucts to high standard across the globe, and to a surprising 
  extent, they do just that.  Beyond food, however, products 
  are subject to the ebb and flow of supply and demand, and 
  as always in the end it comes down to profit, and which busi-
  nesses are willing to make sacrifices in quality or produc-
  tion when it comes to the bottom line.  
  Major Companies
  West Harvest, Pahk Industries, Red-E-Eat, Elysian Fields, 
  NutriSyn Inc., Goteki.
  HOUSE DIONYSUS
  Constantly walking (or as some would say, 
  treading on) the fine line separating fact 
  from fiction, House Dionysus is a seem-
  ing contradicton to itself.  Encompassing 
  both news media and entertainment, 
  opportunities abound for style to inter-
  fere with substance, for flash to obscure 
  fact.  But, while there are always exceptions, House Dionysys 
  does a remarkable job of keeping the fields separate. The 
  current ECO is Ridley Binfini.
  Branding
  While only the House officials and the employees of the pri-
  mary broadcast news corporation (AlphaNet News) adhere to 
  the actual House colors of maroon and silver, they stylized 
  “D” logo of the House can be seen as a co-brand on nearly 
  every media broadcast and recording.  
  Corporate Policy
  As might be expected, Dionysus maintains two separate 
  positions for their two separate functions.  For media, their 
  committment is to “Get the truth,” at any cost.  For enter-
  tainment, it is to “Amaze and astound.”  Beause of their 
  position, so blatantly in the public’s eye, there is little room 
  for deception or overt propaganda, and in fact many times 
  it is Dionysus (or more specifically, NewsOne) that is a more 
  
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  feared presence than Athena.
  Major Companies
  AlphaNet News, NewsChron, Atlantic Broadcasting, Studio 
  Ganesh. 
  HOUSE HEPHAISTOS
  The blue-collar house of the Pantheon, 
  Hephaistos is the quiet engine that keeps 
  the world of 293 spinning.   The current 
  ECO is Temura “Chief Eng” Sudarksa.
  Branding
  The symbol of interlocking “H”s is used more of a seal of 
  approval than an arbitrary brand stamp.  Outside of House 
  officials, most engineers and workers of Hephaistos wear 
  jumpsuits and work gear, with little adornment apart from 
  their tools and work equipment.  Their colors of grey and 
  orange are only sporadically used outside of official func-
  tions.
  Corporate Policy
  Skilled, proud and capable are the traits most associated 
  with this house, and “Progress ever forward” is their credo. 
  In a society so dependant on technology for survival, the 
  members of Hephaistos recognize their importance, but 
  keep their outlook very humble — after all, their work 
  improves their own lives, as well as everyone elses.  Working 
  constantly in the background as they do, however, lends the 
  House a certain suspicion if and when things go wrong.
  Major Companies
  Owata-Tsumi Corp., Anvil Construction, Golden Sun Technol-
  ogy, BathyTek Inc., Polyarny Dynamics
  HOUSE HERMES
  In all aspects, House Hermes is about information: collect-
  ing it; providing it; transferring 
  it; and  most importantly, con-
  trolling it.  An estimated 70% of 
  the world’s youth recieves primary education through the 
  House’s ubiquitous Learning Centers, and every adult relies 
  upon the World DataNet in some form or another.   The cur-
  rent ECO is Lin Hai Chang, PhD.
  Branding
  Apart from House officials and Learning Center instruc-
  tors, the official colors of royal blue and gold are rarely seen.  
  Likewise, while the lighting-bolt motif is interpreted and 
  alluded to in many applications, the actual House logo is not 
  widespread. 
   
  Corporate Policy
  From the slow ressurection of the 20th century AD’s 
  “Internet” as the World DataNet in 43 EV, the founding 
  force behind House Hermes has been to open the wealth of 
  human knowledge to all.  While there are those who suspect 
  Hermes’ near omniscience could be warped into information 
  censorship or a platform for disinformation, time and again 
  the House has proven itself to be first and foremost an tool 
  of reference, and nothing more. 
  Major Companies
  Learning Centers, Intl., World DataNet, Core, Samizdat.
  HOUSE HYGEIA
  No House has been more directly responsible for the sur-
  vival of the human race than Hygeia.  The 
  medical and genetic advances and develop-
  ments facilitated by the House in its early 
  stages were the key to truly adapting to life 
  underwater.  Additionally, the perfection of 
  cloning technology, for livestock production as well as for 
  “spare part” medical use, made for dramatic improvements 
  in the general quality of life. The current ECO is Dr. Charon 
  Til.
  Branding
  In order to present the correct and inoffensive face of 
  sterility, the predominant color of House Hygeia is clean, 
  antiseptic white.  Red is most common as a secondary color, 
  although in some regions blues, and even greens are associ-
  ated more strongly with health, and are used accordingly.  
  Corporate Policy
  House standards are strongly enforced across the board 
  with regards to patient information and record keeping.  
  In general, the House is genuinely concerned with patient 
  well-being, and treatment is rarely refused in emergencies, 
  though costs may be higher.  However, standard treatment 
  and ongoing care relies heavily upon insurance contracts 
  and prearranged treatment conditions.  
  
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  Major Companies
  Masai, Bio-9, ProtoKemikal, Ozu-Domi Genetics, Dulcinet
  HOUSE TYCHE
  Controlling the banking and investment businesses of a 
  world government may seem like 
  a position designed for misap-
  propriation and underhanded 
  dealing, but House Tyche has 
  a strong track record of being 
  perhaps the most upstanding and strictly-controlled of all 
  the corporate Houses.  Granted, despite their history, they 
  are still scrutinzed and investigated like no other House by 
  the rest of the Pantheon, but to their credit, they accept that 
  their position merits and even benefits from increased regu-
  lation, and are machine-like in their efficiency. The current 
  ECO is Vaska Gerot.
  Branding
  While not ostentatious, the Tyche branding is very strong 
  and in some respects, unavoidable.  All monetary transac-
  tions route through Tyche computer systems at some point, 
  and every Soverign is imprinted with the House seal.  Addi-
  tionally, while other house offices and corporate structures 
  are unique from realm to realm, Tyche has established and 
  maintained a distinctive architectural style throughout the 
  entire House, and their distinctive color scheme of violet 
  and platinum is always utilized in some way.  
  Corporate Policy
  Thanks to the very nature of world government, and a global 
  economy, the House’s goals are easy to define and enforce.  
  While some branches and corporations may maintain a very 
  conservative, bottom-line based business approach, there 
  is a perservering initiative to continually improve and help 
  grow all aspects of society.
  Major Companies
  MegaVault, World Ocean Exchange (WOX), Metis Intl., 
  Arathnapur Securities.
  WORLD RELIGIONS
  Since perhaps no aspect of culture defines it more than the 
  precepts and tenets of its religion, what follows are brief 
  descriptions of the major religions of the world in 293.  
  While all religious beliefs are of great importance to those 
  who hold them, many religions are very informal, and prove 
  very difficult to categorize.  Therefore, this section deals 
  only with religious systems which have easily identifiable 
  beliefs and doctrines.  This is in no way a complete list of all 
  the religions in the world, hundreds more exist, including 
  many obscure sects and cults.
  Aqua’i - A relatively new religion, Aqua’i can be traced to the 
  writings of Samuel Henry Judge, a survivor of the Exile and 
  prominent spokesperson for worldwide unity and coop-
  eration.  Aqua’I first developed as a true religion around 
  130 E.V., more than one hundred years after Judge’s death, 
  and tody its followers exceed 20 million.  The Aqua’i faith 
  promotes the union of all religious teachings which pro-
  mote universal education, equality between races and sexes, 
  world peace, and world government.
  Ashovadeen - Followers of Ashovadeen believe in the purity 
  and harmony of the sea.  To them, the world above the water 
  is the primary source of evil and it corrupts the soul of man-
  kind.  They believe all attempts to return to the world man 
  once inhabited are morally reprehensible.  One of their sects, 
  the Brahki, is a militant faction who espouses terrorism to 
  make sure man never returns to the surface world.  It is esti-
  mated that Ashovadeen has close the 3 million followers.
  Bedlam - An extremely misunderstood religion, the prevail-
  ing belief and attitude of Bedlam is that nothing has a pur-
  pose or root cause, but everything that happens can affect 
  everything else.  Therefore, the actions of an individual are 
  considered to be very important and action should rarely 
  be taken without considering every probably consequence.  
  Bedlamites often act unpredictably, sometimes even 
  bizarrely, and frequently study and contemplate the actions 
  and consequences of others around them.  Bedlam has an 
  estimated 3 million followers.
  Bromnihar - Bromnihar is, hands down, the most peaceful 
  religion under the sea.  Their belief that all organic matter 
  has an energy that may one day ascend to Veinhara (heaven) 
  
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  leads them to believe that violence of any kind is a sin.  
  Because of these beiefs, the followers of Bromnihar will only 
  eat synthetic food.  Bromnihar is the sole religious belief of 
  the residents of Tamilahn, a hydrosphere of nearly two mil-
  lion in the Indian Ocean.
  Buddhism - Founded in southern Nepal in the 6th century 
  B.C. by Siddhartha Gautama (Buddha), Buddhism has close 
  to 20 million followers worldwide.  Buddhists believe in the 
  “four noble truths”:  existence is a realm of suffering; desire 
  and self-importance cause suffering; to cease suffering, one 
  must cease desire; the way to cease desire is by meditation 
  and following the “middle way,” a philosophical path of righ-
  teousness in thought and action.
  Christianity - A major religion founded on the life, death, 
  and resurrection of Jesus Christ, Christianity has an esti-
  mated following of 45 million people.  The central Christian 
  proclamation is that by the grace of God men are saved, 
  through faith in Christ their sins are forgiven, and they 
  receive new and eternal life in the fellowship of the Church.  
  Almost all divisions of Christianity can be found in 293, 
  from Orthodox Eastern to Roman Catholic to the many 
  denominations of Protestantism, although many denomina-
  tions did not survive the Exile (such as Amish Mennonites), 
  and others that preach of Armageddon and cataclysmic 
  events have fallen out of favor.
  Church of Delphinidae - Another recent relition, the Church 
  of Delphinidae, was founded by ocean settlers and explor-
  ers who, in the years following the Exile, found the incred-
  ible intelligence and charisma of certain marine mammals 
  (dolphins, killer whales) to be powerfully inspiring.  Follow-
  ers of the Church do not engage in worship of these animals, 
  but they revere their existence and good-natured spirit as an 
  attitude to emulate.  They do not believe dolphins are better 
  than humans, but neither do they believe humans to be far 
  above dolphins.  The only true ‘sin’ of the Delphinidae is 
  to take such creatures for granted, and treat them without 
  respect or dignity.  The Church offers no real system of 
  ethics of its own, but stresses the importance of ethics and 
  morality in human interaction.  Members of Delphinidae 
  number more than 5 million.
  Hinduism - This religion, with nearly 28 million members, is 
  best described by its belief in the “four end of man.”  These 
  are: dharma, duty and religious conduct, artha, material 
  gain and rightfulness of Kings; Kama, the pursuit of sensual 
  pleasure; and moksha, the attaining of spiritual emanci-
  pation.  Within this framework, beliefs in a caste system, 
  reincarnation, and more find their foundation.  This is the 
  primary religion of the Indian Ocean.
  Living Islam - An ancient religion whose followers once 
  numbered in the hundreds of millions, Islam came close to 
  extinction following the Exile, but was rapidly revived and is 
  reestablishing itself as a prominent world faith once again.  
  Living Islam is a monotheistic faith, incorporating elements 
  of Judaic and Christian beliefs, fundamentally identical to 
  Ancient Islam.  Liming Muslims still follow the Koran, the 
  holy book of Islam, which sets forth their religious tenets as 
  revealed by God to Mohammed.  Muslim faith prohibits the 
  consumption of pork, alcohol, and narcotics.  The two main 
  divisions of Ancient Islam, the Sunni and the Shiite, were 
  integrated into one for the purpose of Living Islam, although 
  many various sects and divisions, such as the Wahabis, 
  Assassins, and Fatimids, still exist.  Living Islam’s follow-
  ers now number more than 19 million, and that number is 
  rapidly increasing.
  Judaism - Judaism was founded circa 2000 B.C. by Abraham, 
  Issac and Jacob, and has approximately 15 million followers 
  today.  Judaism’s beliefs include a monotheistic God, who 
  created the universe and leads the Jews by speaking through 
  prophets.  The Hebrew Bible (or Old Testament) is their holy 
  scripture, especially the part known as the Torah.  Only by 
  following the Torah can the human condition be improved, 
  and eventually a Messiah will turn the world into para-
  dise.  Judaism is divided into three main groups (Orthodox, 
  Reformed, and Conservative), the largest of which is the 
  Conservative church, who follow the Torah as best the can, 
  allowing for changes in the face of modern life.
  Taoism - A religion that is primarily a life philosophy, 
  Taoism comes from ancient China, derived primarily from 
  the Tao-te-Ching. Its number of supporters is undetermined, 
  but believed to approach 20 million.  The principle of Taoism 
  is that an ever-changing universe follows a path, called the 
  Tao.  Only by emulating the Tao’s calm nature and effortless 
  simplicity can one contact it.  Taoists live simply, spontane-
  ously, and in close touch with nature.
  
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  LANGUAGE
  As early as the mid 1950s, English was established as the 
  official language of the sea.  As a result, since many of 
  the hydrosphere building efforts of the 21st century were 
  international collaborations, English was the predominant 
  language used underwater, and has remained the primary 
  language worldwide.  Other languages are still used by 
  native speakers, but all ship-to-ship communications are in 
  English, as are all public broadcasts.  In the event there is 
  no common language between two individuals, automatic 
  translators can be used.
  Translators
  Birthed from primitive dictation machines, translator tech-
  nology has evolved into a near-perfect form.  Using aural 
  memory banks and miniature super-processors, modern 
  translators are tiny devices which are fitted snugly into 
  their user’s ear.  When operative, they intercept spoken 
  words before they are actually ‘heard,’ translate them and 
  re-emit them in the new language.  When the device picks up 
  a foreign language and identifies it, it instantly translates 
  words into its preset ‘mother tongue’ and, using the speak-
  er’s own ambient tonal sound, rebroadcasts the translated 
  material into the wearer’s ear.  Translators operate with 
  incredible speed and accuracy, and even compensate for 
  differing sentence structure and minute inflections which 
  identify similar-sounding words.  The delay for identifying a 
  language is rarely more than a few seconds, and most trans-
  lators are programmed with hundreds, if not thousands of 
  languages and dialects.
  Mammal Tongues
  In addition to conventional spoken languages, humans have 
  learned to understand (to some degree) both the chattering 
  of Dolphins and the mysterious songs of Whales.  While 
  understanding is, at present, limited to simple emotions and 
  concepts (“Danger,” “Happy,” “Food,” etc.), advanced students 
  of these so called ‘mammal tongues’ can glean quite a bit of 
  information from listening to a Dolphin or Whale ‘speak.’ 
  TECHNOLOGY
  Information Processing
  By the year 293, the advancement of quantum computing 
  and simulated artificial intelligence programming has 
  produced very sophisticated methods of processing informa-
  tion from around the world.  Computers are accessible by 
  voice, and understand such a wide variety of commands that 
  anyone can operate them with minimal training.  By using 
  complex sub-routines (and numerous safe-redundant sys-
  tems), these simulated artificial intelligences can act on a 
  general command to enable a number of systems and opera-
  tions.  While true AIs are not widespread, a few do exist, and 
  their potential is intimidating.
  Additionally, with the development of quantum encryption, 
  computer systems have become nearly impenetrable.  The 
  very nature of personal security, world finance, and the 
  everyday reliance upon automated hydrosphere systems for 
  basic survival has made computer security of paramount 
  importance.  While an expert user, armed with actual pass-
  codes and authorizations can still wreak havoc on any given 
  system or database, the days of hacking into a system by out-
  smarting or crashing its security are long gone.
  Likewise, while the World DataNet is for the most part an 
  unregulated world-community resource, very little truly 
  sensitve information survives for long in the public eye.  But 
  as in any supply-and-demand society, for those who dig deep 
  enough, or need badly enough, that which they desire shall 
  eventually become available.
  The World DataNet
  Like it’s predecessor, the GlobalNet of the 2020’s (and it’s 
  ancestor, the “Internet” of the latter 20th Century), the 
  World DataNet (commonly known as DataNet, or “the grid”) 
  is a worldwide collection of computer networks connecting 
  academic, governmental, commercial, and organizational 
  sites. It provides access to communication services and 
  information resources to millions of users around the globe, 
  accessed through public (and private) wireless fidelity net-
  works within each hydrosphere city.
  DataNet services include direct communication (voice, 
  video, holo-form, messaging), distributed information 
  resources (InfoSites, libraries), direct data transfer (DTP, 
  
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  VSN, system coupling), and many other valuable tools and 
  resources.
   
  Additionally, between hydrospheres, the DataNet exists as 
  an enormous physical network of reinforced sea-floor con-
  duits and tunnels, which contain the actual cabling that con-
  nects cities to each other and allows the flow of data around 
  the world.  Nodes along the cabling routes permit ships (or 
  divers with specialized linking equipment) to link into the 
  DataNet from the otherwise isolated deep sea. 
  Software and Hardware
   In the late 20th century, computer ‘hardware’ was defined as 
  the console, peripheral and memory systems, and ‘soft-
  ware’ the programs and applications used on the computer.  
  However, as a result of the extreme demand for space within 
  hydrospheres, the meanings of those two words have been 
  directly reversed.  The programs of modern day are found on 
  small, rigid chips and crystals, and inherently defy the term 
  ‘software.’
  Likewise, through the development of fiber-integrated cir-
  cuitry and increasingly miniaturized memory and processor 
  chips, computer consoles have become integrated into single 
  keyboard/monitor units that are thin, fabric-like and utterly 
  flexible.  This design was implemented so that the computer 
  could be rolled up and stored when not in used, thereby con-
  serving space.  While ‘hard’ computer terminals still exist, 
  the most common and popular forms are as described above, 
  and are referred to as ‘software.’
  Soft technology also has other applications. Since many 
  pieces of diagnostic equipment are capable of performing 
  much more efficiently if they are lightweight and flexible, 
  items such as medical scanners have been integrated into 
  gloves, with sensors and analytic computers built into the 
  fingers, palm, and wristcuffs.
  Robotics
  While popular science fiction of the 20th century predicted 
  a future filled with near-perfect humanoid robots and 
  androids, the reality of 293 is quite different.  While certain 
  mobile robotic units do exist, they are used primarily only in 
  situations where human beings would be placing their lives 
  in jeopardy.  The much more common example of robotics 
  is the integration of slave systems into homes, vehicles, 
  and factories.  Activated by simple voice commands, robot 
  servants, tucked away behind the walls, can perform a 
  great number of mundane chores, including cleaning, food 
  preparation, and environment control.  While they must 
  be supplied and require routine maintenance, a recent poll 
  showed that more than 60% of the world’s population finds 
  automated systems beneficial and helpful.
  Nanotechnology
  The use of nanobots (microscopic robots) has been a integral 
  technology for over two centuries in almost every aspect 
  of society.  Commonly referred to by their specific function 
  (nanosurgeons, nanoengineers, etc.), these tiny machines 
  are the primary method of constructing manufactured 
  goods, as they are tireless and flawless workers.  Possessed 
  of only specific programming and basic problem-solving 
  skills, nanobots are easily controlled and quite diverse in 
  their applications.  One interesting thing to notice about 
  nanobots is that they seem to automatically develop a ‘hive’ 
  mentality, and behave a great deal like insects when not 
  being directly controlled.
  Cybernetics
  Although many expected the advancements in artificial 
  organ and limb replacements to pave the way for even more 
  complex artificial body parts, following the Exile, there was 
  an almost unspoken rejection of cybernetics.  In clinging 
  to their humanity, many felt that the adoption of artificial 
  anatomy was inappropriate, and flew in the face of the inher-
  ent capability and determination of the human species.  And 
  on a more practical level, with a society living entirely under 
  water, it seemed a fundamentally bad idea for people to 
  embed electronic devices inside themselves.
  Certainly, cybernetics have not been abandoned entirely, but 
  their application is mostly limited to emergency medical 
  use.  Additionally, there are indications of “cultish” organi-
  zations and cybernetic enthusiasts, and there is no preven-
  tative regulation prohibiting cybernetic research and devel-
  opment.  But those with such interests and involvements are 
  very much the exception, and are in a very small minority.
  
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  MEDICINE
  Cloning
  After the meteorite 961 Antaeus struck, scientists were 
  forced to perfect the techniques of genetic manipulation and 
  cloning in order to save or re-create many of the endan-
  gered or extinct animal species caused by Antaeus’ impact.  
  Cloning became easier then expected, and the oceans of the 
  world were being repopulated with marine life as early as 
  67 E.V.  Human cloning has since become such a perfected 
  science that sever injuries can be easily treated by making 
  cloned replacement parts (limbs, internal organs, etc.), 
  which can be artificially aged quite rapidly.  This process has 
  led to several experiments to clone fully grown humans, but 
  apart from a few unsubstantiated rumors, no one has been 
  able to transfer knowledge or memory, so all such experi-
  ments have resulted in adult bodies with infant minds.
  Genetic Manipulation
  In addition, pre-natal genetic manipulation is used in a vari-
  ety of ways to ensure a child’s health.  Birth defects can be 
  eliminated, including such minor problems as far-sighted-
  ness and pattern baldness.  If desired, genetic manipulation 
  can even be used to determine a child’s appearance (hair, 
  eyes, musculature, etc.).  It should be noted that while many 
  societies frown upon this practice, others revel in it and 
  utilize pre-natal manipulation almost automatically.  
  Of course, the use of nanotechnology in the field of medicine 
  has been invaluable.  By inserting nanosurgeons into the 
  human body, doctors have unraveled many long-standing 
  medical mysteries, and have been able to offer true cures to 
  previously untreatable medical problems.  Blocked arteries 
  can be easily cleaned out, malignant cancers can be cleanly 
  and completely removed, even severed and damaged nerves 
  can be quickly and easily repaired by a tiny crew of nanobot 
  workers, under the control of a competent physician.
  SPORTS AND 
  RECREATION
  As man has evolved, so have his games.  With few excep-
  tions, the most popular sports of 293 are considerably 
  different than those which existed before the Exile.  Also, 
  sports in 293 are somewhat more classified, appealing (and 
  available to) only certain peoples.
  The “upper class,” rather elitist sports include Greco-Roman 
  wrestling, Golf, and high-stakes, competitive Chess, and it  
  should be understood that since these games have become 
  the pastimes of the super rich, they are sometimes looked 
  on with disdain or jealousy by those who are not so well off.  
  These events are wagered upon quite heavily, and the skill 
  levels of the competitors are often without equal. 
  On the opposite end of the spectrum, the games favored by 
  the lower classes are much more brutal and violent.  They 
  are Blood Sports, gladiatorial contests, often between only 
  two competitors, in which each man (or woman) tries to 
  cripple or kill the other.  Except in the most degenerate of 
  hydrospheres, these sports are quite illegal and are not con-
  ducted according to any published schedule or season. 
  The more common games, the most viewed and best loved 
  sports of the time, appeal to a wide variety of society, and in 
  most cases their appeal is worldwide.
  Many other sports and games exist outside those men-
  tioned here, but these are the most popular and well-known 
  amongst the general public.
  DISKRUNNER
  DiskRunner, or ‘Clanker’ as it is known in the Arctic ocean, 
  is a high-speed game of endurance and skill.  The game is 
  played with two teams of six members each; one goal keeper 
  and five ‘runners.’  Equipment includes padding and helmets 
  for players, and the Disk, a 30cm diameter metal Frisbee.  The 
  object of the game is to strike the opposing team’s goal with 
  the metal disk, thus scoring points.  The disk can be moved 
  two ways:  it can be thrown through the air from player to 
  player, or it can be kicked across the ground like a soccer ball.
  The enclosed court is 100 meters long and 50 meters wide, 
  with a domed ceiling.  Goals lie on either side of the court, 8 
  meter high poles equipped with sensors and lights to indicate 
  when they are struck with the disk.  The bottom three meters 
  of the pole are 1 meter across, and striking this portion scores 
  
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  three points.  The upper five meters are 20cm in diameter, 
  and striking it scores only one point (the idea being that the 
  lower portion of the pole is easier for the goalie to protect 
  so striking it is more difficult).  The goalie is also equipped 
  with jump boots, which enables him stop throws aimed at the 
  higher part of the goal.
  Play begins when the disk is ejected from a spinning cylinder 
  at the center of the ceiling.  This allows for random placement 
  of the disk in the court.  The player who retrieves the dist 
  must now pass it to a teammate, either throwing it or kicking 
  it away.  If the disk is kicked, it can be chased and advanced 
  up the court by the same player.  This is called dribbling.  If 
  it is thrown, the receiver must stop moving and either pass 
  again or begin dribbling the disk themselves.  Players who 
  are kicking the disk can be tackled or ridden off the disk, 
  but a player how holds the disk in their hands cannot be 
  contacted until they either throw or begin kicking the disk.  It 
  is important to remember that anytime the disk is in the air, 
  players from either team may attempt to catch it.
  At any time a player may attempt to hit the opposing team’s 
  goal post.  This can be done by throwing the disk at the goal 
  (‘clanking’) or catching a pass near the post and touching the 
  post with the disk.  After any kind of score has been made, the 
  team who has just been scored upon takes control.  The game 
  is played for four dekachrons, with a five chron break between 
  each quarter.
  VORTIX
  Possibly the most popular spectator sport of 293, Vortix is a 
  rather complex game that defies the regular concept of a team 
  sport.
  Played in a 100 meter diameter, water filled sphere, Vortix 
  games are unpredictable, exciting, and almost always 
  spectacular to watch.  The competing teams (Red, Blue, 
  and Gold) are randomly chosen from a pool of players, and 
  at certain points of the game (after each goal, between 
  periods, etc.) the players are randomly reassigned (‘shuffled’), 
  changing teams many times within each game.  Uniforms 
  display colors according to signals from the game computer 
  and can change instantly.  Therefore, game statistics are 
  based on individual performance (goals, passes, catches, 
  blocks, etc.).  
  Each Vortix player wears a tough exoskeleton, an H2Oxygen 
  rebreather helmet, a personal hydrojet (for propulsion around 
  the sphere), and a hardwater ‘scoop.’ While scoops allow for a 
  player to catch and launch the small hardwater ball the game 
  is played with, the time in which the ball may remain in the 
  scoop is limited.  After ten seconds the ball will disintegrate, 
  so it must be relaunched (and re-charged) before that time 
  expires.  If a player allows the ball to disintegrate in their 
  scoop, whatever team they are currently on will lose a point.  
  The goals are ring-shaped floats which propel themselves in 
  random directions around the water-filled sphere.  There is 
  one goal for each team, and in order to score, a player must 
  use their scoop to shoot the ball through the goal, although 
  since the goal is constantly spinning and rotating, they are 
  difficult targets at best.  This may all seem like a jumble of 
  random activity, but in play it makes for a highly competitive, 
  non-stop sport.  Vortix games are played in two periods of 
  twenty chrons each, with a ten chron break between each 
  period.
  Lanner, a Vortix player, is currently on the Red 
  team.  Red leads with a score of 3, while Gold as 
  1 and Blue is scoreless.  After a few moments, 
  Red scores again.  The players are shuffled.  
  Lanner is now on the Blue team.  He catches a 
  pas and drives for the Gold goal.  Undefended, 
  Lanner scores easily.  There is another Shuffle 
  and lanner is now on the Gold team.  Since he is 
  near that goal, he takes up a position to defend 
  it as a new hardwater ball enters play.
  
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  TIME
  It was quickly discovered, once underwater, that the normal 
  system of time (days, hours, minutes, etc.) was rather non-
  sensical, based as they were on a solar cycle which could no 
  longer be detected.  Therefore, a worldwide conversion to 
  metric time, already being used in some parts of the world, 
  became almost necessary.
  So, in the same way that meters are the standard metric unit 
  of length, the basic unit of time is the Chron.  The method of 
  concepting and converting normal English time into metric 
  for the Exiles world is shown to the right.
  THE CALENDAR
  Likewise, the seasonal, 12 month calendar soon became 
  confusing and obsolete.  It was decided that a new base 10 
  calendar would be initiated, with each of the ten months 
  equal to thirty kilochrons, and each 10 kilochron ‘week’ 
  divided into ‘days’ of one kilochron each.  Named after the 
  first ten letters of the Greek alphabet, the new ‘days’ and 
  ‘months were eventually accepted worldwide.  The ‘months’ 
  are, in order: Alpha, Beta, Gamma, Delta, Epsilon, Zeta, 
  Eta, Theta, Iota, and Kappa.  ‘Days’ within each ‘month’ are 
  simply designated with a number from 1-30.  the new year 
  begins, therefore, on Alpha 1, and ends on Kappa 30. 
  So, if asked the time and date, an Exiles player might 
  respond; “It’s hec six-seventy one, Epsilon 14, 293.”
  METRIC UNIT
  CHRONS
  SECONDS
  EQUATE TO
  Megachron
  10,000
  864,000
  Month
  Kilochron
  1,000
  86,400
  Day
  Hectochron
  100
  8,640
  Hour
  Dekachron
  10
  864
  10 Minutes
  Chron
  1
  86.4
  Minute
  Decichron
  0.1
  0.864
  10 Seconds
  Centichron
  0.01
  0.864
  Second
  Millichron
  0.001
  0.0864
  Millisecond
  Standard/Metric Time Conversion
  (24 Hour Equivalence)
  12:00 am
  0.00
  0.00
  12:00 am
  1:00 am
  0.42
  0.50
  1:12 am
  2:00 am
  0.83
  1.00
  2:24 am
  3:00 am
  1.25
  1.50
  3:36 am
  4:00 am
  1.66
  2.00
  4:48 am
  5:00 am
  2.08
  2.50
  6:00 am
  6:00 am
  2.50
  3.00
  7:12 am
  7:00 am
  2.91
  3.50
  8:24 am
  8:00 am
  3.33
  4.00
  9:36 am
  9:00 am
  3.75
  4.50
  10:48 am
  10:00 am
  4.16
  5.00
  12:00 pm
  11:00 am
  4.58
  5.50
  1:12 pm
  12:00 pm
  5.00
  6.00
  2:24 pm
  1:00 pm
  5.42
  6.50
  3:36 pm
  2:00  pm
  5.83
  7.00
  4:48 pm
  3:00 pm
  6.25
  7.50
  6:00 pm
  4:00 pm
  6.66
  8.00
  7:12 pm
  5:00 pm
  7.08
  8.50
  8:24 pm
  6:00 pm
  7.5
  9.00
  9:36 pm
  7:00 pm
  7.91
  9.50
  10:48 pm
  8:00 pm
  8.33
  9:00 pm
  8.75
  10:00 pm
  9.16
  11:00 pm
  9.58
  
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  MONEY
  Following the World Market Crash of 114, the leaders of 
  House Tyche implemented an international currency trans-
  ference, transforming all monetary systems into a universal 
  unit called a Sovereign ($).  While this change was initially 
  resisted, the simple system was accepted fairly rapidly, 
  mostly due to the ease it brought to inter-realm business 
  and trade interactions.  “Sovs” are most commonly used on 
  credit, ‘charging’ the amount of a purchase to an individu-
  al’s identCard, thereby immediately transferring that money 
  to the second party.  However, ‘cash’ Sovereigns do exist, and 
  are quite popular in most parts of the world.  They manifest 
  as paper-thin plastic discs, edged with circuit-imprinted 
  rings of golden metal.  The color and size of ‘cash’ sover-
  eigns varies, depending on their denomination.
  AMOUNT
  SIZE (cm)
  COLOR
  1$
  2.5
  Red
  5$
  3
  Yellow
  10$
  3.5
  Blue
  20$
  4
  Orange
  50$
  4.5
  Green
  100$
  5
  Purple
  500$
  5.5
  Black
  1,000$
  6
  Grey
  5,000$
  6.5
  White
  10,000$
  7
  Clear
  
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  THE OCEANS
  THE ARCTIC OCEAN
  Population: 
  12,234,500
  Languages: 
  English, Euro-Norwegian, Russian
  Culture/History:
  Perhaps the most important event in Arctic history was the 
  Treaty of Skate (97 E.V.).  This treaty established the current 
  political boundaries of the six Arctic Realms, and was the 
  inception of the Top Of The World Protectorate.  The terms 
  of this treaty prohibit direct military conflict between the 
  six realms and establish clear borders with geographic 
  features as neutral buffers.  The treaty does not allow for the 
  establishment of any additional realms, but it does not pro-
  hibit the establishment of facilities in outlying territories, 
  which are commonly known as ‘outlands.’  It is, however, 
  very clear that any outland facilities are not considered to be 
  part of a realm, and therefore an attack on an outland facil-
  ity is not considered an attack on the realm which controls 
  it.  Rather, it is considered an assault on the Protectorate 
  interests, and all six realms are expected to contribute to 
  any investigations or retaliations.  Politics is a favorite 
  game in the Arctic.
  Regarding the rest of the world, or as Arctic usage has it, the 
  “people down the hill,” people of the Arctic tend to be some-
  what isolationist and defensive.  Unlike the other oceans, 
  
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  access to the Arctic is geographically limited, and relatively 
  easy to control – from both sides.  Nearly half of the Protec-
  torate Navy is based at Jan Mayan Base in Southern Lofoten, 
  and the passages on both sides of Iceland are heavily lined 
  with sensor drones.  It is nearly impossible to pass between 
  Greenland and Iceland undetected, and very difficult to pass 
  between Iceland and Norway without attracting attention.
  The two remaining pre-Exile spheres, Polyarny and Valhalla, 
  are not located in any of the Protectorate realms and are 
  considered client-states, not actually part of the Protector-
  ate but under it’s protection.  They are generally not consid-
  ered worth official notice, and as a result have developed 
  into fifth-century equivalents of Casablanca – sort of a 
  world’s crossroads and clearing house for any sort of goods 
  or service that might be in demand, legality optional.  The 
  Protectorate has made several attempts to clean the spheres 
  out, but their status as client-states has served as a thor-
  oughly legal shield.
  People:
  As mentioned above, the favorite pastime in the Arctic is 
  politics.  Arctic diplomats, ambassadors and merchants are 
  respected (and feared) the world over.  In general, Arctic 
  natives come from a strong lineage of European and Nordic 
  stock, claiming descendants from all over Northern Europe 
  and Asia.  
  Realms:
  The smallest of the world’s oceans, the Arctic also has the 
  smallest number of realms, with only four. 
  CANADA
  CAPITAL: 
  BARROW
  AREA: 
   
  2,237,250 SQ. KM.
  POPULATION: 
  9,435,200
  LORD: 
   
  JARL MARTINA ASIMOVA
   
   
  (VICEROY JUSIN SCHMIT, ACTING)
  Canada is located in the Canada Basin.  Like most Arctic 
  realms, Canda’s major economic foundation is mining.  
  But Canada also boasts the regions’ largest and most 
  successful entertainment industry.  Canadian politics are 
  currently rather volatile and are threatening to eclipse the 
  entertainment industry’s hold on the Arctic imagination.  The 
  current Jarl, Lady Martina, is not of age to properly govern 
  her people, and the Honorable Jusin Schmit is ruling as 
  Viceroy.  Schmitd’s ambitions have repeatedly been called into 
  question, but investigations have revealed nothing.
  AMUNSEN
  CAPITAL: 
  AMUNSEN
  AREA: 
   
  3,072,530 SQ. KM.
  POPULATION: 
  4,435,200
  LORD: 
   
  JARL MARCUS HAAGEN
  Amunsen is located in the Pole Abyssal Plain.  It is one of the 
  most politically stable and peaceful realms in the world.  Jarl 
  Haagen has rules unchallened for twenty-five years.  Nansen 
  in by far the most beautiful sphere in the Arctic.  Designed 
  and built between 274 and 288, it is a complex of 31 spheres 
  laid out in a radially symmetrical pattern which resembles a 
  snowflake.  With extensive (and expensive) exterior lighting, 
  an approach to Amunsen is a trip to remember.  Inside, the 
  architecture resembles nothing so much as ancient greece 
  - surfaces of gleaming white marble and extensive open space. 
  HYDROSPHERE: 
  SUMMIT
  POPULATION: 
  Summit sits on the North Pole.  It is here that the Top Of The 
  World Protectorate Council meets to discuss policy.  The 
  council and its support staff have an entire sphere devoted 
  exclusively to them, and the sphere is considered by treaty to 
  be extra-territorial.  That is, Council, as the sphere is known, 
  is not considered to be under the jurisdiction of Summit, or 
  even Amunsen.  Is is the governing sphere of the Arctic.
  HYDROSPHERE: 
  NANSEN
  POPULATION:
  LOFOTEN
  CAPITAL: 
  HAMMERFEST
  POPULATION: 
  LORD: 
   
  JARL NURLI JARKKO
  HYDROSPHERE: 
  BAFFIN
  POPULATION:
  BARENTS
  CAPITAL: 
  SEVERNAJA
  POPULATION: 
  LORD: 
   
  JARL JOHN NELSON
  HYDROSPHERE: 
  NOREDENSKJOLD
  POPULATION:
  HYDROSPHERE: 
  SPITSBERGEN
  POPULATION:
  
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  THE ATLANTIC OCEAN
  Population:  
  62,792.300
  Languages: 
  English, Spanish, Portuguese, French,
   
   
   Swahili, Hausa
  History/Culture
  The world’s most-traveled ocean was hardly well known at 
  the time of the Exile. Much like the United States of days 
  long gone, the Atlantic has become one of the most promi-
  nent regions under the sea.  Many of the Atlantics’ hydro-
  spheres were for military use, but as the need for civilian 
  space increased they became less and less militaristic.  
  Today, the cities of the Atlantic are as diverse as any in the 
  sea.
  Nothing unites like tradgedy, and the arrival of 961 Antaeus  
  may be the sole reason world racism became a thing of the 
  past.  However, that is not to say that things went smoothly.  
  
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  To prevent chaos from erupting under the sea, a few inter-
  national (or interoceanic) laws were established.  Because 
  of the heavy presence of the military, it seemed a natural 
  transition for the initial governments to develop militaristic 
  tendencies.  As more hydrospheres were constructed, and 
  people once again developed concerns apart from their basic 
  survival, the time for a governmental change arose.
  The thirst for capitalism, however, was unforseen.  Before 
  the establishment of the Pantheon, many of the Atlantic’s 
  businessmen were ruthless:  With so many citizens depen-
  dant on constant supplies of food, clothing and resources, it 
  was only a matter of time before companies began to become 
  the sole suppliers of one resource or another.  The ocean was 
  filled with greed, egotism and power lust.  Competition for 
  exclusive distribution rights on various products was high, 
  and many companies made their money quickly and virtu-
  ously effortlessly.  It is from this swarm of peerless corpo-
  rate executives that the present Pantheon was born.  Yet, 
  even in spite of countless trade regulations, interoceanic 
  laws and economic regulations, there is still room for shady 
  deals and questionable corporate operations.
  People
  The “Atlantic Melting Pot,” a truly unprecedented forced 
  co-mingling of American, European and African cultures, 
  stirred a strong sense of individualism with the people of 
  the Atlantic.  This brought about a resurgence of heraldry; 
  both traditional crests and shields from European cultures, 
  and newly-created coats of arms from other cultures. Today, 
  nearly everyone in the Atlantic has their own family coat 
  of arms, dating back to the Exile.  Atlantic heraldry depicts 
  one’s name, geneality, and home.  Simultaneously, the return 
  of heraldry revived a sense of chivalry.  Both of these fit well 
  with the feudal system developing within the underwater 
  world.  
  Above all else, however, hands are the defining feature of the 
  Atlantic people. Since hands often depict a person’s occupa-
  tion or status, the Atlantians have taken this obvious fact to 
  the extreme.  Rings, nail dying, gloves and pigmenting are 
  all standard within the Atlantic.  As they take pride in their 
  duties and jobs, they leave tells to their sense of honor and 
  pride on their hands.
  Realms:
  The Atlantic consists of seven separate realms, each distinct 
  in feel and flavor.  Each realm is headed by a separate Lords, 
  but there is a (moderately) stable peace within the ocean, 
  and the seven Lords meet yearly to discuss ocean wide poli-
  cies and accords at the Summit of Seven.
  BERMUNDA
  CAPITAL: 
  PLYMOUTH
  POPULATION: 
  110,000,000
  LORD: 
   
  DUCHESS CASSANDRA LIHLE
  The first named territory of the Atlantic, Bermunda was 
  the early pace-setter for land declaration.  Bermunda is 
  established as a mining based realm, currently supplying 
  much of the Atlantics mineral, geological, and metallurgical 
  needs.  Over the years Bermunda has become a true home 
  for the trenchers on the Atlantic.  Much of their culture 
  stems from the values of the present day, underwater miner:
  headstrong, blunt, and blatantly honest.  They are a simple 
  people in both their manner and their dress.  On the whole, 
  the society is a bit callous, however they tell you what they 
  think and certainly aren’t the type of people to get stressed.  
  Everything just seems to move slightly slower in Bermunda.
  HYDROSPHERE: 
  PLYMOUTH
  GOVERNOR: 
  SEDGRENT GALOSH
  One of the few standing hydrospheres of it’s age, Plymouth 
  is a marvel in and of itself.  With its plain and traditional 
  structuring, many visitors might find it somewhat boring.  To 
  the Bermundans, however, Plymouth is a sign of simple and 
  efficient practicality.  The city itself has no “day” lighting, 
  insofar as it is kept in a constant light level between dawn 
  and dusk.  Depending on your perspective, this gives the 
  sphere either a dark and dismal feel, or a sense of quiet 
  peacefullness.  Between the lighting and the sphere’s age, 
  the entire city seems disregarded.  In spite of this, the people 
  of Plymouth take pride in their city.  Plasma waste disposal, 
  constant city irrigation and numerous janitorial staff keep 
  the city just shy of sparkling.  Aside from trash, the city also 
  takes great pains in controlling crime.  Punishments within 
  Plymouth are severe.  A petty offence such as littering can 
  yield jail time, and more severe crimes are met an eye for an 
  eye.
  CATOCHE
  CAPITAL: 
  TENOTCHITLAN
  POPULATION: 
  LORD: 
   
  DUKE ARAN DESTOLES
  Being separated from the rest of the realms as a realm can be, 
  Catoche supports a culture all its own.  Catoche is a realm of 
  color, vibrancy, and individuality.  At first glance the people of 
  Catoche seem to be driven with absolute conviction, though 
  the Catochens simply see themselves as passionate and lovers 
  of life.
  One of the biggest trends of Catoche is skin toning, a process 
  of restructuring epidermal DNA such that the result is a 
  
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  strange or dramatic change in the person’s skin color.  Skin 
  of every color within the spectrum can be seen throughout 
  the realm, and current research is close to perfecting 
  phosphorescent and luminescent colorations.  Hair, eyes, nails 
  and the like all have the capacity to be altered.  As one might 
  imagine, the Catochen stands out in a crowd.
  The cities of Catoche feature numerous parks and open areas 
  to host the realms frequent social gatherings and festivals.  
  Catoche is the land of free expression - nudity, public 
  speeches, recreational drug use, prostitution, gambling and 
  more are ever present within the realm.  There is one saying 
  within Catoche, however, “your right to swing your arms 
  ends at my nose.”  Visitors to Catoche who bring trouble have 
  often found themselves facing a very unique brand of civilian 
  justice.
  HYDROSPHERE: 
  TENOTCHITLAN
  POPULATION: 
  21,738,288
  GOVERNOR: 
  BRICE LOCKMAN
  Originally a military hydrosphere, Lankton had some of the 
  latest technological architecture and design at the time of its 
  construction.  In 273, the populace overthrew the government 
  and created the independent free realm that exists throughout 
  Catoche today.  As it stands to reason, Tenotchitlan is one of 
  the more wild and rambunctious places under the sea.  Like 
  so many other hydrospheres, Tenotchitlan’s society is divided 
  into a lower, middle and upper class, but in Tenotchitlan one’s 
  station is much more evident.  With rampant skin toning and 
  body coloration those with wealth and power are evident in 
  their appearance alone.
  Structurally speaking, the hydrosphere has two distinct 
  sections; New Town and Old Town.  The latter being the 
  remains of the old military fortress, now renovated to fit 
  Tenotchitlan’s new lifestyle.  New Town is a cutting edge, 
  highly technological sphere with endless entertainment and a 
  thriving nightlife.
  DEMONIA
  CAPITAL: 
  AZUTH
  POPULATION: 
  60,000,000
  LORD: 
   
  DUKE AND DUCHESS RASTIS KENO
  It has been said that the realm of Demonia is the darkest of 
  all the realms, but this isn’t due to its depth.  Demonia is the 
  realm closest to the location of 961 Antaeus’ impact, and as a 
  result it demonstrates the asteroid’s influence in many ways.  
  Mutations of aquatic life, eerie and unexplained changes 
  in ocean currents, strange phosphorescent phenomena, 
  and sporadic earthquakes all make up everyday life within 
  Demonia.
  As a result, the realm is a prime location for exploration and 
  scientific experimentation.  Average sea life activity is far 
  greater in Demonia than in any other location under the sea, 
  and every House has some sort of hub or sphere dedicated to 
  research or exploration of the great crater.
  Having been one of the last realms to have been settled, 
  most of the spheres within Demonia are relatively young and 
  technologically advanced.  With the strange currents and 
  common earthquakes of the realm, the entire structures of the 
  hydrospheres are distinctly different from most other cities.
  HYDROSPHERE: 
  AZUTH
  GOVERNOR: 
  LINT COEN
  Brimming with the lost cultures of Africa, Azuth has a feel 
  like nowhere else.  Plant life within Azuth is even more 
  abundant than usual, and a great deal of effort has gone into 
  giving the impression of the entire sphere being above the 
  surface.  Grass, trees and shrubs, and a high arc to the master 
  dome all help to create the illusion of being outside.  The 
  simulated sunlight is augmented by an intense ultraviolet 
  light that helps to maintain the prolific plant growth.
  The sphere itself is rather open-aired, with buildings, shops, 
  and businesses having large windows or a complete lack of 
  walls.  The ambient temperature within the sphere is a balmy 
  32°C (90°F), and several turbines located around the perimiter 
  of the main dome create a gentle breeze, helping both the 
  circulation of air as well as keeping the higher temperature 
  bearable.
  ELARIS
  CAPITAL: 
  ROCKALL
  POPULATION: 
  45,000,000
  LORD: 
   
  DUKE MELBIN BROOKS
  The northernmost realm of the Atlantic is one of the most 
  culturally diverse.  As a result, Elaris has been on the forefront 
  of political debate and diplomacy.  Several times a year 
  summits, debates, and talks take place within it’s capital as 
  Dukes, House leaders, and political heads meet to settle their 
  differences.  The Summit of Seven is held here.
  As for the locals, all of Elaris’ citizens partake of a very 
  involved political process.  Seeming more like a modern 
  socialist society, Elaris’ people seek to help out their fellow 
  man.  “From me to you,” is a phrase commonly found 
  throughout the spheres.  Apprenticeship, and following in the 
  footsteps of your forefathers are the means of occupational 
  choice for the people of Elaris.  Education, healthcare, 
  insurance, justice, and income are all affairs of the state.  
  Although Elaris promotes a capitalist economy, the majority 
  of its affairs must be state approved.
  HYDROSPHERE: 
  ROCKALL
  GOVERNORS: 
  FRID FLANNIGAN
  Rockall was named from being been chiseled into an 
  extraordinarily large mass of bedrock, and “stability” soon 
  became the ideal of the city.  Having the opportunity to set 
  forth a totally new means of government, several parties were 
  formed, each making new and fresh proposals for the city 
  government.  Meeting halls, forums, and the like were built 
  all throughout the sphere and after deciding upon their own 
  politics, Rockall soon became a neutral location for others to 
  debate the same.
  Rockall is a sphere with strict rules and regulations.  Nothing 
  is done without the states approval, and though the sphere has 
  a representative Governor, the position holds no real power 
  
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  within the sphere.  Committees, boards, and panels make up 
  the lot of the political bodies, and anyone seeking approval on 
  any matter can expect to be delayed a great deal if they do not 
  follow proper channels.
  Law enforcement is also at an irregular high within Rockall, 
  with severe, but humane punishments.  In addition to the 
  usual laws forbidding murder, theft, assault, etc., there are 
  also bans on smoking, speaking profanity, and littering.
  MARIANAS
  CAPITAL: 
  ATLANTIS
  POPULATION: 
  120,000,000
  LORD: 
   
  DUKE DAEO JAR
  Trade is the name of the game within Marianas.  Anything 
  sought can be found here, and that which doesn’t exist can be 
  created.  Technology, antiquity and innovation are all staples 
  within the vast spheres of Marianas.
  Having more cities than any other of the Atlantic realms, 
  Marianas is the congestion center of the oceans.  With the 
  sheer number of vessels within its waters, it’s a rare moment 
  when travelers don’t catch a glimpse of other ships coming 
  and going from the numerous spheres.
  Watercraft of all types are manufactured within Marinas, 
  be they commercial, private or recreational.  And with 
  the numerous businesses within Marianas, Houses are 
  consistently battling over exclusive rights to the latest and 
  greatest fads and trends.
  HYDROSPHERE: 
  ATLANTIS
  GOVERNOR: 
  JANEECE VELTIS
  Nucleus of the Atlantic, Atlantis was created to be the 
  hydrosphere to which all others would be compared.  A city 
  without inhibitions, more goes on within Atlantis than in any 
  other sphere.  Prostitution, drug use, gambling and the like 
  are not only permissible but even encouraged.  With a open 
  and experimental philosophy Atlantis has grown into a sphere 
  of mixed reputation.
  In spite of the notions of a near anarchic sphere, Atlantis is 
  governed and policed by a encompassing set of rules and laws.  
  However, more so than anywhere else is the possibility of 
  crime a reality within Atlantis’ spheres.
  Atlantis is a glorious sight; lights, movement, sounds, and 
  smells all bombard the senses as one first enters the sphere.   
  Things from all over the ocean can be found and indulged 
  in, and what oddities your heart might desire can more than 
  likely be found for a price.
  NEW BRAZIL
  CAPITAL: 
  AMAZONIA
  POPULATION: 
  70,000,000
  LORD: 
   
  DUKE QUIL HERINATU
  New Brazil is one of the more recently claimed territories, 
  carving itself away from the realm of Catoche in 207 by a 
  revolutionary named Sanari Dontazani.  Dontazani then 
  reinforced his revolutionary ideals by creating a rulership 
  based upon the advice of a council of local citizens, which 
  is still utilized today.  Much like a senate of ever-changing 
  senators who advise and vote on proposals drafted by their 
  body or the Duke himself, the Council tries to reflect as 
  honestly as possible the will of its citizens.  The Duke also 
  places one represenative from each of the surrounding realms 
  in his senate on a semi-perminant basis, to make certain he 
  knows the wills and the laws of his neighbors.
  Aside from its politics, New Brazil is well-established as a 
  realm of art and culture.  Promoting individual vision through 
  grants and philanthropy, New Brazil is seen as the cultural 
  seat of the Atlantic.  Galleries, museums and theater are 
  widespread throughout the realm.  Also, sports have taken the 
  locals by storm, and nowhere else can you find greater arenas 
  or stadiums than within New Brazil.
  HYDROSPHERE: 
  AMAZONIA
  GOVERNORS: 
  BERNICE POWDER
  One of the more densely populated hydrospheres of the 
  Atlantic, Amazonia statistically notes one citizen per 10 cubic 
  meters.  Bustling streets are filled with vendors pushing their 
  wares onto the occasional passerby, and sounds and smells of 
  the locals are tough to avoid.  Personal space is something of 
  a misnomer within Amazonia, as conversation might literally 
  bring two individuals face-to-face (brushing nose-to-nose) as 
  they converse.
  In spite of its dense population, the spheres are well cared 
  for.  The streets are kept fairly clean, and trouble is kept to a 
  minimum.  The Grand Museum, Gallery of Expositia, and the 
  Amazonia Zoo are all places of note within the bustling city 
  center.  As entertainment is amply available the citizens spend 
  less time at work than in your normal city.  Even lunch hours 
  linger for an entire hec.
  NYASA
  CAPITAL: 
  YAOUNDE
  POPULATION: 
  40,000,000
  LORD: 
   
  DUCHESS PATRICE JA’CUNDO
  Everyone has to eat, and food is the heart of Nyasa.  
  Agriculture, hydrofarming, breeding and domestic cloning are 
  the bread and butter of the peoples of Nyasa.  The largest of 
  all the hydrospheres can be found in Nyasa, as the cultivation 
  of various plants and animals can take a great deal of space.  
  Much like the heart-land of the United States of America in 
  the mid 1950’s, Nyasa is a slow moving, simplistic realm filled 
  with hard working simple people.  
  Only a few Houses are located within Nyasa, with Demeter 
  (and the powerful agricorp Masai) reigning supreme.  
  Oftentimes, finding much more than the basic agricultural 
  items is difficult.  Locals spend most of their time tending 
  to their crop machinery or herds, and what little of their 
  personal time is usually spent with their families.  This is not 
  to say that Nyaysa has no tourist trade, but it is kept to a bare 
  minimum.
  
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  HYDROSPHERE: 
  YAOUNDE
  GOVERNORS: 
  PHILLIPE GOUD
  Yaounde is one of the newest, and grandest of hydrospheres in 
  the Atlantic.  Where many other cities are made up of several 
  other spheres, connected to create one large city, Yaounde is 
  one giant metropolitan complex beneath a gigantic dome-
  sphere.  The unique structure of the city incorporates more 
  open-air and non-hydroponic farming than anywhere else in 
  the world. 
  Fruits and grains make up the bulk of Yaoundes crops, but a 
  few fields of vegetables are rotated in for soil stability.  Food 
  from Yaounde is distributed throughout every ocean, and is 
  considered some of the finest available.
  Many restaurants have begun popping up in Yaounde as 
  freshness has become a trend in food-prep cuisine.  Though 
  many of the locals seem to stick to their own homemade 
  recipes, tourism to these restaurants is on the rise.
  THE INDIAN OCEAN
  Population: 
  24,838,100
  Languages: 
  English, Hindi, Indo-Arabic
  Culture/History:
  It is necessary to understand the background of the Indian 
  Ocean before its current culture can be explored and 
  understood.  In many respects, the history of this region is 
  a chaotic one.  The rush to build hydrospheres and crowd 
  people into them proved to be taxing on the belief systems 
  of these new inhabitants of the undersea world.  For a while, 
  an almost isolationist attitude seemed to prevail.  This was 
  broken by Dr. Anmihar Koja, who, taking his lead from some 
  of the other ocean realms, tried to form the Indian League.  
  This attempt to unite all the hydrospheres of the ocean was 
  a response to the fear that if all the other Oceans united, 
  the Indian Ocean would soon be swallowed up by these new 
  giants.  Unfortunately, the old nationalism still prevailed in 
  the minds of the people and the Indian League Conference 
  was sabotaged by Bengali nationals.  What followed were a 
  series of small wars, where ambitious leaders tried to usurp 
  the power of others and subvert what were once free hydro-
  spheres.  The Indian Ocean became no more than territories 
  controlled by ruthless warlords.
  Corporate Feudalism was a concept slow to arrive in this 
  area of the world.  Inevitably though, as the rest of the world 
  converted entirely to this form of government, the Indian 
  Ocean found itself in a position where it needed to modify 
  its old ways or die in this new world.  As a result, much of 
  the government has, by 293, incorporated into corporate 
  Feudalism some of the ideals of the warlord age.  This 
  makes for a rather tenuous stability in the region.  Con-
  stant border skirmishes occur between the Rajas (who, in 
  general, despise each other and usually only cooperate out 
  of sheer necessity), which causes a continual fluctuation of 
  the borders.  These altercations have resulted in an obvious 
  emphasis toward the military within the Ocean.  The Navies 
  of the area are very large, very well supported, and are on the 
  cutting edge of technology.  The largest of the Navies is that 
  of Pandhu, gargantuan at nearly 350,000.  It is therefore 
  estimated that roughly 7.4% of the population of Pandhu’s 
  domain is in the military.  Inglai’s 200,000 man Navy is 
  another powerful force in the region.  
  Another old tradition that has remained and even become 
  
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  more widespread is the caste system.  This system of subdi-
  viding people has become almost universal throughout the 
  region.  Four major classes exist:  the first, and highest class 
  is the Brahman.  In olden times this was the class of the 
  religious leaders, which made sense since they were consid-
  ered to be of the highest power and importance.  In 293 this 
  class has been expanded to include political officials as well; 
  the second caste is that of the Kyshatria.  These are military 
  members of society, those for which warlike ways are second 
  nature.  They are also of lofty prestige and revered by the 
  masses; the third caste is that of the Viisha.  This is perhaps 
  the most perplexing of classes, for although it is not a very 
  revered or respected caste, members of the Viisha, business 
  men and women, are often very rich and influential; the last 
  and lowest caste is that of the Shudra.  These are simply the 
  peons of society, the working class.
  The rules of the caste system are simple.  It is generally 
  frowned upon to marry outside of your caste, and people 
  from outside the Indian Ocean are considered casteless 
  (however, as long as they are merely visiting and not set-
  tling down, the are honored by all castes and shown great 
  respect).  Once, however, a foreigner does settle down in this 
  region they are very quickly fit into the caste system.  It is 
  easy to identify which caste a person is from:  small horizon-
  tal cuts are inflicted on the child’s forehead at the age of one 
  metric year.  One scar indicates Shudra, two Viisha, three 
  Kyshatria, and four Brahman.
  People:
  The inhabitants of the Indian Ocean are a diverse lot.  They 
  represent what were once the Arabic, East African, Indian, 
  and South East Asian cultures.  Unlike many other places, 
  the people of the Indian Ocean have found their genetic 
  makeup dominated by one group.  Through the centuries the 
  people who once roamed India seem to have established a 
  genetic foothold in the Indian Ocean Region.  Many of their 
  features and characteristics are found throughout most of 
  the area.
  The appearance of a great majority of Indian Ocean inhab-
  itants is as follows:  they have dark hair, which is usually 
  allowed to grow long and flowing, and their skin color is nor-
  mally a medium to light shade of brown.  Slight variations 
  
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  occur here, especially in those residing along the west rim 
  of the ocean (as their skin tends to be slightly darker).  The 
  men are fond of facial hair, especially moustaches, but those 
  residing in the area of ImYar tend to remain clean shaven.  
  Also, odd it may seem, the women of the Indian Ocean tend 
  to be considerably taller than the men.  Researchers have in 
  recent years been studying this phenomena, but no adequate 
  theory has yet been proposed.
  For clothing, most people wear very loose fitting pants 
  known as Rhombi.  They also wear colored sashes that cross 
  their chest and wrap around their waists.  The sashes are 
  generally the only articles of clothing with bright colors, 
  the rest of their outfits are black, white, or grey.  This varies 
  slightly on the eastern rim where some browns and greens 
  have been introduced.
  Realms:
  Each realm of the Indian Ocean is named after the Raja 
  who currently controls it.  The normal number of realms 
  is between ten and fifteen, although due to constant civil 
  infighting and border conflicts, this number is rarely con-
  stant.  
  PANDHU
  HYDROSPHERE: 
  KYBER
  POPULATION: 
  4,800,000
  Kyber is the largest and most prominent of the Indian Ocean’s 
  hydrospheres.  It serves as the hub of commerce for the 
  entire region and is a formidable military power.  The Raja is 
  Pandhu, a small, balding man whose appetite for wealth only 
  slightly exceeds his complete paranoia.  He employs the help 
  of the Umbrah (special police force) to ease his overwhelming 
  fear of assassination.  The Umbrah have virtually free 
  reign throughout Pandhu’s domain, and have the right to 
  detain any individual they choose without explanation.  In 
  addition, nearly 1,000 camera robots traverse the top of the 
  hydrosphere.  Obscured from view by means of a holographic 
  imaging, these miniature spies can track and record the 
  movements of any individuals the Umbrah deems suspicious.  
  To further protect the mighty Raja from harm, no firearms are 
  allowed within Kyber, except those carried by the police.
  Pandhu controls fourteen other hydrospheres (including 
  Shiv Serdu, Prahmdi, and Vendu), but Kyber is his seat of 
  power.  He resides in a great marble palace, reminiscent of the 
  Toshma Hall in size and grandeur.  This palace lies in the very 
  center of the hydrosphere and the pathway leading to its main 
  entrance is lined with magnificent hardwater sculptures.  
  Pandhu, being a man of extravagance, has ordered that the 
  image projected on top of the hydrosphere be of a red sky 
  streaked with flaming yellow and orange clowds.
  Kyber also serves as the headquarters for many corporations.  
  Among these, the most prominent are:  Visual Imaging Corp., 
  leaders in virtual reality entertainment throughout the 
  Indian Ocean; Veshnu, the innovators in corporate religion; 
  and Muhandis, Inc., the largest miner of raw materials in the 
  region.
  KALOR
  HYDROSPHERE: 
  LEMURIA
  POPULATION 
  3,400,000
  This once great hydrosphere has fallen into ruin.  Had Kyber 
  not replaced it as the trade center for the ocean, Lemuria 
  might still be a thriving community.  As it stands, it is a 
  declining community whose economy is poor at best.  A 
  staggering 19% of Lemuria’s population is unemployed.  It 
  is a dark and dingy place whose technology is far from the 
  standard of modern hydrospheres.  Still it exists, albeit a 
  murky, impoverished existence.  This is not a place one should 
  travel withoug being well armed and wise to the ways of the 
  streets.
  MAHAVRA
  HYDROSPHERE: 
  TAMILAHN
  POPULATION: 
  1,300,000
  This hydrosphere is populated entirely by the religious 
  followers of Bromnihar.  These peaceful people found 
  themselves severely persecuted in other societies, and so 
  built Tamilahn as refuge.  Mahavra is not only their political 
  head, but also their spiritual leader.  Every day before work, 
  his face appears on the top of the hydrosphere to offer words 
  of encouragement.  Since Bromnihar espouses complete non-
  violence it is possibly one of the safest and most serene places 
  to visit in the entire world.
  SHOK VAR
  HYDROSPHERE: 
  AROMDI
  POPULATION: 
  1,000,000
  Aromdi’s sole claim to fame is that it is the home of the 
  University of Living Islam, the highest source of theological 
  education in this religion.  Some of the greatest theologians of 
  the modern age teach and debate at this institution.  Shok Var 
  himself is a devoted follower of Living Islam and a proponent 
  of all educational endeavors of religious natures.
  PHELIOS
  HYDROSPHERE: 
  UMANKU
  POPULATION: 
  1,300,000
  No accurate census of the residents of Umanku has been taken 
  in nearly thirty years, due to their unwillingness to cooperate 
  with what they consider to be constricting and stratifying 
  procedures.  They are a rather unstructured lot whose primary 
  culture focus is leisure.  Their sports and recreation facilities 
  are among the best in the world, and by law, inhabitants 
  may only work five days each metric week.  Umanku is also 
  home to the 491-492 world DiskRunner champions, the Lower 
  Dwellers.
  
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  INGLAI
  HYDROSPHERE: 
  IMYAR
  POPULATION: 
  1,500,000
  This hydrosphere, located on the eastern rim of the Indian 
  Ocean, is as exotic as they come.  What is common in most 
  parts of the oceans is a rarity here, and what one could not 
  find anywhere else in the world is commonplace in this 
  hydrosphere.  One of the fundamental ways in which they 
  differ from the rest of the world is in the fact that they refuse 
  to use or even learn English.  Instead, their primary language 
  is Toksha.  This makes dialogue with inhabitants of this 
  hydrosphere exceedingly difficult.  All this trouble may be 
  worth it for the visitor, however, since ImYar is considered to 
  have some of the best food in the world.
  THE PACIFIC OCEAN 
  Population: 
  58,568,700,
  Languages: 
  English, Chinese, Japanese, Spanish
  History/Culture:
  Easily the largest and most treacherous of the world’s 
  oceans, the Pacific is in many ways the most dramatic exam-
  ple of the combined cultures of 293.  Before Antaeus struck, 
  the Pacific boasted the largest number of hydrospheres in 
  the world, most constructed in the building surge between 
  2010 and 2035, with a combined population over ten million.  
  The inhabitants of the Pacific came primarily from eastern 
  Asia, both North and South America, Australia, and the 
  Polynesian Islands.  While it would be far too complicated to 
  explain the various stages of their cultural and sociological 
  evolution, the current state of the Pacific must be defined.
  With all the intermingled opposed religions and clashing 
  cultures, the Pacific was never a highly unified, peaceful 
  ocean.  However, because all mankind was united by the 
  common desire for survival, hatreds were held in check, 
  battles were promised but never fought, and angry grudges 
  were perpetuated for generations.  Almost every Pacific 
  native has some traditional family chip on their shoulder or 
  score to settle.
  The ancient customs of honor and dignity remain for most 
  of the Pacific, although this is stronger in some areas than 
  in others.  It is in many ways similar to the Bushido code of 
  the Samurai, as opposed to Arthurian chivalry.  While most 
  Pacific natives may be less than formal in showing respect, 
  it is a traditional and sometimes unconscious response 
  toward others.
  However, few ocean cultures show a distinct tendency (and 
  yes, talent) for aggressive, violent behavior.  The personal 
  honor of a Pacific native frequently interferes with their 
  thoughts and actions, which in some extreme cases can even 
  be fatal.  They are a proud people, and do not take to insults 
  or snubs well.  Many will even concede the faults and short-
  comings of their culture, but nevertheless they accept it and 
  still express their pride.
  
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  People: 
  Originating from an ancestral melting pot of primarily 
  Asian, Caucasian, Hispanic, and Aboriginal racial stock, the 
  people of the Pacific have evolved into an unexpected hybrid. 
  Just as an archetypical Arctic native would be tall, lean and 
  somewhat pale, with azure hair and eyes, the archetypical 
  Pacific native would be physically large and stocky, with 
  dark hair and eyes and smooth, brown skin.
  Another stereotypical affectation of Pacific natives is any 
  and all varieties of boy decoration, from tattoos to body 
  piercing to ornamental scarification.  Ears, noses, and lips 
  are commonly pierced, and in the height of popularity are 
  rings and bars which pierce major muscles, such as biceps 
  or lateralis calf muscle.  Also, the Maori art of “moko” (pig-
  mented scarification) has become quite common.
  Realms:
  The pacific Ocean is essentially broken down into seven 
  large realms, six of which are definitively controlled by 
  Lords.  The seventh, the Southern Pacific League, is a united 
  conglomerate of city-states, currently suffering the pres-
  sures of other realms who wish to annex their land.
  PACIFICA
  CAPITAL: 
  APIA
  POPULATION: 
  29,234,400
  LORD: 
   
  KHAN REYCHEL HECTARI
  The undisputed nexus of the Pacific, Pacifica is truly one 
  of the most powerful realms in the world.  Khan Reychel 
  Hectari, born into the royal ruling family of Pacifica in 252, 
  has established herself as an honorable, unparalleled leader, 
  and has considerable influence over the other realms of the 
  Pacific.  Khan Hectari rules from her extensive capital palace 
  in Apia, which is one of the most modern (and spectacular) 
  dome-sphere cities in the world.
  Pacifica and its northern neighbor, The Taiheyo Republic, 
  have a long and violent history with each other, and 
  throughout the decades each has been the others’ foil.  While 
  there have not been open hostilities for nearly 40 years, both 
  realms have developed into powerful and fearsome entities, 
  with a strong undercurrent of dislike for each other.  In 
  the world view, Pacifica has been cast largely in the role of 
  peacekeeper and defender, and in truth it is the strength and 
  leadership of the Hectari family that many of the other realms 
  look to in times of crisis. 
  HYDROSPHERE: 
  CALEDONIA
  POPULATION: 
  12,0186,095
  GOVERNORS: 
  GRANT KISHITU / SEJINA KWAN
  Designed to be the Pacific’s counterpart to Atlantis, both 
  Caledonia’s size and function very closely resemble that of 
  Atlantis.  A hub for trading and commerce within the Pacific 
  Ocean, Caledonia is the single largest hydrosphere complex 
  in the Pacific, with six full domes and a dozen more smaller, 
  annexed hydrospheres.  In addition, the city has more than 
  100 parks, some of them achieving a striking serenity with the 
  hectic bustle of the city surrounding them.
  TAIHEIYO REPUBLIC
  CAPITAL: 
  FUJISHI
  POPULATION: 
  18,082,400
  LORD: 
   
  NETTO TOMBO KHAN
  The longest established realm of the Pacific, the Taiheiyo 
  Republic is ruled by one of the most influential and infamous 
  Lords in the world, Netto Tombo.  Although the Republic is 
  not as economically powerful as Pacifica, the realm is still 
  considered by many to be the heart of the Pacific, boasting 
  some of the richest and most illustrious culture of the ocean.  
  The Republic also boasts the greatest number of pre-Exile 
  hydrospheres still in operation (9), as well as being the home 
  of Hydrosphere I, the prototype structure which proved to be 
  the salvation of mankind.
  The original UNAP Pagoda complex has been transformed into 
  Tombo Khan’s personal residence, and is more heavily secured 
  than any other Lord’s home.
  Tombo Khan’s infamy arises from his truly feudal system of 
  government over his people - like a Shogun of ancient Japan, 
  the Khan rules with a decicive (if tempramental) will, and his 
  merciless, calculating leadership brings him equal degrees 
  of respect and fear.  It is widely believed (primarily becuase 
  of the aggressive nature by which the Republic was grown) 
  that Tombo Khan would like nothing more than to expand his 
  realm and rule the whole ocean.  
  HYDROSPHERE: 
  NEW SHANGHAI
  POPULATION: 
  3,678,942
  GOVERNORS: 
  ISHI TETSUO, KAY ANDERSON
  Designed to be the most advanced hydrosphere in the world 
  at the time of its construction, New Shanghai has prospered 
  and thrived, despite the overwhelming size and advancements 
  of newer hydrospheres.  One curious feature of the city is 
  that there is no interior lighting or holographic skyscreens 
  in any of the major domes, which has earned New Shanghai 
  the nickname of “Night City.”  Like most early hydrosphere 
  designs, New Shanghai’s architecture is a mixture of space 
  conserving efficiency and overblown grandeur.
  UNITED AMERICAN COLONIES
  CAPITAL: 
  KINGSTON
  POPULATION: 
  17,761,300
  LORD: 
   
  PRESIDENT ARIZONA CONNOR
  One of the busiest realms in the Pacific in terms of research 
  and exploration, the UAC is also one of the youngest - the 
  easternmost edge of the realms has only been habitable 
  for the last eighty years, following the violent upheval and 
  eruption of the Andreas Mar fault, following the impact of 961 
  Antaeus.  Research projects, mining and construction litter 
  the UAC to such a degree that corporate piracy has recently 
  
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  become a serious issue.
  Nowhere else in the ocean is a person’s House affiliation more 
  significant to the feudal nature of the government - simply 
  brandishing the wrong corporate colors can incite assult in 
  some areas.
  AQUAMARAN
  CAPITAL: 
  TRIDENTIA
  POPULATION: 
  6,355,000
  LORD: 
   
  KHAN ALEXANDER VYCCA
  Some say that the reason that the inhabitants of Aquamaran 
  are the way they are is because it is the coldest realm of the 
  Pacific, and shares waters with the Arctic, over the super-
  shallows of the Bering and Chukchi Seas.  Rumors even exist 
  that certain pilots, with the right ships and conditions, could 
  pilot from the Pacific to the Arctic through those slushy 
  waters - but no record exists of anyone ever having done so.  
  Regardless, be it cold waters or something else, Aquamaran 
  is a realm known for intellectual achievement, engineering 
  precision (specifically that of submarine vessels), and 
  emotional reservedness.  The pronouncedly unexciteable 
  nature of most natives has brought about (and unfortunately 
  reinforced) the nickname of “fish” to Aquamaranians.
  OCEANIA
  CAPITAL: 
  PORT MACDONNEL
  POPULATION: 
  5,170,500
  LORD: 
   
  MINISTER KATA MEMEMARALU
  Spanning the the Horn of Australia, the bulk of Oceania’s 
  waters are flow with trading routes, and the realm itself is 
  strongly associated with House Aeolos and every manner of 
  seafaring trade and occupation.  However, its waters are also 
  plagued by piracy, and most shipping lines have learned hard 
  lessons when scheduling unescorted cargo runs around the 
  horn.
  Society is equally unforgiving within the cities - both the 
  hard-working employees of the corporations and the criminal 
  element that rakes profit from their labors are notoriously 
  rough-edged.  Even the upper class within the realm are more 
  likely to be cunning and dangerous - the idea of a cushy, easy 
  lifestlye simply does not fit within this realm.   As might be 
  expected, the popularity of bloodsports and other violent 
  gladatorial contests in Oceania is without peer.
  SOUTHERN PACIFIC LEAGUE
  CAPITAL: 
  TUAMOTU*
  POPULATION: 
  11,188,200
  LORD: 
   
  (NONE)
  A confederacy of city-states with a proxy leadership, the 
  Southern Pacific League makes virtually no attempt to 
  organize or conform to any set of laws from sphere to sphere.  
  Even the corporate Houses find leverage and loyalty difficult 
  to establish in the League without an overwhelming presence.  
  Crime and piracy is present, but the prevading interest 
  of nearly everyone in the League is turned inward.  Every 
  element of the society - from the citizens to the corporations 
  to the tenuous city governments - is first and foremost out for 
  themselves.
  While the entire realm has not yet fallen into anarchy, there is 
  a palpable tension in the air.  Many fear that if a strong leader 
  were to emerge, to truly unite the League, the southern Pacific 
  ocean could become a malestrom of civil and expansionist 
  war.
  CORALIS
  CAPITAL: 
  KIRIBATI
  POPULATION: 
  2,480,900
  LORD: 
   
  KHAN JAVIER VASQUEZ
  The “calm” in the eye of the storm that is the Pacific, Coralis 
  is neither particularly strict nor lax.  Colralis follows in large 
  part the lead of its neighbor, Pacifica, although the realm 
  officially entreats itself to be diplomatically neutral.  Built 
  and long-since supported by all forms of corporate scientific 
  research, the sea floor of Coralis is the most geographically 
  diverse on the planet.  Home to four deep ocean trenches (The 
  Mariana; Tonga; Kermadec; and New Hebrides), the realm has 
  been the site of more scientific and biological discoveries and 
  breakthroughs than all of the other realms of the world put 
  together.
  Because of the realm’s largely benevolent world focus (and 
  partly because of strong support from Pacifica, The Taiheyo 
  Republic, and House Athena itself), its political neutrality is 
  for the great part extended to its cities and peoples.  However, 
  many feel that between the rowdy Oceania to the west, and the 
  churning SoPac League to the east, the peace cannot remain 
  forever.
  
SOURCE: textdata/thevault/Exiles/Exiles Corebook.pdf