TEXT: WWW.PIGAMES.NET
  WWW.PIGAMES.NET
  ™
  S c i e n c e  F i c t i o n  R o l e p l a y i n g  o n  O c c u p i e d  E a r t h
  S c i e n c e  F i c t i o n  R o l e p l a y i n g  o n  O c c u p i e d  E a r t h
  
  2
  THE COLONIES
  PLAYER BRIEFING
  The following is an excerpt from Brigadier
  Samuel Robertson’s introductory lecture to his
  class at the Martian Defense Force Academy.
  The Height of Discovery
  It all started with the Hubble Space
  Telescope. After countless years of
  continual upgrading, it was finally retired
  in 2010. The Sagan Space Observatory,
  which supported a scientific crew of five,
  replaced it. NASA and United States
  Spaceforce scientists shared time on the
  observatory and eventually began renting
  its use out to other nations and
  organizations. This orbiting telescope
  became man’s ultimate early warning
  system. But, we’ll get to that later.
  Another inportant instrument in man’s
  development was the International Space
  Station. It was crucial to Earth’s future
  and directly contributed to the
  development of new spacecraft designs,
  alloys, and even solar cruises
  (commercial space tourism), causing the
  economies of the United States, United
  Kingdom, and the European Union to
  soar.
  With the advent of construction yards
  on the Moon in 2018, giant factories
  were erected to create the materials
  necessary for shipbuilding. The next
  generation of space craft were just
  around the corner and caused the
  downfall of the International Space
  Station. Since it wasn’t able to handle
  any of the United States’ new deep space
  and interplanetary craft designs, U.S.
  personnel were reassigned to the Moon.
  Full ownership of the station was
  eventually relinquished to the European
  Union in 2020.
  The year 2021 gave birth to fusion
  power. A ten year resolution was
  instituted by the United Nations and all
  major governments agreed to replace
  nuclear fission reactors with these new,
  cleaner, and more efficient fusion
  powered reactors. Every member of the
  United Nations signed a ban on nuclear
  weapons and radioactive materials three
  years before the deadline. This may very
  well have been the downfall of man.
  The last big scientific invention born
  on Earth was the technology of
  photonics. Using light instead of
  electricity, this new conductive medium
  replaced conventional electronics,
  allowing smaller and faster computer
  systems to be built. It laid the foundation
  for unlimited computer creativity.
  The United States, in cooperation with
  Russia, achieved the boldest space
  mission yet in 2030—the colonization of
  Mars. The United Kingdom and the
  European Union also became partners
  and contributed billions of dollars in
  supplies. Originally intended as a
  scientific outpost, it soon became an
  adventurer’s paradise; much like Africa
  or the Amazon in previous centuries.
  Tourism boomed as cruises between
  Earth and Mars were offered by civilian
  corporations.
  Disaster!
  Now, back to the Sagan Observatory.
  The year 2036 marked a four-hundred
  percent increase in its usage due to
  Earth’s 
  top 
  astronomers 
  and
  astrophysicists fighting for time on it.
  Each one strived to become the first to
  qualify a new celestial body which
  appeared in the skies. It turned out to be
  Table of Contents
  1
  Player Briefing
  2
  2
  How to Play
  7
  3
  Recruitment
  10
  4 Skill Descriptions
  19
  5
  Technology
  23
  6 Computers
  42
  7
  Projects
  45
  8 Combat
  48
  9 Experience & Advancement
  58
  10 Sample Characters/Missions
  60
  A Appendix
  64
  Written and Designed by
  Brett M. Bernstein
  Additional Artwork by
  Dennis J. McGarry
  W W W. P I G A M E S. N E T
  © 2002 Politically Incorrect Games. The
  Colonies is a trademark of Politically
  Incorrect Games and Brett M. Bernstein.
  All Rights Reserved. 
  No part of this book may be reproduced in
  any form without prior written permission,
  except where noted. This includes
  distribution and duplication of the original
  electronic file titled “THECOLONIES.PDF.”
  ™
  SECTION 1
  PLAYER BRIEFING
  
  3
  THE COLONIES
  PLAYER BRIEFING
  a new comet that was also on a collision
  course with Earth.
  Data was checked and rechecked.
  Unfortunately, the findings were
  accurate. This new threat caused
  governments to cooperate like never
  before. Several ideas surfaced—most
  were fantastic yet unlikely.
  Nuclear weapons seemed to be the
  only hope. The United States and Russia
  worked diligently to design one that
  would be able to obliterate the massive
  rock of iron and ice. In the end,
  however, physics proved to be on the
  side of the comet.
  In 2037 a top secret U.S. operation,
  deep in the Arizona desert, began
  refitting an experimental deep space craft
  to carry refugees to far away planets.
  Intended for unmanned exploration, the
  craft used a new drive system: the
  photon drive. It was, theoretically,
  capable of achieving near-light speeds by
  expelling light particles to create thrust.
  In addition to colony seeding modules,
  special acceleration chambers were
  needed in order to protect the occupants
  from deadly g-forces.
  Using census data, the government
  secretly recruited citizens to colonize
  new worlds. They left Earth, never even
  being informed of their destination.
  Although, the existence of these seeding
  ships was never made public, recent
  missions to Earth have confirmed that at
  least twenty were launched.
  Setup or Salvation?
  The countdown to devastation was
  interrupted when a radio signal came in
  from space. Everyone’s attention was
  focused on this signal. After days of
  analysis, the encoding method was finally
  cracked and the first sounds of an alien
  voice echoed throughout the halls of the
  White House and U.S. Space Command.
  They called themselves the Virimar and
  offered to destroy the comet. The world
  leaders agreed without hesitation; a
  decision which cost our brothers their
  freedom.
  People were celebrating in the streets
  when word came that the comet was
  gone. They rejoiced for two days. On the
  third day, however, another catastrophe
  struck. The world went momentarily
  dark and silent.
  A shockwave from the blast struck the
  Earth, destroying all orbital satellites and
  many central computer systems. The
  computers were easy to fix, but all
  satellite communication was lost,
  including the link with Mars.
  Dangerous amounts of radiation in
  near orbital space were also reported.
  After analysis, scientists concluded that
  an extremely intense electro-magnetic
  debris field was present throughout most
  of the solar system. This meant that no
  space craft could launch and no contact
  with Mars could be re-established.
  This debris field eventually led to the
  Virimar request to land their massive
  space craft on Earth. Everyone felt
  compassionately toward their saviors and
  the aliens were allowed to land in a
  isolated part of Australia. They have been
  there ever since.
  The Virimar never journeyed outside
  their craft and only met with high
  ranking government officials. Talk of
  aliens soon went away; out of site, out of
  mind. But, for over forty years, the
  Virimar lived an isolated existence in the
  Australian Outback.
  The Sleepers Awaken
  In 2081 the debris field began to
  dissipate and a renewed interest in space
  travel blossomed. But, before it could
  come to fruition, yet another threat
  materialized.
  The French, who were secretly
  amassing an army, invaded key strategic
  cities in Europe. Backed by Virimar
  weapon and technologies, the cities fell
  quickly.
  The United States, United Kingdom,
  Canada, Mexico, and China banded
  together in a new World War. Virimar
  technology made the French a powerful
  force. Over one million allied troops
  were dispatched to Europe. It would
  appear that this move was calculated by
  the Virimar.
  With the majority of troops abroad,
  the Virimar activated sleeper agents
  which they had planted throughout the
  world. Many were politicians, aristocrats,
  and monarchs. This provided an easy
  method for overthrowing governments.
  Nations were soon controlled by
  Virimar collaborators and puppets. The
  aliens commanded national armies which
  were used to oppress the masses.
  Attempts were made by numerous
  parties to assemble nuclear weapons, but
  since all radioactive material was strictly
  regulated, they were unsuccessful. Had
  they not banned these deadly weapons,
  the Earth may have remained free.
  Today, Earth is divided into Virimar
  controlled provinces. Although, each
  region is governed by humans, these men
  have either been brainwashed by the
  Virimar or have been enticed by wealth.
  Most, also have brain implants limiting
  their actions.
  
  4
  THE COLONIES
  PLAYER BRIEFING
  Life on Earth
  Except for the collaborators, living on
  Earth is tough. Conditions have been
  reduced to that of the mid-twentieth
  century. New technologies appear only in
  the administrative areas, leaving the
  masses without artificial intelligence,
  biotech medical assistance, or organized
  municipal utilities.
  Major cities still maintain the largest
  populations. The same crime laden
  neighborhoods exist with even more
  starving and suffering people. Money has
  been rendered useless and people trade
  jewelry and goods in order to survive.
  Barter is now a way of life for all but the
  French.
  The countries which were once
  referred to as third word have regressed to
  primitive societies. From the warrior
  tribes of the South African province to
  the tribal groupings of the Alaskans, men
  have become slaves to necessity.
  The Republic of France is the only free
  nation on Earth. It was given all of
  eastern Europe for its treachery. A
  security wall surrounds France,
  preventing entrance or egress. All French
  citizens live in luxury.
  ADMINISTRATIVE AREAS
  Slang: comfort zone
  Collaborators monitor their territories
  from the comforts of the administrative
  areas. These are often the city centers;
  the only remnants of a once advanced
  Earth.
  Skyscrapers cast shadows over the
  dilapidated neighborhoods of the
  common man. Administrators live in
  luxury and benefit from the suffering
  masses. Their words echo “I have betrayed
  my brethren” to the masses.
  INNER CITY
  Slang: the ghetto or the ‘hood
  The neighborhoods closest to the
  administrative area are heavily watched
  by collaborator troops. They are
  monitored for terrorist groups and
  possible threats to the comfort zone.
  The inner city neighborhoods are
  densely packed with homes; crimes of
  desperation run amok. The only police
  available are those who volunteer to
  protect the peace. Many are killed for
  their interference.
  Gangs are common among the inner
  city neighborhoods. They rule their
  territories and are not usually challenged
  by police. Homemade narcotics are often
  traded for food or other commodities.
  OUTER CITY
  Slang: the ‘subs or farms
  The once middle and upper class
  residents of the suburban neighborhoods
  are now little better off than the poor.
  The suburbs have become the ruins of
  once fruitful communities on the
  outskirts of the cities.
  Although nicer homes exist here, they
  are typically neglected. Those which are
  kept up, are usually done so by entire
  families which occupy the home. It is not
  uncommon for more than ten family
  members to occupy one dwelling.
  It is also common for the ‘subs to
  contain a lot of farmland, operated by
  communal groups.
  LABOR CAMPS
  Slang: death camps
  Political crimes are the only interest of
  collaborator policing units. Labor camps
  were established to house the millions
  guilty of political crimes. In a world
  where nowhere is safe, anything is
  EARTH: WESTERN HEMISPHERE
  A
  ALASKAN PROVINCES
  B
  NORTHERN AMERICA
  C
  EASTERN AMERICA
  D
  CENTRAL AMERICA
  E
  SOUTHERN AMERICA
  F
  FARGO LABOR CAMPS
  G
  BRAZILIAN LABOR CAMPS
  H
  OLD KINGDOM
  I
  OSLO PROVINCES
  J
  NORODNAYA
  K
  RUSSIAN PROVINCES
  L
  BYRRANGA
  M
  SIBERIAN PROVINCES
  N
  PEKING
  O
  HIMALAYAN PROVINCES
  P
  NIPPON PROVINCES
  Q
  INDONESIAN PROVINCES
  R
  EASTERN ARABIA
  S
  WESTERN ARABIA
  T
  NORTH AFRICA
  U
  SOUTH AFRICA
  V
  BALTIC LABOR CAMPS
  W
  CASABLANCA LABOR
  CAMPS
  X
  TUNGUZSKO LABOR 
  CAMPS
  Y
  REPUBLIC OF FRANCE
  Z
  VIRI
  A
  B
  F
  G
  C
  D
  E
  LEGEND
  
  5
  THE COLONIES
  PLAYER BRIEFING
  preferred to living in a camp. These are
  little better than Nazi concentration
  camps.
  Mars
  MARTIAN SOCIETY
  After Mars lost contact with Earth, we
  stepped up building and planet-scaping
  projects to promote self-sufficiency.
  Early Martian architecture took on an
  alien quality, but people soon adapted; it
  slowly evolved to what we see today.
  The huge towers and circular
  structures of the arcologies (self-
  contained cities) overshadow fields of
  greenhouses. Numerous monorail tracks
  connect the arcologies and are
  positioned at various altitudes. Each
  arcology houses anywhere from ten to
  twenty thousand people. 
  Mars became a superpower on par
  with the United States and had created a
  new self-sufficient and highly capitalistic
  state. Mars also became the voice of
  freedom in the solar system. Democrat
  elections are held every six years for
  positions such as prime minister, senator
  (three from each arcology), and governor
  (presiding over each arcology). Although,
  anyone can run for office, most
  candidates come from the corporate
  class.
  The colony is fueled by money,
  creating a need for large corporations.
  Unlike Earth corporations, those on
  Mars have a strong sense of community
  and always lookout for the welfare of
  employees and their families. Healthcare,
  accommodations, and even food are all
  part of the employer’s contract.
  Those who elect not to work for a
  large corporation are still cared for. They
  are given apartments at the bottom levels
  of arcologies; a symbol of their social
  contribution. Many activists move into
  these welfare homes and recruit their
  under-privileged neighbors to participate
  in protests. Some, even refuse to work
  entirely, relying on their own survival
  skills to keep them alive in makeshift
  shelters on the planet’s surface.
  MARTIAN SPACE TRAVEL
  Although space travel was out of reach
  for years, scientist carried out orbital
  tests which were, relatively, hazard free.
  Short, unmanned trips to the Martian
  moons were also successful.
  Later space craft were fitted with
  modified versions of the old U.S. fusion-
  photon drive prototype which was moved
  to Mars as a classified Spaceforce project
  in 2035. Special chambers were later
  developed to protect the crew from the
  craft’s deadly acceleration.
  A number of refugees managed to
  escape Earth in obsolete and risky space
  craft. They alerted the Martian
  authorities to the situation on Earth. A
  small group of scientists even managed to
  smuggle 
  an 
  incomplete 
  report
  concerning the colony ships.
  Once the radioactivity in the solar
  system had returned to normal levels,
  craft were launched to find and recover
  the missing colony ships. To date, four
  colonies have been found: Cassiopia,
  Serpenti, Reticuli, and Orionis.
  The first wave of colonists have now
  returned home. Mankind’s new home—
  Mars. The Martian government is
  recruiting men and women to join the
  Off-World Militia. That’s why you are
  here.
  This ends the excerpt.
  EARTH: EASTERN HEMISPHERE
  H
  I
  J
  K
  L
  M
  N
  O
  P
  Q
  R
  S
  U
  V
  W
  X
  Y
  Z
  T
  
  6
  THE COLONIES
  PLAYER BRIEFING
  The Other Colonies
  CASSIOPIA
  A dark and savage world, the native
  wildlife hunts anything that moves. Long
  periods of total darkness also forced man
  to adapt; many developed telepathic
  abilities.
  SERPENTI
  The technologically barren world of
  Serpenti is not one to be visited casually.
  Its electrically charged rings interfere
  with all electronic and photonic
  components, preventing their use. The
  rings shift orbit once per ten days
  permitting craft to traverse the planet’s
  atmosphere. Radiation from the rings
  also seem to cause mutation in human
  embryos.
  A number of communities were
  formed by families which shared
  common interests and goals.
  RETICULI
  Ancient ruins were found on this
  seemingly perfect world shortly after the
  colonists arrived. These ruins were the
  remnants of an advanced but extinct
  civilization. The colonists discovered data
  records which detailed advanced biotech
  procedures and adapted them for
  humans. Some caused horrible side
  effects.
  Unbeknownst to the inhabitants,
  nanotech devices infected everyone that
  came close enough to the ruins. These
  would eventually return with the first
  wave of colonists to reach Mars, and
  begin to infect Earth’s first colony.
  The surface of Reticuli is mostly sand.
  Presumably, most animal and plant life
  was affected by whatever destroyed the
  original occupants of the ruins. Water
  can be found in small, sporadic pockets.
  Because of this, many encampments
  outside of the ruins have assumed names
  which incorporate the word Oasis.
  ORIONIS
  A delicate peace exists on this world.
  Christianity ruled Orionis, initially, but
  the leaders were slowly corrupted by
  power. They perverted their faith by
  oppressing the inhabitants. Many so
  called heretics fled to other parts of the
  planet to escape the oppression. They
  created a computer centric society which
  prospered and grew to the size of New
  York. Other smaller communes were
  created with the belief that every man,
  women, and child is part of the family
  and should be treated as such. The
  faithful still exist, but are outnumbered
  and out-skilled by the heretics.
  Liberation Cells
  The Off-World Militia is made up of
  teams called liberation cells. Each cell is
  composed of about five to ten people;
  each with distinct functions. Every cell
  has a leader, one or more techs, and a
  pilot. The remainder of the personnel
  are, ideally, soldiers.
  The Moon is the lifeline for all cells. It
  functions as a distribution and medical
  center in addition to being a transit point
  to and from Mars.
  Earth, on the other hand, is the front
  line. It is recommended that each cell
  organize one or more resistance groups
  and use their facilities as a second base of
  operations; one that can be used to more
  closely monitor the situation.
  NOTE TO PLAYERS: Your group should
  maintain an Earth base in the city which
  you actually live and are familiar with.
  Map it out, if so desired. Remember, the
  city center houses the collaborators,
  while the other neighborhoods provide
  potential freedom fighters.
  MISSIONS
  Liberation cells are given missions by
  their superiors (Martian Defense Force
  liaisons) on the Moon. These missions
  may last for one or more gaming sessions
  and can provide recognition, experience,
  new allies, or new equipment.
  TECHNOLOGIES AND PROJECTS
  Liberation cells use techs to repair and
  design new equipment for use in
  missions. It is important for cells to
  possess more than one tech in order to
  have access to a diverse range of
  technologies.
  Special projects can be undertaken by
  one or more techs and are funded with
  experience. More information is
  presented in Section 7: Projects >.
  Expansion
  A number of low cost supplemental
  books are planned to expand the playable
  universe of The Colonies. Free updates
  will also be posted on the PIGAMES.NET
  web site.
  THE FIRST COLONY
  Take your adventures to Mars. This
  book covers its political structure,
  corporations, and development.
  SPACE SOURCEBOOK
  Take your adventures to other worlds.
  This book covers Mars’ interest in space,
  interplanetary craft, and faster than light
  craft.
  THE VIRIMAR WAR
  Take your adventures to the front
  lines. This book introduces the elusive
  Virimar and details the start of the
  attacks by the Martian Defense Force. 
  
  7
  THE COLONIES
  GAME SYSTEM
  A Brief Note About Roleplaying
  This is a game. Its sole purpose is to
  entertain 
  through 
  interactive
  storytelling. Each player takes the role of
  a character, much like an actor in a play
  or movie. These characters, however,
  are completely controlled by you, the
  player. You determine the character’s
  background, personality and abilities; all
  of which affect their interaction with
  others in the story.
  The game is moderated by the
  gamemaster, who also tells the story.
  His job is to keep the game interesting,
  and not to mention, fair. The
  gamemaster will invent the mission, but
  players are encouraged to suggest ideas
  and allow their characters to grow
  within the framework of the story. The
  characters are the most important
  element of play and develop through the
  course of the game.
  It is assumed that at least one player
  of your group is an experienced
  gamemaster. If you would like more
  information on roleplaying or
  gamemastering check out About’s
  roleplaying information and tips at
  HTTP://ROLEPLAYGAMES.ABOUT.COM.
  Dice Mechanics 
  This game requires at least two six-
  sided dice in order to play. Although
  one set of two is sufficient, you may
  want to provide a set plus a few extra
  dice for each player.
  These dice are always rolled in pairs
  taking the sum of the two. This sum is
  called the DICE TOTAL. Some special
  abilities or actions may also call for a
  number of BONUS DICE or PENALTY DICE
  to be rolled with the pair.
  The two lowest dice are added
  together when using BONUS DICE, while
  the two highest are added together
  when using PENALTY DICE. BONUS DICE
  and PENALTY DICE cancel each other
  out.
  PENALTY DICE are noted as 1 and
  BONUS DICE as !, with the actual
  number of dice in the circle. 
  . Example
  Jon is attempting a task which calls for 1 penalty die
  (1) and 3 bonus dice (#). One of the bonus dice is
  canceled out by the penalty die. This leaves 2 bonus
  dice (@). Jon now rolls a total of 4 dice (the 2
  original dice plus the 2 bonus dice). He rolls a 2, 4,
  6, and 5. Because he is using bonus dice, Jon takes the
  sum of the two lowest dice which are the 2 and the 4,
  making a dice total of 6.
  Basic Task Rolls
  During the course of a gaming
  session, you will want to accomplish
  tasks. Rolls of the dice are used to
  determine if these tasks succeed. Task
  rolls provide a balanced system which
  reflects a character’s skill and ability
  levels. The more skilled a character is
  the higher his chance of success.
  A character accomplishes a basic task
  when his DICE TOTAL is less than or
  equal to his SKILL TOTAL, which is equal
  to the sum of the appropriate skill rating
  and its corresponding trait (listed in the
  skills section).
  = Basic Task Rolls
  1.
  Compute Skill Total (trait + skill)
  2.
  Roll Dice and Compute Dice Total
  3.
  Determine Success
  dice total must be less than or equal to 
  skill total
  Advanced Task Rolls
  Advanced task rolls add realism by
  utilizing varying levels of difficulty which
  are assigned by the gamemaster. Varying
  degrees of success are also determined
  by the outcome of the roll. 
  Difficulties
  Difficulties make it easy for the
  gamemaster to determine when and
  how to roll for tasks. They also affect
  the outcome of a task.
  SIMPLE tasks do not require a roll
  unless the gamemaster wishes to know
  the character’s degree of success, or if
  the task is contested by another
  character. Simple tasks represent trivial
  labors that usually require little or no
  training. We generally take them for
  granted.
  EASY tasks, also do not require rolls
  unless contested or a specific degree of
  success is required. Easy tasks are
  mundane, every day labors that require
  very little skill.
  SECTION 2
  HOW TO PLAY
  
  8
  THE COLONIES
  GAME SYSTEM
  AVERAGE tasks always require rolls and
  represent innocuous actions that must
  rely on training and experience. They
  also require some thought or effort.
  CHALLENGING tasks are slightly more
  difficult than average ones and require
  some effort and/or thought. They are
  usually harmless and require the DICE
  TOTAL to be less than the SKILL TOTAL by
  at least one to be successful.
  HARD tasks typically require above
  average skill and represent some action
  unfamiliar to a character. They can also
  be fairly dangerous and require the DICE
  TOTAL to be less than the SKILL TOTAL by
  at least four to be successful.
  IMPOSSIBLE tasks cover all dangerous
  or unfeasible situations. Characters
  attempting such actions are either very
  brave or very stupid.  They require the
  DICE TOTAL to be less than the SKILL
  TOTAL by at least six to be successful.
  Task difficulties may be increased or
  decreased by a character’s actions or his
  environment. Difficulties may not be
  reduced less than SIMPLE or greater than
  IMPOSSIBLE. An increase in difficulty is
  noted as § and a decrease as ¡, with
  the actual number of difficulty levels
  changed in the arrow. 
  Outcome
  To determine how successful a task is
  we must first compute the difference
  between the SKILL TOTAL and the DICE
  TOTAL (SKILL TOTAL - DICE TOTAL). This
  value is called the MARGIN.
  Once we know the margin, consult
  the Success table. Compare the MARGIN
  on the left of the table with the
  difficulty at the top. The DEGREE OF
  SUCCESS describes the outcome of the
  task. Keep in mind that not all rolls
  require this level of detail and simply
  succeeding at a roll may be enough.
  There are seven possible outcomes:
  CRITICAL
  FAILURE represents a
  horrible mishap or backfire. This could
  be missing an opponent and accidentally
  shooting a friend or a chase down a
  flight of stairs resulting in a serious fall.
  FAILURE represents a failed attempt at
  a task. Unlike critical failures, it does
  not necessarily indicate a harmful
  outcome.
  Less than -6
  -6 to -1
  0
  1-3
  4-5
  6-7
  8-9
  10-11
  12-13
  14 +
  MARGIN
  FAILURE
  FAILURE
  FAILURE
  CRITICAL
  FAILURE
  CRITICAL
  FAILURE
  Simple
  Extreme
  Long
  Medium
  Short
  Point Blank
  Easy
  Average
  Challenging
  Hard
  Impossible
  CRITICAL
  FAILURE
  FAILURE
  FAILURE
  FAILURE
  CRITICAL
  FAILURE
  CRITICAL
  FAILURE
  FAILURE
  AVERAGE
  AVERAGE
  POOR
  FAILURE
  CRITICAL
  FAILURE
  FAILURE
  GOOD
  AVERAGE
  AVERAGE
  FAILURE
  FAILURE
  POOR
  GOOD
  GOOD
  AVERAGE
  POOR
  FAILURE
  POOR
  EXCELLENT
  GOOD
  GOOD
  POOR
  POOR
  AVERAGE
  EXCELLENT
  EXCELLENT
  GOOD
  AVERAGE
  POOR
  AVERAGE
  EXCELLENT
  EXCELLENT
  EXCELLENT
  AVERAGE
  AVERAGE
  GOOD
  CRITICAL
  SUCCESS
  CRITICAL
  SUCCESS
  EXCELLENT
  GOOD
  AVERAGE
  EXCELLENT
  CRITICAL
  SUCCESS
  CRITICAL
  SUCCESS
  CRITICAL
  SUCCESS
  EXCELLENT
  GOOD
  CRITICAL
  SUCCESS
  DIFFICULTY
  Critical Suc.
  Excellent
  Good
  Average
  Poor
  MARGIN
  = SKILL TOTAL
  - DICE TOTAL
  RANGE
  CONTESTED SUCCESS
  
  9
  THE COLONIES
  GAME SYSTEM
  POOR SUCCESS represents a grazing hit
  when in combat or a vehicle repair
  which may only last a few hours. It does
  not guarantee that the result will last.
  AVERAGE SUCCESS represents a typical
  outcome. This could be a solid gun shot
  to the chest or a forged passport which
  looks real under standard inspection.
  GOOD SUCCESS represents a better
  than average outcome. This could be
  landing on one’s feet when jumping a
  great distance or designing a computer
  program which operates slightly better
  than anticipated.
  EXCELLENT SUCCESS represents an
  outcome far beyond the intentions of a
  character. This could be a physical feat
  such as a flip which wins a competition
  or a spacecraft maneuver which brings
  an opponent in weapons range.
  CRITICAL
  SUCCESS represents a
  miraculous outcome. This could be
  incapacitating an opponent with one
  punch or executing a piloting maneuver
  which causes an opponent’s vehicle to
  crash.
  There are two special situations which
  cause the success table to be ignored. If
  the two dice used for the DICE TOTAL
  are both ones (SNAKE EYES) the task is a
  CRITICAL SUCCESS. And, if the two dice
  used for the DICE TOTAL are both sixes
  (BOX CARS) the task is a failure (but not
  a critical failure).
  = Advanced Task Rolls
  1.
  Compute Skill Total (trait + skill)
  2.
  Roll Dice and Compute Dice Total
  3.
  Compute Margin (skill total - dice total)
  4. Determine Degree of Success by Cross 
  Referencing the Margin with the 
  Difficulty of the Task on the Success 
  Table
  Skill Specialization
  Each skill includes a number of
  specialties which represent a particular
  field of knowledge or experience.
  Specialization of fitness skills adds !
  to all related task rolls.
  Untrained Task Rolls 
  All fitness skills can be attempted
  without prior training. Technical and
  psionic skills, however, require that the
  character has at least a rating of one in
  order to be used. Attempting a technical
  specialty in which the character has not
  specialized is considered an untrained
  task.
  In these cases the SKILL TOTAL would
  be equal to the associated trait only.
  This type of task roll would also be used
  in situations where a single trait would
  govern the outcome.
  . Example
  Jon is attempting to remember if Kelly told him to meet
  her at five or six o’clock. Jon would roll two dice. If the
  sum of the dice are less than or equal to his perception
  rating (trait only) then he succeeds. This sort of roll
  would be extremely difficult. But, then again if the
  person playing Jon could remember the time he
  wouldn’t have to roll.
  Contested Tasks
  There will be situations that place two
  people at odds with each other in some
  sort of struggle. To resolve this conflict,
  both parties make task rolls and the
  character with the higher MARGIN wins
  the struggle. If neither roll actually is
  successful both parties fail.
  Some skills allow an effect to be
  contested by rolling against a difficulty
  level which is determined by the original
  task’s DEGREE
  OF
  SUCCESS. The
  difficulty of such situations is noted on
  the SUCCESS TABLE. Contested rolls use
  the same trait and skill as the original
  roll, unless otherwise noted.
  . Example
  Jon is attempting to break a security code designed by
  Kyle. Kyle’s Finesse (security) roll resulted in a good
  success. This means that Jon must succeed at a
  Challenging task in order to break the code.
  
  10
  THE COLONIES
  RECRUITMENT
  Each character possesses primary and
  secondary traits which describes him in
  terms of physical and mental ability, and
  potential.
  Primary Traits 
  Primary traits are used to compute
  skill totals and range from zero to six.
  Characters cannot start the game with a
  trait higher than five. 
  RATING
  DESCRIPTION
  0. . . . . . . . . . . . . BELOW AVERAGE
  1. . . . . . . . . . . . . LOW AVERAGE
  2. . . . . . . . . . . . . AVERAGE
  3. . . . . . . . . . . . . HIGH AVERAGE
  4. . . . . . . . . . . . . NOTEWORTHY
  5. . . . . . . . . . . . . GIFTED
  6. . . . . . . . . . . . . LEGENDARY
  STRENGTH determines a character’s
  size and muscle mass. It also affects how
  much physical damage a character can
  bestow. Untrained strength rolls are
  used for:
  • lifting and carrying heavy objects
  • breaking things
  • pushing and pulling things
  DEXTERITY is a character’s physical
  prowess, hand-eye coordination, and
  grace. It affects how well a character can
  fire a gun, climb a rope, etc. Untrained
  dexterity rolls are used for:
  • delicate hand maneuvers
  PERCEPTION is almost like a sixth
  sense. It is how well the character
  notices little details or is able to
  communicate them to others.
  Untrained perception rolls are used for:
  • the senses (hearing, sight, taste, smell,
  and touch)
  • noticing something
  • communicating through hand gestures or
  code words
  WILLPOWER constitutes a character’s
  mental discipline. It allows him to press
  on in the face of danger, attempt a task
  with confidence, or even control his
  emotions. Untrained willpower rolls are
  used for:
  • resisting illness
  • resisting effects of alcohol
  • resisting impulses of fear, anger, etc.
  REASONING gauges how well a
  character can analyze information and is
  the driving force behind skills that
  require study. Untrained reasoning rolls
  are used for:
  • basic mathematics
  • rational thought
  • logical deduction
  PSIONICS represents the character’s
  control over his mental energy. Think of
  it as the strength and dexterity of the
  mind. It should be noted that psionics is
  considerably different from willpower in
  that it can only effect the use of psionic
  based skills. Psionics skills cannot be
  used unskilled.
  Secondary Traits
  Secondary traits change throughout
  the course of the game and must be
  tracked. 
  STAMINA measures a character’s health
  and fitness. It is the sum total of
  strength and willpower multiplied by
  two.
  Stamina is subdivided into STRESS
  (noted as S with a preceding value) and
  WOUNDS (noted as W with a preceding
  value). Stress is the degree of fatigue and
  blunt trauma that a character has
  endured, while Wounds is the degree of
  physical injury, such as lacerations.
  Locate the stamina section on the
  character sheet. Starting from the
  bottom, fill in the largest blank box
  from each group (of stamina boxes) on
  the character sheet until the total
  number of filled boxes is equal to
  twenty-five minus the stamina rating.
  The remaining unfilled boxes should
  equal the character’s stamina rating. Do
  this for both stress and wounds.
  . Example
  Jon has a strength of 4 and willpower of 3. His
  stamina would be 14 (4+3=7; 7x2=14). His
  stress and wound boxes on the character sheet would
  look the following way:
  IIICC 1
  1
  CCIII
  IIICC 2
  2
  CCIII
  IIICC 3
  3
  CCIII
  IIICC 4
  4
  CCIII
  IICCC 5
  5
  CCCII
  As Jon takes damage, he checks off the blank boxes
  starting at the top; from smallest box to largest on each
  line. Once one line is completely checked off, he then
  continues on the next.
  REACTION measures a characters
  SECTION 3
  RECRUITMENT
  
  11
  THE COLONIES
  RECRUITMENT
  nerves, reflexes, and general speed. It is
  equal to twelve minus dexterity and
  perception.
  REPUTATION measures how well a
  character is known and how popular he
  is. Those familiar with the character
  may decide to either help or hurt him.
  Characters begin play with a reputation
  of zero.
  Reputation rolls can be made by
  anyone who has contact with the
  character. Perception + reasoning is
  used as the skill total. Reputation ranges
  from zero to twenty and may modify the
  roll with penalty or bonus dice.
  TARGET’S
  REPUTATION
  REPUTATION
  MODIFIER
  0-5 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
  6-10 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 0
  11-15 . . . . . . . . . . . . . . . . . . . . . . . . . . !
  16-20 . . . . . . . . . . . . . . . . . . . . . . . . . . @
  Characters may also assume poor
  reputations when they act cowardly or
  bizarre:
  • Character cowers behind cover and is
  seen by many people.
  • Character fails to complete a mission.
  • Character commits a sadistic act.
  • Character betrays his cell or friends.
  • Character is taken prisoner in battle.
  AURA indicates the character’s level of
  psionic activity. The more he uses
  psionic skills the higher his aura will be,
  and the more likely someone with
  similar skills will be able to detect him.
  Aura ranges from zero to twenty.
  SIGNATURE represents the character’s
  level of electromagnetic emissions
  caused by implants and exotech. The
  larger the number, the easier he is to
  trace with sensor equipment.
  CONTAGION is equal to the number of
  distinct nanotech combines occupying
  the character’s body plus three. It
  represents the likelihood of combine
  transference to another character or
  damage due to interference.
  DEPENDENCY
  represents 
  the
  character’s need for his nanotech units.
  The higher the dependency the greater
  the withdrawal if anything should
  happen to them.
  ABERRATION
  represents 
  the
  character’s current biotech chemical
  build-up. When the Aberration rating
  reaches 
  twenty 
  the 
  character
  uncontrollably activates one of his
  biotech aberrations and his aberration
  rating resets to zero. At five, ten, and
  fifteen, willpower + biotech rolls are
  made to determine if the aberration is
  triggered.
  = Secondary Traits Ratings
  STAMINA. . . . . . . . = (STRENGTH + WILLPOWER) X 2
  REACTION. . . . . . . =12 - DEXTERITY - PERCEPTION
  REPUTATION. . . . . = 0
  AURA . . . . . . . . . . = 0
  SIGNATURE. . . . . . = SUM OF IMPLANTS/EXOTECH SIG.
  CONTAGION . . . . . = NUMBER OF NANOTECH COMBINES
  DEPENDENCY . . . . = 0
  ABERRATION . . . . . = 0
  Skills
  Skills are divided into three
  categories: fitness, technical, and
  psionic.
  • Fitness skills represent physical prowess.
  • Technical skills represent knowledge.
  • Psionic skills represent mental powers.
  Fitness skills require a minimum
  rating of five for specialization.
  Technical and psionic skills have no
  minimum rating for specialization.
  Specialties which are not chosen as part
  of a skill are considered untrained.
  Skill ratings range from zero to twelve.
  Skills can not be raised higher than
  double the associated trait. This does
  not apply to skills that are received as
  part of a character’s background.
  RATING
  DESCRIPTION
  0. . . . . . . . . . . . . UNTRAINED
  1. . . . . . . . . . . . . PASSING KNOWLEDGE
  2. . . . . . . . . . . . . UNDERTRAINED
  3. . . . . . . . . . . . . BASIC KNOWLEDGE
  4. . . . . . . . . . . . . WORKING KNOWLEDGE
  5. . . . . . . . . . . . . SOLID ABILITY
  6. . . . . . . . . . . . . HIGHLY TRAINED
  7. . . . . . . . . . . . . ELITE
  8. . . . . . . . . . . . . EXPERT
  9. . . . . . . . . . . . . LEADER IN FIELD
  10. . . . . . . . . . . . MASTER
  11-12 . . . . . . . . . LEGENDARY
  = Skills & Specialties
  Fitness
  BRAWLING
  melee, unarmed, grappling, zero-g
  WEAPONS
  sidearm, sniper, heavy, demolitions, archaic
  ATHLETICS
  throw, climb, run, swim, zero-g
  FINESSE
  forgery, stealth, security, legerdemain
  SURVIVAL
  desert, jungle, arctic, crash
  Technical
  ALGORITHMS design, editing, hacking, autonomies
  ASTRO
  structural, propulsion, weaponry, comm
  CHEMICAL
  explosives, alloys, fuels, coolants
  CIVIL
  surface, orbital, arcology
  ELECTRICAL implants, exotech
  GENETIC
  sampling, biotech
  MECHANICAL propulsion, exotech, implants
  PHOTONICS nanotech, implants, computers
  MEDICINE
  surgery, drugs, first aid, implants
  (Piloting)
  ASTRO
  maneuvers, gunnery, atmospheric, repair
  SURFACE
  maneuvers, gunnery, repair
  WATER
  maneuvers, gunnery, submersibles, repair
  Psionics
  KINETICS
  strike, shield, radiance, sonics
  PASSIVE
  sense, empathy, telepathy, quiet
  ACTIVE
  unlock, trespass, overload, noise
  INTRUSIVE
  implant, trigger, extract
  Creating Characters
  It is a good idea for the players to get
  together and decide which skills and
  abilities will be needed beforehand.
  Each cell requires at least one space
  craft pilot  (space craft skill with a rating
  of six or higher) and one technician.
  
  12
  THE COLONIES
  RECRUITMENT
  Colonial diversity adds a wide range of
  talent. An important part of forming the
  cell is recognizing the strengths and
  weaknesses of each of the colonies’
  inhabitants.
  STEP 1: COLONY
  Choose from one of the six worlds as
  the character’s planet of nativity.
  = The Colonies
  MARS
  (MARTIAN)
  EARTH
  (EARTHER)
  CASSIOPIA
  (CASSIOPIAN)
  SERPENTI
  (SERPENTINE)
  RETICULI
  (RETICULAN)
  ORIONIS
  (ORIONISIAN)
  STEP 2: BACKGROUND
  Determine the character’s past by
  consulting the appropriate colony’s
  tables. Characters that are given psionic
  skills as part of their background begin
  play with a psionic rating of one at no
  extra cost.
  MARTIANS
  Refer to page 13 >
  A. Roll two dice and consult the
  Family Status table. Record any trait or
  skill modifiers received.
  B. Roll two dice and consult the
  Reason for Joining Cell table.
  EARTHERS
  Refer to page 14 >
  A. Roll one die and consult the
  Leaving Earth table. Record any trait
  modifiers, implants, or biotech received
  from subsequent tables.
  CASSIOPIANS
  Refer to page 15 >
  A. Roll two dice and consult the
  Adaptation table. Record any skill
  modifiers received.
  B. Roll two dice and consult the
  Cultural Standing table. Record any
  social stigma received.
  SERPENTINES
  Refer to page 16 >
  A. Roll one die and consult the
  Number of Mutations table. 
  B. Roll two dice and consult the
  Mutation table. Record any skill
  modifiers or biotech received.
  C. Roll two dice and consult the Clan
  table. Record any skill modifiers or
  rituals received.
  RETICULANS
  Refer to page 17 >
  A. Roll one die and consult the
  Proximity to Ruins table. Record any
  nanotech received from subsequent
  tables.
  B. Roll one die and consult the
  Biotech Experimentation table. Record
  any biotech received.
  ORIONISIANS
  Refer to page 18 >
  A. Roll one die and consult the Life
  Path table. Record any trait or skill
  modifiers received.
  STEP 3: TRAIT AND SKILL RATINGS
  A total of 150 points may be used to
  purchase primary traits and skill ratings.
  Point cost factors are listed on the
  appropriate colony page. Multiply the
  appropriate trait or skill cost factor
  times the desired rating to determine
  the total cost. Multiply a skill’s cost
  factor by three to determine the total
  cost for a specialty.
  Each trait and skill has a rating of zero
  by default. Traits may not be raised over
  five and skills may no go over ten. Skills
  may not be raised higher than double
  the related trait, also.
  Secondary traits may be computed
  once all primary traits have been
  purchased.
  Any points left over are converted to
  experience points and can be used at a
  later time.
  STEP 4: GEAR
  Characters are equipped before they
  go one missions. Each cell is issued the
  following gear. Other items may be
  acquired due to colony bonuses.
  1 COMPOSITE ARMOR PER MEMBER
  1 LASER RIFLE PER MEMBER
  CASE OF 500 POWERPACKS
  20 GRENADES
  1 TECH KIT
  1 MEDICAL KIT
  1 MOON HOPPER
  1 EMERGENCY SHELTER
  ROPE
  FOOD RATIONS
  2 PRESSURE SUITS
  2 PERSONAL POMS
  4 AUTONOMIES
  = Recruitment Procedures
  1.
  Choose Colony
  Earth, Mars, Cassiopia, Serpenti,
  Reticuli, or Orionis.
  2. Determine Background
  Record trait and skill modifiers, special
  equipment, and special technologies /
  abilities.
  Earth
  page 12
  Mars
  page 13
  Cassiopia
  page 14
  Serpenti
  page 15
  Reticuli
  page 16
  Orionis
  page 17
  3. Allocate 150 Points to Traits
  and Skills
  traits/skills
  cost factor x rating
  specialization
  cost factor x 3
  4. Determine Gear
  
  MARS
  THE NEW SEAT OF FREEDOM AND DEMOCRACY
  13
  THE COLONIES
  RECRUITMENT
  2
  Military Orders
  Acting as a MDF liaison or military
  advisor to the cell.
  Roll on MDF RANKS table.
  3-4
  Revenge
  One or more friends or relatives from
  another cell were killed on a mission
  to Earth and you have decided to
  avenge their deaths.
  5-6
  Recovery
  You have relatives on Earth and your
  agenda is to rescue them.
  7
  Young and Foolish
  You seek the adventure and glory of
  liberating earth.
  8-9
  Duty Bound
  You believe it is your duty to help free
  earth.
  ELECTROSTUN PISTOL
  10
  Criminal
  You committed a serious crime and
  have joined a cell to escape the
  authorities.
  POM W/HACKING ALGORITHMS, LOCK
  PICKS
  11
  Mercenary
  You have been hired by a corporation
  or politician to fight for Earth’s
  freedom with the promise of
  considerable wealth.
  EP RIFLE, ALLOY ARMOR
  12
  Mole
  You are secretly working for the
  Virimar and are attempting to gain
  confidence at the top of the mars
  corporate and political hierarchies.
  You will work with the cell to gain
  their trust. The gamemaster will coach
  you on secret agendas and which gear
  to begin with.
  Reason for Joining Cell
  2-4
  Sergeant
  EP RIFLE, ALLOY ARMOR
  5-7
  Staff Sergeant
  EP RIFLE, ALLOY ARMOR
  8-9
  Master Sergeant
  EP PISTOL, ALLOY ARMOR
  10-11
  Lieutenant
  EP PISTOL, COMPOSITE ARMOR
  12
  Captain
  EP PISTOL, ENERGY FIELD
  Mars Defense Force Rank
  Brawling
  3
  Weapons
  3
  Athletics
  3
  Finesse
  3
  Survival
  3
  Algorithms
  3
  Astro
  4
  Chemical
  3
  Civil
  3
  Electrical
  1
  Genetic
  3
  Mechanical
  1
  Photonics
  3
  Medicine
  3
  Space
  4
  Surface
  1
  Water
  5
  Kinetics
  8
  Passive
  8
  Active
  8
  Intrusive
  8
  SKILL COSTS
  Strength
  3
  Dexterity
  3
  Perception
  3
  Willpower
  3
  Reasoning
  3
  Psionics
  8
  TRAIT COSTS
  Family lives on the top level of
  an arcology.
  +2 REPUTATION, ENERGY
  FIELD
  3
  Political Lower Class
  Family lives near the top level
  of an arcology.
  +1 REPUTATION
  4
  Corporate Upper Class
  Family lives on the top level of
  an arcology.
  +1 REPUTATION, ENERGY
  FIELD
  5
  Corporate Lower Class
  Family lives near the top level
  of an arcology.
  6
  Scientist
  Family lives near the middle
  level of an arcology. You begin
  play with 10 experience
  points which may be used for
  projects only
  +2 IN ANY TECHNICAL SKILL,
  TECH OR MEDICAL KIT
  7
  Labor Management
  Family lives near the middle
  level of an arcology.
  8-9
  Laborer
  Family lives near the bottom
  level of an arcology. You begin
  play with 10 experience
  points which may be used for
  projects only
  10
  Military Officer / 
  Command Rank
  Family lives in military
  complex suite.
  EP PISTOL
  11
  Military Enlisted Rank
  Family lives in military
  complex quarters.
  EP RIFLE
  12
  Shirker
  Family moves from friend to
  friend or lives in makeshift
  atmospheric shelter.
  SPECIALTY IN CRASH
  (SURVIVAL)
  Family Status
  
  14
  THE COLONIES
  1-2
  First Wave Refugee
  You left Earth before the Virimar
  attacked.
  3-4
  Second Wave Refugee
  You left Earth just as the Virimar
  attacked. Roll one die.
  1-3
  ROLL ONCE ON INJURY TABLE
  4-6
  ROLL TWICE ON INJURY TABLE
  5
  Third Wave Refugee
  You left Earth after the Virimar
  attacked. Roll three times on INJURY
  table.
  6
  Third Wave Refugee
  You left Earth after you were captured
  and altered by the Virimar. You
  resisted their conditioning and
  escaped. Roll once on ALTERATION
  table and once on INJURY table.
  Leaving Earth
  14
  RECRUITMENT
  EARTH
  THE BIRTHPLACE OF HUMANITY
  2-3
  Small Scar
  4-6
  Disfiguring Scar
  7
  Damaged Optical Nerves
  Character has MEDICAL GRADE EYE
  implants.
  8
  Muscle Atrophy
  -1 STRENGTH OR DEXTERITY
  9
  Limb Replaced with Implant
  Choose a MEDICAL GRADE ARM or LEG
  implant.
  10
  Internal Damage
  -1 PERMANENT STAMINA
  11
  Internal Damage
  -2 PERMANENT STAMINA
  12
  Head Injury
  -1 REASONING
  Injury
  Brawling
  3
  Weapons
  4
  Athletics
  3
  Finesse
  3
  Survival
  4
  Algorithms
  3
  Astro
  5
  Chemical
  3
  Civil
  3
  Electrical
  3
  Genetic
  3
  Mechanical
  3
  Photonics
  3
  Medicine
  3
  Space
  5
  Surface
  1
  Water
  3
  Kinetics
  8
  Passive
  8
  Active
  8
  Intrusive
  8
  SKILL COSTS
  Strength
  3
  Dexterity
  3
  Perception
  3
  Willpower
  3
  Reasoning
  3
  Psionics
  8
  TRAIT COSTS
  2
  Biotech Experimentation
  You were part of the second
  generation super-soldier
  program. Choose one
  METABOLISM enhancement.
  3
  Biotech Experimentation
  You were part of the second
  generation super-soldier
  program. Choose one
  ENVIRONMENTAL enhancement.
  4-5
  Biotech Experimentation
  You were part of the first
  generation super-soldier
  program. Choose one
  METABOLISM enhancement and
  one ABERRATION.
  6
  Biotech Experimentation
  You were part of the first
  generation super-soldier
  program. Choose one
  ENVIRONMENTAL enhancement
  and one ABERRATION.
  7
  Implant
  You killed one of their top
  collaborators and were given
  an implant to prevent you
  from doing it again. Character
  has a KILLING limiter implant.
  8
  Implant
  You were extremely violent
  and aggressive, and were given
  an implant to make you more
  manageable. Character has a
  VIOLENCE limiter implant.
  9-10
  Implant Experimentation
  You were part of the third
  generation super-soldier
  program. Character has a
  FEAR limiter implant.
  11
  Implant Experimentation
  You were part of the third
  generation super-soldier
  program. Character has a PAIN
  limiter implant.
  12
  Implant Experimentation
  You were part of the third
  generation super-soldier
  program. Character has an
  EMOTIONAL limiter implant.
  Alteration
  
  RECRUITMENT
  15
  THE COLONIES
  CASSIOPIA
  THE WORLD OF ETERNAL NIGHT
  2-4
  Biotech Mutation
  NOCTURNAL VISION
  5-6
  Biotech Mutation
  SONAR
  7
  Biotech Mutation
  RADIOACTIVE SENSITIVITY
  8
  Talent in Detecting People
  SPECIALTY IN SENSE (PASSIVES)
  9
  Talent in Telekinesis
  +2 KINETICS
  10
  Talent in Telepathy
  +2 PASSIVES
  11
  Talent in Telekinetic Combat
  SPECIALTY IN STRIKE (KINETICS)
  12
  Talent in Telekinetic Protection
  SPECIALTY IN SHIELD (KINETICS)
  Adaptation
  2
  Servitor
  You were a slave on Cassiopia
  because of a debt or criminal
  activity. Other Cassiopians
  can sense your station and
  treat you like an animal.
  3
  Exile
  You were banished from
  society for your criminal
  behavior or mental illness.
  Other Cassiopians can sense
  your station and treat you
  with distrust and disrespect.
  4-6
  Nurturer
  You were charged with
  healing the sick, helping the
  elderly, and watching over the
  less fortunate. Other
  Cassiopians can sense your
  station and either treat you
  with respect or expect you to
  help them.
  +1 MEDICINE
  7-8
  Builder
  You were charged with
  building shelter or tools from
  available resources. Other
  Cassiopians can sense your
  station and expect you to be a
  technological genius.
  +1 CIVIL, ELECTRICAL, OR
  MECHANICAL ENGINEERING
  9-11
  Warrior
  You were charged with
  protecting the colonists and
  gathering food. Other
  Cassiopians can sense your
  station and either treat you
  with respect or fear.
  +2 BRAWLING OR ATHLETICS
  12
  Elder
  You lead the colonists by
  virtue of wisdom and
  experience. Other Cassiopians
  can sense your station and
  treat you with respect. They
  expect you to be wise and
  occasionally seek your advice.
  +2 SURVIVAL
  Brawling
  1
  Weapons
  3
  Athletics
  1
  Finesse
  4
  Survival
  1
  Algorithms
  4
  Astro
  5
  Chemical
  4
  Civil
  2
  Electrical
  2
  Genetic
  4
  Mechanical
  2
  Photonics
  4
  Medicine
  4
  Space
  5
  Surface
  4
  Water
  5
  Kinetics
  7
  Passive
  8
  Active
  8
  Intrusive
  8
  SKILL COSTS
  Strength
  1
  Dexterity
  1
  Perception
  1
  Willpower
  3
  Reasoning
  3
  Psionics
  6
  TRAIT COSTS
  Cultural Standing
  
  16
  THE COLONIES
  RECRUITMENT
  SERPENTI
  THE RINGED WORLD OF MUTATION
  2-4
  Passive Telepathic Ability
  +2 PASSIVE PSIONICS
  5-7
  Active Telepathic Ability
  +2 ACTIVE PSIONICS
  8
  Invasive Telepathic Ability
  +2 INVASIVE PSIONICS
  9-10
  Biotech
  Choose one METABOLISM
  enhancement.
  11-12
  Biotech
  Choose one SENSORY enhancement.
  Mutation
  1-3
  Roll Once on Mutation Table
  4-5
  Roll Twice on Mutation Table
  6
  Roll Three Times on Mutation Table
  Number of Mutations
  Brawling
  3
  Weapons
  4
  Athletics
  3
  Finesse
  3
  Survival
  2
  Algorithms
  5
  Astro
  5
  Chemical
  3
  Civil
  3
  Electrical
  4
  Genetic
  5
  Mechanical
  1
  Photonics
  5
  Medicine
  3
  Space
  5
  Surface
  5
  Water
  5
  Kinetics
  8
  Passive
  6
  Active
  6
  Intrusive
  7
  SKILL COSTS
  Strength
  3
  Dexterity
  3
  Perception
  3
  Willpower
  3
  Reasoning
  3
  Psionics
  6
  TRAIT COSTS
  2-4
  Aurain
  Master farmers. The Aurain
  export agricultural goods to
  other clans in exchange for
  tools and meat.
  +2 SURVIVAL
  5
  Qioux
  Artists. The Qioux have been
  feuding with the Fergus clan for
  over forty years. No one
  remembers why. They export
  cloth and pottery to other clans
  in exhange for food and tools.
  6
  Fergus
  Mechanics. You begin play
  with 10 experience points
  which may be used for
  projects only. They export
  tools and other equipment to
  other clans in exchange for
  food and cloth. See Qioux
  clan. 
  +2 MECHANICAL ENGINEERING,
  TECH KIT
  7
  Pondsmith
  Storytellers. The Pondsmith are
  responsible for the Serpentine
  chronicle which contains
  complete census information.
  They are welcome by every
  clan.
  8-9
  Sentule
  Philosophers. The Sentule have
  uncanny observation skills and
  offer their services as teachers
  to other clans in exhange for
  food and goods.
  +1 PERCEPTION
  10
  Kramdor
  Superstitious. The Kramdor
  must perform short rituals
  before combat and social
  events. They keep to
  themselves.
  11-12
  Hope
  Fierce warriors. The Hope clan
  offers its services as hunters and
  protectors to other clans in
  exchange for food and goods.
  +1 BRAWLING, +1 ATHLETICS,
  KNIFE, OR BOW
  Clan
  
  17
  THE COLONIES
  RECRUITMENT
  1
  Lived Within the Ruins
  Roll on NANOTECH table three times.
  2-3
  Lived Just Outside the Ruins
  Roll on NANOTECH table twice.
  4-5
  Lived Near the Ruins
  Roll on NANOTECH table once.
  6
  Lived Far from the Ruins
  You were not infected with nanotech.
  Proximity to Ruins
  1-2
  Tissue/Cell Repair Combine
  3
  Cardio-vascular Combine
  4
  Respiratory Combine
  5
  Nutritional Combine
  6
  Bio-electrical Combine
  Nanotech Infection
  1
  You Stayed Away from Biotech
  You have no biotech.
  2-3
  You were Curious about Biotech
  Choose one METABOLISM or SENSORY
  enhancement and one ABERRATION.
  4
  You were Interested in Biotech
  Choose any combination of two
  METABOLISM or SENSORY enhancements
  and two ABERRATIONS.
  5
  You were Experimented Upon
  Choose any combination of three
  METABOLISM or SENSORY enhancements
  and three ABERRATIONS.
  6
  Your Treatments were Botched
  Choose one METABOLISM or SENSORY
  enhancement and three ABERRATIONS.
  Biotech Experimentation
  RETICULI
  THE WORLD OF ANCIENT RUINS
  Brawling
  4
  Weapons
  4
  Athletics
  3
  Finesse
  4
  Survival
  4
  Algorithms
  3
  Astro
  5
  Chemical
  3
  Civil
  3
  Electrical
  3
  Genetic
  2
  Mechanical
  3
  Photonics
  2
  Medicine
  4
  Space
  5
  Surface
  2
  Water
  3
  Kinetics
  8
  Passive
  8
  Active
  8
  Intrusive
  8
  SKILL COSTS
  Strength
  3
  Dexterity
  3
  Perception
  3
  Willpower
  3
  Reasoning
  3
  Psionics
  8
  TRAIT COSTS
  
  18
  THE COLONIES
  RECRUITMENT
  ORIONIS
  THE WORLD OF THREE CULTURES
  Brawling
  4
  Weapons
  5
  Athletics
  2
  Finesse
  5
  Survival
  1
  Algorithms
  2
  Astro
  5
  Chemical
  5
  Civil
  5
  Electrical
  2
  Genetic
  5
  Mechanical
  4
  Photonics
  3
  Medicine
  4
  Space
  5
  Surface
  5
  Water
  5
  Kinetics
  8
  Passive
  7
  Active
  7
  Intrusive
  8
  SKILL COSTS
  Strength
  4
  Dexterity
  2
  Perception
  2
  Willpower
  3
  Reasoning
  3
  Psionics
  7
  TRAIT COSTS
  1
  Faithful
  Although you believe that
  murder is a sin, you
  rationalize the use of deadly
  force 
  as 
  a 
  necessity.
  Nevertheless, it weighs heavily
  on your mind. You may also
  attempt to persuade others to
  follow your faith (Christian
  extremist).
  2
  High Priest
  You expect others to cater to
  your needs and often throw
  tantrums when they do not.
  +2 FINESSE
  3-4
  City Farmer
  You appreciate all forms of
  life as well as an honest day’s
  work, although you are
  extremely 
  selfish 
  and
  materialistic. You begin play
  with 10 experience points
  which may be used for POM
  and ALGORITHM projects only.
  +1 SURVIVAL, +1
  ALGORITHMS
  5
  City Tech
  You can’t understand how
  people function without
  computers and other forms of
  technology. You particularly
  despise manual labor and
  begin play with 10 experience
  points which may be used for
  POM and ALGORITHM projects
  only
  +2 PHOTONICS, +2
  ALGORITHMS,
  TECH KIT, POM, 2 AUTONOMIES
  6
  Communal Farmer
  You are humble and look out
  for the other members of your
  team.
  +2 SURVIVAL
  Life Path
  
  19
  THE COLONIES
  SKILL DESCRIPTIONS
  Fitness Skills
  All fitness skills use dexterity for the
  skill total unless otherwise noted.
  BRAWLING
  Brawling is a diverse skill which covers
  all forms of combat EXCEPT shooting
  and throwing weapons.
  SPECIALTIES
  MELEE: non-ranged weapons including
  knives, swords, clubs, etc. 
  UNARMED: straight forward hand to
  hand fighting.
  GRAPPLING: tackling, throwing, and
  pinning the opponent (wrestling).
  ZERO-G: this covers melee, unarmed,
  and grappling when in zero-g
  situations only.
  WEAPONS
  This skill covers all forms of ranged
  weapons which either fire projectiles or
  beams of energy.
  SPECIALTIES
  SIDEARM: all pistols, or carbine sized
  weapons that can be used with one
  hand. 
  SNIPER: firing a weapon from a long
  distance after aiming for more than
  one turn.
  HEAVY: all heavy ordnance such as
  assault weapons and small artillery.
  DEMOLITIONS: the creation and use of
  all forms of explosives and detonators.   
  ARCHAIC: mechanical weapons such as
  the bow and crossbow.
  ATHLETICS
  Athletics covers gymnastics and
  sports, or any other activity that requires
  physical fitness, grace, or agility.
  SPECIALTIES
  THROW: hurling and slinging items such
  as rocks or grenades. 
  CLIMB: traversing vertical walls, ladders,
  or similar situation using hands and
  feet.
  RUN: moving from one point to another
  at a fast pace, either in a relaxed state
  or purposely avoiding someone or
  something (evading combat).
  ZERO-G: this covers throw, climb, and
  run when in zero gravity situations
  only.
  FINESSE
  Finesse covers all areas of street
  knowledge relating to criminal behavior.
  SPECIALTIES
  FORGERY: creating fake documents and
  orders. 
  STEALTH: sneaking around unnoticed.
  SECURITY: picking all forms of archaic
  and computerized locks.
  LEGERDEMAIN: picking pockets, sleight
  of hand, and general pilfering.
  SURVIVAL
  Survival is the knowledge of staying
  alive in dangerous environments. It can
  be used to build shelters, locate food
  sources, hunt, and follow paths. Survival
  uses reasoning or willpower for the skill
  total.
  SPECIALTIES
  DESERT: these regions of sand are
  extremely hot by day and cold by
  night. Water and heat stroke are the
  biggest risks. 
  JUNGLE: densely populated forests
  where insects and wild animals are
  abundant.
  ARCTIC: icy and cold. Not much there in
  terms of food.
  CRASH: the salvaging of components
  from a craft in order to assist in
  survival techniques.
  Technical Skills
  All technical skills use reasoning for
  the skill total unless otherwise noted.
  ALGORITHMS
  Algorithms is the ability to design and
  modify computer code. Use of this skill
  without specialties can determine the
  function of algorithms or code
  segments.
  SPECIALTIES
  DESIGN: inventing and coding new
  computer programs.
  EDITING: modifying and retooling
  existing computer programs.
  HACKING: breaking into secured files,
  systems, and programs.
  AUTONOMIES: this covers design,
  editing, and hacking when working
  with autonomies.
  ASTRO ENGINEERING
  Astro (astronautical) Engineering
  SECTION 4
  SKILL DESCRIPTIONS
  
  20
  THE COLONIES
  SKILL DESCRIPTIONS
  allows a character to design, build, and
  repair spacecraft components. This skill
  can be used to analyze craft
  components, identify specific craft, and
  read ship design plans.
  SPECIALTIES
  STRUCTURAL: superstructure and the
  ship’s outer hull.
  PROPULSION: reactors and propulsion
  systems.
  WEAPONRY: spacecraft weapon systems.
  COMM: communication and basic
  control systems.
  CHEMICAL ENGINEERING
  Chemical Engineering allows a
  character to design and mix chemical
  formulas. This skill can be used
  determine 
  chemical 
  formulas,
  properties, and purposes. It can also be
  used to prepare basic substances.
  SPECIALTIES
  EXPLOSIVES: all forms of explosive
  formulas.
  ALLOYS: formulas that create super-
  materials for purposes of armor,
  spacecraft hulls, and even bandages.
  This is also referred to as metallurgy.
  FUELS: formulas that can be used to
  power reactors and drive systems.
  COOLANTS: formulas that can be used to
  regulate temperature, pressure, or
  molecular decay and bond.
  CIVIL ENGINEERING
  Civil Engineering allows a character to
  design, build, and repair complex
  structural systems. This skill can  be
  used to determine structural stability
  and weak points. It can also be used to
  read structural blueprints.
  SPECIALTIES
  SURFACE: buildings, fortifications, and
  bridges.
  ORBITAL: orbital-based structures such
  as stations, satellites, and docking
  platforms.
  ARCOLOGY: arcologies and other massive
  structures.
  ELECTRICAL ENGINEERING
  Electrical Engineering allows a
  character to design, build, and repair
  complex electrical and electronic
  devices. This skill can be used to
  determine the function of circuitry,
  build basic electrical or electronic
  components, and read electrical
  schematics.
  SPECIALTIES
  IMPLANTS: electrical and power
  components for implant devices.
  EXOTECH: computer and power systems
  for power armor used by the Martian
  military.
  GENETIC ENGINEERING
  Genetic Engineering allows a
  character to tamper with the genetic
  code of humans and other life forms.
  SPECIALTIES
  SAMPLING: identification and indexing
  of genetic code.
  BIOTECH: modifications to the genetic
  code which effect biological change.
  MECHANICAL ENGINEERING
  Mechanical Engineering allows a
  character to design, build, and repair
  complex mechanical devices. This skill
  can be used to determine mechanical
  efficiency and read design blueprints.
  SPECIALTIES
  PROPULSION: propulsion systems
  designed for use within an
  atmosphere or gravity field.
  EXOTECH: mechanical components for
  Martian military power armor, such as
  joints, gears, and structures.
  IMPLANTS: mechanical components for
  devices which integrate with living
  tissue, such as joints, gears, and
  structures.
  PHOTONICS
  Photonics allows a character to
  design, build, and repair complex
  optical devices. It can also be used to
  read photonic schematics.
  SPECIALTIES
  NANOTECH: nanotech and other
  microscopic devices.
  IMPLANTS: computer and power systems
  of devices which integrate with human
  tissue.
  COMPUTERS: central computer units and
  sub-units which drive spacecraft,
  arcologies, and other important facets
  of society.
  MEDICINE
  Medicine is the knowledge of human
  anatomy, medical procedure, diagnosis,
  and treatment. This skill provides
  anatomical  knowledge (biology).
  SPECIALTIES
  SURGERY: repair of serious injuries or
  performing medical operations.
  Dexterity can also be used for the skill
  total when attempting precision work.
  DRUGS: study of the properties and
  interactions of drugs on the body.
  FIRST AID: application of basic medical
  techniques with the purpose of
  sanitizing and bandaging small
  wounds, and acting in emergency
  situations.
  IMPLANTS: installation of bio-implants
  and the maintenance of implant/body
  integration.
  SPACE CRAFT
  The operation and basic repair of
  space craft. This skill allows a character
  to pilot a space craft under routine
  
  21
  THE COLONIES
  SKILL DESCRIPTIONS
  conditions.
  SPECIALTIES
  MANEUVERS: piloting the craft under
  stressful situations. Dexterity is used
  for the skill total when using this
  specialty.
  GUNNERY: using the craft’s weapons
  systems.
  REPAIR: basic repair of the craft’s
  systems.
  ATMOSPHERIC: includes maneuvers and
  gunnery for atmospheric craft only.
  SURFACE CRAFT
  The operation and basic repair of
  surface craft. This skill allows a
  character to pilot a surface craft under
  routine conditions.
  SPECIALTIES
  MANEUVERS: piloting the craft under
  stressful situations. Dexterity is used
  for the skill total when using this
  specialty.
  GUNNERY: using the craft’s weapons
  systems.
  REPAIR: basic repair of the craft’s
  systems.
  WATER CRAFT
  The operation and basic repair of
  water craft. This skill allows a character
  to pilot a water craft under routine
  conditions.
  SPECIALTIES
  MANEUVERS: piloting the craft under
  stressful situations. Dexterity is used
  for the skill total when using this
  specialty.
  GUNNERY: using the craft’s weapons
  systems.
  SUBMERSIBLES: includes maneuvers and
  gunnery for submersible craft only.
  REPAIR: basic repair of the craft’s
  systems.
  Psionic Skills
  Each time psionic skills are used by a
  character his aura rating is increased by
  one. Stress may also be increased
  depending on the degree of success of
  the task roll. Tasks may be maintained
  for more than one turn without re-
  rolling, but stress may also be applied
  each turn (see table below). The
  maximum number of turns which a task
  may be maintained is equal to the
  character’s willpower rating. All psionics
  skills use psionics for the skill total. The
  difficulty of psionic task rolls is based on
  range.
  STRESS SUSTAINED
  DEGREE OF
  INITIAL
  ADDITIONAL
  SUCCESS
  TURN
  TURNS
  CRITICAL FAILURE. . . . 5S . . . . . . . n/a
  POOR . . . . . . . . . . . . . 2S. . . . . . . . 2S
  AVERAGE. . . . . . . . . . . 2S. . . . . . . . 1S
  GOOD. . . . . . . . . . . . . 1S. . . . . . . . 1S
  EXCELLENT . . . . . . . . . 1S . . . . . . . . 0
  CRITICAL SUCCESS . . . . 0 . . . . . . . . . 0
  = Ranges for Psionic Skills
  p 1m  s 3m  m 5m  l 8m  e 10m
  (multiply values by psionic rating)
  KINETICS
  The power to manifest physical force
  solely with the mind. This skill allows a
  character to move around small objects
  up to 1 cubic inch in size. The
  gamemaster can assign penalty dice to
  tasks involving larger objects.
  SPECIALTIES
  STRIKE: a telekinetic punch which can
  be targeted at an individual or object.
  Damage is determined by the degree
  of success.
  DEGREE OF
  STRIKE
  SUCCESS
  DAMAGE
  POOR. . . . . . . . . . . . . . . . . . . . . . . . . . . . 1S
  AVERAGE . . . . . . . . . . . . . . . . . . . . . . . . . 2S
  GOOD . . . . . . . . . . . . . . . . . . . . . . . . . . . 4S
  EXCELLENT . . . . . . . . . . . . . . . . . . . . . . . 6S
  CRITICAL SUCCESS. . . . . . . . . . . . . . . . . 10S
  SHIELD: a telekinetic barrier which can
  obstruct an incoming attack or other
  threat. The attack receives a number
  of penalty dice determined by the
  degree of success. A success of
  AVERAGE or better is required to
  protect against wound damage. Shield
  can also be extended to provide
  protection to more than one
  individual at § per additional
  person.
  DEGREE OF
  ATTACK
  SUCCESS
  MODIFIER
  CRITICAL FAILURE . . . . . . . . . . . . . . . . . . !
  POOR (FOR STRESS DAMAGE ONLY) . . . . . . . . . 1
  AVERAGE . . . . . . . . . . . . . . . . . . . . . . . . . 1
  GOOD . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
  EXCELLENT. . . . . . . . . . . . . . . . . . . . . . . . 3
  CRITICAL SUCCESS . . . . . . . . . . . . . . . . . . 5
  RADIANCE:
  by speeding up the
  movement of floating air or gas
  particles, a character can create a
  sphere of hot plasma and direct it at
  someone, causing fire damage (see
  Section 8: Combat >). The plasma also
  shows up as a heat source on scanners
  and can be made to light an area.
  SONICS: by speeding up the movement
  of floating air or gas particles, a
  character can create a sound wave
  which hinders the ability to hear and
  the effectiveness of communication
  systems.
  PASSIVE PSIONICS
  The power to reach out and sense the
  surface thoughts of another mind. This
  skill allows a  character to sense all
  forms of life as well as their aura ratings
  within range. This skill does not
  produce stress.
  
  22
  THE COLONIES
  SKILL DESCRIPTIONS
  TARGET’S
  SENSE
  AURA
  MODIFIER
  0-5 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
  6-10. . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
  11-15 . . . . . . . . . . . . . . . . . . . . . . . . . . . 0
  16-20 . . . . . . . . . . . . . . . . . . . . . . . . . . !
  SPECIALTIES
  EMPATHY: the character can detect the
  emotional state or conscious thoughts
  of a character within range.
  TELEPATHY:
  the character can
  communicate his own thoughts to an
  individual within range.
  QUIET: the character can calm his mind,
  lowering his aura rating by the margin
  of the roll and adding penalty dice to
  all empathy rolls directed at him. All
  stress sustained on the initial turn of
  any psionic skill task can also be
  negated if quiet is successfully
  performed the previous turn.
  DEGREE OF
  EMPATHY
  SUCCESS
  MODIFIER
  CRITICAL FAILURE . . . . . . . . . . . . . . . . . . !
  POOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . 0
  AVERAGE . . . . . . . . . . . . . . . . . . . . . . . . . 1
  GOOD . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
  EXCELLENT. . . . . . . . . . . . . . . . . . . . . . . . 3
  CRITICAL SUCCESS . . . . . . . . . . . . . . . . . . 5
  ACTIVE PSIONICS
  The power to uncover the
  subconscious thoughts of another mind.
  This skill allows a character to detect
  emotions, beliefs, and psychological
  issues that are deeply buried in another
  character’s subconscious, provided he is
  within range.
  SPECIALTIES
  TRESPASS: the character can access the
  memories of another person within
  range. The character can also allow
  others to access his own memory.
  OVERLOAD: the character can force a
  stream of random thoughts and
  memories into the consciousness of
  another person within range. This
  causes extreme confusion (penalty
  dice on all rolls) while it is being
  performed, as well as on the following
  turn. A critical failure causes the
  character to suffer 1 on all rolls due
  to his own miserable failure.
  DEGREE OF
  TASK
  SUCCESS
  MODIFIER
  CRITICAL FAILURE (AFFECTS SELF) . . . . . . . . 1
  POOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . 0
  AVERAGE . . . . . . . . . . . . . . . . . . . . . . . . . 1
  GOOD . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
  EXCELLENT. . . . . . . . . . . . . . . . . . . . . . . . 3
  CRITICAL SUCCESS . . . . . . . . . . . . . . . . . . 5
  NOISE: the character can create random
  thoughts to prevent others from
  accessing his memories or thoughts.
  Anyone who targets the character
  while using noise receives a number of
  penalty dice as determined by the
  degree of success of his roll.
  DEGREE OF
  TASK
  SUCCESS
  MODIFIER
  CRITICAL FAILURE . . . . . . . . . . . . . . . . . . !
  POOR . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
  AVERAGE . . . . . . . . . . . . . . . . . . . . . . . . . 1
  GOOD . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
  EXCELLENT. . . . . . . . . . . . . . . . . . . . . . . . 3
  CRITICAL SUCCESS . . . . . . . . . . . . . . . . . . 5
  INTRUSIVE PSIONICS
  The power to invade and manipulate
  the subconscious of another mind. This
  skills requires specialization.
  SPECIALTIES
  IMPLANT: the character can introduce
  false memories into another
  character’s mind.
  TRIGGER: the character can implant an
  action into the mind of another which
  is triggered by a spoken phrase or
  telepathic thought. If the action goes
  against the individual’s beliefs or
  interests the action is contested
  against his willpower plus reasoning
  ratings.
  EXTRACT: the character can remove an
  entire memory of a person, event, or
  place from another character’s mind.
  
  23
  THE COLONIES
  TECHNOLOGY
  Biotech, also known as genetic
  engineering, is the tampering with the
  human genetic code—either in an
  embryo or full grown adult.
  Embryonic biotech was fairly
  common on Earth, but Mars restricts its
  practice to eliminating birth defects
  only. This is the safest form of biotech
  and does not typically produce
  aberrations.
  Performing biotech treatment on
  adults is very hazardous. Nine out of ten
  recipients possess aberrations—
  unwanted side effects. Every time a task
  is rolled using a biotech ability, the
  character’s aberration rating is increased
  by one. A willpower roll is made every
  time the aberration rating reaches five
  (!), ten (1), and fifteen (2). If the
  roll fails, the gamemaster randomly
  activates one aberration and the
  character’s aberration rating resets to
  zero. An aberration is automatically
  triggered when the character’s
  aberration rating reaches twenty.
  Characters without aberrations can
  ignore the aberration trait.
  Metabolism Enhancements
  Metabolism enhancements are
  activated by a re-engineered adrenal
  gland which secretes hormones and
  affects bodily functions.
  MUSCLE ENHANCEMENT
  Specialized hormones derived from
  adrenaline are released into the
  character’s system, affecting his muscle
  tissue. ! to all strength related task
  rolls.
  ENHANCED RESPONSIVENESS
  Specialized hormones derived from
  adrenaline are released into the
  character’s system, affecting his
  decisiveness and reaction speed. ! to
  all reaction rolls.
  REFINED EQUILIBRIUM
  Specialized hormones derived from
  adrenaline are released into the
  character’s system, affecting his balance
  and physical grace. ! to all athletics
  related rolls.
  ACCELERATED HEALING
  This biotech enhancement heals an
  amount of damage per turn determined
  by the character’s willpower rating.
  WILLPOWER
  DAMAGE HEALED
  RATING
  PER TURN
  0-1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1S
  2. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2S
  3. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3S
  4 . . . . . . . . . . . . . . . . . . . . . . . . 4S or 1W
  5 . . . . . . . . . . . . . . . . . . . . . . . . 5S or 2W
  6 . . . . . . . . . . . . . . . . . . . . . . . . 6S or 3W
  ENHANCED RESISTANCE
  This biotech enhancement makes the
  character impervious to disease, poison,
  and low doses of radiation.
  ENHANCED ENDURANCE
  This biotech enhancement makes the
  character less susceptible to stress
  damage as determined by his willpower
  rating. Every time the character receives
  stress damage, reduce the value by the
  amount listed below.
  WILLPOWER
  REDUCE STRESS
  RATING
  BY THIS AMOUNT
  0-1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 0
  2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . -1S
  3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . -2S
  4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . -3S
  5 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . -4S
  6 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . -5S
  Sensory Enhancements
  Sensory enhancements are re-designs
  of a particular sensory organ and its
  connections to the brain.
  ACUTE HEARING
  This biotech enhancement adds ! to
  all perception related task rolls that
  would be affected by hearing.
  ACUTE SMELL
  This biotech enhancement adds ! to
  all perception related task rolls that
  would be affected by smell.
  ACUTE VISION
  This biotech enhancement adds ! to
  all perception related task rolls that
  would be affected by vision.
  NOCTURNAL VISION
  This biotech enhancement adds ! to
  all perception related task rolls that
  would be affected by seeing in the dark
  and removes the partial light penalty in
  combat.
  SONAR
  This biotech enhancement can be
  used to detect people or objects by
  sound, in the same manner as dolphins
  and bats.
  SECTION 5A
  TECHNOLOGY: BIOTECH
  
  24
  THE COLONIES
  TECHNOLOGY
  p 1m  s 5m  m 10m  l 15m  e 20m
  (multiply values by willpower rating)
  RADIOACTIVE SENSITIVITY
  This biotech enhancement can be
  used to locate and quantify radiation
  sources.
  p 1m  s 3m  m 5m  l 8m  e 10m
  (multiply values by willpower rating)
  TACTILE DESENSITIVITY
  This biotech enhancement modifies
  the nervous system to ignore all
  sensations acquired through touch. It
  also allows a character to ignore pain
  and he receives one less penalty die for
  stress and wound injury modifiers.
  Environmental Enhancements
  Environmental enhancements are
  activated by custom designed glands and
  operate similarly to metabolism
  enhancements.
  OPTICAL SHOCK PROTECTION
  When the optic nerve is stimulated
  past a certain point, it shuts down
  momentarily to prevent damage.
  AURAL SHOCK PROTECTION
  When the ear drum is stimulated past
  a certain point, it shuts down
  momentarily to prevent damage.
  ADJUSTABLE TEMPERATURE RANGE
  This biotech enhancement allows a
  character to adjust his body temperature
  from 36° to 120° Fahrenheit with no ill
  effects. This can be used to trick
  thermal sensors or even burn another
  character.
  WATER BREATHING
  The biotech gland engineered into the
  lungs extracts oxygen from the water
  allowing a character to breathe
  underwater as if he had gills.
  HYDRATION
  The biotech gland produces hydrogen
  which it uses to mix with the oxygen in
  the blood stream to form water. This
  can prevent a character from becoming
  dehydrated.
  REFRACTIVE PIGMENT
  This biotech enhancement allows a
  character to blend in with his
  surroundings. The biotech gland
  converts the pigment in his skin to
  colors similar to his immediate
  surroundings. Anyone attempting to
  spot the character receives 2 on the
  roll provided either his clothes also
  match the surroundings or he is not
  wearing clothes.
  Tissue Growth
  This type of enhancement empowers
  new cells to develop in any manner
  designated.
  CELLULAR REGENERATION
  The character’s body can regrow
  damaged or destroyed cells which are
  not normally capable of such regrowth,
  such as replacement retinas or lungs.
  Although the character’s healing rate is
  not affected, he is never required to roll
  for permanent injuries.
  LABORATORY GROWTH
  Newly created cells are injected into
  synthetic polymer frameworks and have
  special instructions for growth. This
  allows them to develop into any desired
  organ or gland which must be kept in a
  sterile environment until ready for
  implantation into a blood-matched host.
  Organs typically require at least three to
  four weeks of growth before they can be
  implanted.
  Skin may also be grown this way, but
  only requires grafting of the synthetic
  framework onto the damaged area. The
  new skin must be covered for up to four
  weeks while it develops. 
  Aberrations
  RADIOACTIVE
  The character becomes radioactive
  and anyone coming within one meter
  from him suffers from an amount of
  stress damage equal to six minus his
  willpower rating.
  COCOON
  The character suffers a complete
  shutdown of bodily functions and
  cannot act. He will remain in this
  condition for a number of turns equal to
  six minus his willpower rating. People
  have also been known to secrete a
  substance which forms a cocoon like
  casing.
  SPONTANEOUS COMBUSTION
  The character suddenly bursts into
  flames and anyone coming within one
  meter from him suffers from an amount
  of wound damage equal to six minus his
  willpower rating. The character also
  suffers an amount of damage equal to
  the roll of one die.
  SECRETIONS
  A biotech gland causes a harmless
  substance to be secreted from the skin.
  The substance is quite disgusting to look
  at.
  POISON SECRETIONS
  A biotech gland causes poison to be
  secreted from the skin. Anyone coming
  into contact with it suffers 1W per turn
  for a number of turns equal to six minus
  his willpower rating.
  BIOELECTRIC DISCHARGE
  The character releases an electrical
  discharge and anyone coming within
  
  25
  THE COLONIES
  TECHNOLOGY
  two meters from him suffers an amount
  of stress damage equal to six minus his
  willpower rating. If anyone else is within
  one meter from that person, a discharge
  is then sent to him causing half the
  damage. It then continues to move to
  anyone else in range, halving the damage
  yet again, until the damage reaches zero.
  RAGING MADNESS
  The character explodes in a blind
  fury. He attacks the nearest individual
  regardless if the victim is friend or foe.
  The character must continue the attack
  until a successful willpower roll is made
  (aberration modifier applies).
  OVERHEATING
  The character breaks out into a deep
  sweat and must rehydrate himself. He
  receives 2S for each further biotech
  enhancement used until completely
  rested.
  DAZED
  The character cannot think clearly and
  receives 1 on all rolls until completely
  rested.
  SUICIDAL TENDENCIES
  The character suffers from serious
  suicidal tendencies and cannot be left
  alone. The character must make a HARD
  willpower roll whenever he fails any
  task. If the roll fails, he will attempt to
  kill himself.
  MUSCLE FATIGUE
  The character sustains 2S and
  receives 2 on all strength related rolls
  until completely rested.
  LOST EQUILIBRIUM
  The character receives 2 on all
  dexterity related rolls until completely
  rested.
  Biotech Enhancements
  Metabolism Enhancements
  MUSCLE ENHANCEMENT
  ENHANCED RESPONSIVENESS
  REFINED EQUILIBRIUM
  ACCELERATED HEALING
  ENHANCED RESISTANCE
  ENHANCED ENDURANCE
  Sensory Enhancements
  ACUTE HEARING
  ACUTE SMELL
  ACUTE VISION
  NOCTURNAL VISION
  SONAR
  RADIOACTIVE SENSITIVITY
  TACTILE DESENSITIVITY
  Environmental Enhancements
  OPTICAL SHOCK PROTECTION
  AURAL SHOCK PROTECTION
  ADJUSTABLE TEMPERATURE RANGE
  WATER BREATHING
  HYDRATION
  REFRACTIVE PIGMENT
  Tissue Growth
  CELLULAR REGENERATION
  [LABORATORY GROWTH]
  Aberrations
  RADIOACTIVE
  COCOON
  SPONTANEOUS COMBUSTION
  SECRETIONS
  POISON SECRETIONS
  BIOELECTRIC DISCHARGE
  RAGING MADNESS
  OVERHEATING
  DAZED
  SUICIDAL TENDENCIES
  MUSCLE FATIGUE
  LOST EQUILIBRIUM
  
  26
  THE COLONIES
  TECHNOLOGY
  Nanotech is the science of
  microscopic devices which either
  permeate a living being (biological) or
  Parallel Optic Matrix. These devices are
  part of a combine which is programmed
  to performs an overall function but
  consist of propagational, functional, and
  investigation units.
  Propagation units replenish the
  combine when other units become
  depleted or damaged. Functional units
  carry out their specific functions.
  Investigative units constantly patrol their
  assigned locations and determine if it is
  necessary for functional units to be
  called in.
  Biological Maintenance Units 
  Biological Maintenance Units
  (B.M.U.) are somewhat contagious. It is
  possible for part of a combine to move
  to another person when bodily fluids are
  exchanged. Whenever such a situation
  occurs, a task roll is made using the
  contagion rating of the infector. The
  margin of the roll indicates the number
  of combines transmitted.
  = BMU Contagion Roll
  1.
  Skill Total is equal to Contagion Rating 
  2.
  Roll Dice and Compute Margin
  3.
  The Number of Combines Transmitted 
  is Equal to Margin
  It is possible for combines to be
  rendered inactive by extreme doses of
  radiation or energy weapon discharge.
  Whenever such a situation exists, make
  a task roll using the character’s
  contagion rating. The margin indicates
  the number of damaged combines.
  Characters can also become extremely
  dependent on their nanotech combines.
  If anything should happen to a nanotech
  combine the character must make a
  willpower roll to avoid the effects of
  dependency. Bonus or penalty dice are
  applied to the roll depending on the
  character’s dependency rating.
  DEPENDENCY
  RATING
  MODIFIER
  0-5 . . . . . . . . . . . . . . . . . . . . . . . . . . . . @
  6-10 . . . . . . . . . . . . . . . . . . . . . . . . . . . !
  11-15 . . . . . . . . . . . . . . . . . . . . . . . . . . . 0
  16-20. . . . . . . . . . . . . . . . . . . . . . . . . . . 1
  A character’s dependency rating
  increases each time a biological
  maintenance combine undertakes a
  serious repair or task.
  TISSUE/CELL REPAIR COMBINE
  This combine repairs tissue damage
  (wounds) at a rate of five points per day.
  Medical rolls made to revive dead
  characters receive @. Rolls made on
  the permanent injuries table receive a
  modifier of -2, with modified rolls of
  zero or less counting as a one.
  This combine also destroys cancer
  cells and repairs damage caused by
  disease.
  DEPENDENCY EFFECTS: normal wound
  recovery is halved. Wounds heals at a
  rate equal to half the willpower rating
  per week. The character’s immune
  system may also degrade causing more
  frequent colds and increased fatigue.
  Stress caused by physical exertion is
  increased by one point. 
  CARDIO-VASCULAR COMBINE
  This combine improves blood
  clotting, decreasing wound damage by
  one point. If only one point of wound
  damage 
  was 
  sustained 
  before
  modification, it is converted to stress
  damage instead.
  This combine also decreases stress
  caused by physical exertion by one
  point.
  DEPENDENCY EFFECTS: changes to the
  metabolism can affect biotech
  enhancements. A willpower roll must be
  made using an amount of bonus/penalty
  dice determined by the character’s
  dependency rating. Enhanced muscle
  mass, enhanced reflexes, and enhanced
  equilibrium provide no bonus to traits if
  the roll fails.
  Wounds may also fail to clot. A
  willpower roll must be made for all
  wounds that cause a knockdown. The
  roll uses an amount of bonus/penalty
  dice determined by the character’s
  dependency rating. If the roll fails, he
  sustains +1S per turn for a number of
  turns equal to the roll of one die.
  Medical treatment can prevent this from
  occurring.
  RESPIRATORY COMBINE
  This combine improves the filtration
  of oxygen from the air. Toxins are
  filtered out of the lungs and are
  excreted in small safety casings. The
  effects of toxins that cause physical
  SECTION 5B
  TECHNOLOGY: NANOTECH
  
  27
  THE COLONIES
  TECHNOLOGY
  harm such as acids and poisons are not
  affected.
  DEPENDENCY EFFECTS: the character
  requires increased oxygen either
  through an implant, tank, or new
  respiratory combine. He suffers 2 on
  all physical rolls if not adequately
  supplied with oxygen.
  NUTRITIONAL COMBINE
  This 
  combine 
  improves 
  the
  nutritional intake of a character.  He
  need not worry about dehydration or
  malnutrition so long as he ingests a
  minimum of food and water products.
  The combine introduces an optimum
  amount of protein and vitamins into the
  character’s system, keeping him healthy.
  DEPENDENCY EFFECTS: the character
  requires an excessive amount of water
  and protein. When presented with food
  he must make a willpower roll to avoid
  eating. If more than four hours passes
  without food the character gains 2 on
  all his rolls.
  BIO-ELECTRICAL COMBINE
  This combine improves the efficiency
  of the character’s bio-electrical system.
  All strength and dexterity rolls receive
  ! if the character is sufficiently
  nourished and hydrated.
  The character’s body also reduces the
  amount of stress damage received from
  electricity or electrostun weapons by
  two points.
  DEPENDENCY EFFECTS: the character’s
  electrolytes are incapable of proper
  balance and cause 1 on all strength
  and dexterity rolls.
  The character’s body also converts up
  to 2S from electricity or electrostun
  weapons to wound damage.
  Viral Units
  Viral units are just as contagious as
  Biological Maintenance Units, except
  that they are designed to cause injury in
  individuals that they are passed to. They
  are completely safe to the person in
  which they have been originally
  implanted.
  DISRUPTER COMBINE
  Once transferred to another
  individual, this combine will begin to
  create havoc with his bio-electrical
  system.  The infected character receives
  1 on all strength and dexterity rolls
  until the nanotech combine is removed.
  This infection is typically perceived as a
  common cold or other illness.
  EATER COMBINE
  Once transferred to another
  individual, this combine will begin to
  cause damage to internal organs and
  tissue. The infected character receives
  an amount of wound damage equal to
  the roll of one die each week until the
  nanotech combine is removed. If the
  roll is equal to or greater than the
  character’s willpower rating he must
  also roll on the permanent injury table.
  This infection is typically perceived as a
  serious disease or syndrome.
  POISON COMBINE
  Once transferred to another
  individual, this combine will begin to
  release neural toxins into the
  bloodstream, causing the breakdown of
  synapses in the brain. The character
  receives an amount of stress damage
  equal to the roll of one die each week
  until the nanotech combine is removed.
  All psionics and reasoning rolls receive
  1. Any given week in which the single
  die roll is greater than or equal to the
  character’s willpower rating, all strength
  and dexterity rolls also receive 1. This
  infection is typically perceived as a
  serious mental disorder.
  POM Units
  POM combines are used by Martian
  corporations to maintain and repair
  systems. Because they are expensive,
  POM combines are not found on the
  Moon or with the Off-World Militia.
  (see Section 7: Projects >)
  Removing Nanotech
  Nanotech combines can be removed
  with the proper training and medical
  equipment. It is a long and tedious
  procedure, however. (see Section 7:
  Projects >)
  Nanotech Combines
  Biological Maintenance Units
  TISSUE/CELL REPAIR COMBINE
  CARDIO-VASCULAR COMBINE
  RESPIRATORY COMBINE
  NUTRITIONAL COMBINE
  BIO-ELECTRICAL COMBINE
  Viral Units
  DISRUPTER COMBINE
  EATER COMBINE
  POISON COMBINE
  Other Units
  POM COMBINE
  
  28
  THE COLONIES
  TECHNOLOGY
  Implants are electro-mechanical
  devices surgically grafted onto human
  tissue to replace damaged organs or
  enhance the body for military use.
  Implants can be built with either
  electronics or photonics technologies.
  Ionic pulses burn out electronic
  components and cause all electrical
  based implants to fail. Because of this
  photonics based systems are reliable.
  Each component also radiates a small
  amount of energy which adds an
  amount to the character’s signature
  rating.
  SIGNATURE
  DETECTION
  RATING
  MODIFIER
  0. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
  3-5 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
  9-10. . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
  11-15 . . . . . . . . . . . . . . . . . . . . . . . . . . . 0
  16-20 . . . . . . . . . . . . . . . . . . . . . . . . . . @
  It is also possible for implants to
  become damaged through abuse or
  physical attack. Any attack that
  specifically targets an implant and
  inflicts more than 2W has the potential
  to cause the implant to malfunction.
  Roll one die. If the result is a five, the
  implant begins to radiate excess energy,
  causing the signature to increase by one.
  If the result is a six, the implant’s
  signature increases by two. Any attack
  that specifically targets an implant and
  inflicts more than 4W renders the
  implant useless and must be repaired.
  Implants which act as armor may ignore
  this die roll.
  Optic Implants 
  The standard optics replacements
  work in a manner similar to early
  twenty-first century digital cameras.
  They utilize microscopic, light absorbing
  sensors which relay images directly to
  the brain ensuring 20/20 vision. Flash
  protection is built-in. 
  Characters with optic implants may
  not use sensory biotech relating to
  vision.
  TECHNOLOGY: photonics.
  SIGNATURE: none.
  MEDICAL IMPLANT
  The medical implant is only used to
  restore defective or damaged vision.
  MILITARY CORE UNIT
  The military core unit operates
  similarly to the medical implant except
  that it includes the ability to interface
  with a Parallel Optic Matrix and up to
  two of the options listed below. When
  only one eye is replaced, the character
  suffers 1S upon using optional
  accessories.
  THERMAL IMAGING OPTION
  This option adds a set of sensors
  which absorb infrared light, allowing
  characters to see in darkness by
  displaying heat sources. The vision is
  not perfect and requires a perception
  roll for objects with which the character
  is not familiar.
  TELESCOPIC IMAGING OPTION
  This option adds a set of high-
  definition sensors which increases the
  focal range of the implant, allowing
  characters to better identify objects at
  greater distances. Characters may add
  ! to all perception related task rolls
  that would be affected by vision. This
  option may also be used as a scope as
  detailed in the combat section.
  MICROSCOPIC IMAGING OPTION
  This option adds a set of extremely
  small sensors which are used to focus on
  microscopic objects. This option was
  designed to replace the need for a
  magnifier when working on photonic
  circuitry.
  DATA DISPLAY OPTION
  This option passes information from a
  Parallel Optic Matrix to the optic unit
  via a neural interface (required for use).
  Data from the interface is seen as text
  and pictures overlayed on the image
  from the optic sensors.
  IMAGE RECORDER OPTION
  This option passes visual information
  received from the optic sensors to a
  Parallel Optic Matrix via neural
  interface (required for use). This data
  may then be stored in a POM in the
  form of still images or motion video
  files.
  Aural Implants 
  Aural systems are used to replace the
  human ear. Characters with aural
  implants may not use sensory biotech
  relating to hearing.
  TECHNOLOGY: photonics.
  SIGNATURE: none.
  MEDICAL IMPLANT
  The medical implant is only used to
  SECTION 5C
  TECHNOLOGY: IMPLANTS
  
  29
  THE COLONIES
  TECHNOLOGY
  restore defective or damaged hearing.
  MILITARY CORE UNIT
  The military core unit operates
  similarly to the medical implant except
  that it includes the ability to connect to
  a Parallel Optic Matrix and up to two of
  the options listed below.
  AMPLIFICATION OPTION
  This option allows the character to
  increase the volume of all audible
  sound. Characters may add ! to all
  perception related task rolls that would
  be affected by hearing.
  AURAL INTERFACE OPTION
  This option passes information from a
  Parallel Optic Matrix to the aural unit
  via a neural interface (required for use).
  Data from the interface is heard as
  speech.
  AUDIO RECORDER OPTION
  This option passes aural information
  received from the aural sensors to a
  Parallel Optic Matrix via neural
  interface (required for use). This data
  may then be stored in a POM in the
  form of audio files.
  Comm Units 
  Comm systems are only used by the
  military and require neural interfaces
  and Parallel Optic Matrixes.
  TECHNOLOGY: see descriptions.
  SIGNATURE: 1 (when used).
  ELECTRONIC TRANSCEIVER
  This implant allows a character to
  send and receive old-fashioned radio
  signals in either video or audio modes.
  PHOTONIC TRANSCEIVER
  This implant allows a character’s
  Parallel Optic Matrixes to communicate
  with 
  others 
  using 
  the 
  Link
  communication network.
  Sensor Units 
  Sensor systems are only used by the
  military and require neural interfaces
  and Parallel Optic Matrixes.
  TECHNOLOGY: photonics.
  SIGNATURE: 2 (when used).
  LASER RANGING
  This implant works the same as a laser
  site as described in the combat section.
  EM SENSOR
  This implant allows a character to
  detect old-fashioned radio signals, Link
  communication network transmissions,
  and signatures from implants and
  exotech. Detecting these signals is
  dependent on range and uses reasoning
  + perception or the skill of a search
  algorithm.
  BIOLOGICAL SENSOR
  This implant allows a character to
  detect the presence of human life forms
  using heartbeats and bio-electrical
  readings. Detecting these signals is
  dependent on range and uses reasoning
  + perception or the skill of a search
  algorithm.
  = Sensor Ranges
  p 1m  s 3m  m 5m  l 8m  e 10m???
  Replacement Limbs 
  Artificial limbs have been available for
  decades. Hands, arms, and legs may be
  replaced if damaged or diseased. 
  Biotech skin may also be grafted onto
  the replacement if a special porous
  frame, called BioReal, was used in its
  construction. BioReal is necessary for
  the skin to graft properly, as it connects
  the skin to the patient’s living tissue.
  An ablative treated covering may also
  be added to the limb offering protection
  against laser weapons. All called strikes
  targeted at ablative treated limbs by
  laser weapons receive 2. The ablative
  covering is rendered useless if more
  than 4W is directed at it. Ablative
  coverings are incompatible with biotech
  skin and must occupy the outermost
  layer of any limb.
  It is possible for very small weapons
  such as pistols or knives to be built into
  limbs, although such an implant would
  be highly illegal on Mars.
  FIELD GRADE
  Field grade units are makeshift
  replacements fitted by field medics. Not
  only do they appear primitive, but they
  are also inferior devices and offer the
  following disadvantages:
  HAND: All manual dexterity tasks
  involving the hand receive 2.
  ARM: All brawling or athletics tasks
  involving the arm receive 2.
  LEG: All athletics, brawling, or
  movement tasks receive 2.
  TECHNOLOGY: electrical, mechanical
  SIGNATURE: 5.
  MEDICAL GRADE
  Medical grade replacements function
  identically to their organic counterparts.
  They offer no disadvantages.
  TECHNOLOGY: electrical, mechanical
  SIGNATURE: 2.
  MILITARY GRADE
  Military grade replacements offer
  increased strength and resistance to
  damage. They offer no disadvantages,
  but considerable advantages. Military
  grade units act as armor and all called
  strikes targeted at them receive 2.
  TECHNOLOGY: photonic, mechanical
  SIGNATURE: 1
  HAND: All strength related tasks
  involving the hand receive @.
  
  30
  THE COLONIES
  TECHNOLOGY
  ARM: All strength related tasks
  involving the arm receive @ (punches,
  head locks, etc.).
  LEG: All strength related tasks
  involving the leg receive @ (kicks,
  climbing, etc.). All athletics rolls receive
  @ if both legs have been replaced.
  Protective Implants 
  EM SHIELDING
  Special shielding can be implanted
  under the skin or as part of a device in
  order to prevent damage from ionic
  radiation. When shielded, electrical
  implants are impervious to such
  damage. Shielding is unnecessary with
  photonics based implants, because it is
  built in to the basic design. EM
  shielding also reduces a character’s
  signature rating to one.
  TECHNOLOGY: mechanical
  EXOSKELETON
  Exoskeletons consist of a super thin
  alloy material which is interwoven onto
  the character’s skin and muscle tissue.
  Its dull grey finish is extremely obvious.
  Attack rolls using EP weapons, arrows,
  or other thrown objects which inflict
  either STRESS or WOUND damage receive
  2. Attack rolls using particle streamers
  receive 1.
  TECHNOLOGY: mechanical, chemical
  SIGNATURE: none.
  SUBDERMAL PLATING
  Armor plating can be implanted
  directly beneath the skin. It works as a
  form of stopping power but can cause
  severe bruising. Attack rolls inflicting
  WOUND damage receive 1 and up to
  3W is converted to STRESS damage.
  TECHNOLOGY: mechanical
  SIGNATURE: none.
  AUTO INJECTOR
  Drugs can be automatically injected
  into the character’s bloodstream
  through a subdermal implant. Drug vials
  (1 x 1/2 inches in size) can be swapped
  out via a small pocket which can be
  built-in to any limb.
  TECHNOLOGY: electrical or photonic;
  mechanical
  SIGNATURE: none.
  NASAL FILTER
  This implant replaces most of the
  sinus cavity and filters out all harmful
  gases.
  TECHNOLOGY: photonics
  SIGNATURE: none.
  Limiter Implants
  Limiters are implants which connect
  directly to the neural system of the
  brain. They function to block specific
  brain activity. Any attempt to commit
  acts which are blocked by a limiter
  requires a willpower roll. If successful,
  the character receives an amount of
  stress damage from fighting off the pain
  associated with the implant.
  TECHNOLOGY: photonics.
  SIGNATURE: 1.
  DEGREE OF
  STRESS
  SUCCESS
  DAMAGE
  CRITICAL FAILURE . . . . . . . . . . . . . . . . . . 5S
  FAILURE . . . . . . . . . . . . . . . . . . . . . . . . . . . 0
  POOR. . . . . . . . . . . . . . . . . . . . . . . . . . . . 4S
  AVERAGE . . . . . . . . . . . . . . . . . . . . . . . . . 3S
  GOOD . . . . . . . . . . . . . . . . . . . . . . . . . . . 2S
  EXCELLENT . . . . . . . . . . . . . . . . . . . . . . . 1S
  CRITICAL SUCCESS. . . . . . . . . . . . . . . . . . . . 0
  KILLING LIMITER
  Characters with this implant cannot
  kill people or animals without suffering
  a great deal of pain.
  VIOLENCE LIMITER
  Characters with this implant cannot
  take any violent action toward people or
  animals without suffering a great deal of
  pain.
  FEAR LIMITER
  Characters with this implant do not
  hesitate or fear situations which would
  send ordinary men to the fetal position.
  This creates a lack of common sense in
  dangerous situations. Characters must
  
  31
  THE COLONIES
  TECHNOLOGY
  make a willpower roll to come to their
  senses. Stress damage does not result
  from this implant.
  PAIN LIMITER
  Characters with this implant do not
  register any form of pain and receive
  two less penalty dice for stress and
  wound modifiers. Stress damage does
  not result from this implant.
  SPEECH LIMITER
  Characters with this implant cannot
  speak. They have all the parts necessary,
  but lack the neural processors for
  speech. They can use computers to relay
  their thoughts, however.
  EMOTIONAL LIMITER
  Characters with this implant cannot
  become emotionally attached to
  individuals without suffering pain. A
  willpower roll must be made to act
  compassionately or mercifully.
  Neural Interfaces
  EXTERNAL INTERFACE
  External implants are located in the
  back of the neck and allow characters to
  directly access Martian POMs by shear
  thought. No cables are required as the
  interface transmits data as a Mars Link
  compatible signal. A willpower roll is
  required to access a POM with a
  difficulty determined by the range.
  Certain modifiers are also applied to the
  roll.
  IONIC INTERFERENCE. . . . . . . . . . . . . . . . §
  UNDERGROUND. . . . . . . . . . . . . . . . . . . . §
  THICK METAL WALLS . . . . . . . . . . . . . . . . §
  MORE THAN 100 POMS IN AREA. . . . . . . . §
  TECHNOLOGY: photonics
  SIGNATURE: 1
  = Ranges for External Interface
  p 3m  s 25m  m 75m  l 200m  e 300m
  INTERNAL INTERFACE
  Internal implants are designed to
  interface with POMs within the body.
  They are smaller and require no
  willpower roll because of their direct
  connection to a POM.
  TECHNOLOGY: photonics
  SIGNATURE: none
  Implants
  Optic Implants
  MEDICAL IMPLANT
  MILITARY CORE UNIT
  THERMAL IMAGING OPTION
  TELESCOPIC IMAGING OPTION
  MICROSCOPIC IMAGING OPTION
  DATA DISPLAY OPTION
  IMAGE RECORDER OPTION
  Aural Implants
  MEDICAL IMPLANT
  MILITARY CORE UNIT
  AMPLIFICATION OPTION
  AURAL INTERFACE OPTION
  AUDIO RECORDER OPTION
  Comm Units
  ELECTRONIC TRANSCEIVER
  PHOTONIC TRANSCEIVER
  Sensor Units
  LASER RANGING
  EM SENSOR
  BIOLOGICAL SENSOR
  Replacement Limbs
  FIELD GRADE
  MEDICAL GRADE
  MILITARY GRADE
  Protective Implants
  EM SHIELDING
  EXOSKELETON
  SUBDERMAL PLATING
  AUTO INJECTOR
  NASAL FILTER
  Limiter Implants
  KILLING LIMITER
  VIOLENCE LIMITER
  FEAR LIMITER
  PAIN LIMITER
  SPEECH LIMITER
  EMOTIONAL LIMITER
  Neural Interfaces
  EXTERNAL INTERFACE
  INTERNAL INTERFACE
  
  32
  THE COLONIES
  TECHNOLOGY
  EP Weapons
  EP weapons are direct descendants of
  the firearms from the twentieth and
  early twenty-first centuries. Modern EP
  weapons use caseless, light explosive
  rounds which are launched when the
  gaseous propellant stored in the
  ammunition magazine is injected into
  the firing chamber and detonated.
  It is illegal for civilians and even law
  enforcement agencies to own EP
  weapons on Mars. They are only issued
  to military units and liberation cells
  responsible enough to use them. EP
  weapons are not used in pressurized
  environments such as spacecraft due to
  the possibility of ricochets and hull
  punctures. The inertial recoil would also
  most likely kill its user in zero-g
  environments.
  EP weapons are very loud and require
  considerable ventilation. Ammunition
  varies by model.
  PISTOLS
  TERREL LABS “NO. ONE” EP PISTOL
  This is a small capacity handgun
  designed for easy concealment. The
  snap-in magazine holds fifteen rounds.
  TERREL LABS “LOW-CAL” EP PISTOL
  This is a small handgun intended for
  use by military officers. The snap-in
  magazine holds twenty rounds.
  KRESMEYER KP-5 EP PISTOL
  This automatic pistol uses a twenty
  round magazine which installs inside the
  break-away grip. An optional external
  fifty round magazine is also available.
  Traits: BURST FIRE, DETONATION [1M],
  RECOIL [1]
  SIMTEK 150 EP PISTOL
  This next-generation automatic pistol
  uses two twenty round magazines which
  install underneath the removable the
  top flash regulator. Traits: BURST FIRE,
  DETONATION [1M], RECOIL [1]
  RIFLES
  KRESMEYER KR-14 MINI EP RIFLE
  This mini rifle features a removable
  stock and seventy round magazine.
  Traits: BURST
  FIRE, SPRAY
  FIRE,
  DETONATION [1M], RECOIL [1]
  CLARK M-2 EP ASSAULT RIFLE
  This weapon features an integral,
  under the barrel grenade launcher,
  seventy round magazine, and optional
  scope. Traits: BURST FIRE, SPRAY FIRE,
  DETONATION [2M], RECOIL [2]
  CLARK M-14 EP ASSAULT RIFLE
  This lightweight assault rifle features
  an integral, under the barrel grenade
  launcher, fifty round magazine, and
  built-in scope. Traits: BURST FIRE,
  SPRAY FIRE, DETONATION [2M], RECOIL
  [2], SCOPE
  HEAVY WEAPONS
  SIMTEK 227 EP ASSAULT RIFLE
  This heavy assault rifle features an
  ammunition compartment which holds
  two seventy round magazines. An
  optional stabilizer is also available.
  Traits: BURST
  FIRE, SPRAY
  FIRE,
  DETONATION [3M], RECOIL [3]
  SIMTEK 227SN EP ASSAULT RIFLE
  This is a variant of the 227 which
  includes a scope. An optional stabilizer
  is also available. Traits: BURST FIRE,
  SECTION 5D
  TECHNOLOGY: WEAPONS
  
  33
  THE COLONIES
  TECHNOLOGY
  SPRAY FIRE, DETONATION [3M], RECOIL
  [3], SCOPE
  SIMTEK EP FIELD UNIT
  This high powered weapon requires a
  stabilizer and tripod mount for use.
  Traits: BURST
  FIRE, SPRAY
  FIRE,
  DETONATION [5M], RECOIL [4]
  Laser Weapons
  Laser weapons have become the
  firearm of choice on Mars. They create
  no recoil and very little noise. They are
  also small and ineffective against
  specially coated structures making them
  safe to use in space.
  Some laser weapons emit a very bright
  laser beam which, despite popular
  opinion, is not destructive in itself. The
  visible laser is simply the built-in
  tracking system. When the trigger is
  pulled, several burning beams (invisible
  to the naked eye) are activated
  simultaneously with the visible beam,
  allowing the user to track it to the
  desired target. Older laser weapons
  which are not equipped with the
  tracking beam emit an invisible beam.
  The energy discharge from a laser
  weapon’s powerpacks give off a high-
  pitched whining sound when fired.
  There are two versions of powerpacks:
  low yield, which are primarily used for
  pistols (fifty rounds) and high yield,
  which are used for rifles (one hundred
  and twenty-five rounds).
  Laser weapons increase a character’s
  signature rating while in use only. The
  amount of the increase is equal to the
  weapon’s damage rating for an average
  success.
  PISTOLS
  SIMTEK XS LASER PISTOL
  This weapon is widely used by
  undercover law enforcement agents and
  uses a low yield powerpack. Traits:
  LASER TRACKING
  CLARK L-30 LASER PISTOL
  This is the laser pistol of choice and
  uses a low yield powerpack. Traits:
  LASER TRACKING
  YAMATO RAZOR 5 LASER PISTOL
  This is an older weapon and lacks the
  laser tracking system. It uses a low yield
  powerpack.
  YURAVITCH ML-6000 LASER PISTOL
  This weapon borrows its appearance
  from old science fiction movies and uses
  a low yield powerpack. Traits: LASER
  TRACKING
  RIFLES
  SIMTEK XTEN MINI LASER RIFLE
  This next generation laser weapon
  features an energy storage bay which
  holds two high yield powerpacks. Traits:
  LASER TRACKING
  YURAVITCH LASER SNIPER RIFLE
  This weapon features easy disassembly
  and holds one high yield powerpack in
  its break-away grip. Traits: SCOPE, LASER
  SITE
  CLARK L-500 LASER RIFLE
  This military assault laser features a
  compact design and optical scope for
  sniper use. It holds two high yield
  powerpacks. Traits: LASER TRACKING,
  SCOPE
  GONSALEZ ENT. MARK 4 LASER RIFLE
  This ultra modern assault laser
  features an energy storage bay which
  holds two high yield powerpacks.
  External containers keep two
  powerpacks accessible for easy
  replacement. Traits: LASER TRACKING
  Particle Streamers
  Particle streamers fire a barrage of
  microscopic darts which are accelerated
  by a magnetic field. They can only be
  fired once per turn due to acceleration
  restrictions.
  Streamers were in the early stages of
  
  34
  THE COLONIES
  TECHNOLOGY
  development on Earth before the
  conquest. Their use is limited to
  Virimar elite forces. Very few humans
  have actually seen these weapons.
  Martian scientists have failed to
  reproduce the technology.
  The weapons use a combination of
  energy pack and ammunition magazines.
  The energy packs resemble twenty-first
  century notebook computer batteries.
  There are currently three models in
  service: a pistol, rifle, and field unit.
  Particle weapons increase a
  character’s signature rating while
  powered up. The amount of the
  increase is equal to the weapon’s
  damage rating for an excellent success.
  VIRIMAR PARTICLE STREAMER
  Only Virimar special forces carry this
  weapon.
  Pulse Detonators
  Pulse Detonators launch bolts of hot
  plasma and dissipate over over distance.
  They are primarily used by Virimar
  controlled Earth forces, but Martian
  scientists have developed their own
  version which they dubbed the plasma
  gun. It functions similarly to the alien
  model except that it uses standard laser
  powerpacks. These bolts can cause
  flammables to detonate.
  Pulse detonators increase a character’s
  signature rating while in use only. The
  amount of the increase is equal to the
  weapon’s damage rating for a poor
  success.
  GONSALEZ ENT. PLASMA GUN
  This is the only Martian pulse
  detonator in active use, although many
  are in development. It hold one high
  yield powerpack and uses a laser screen
  for targeting. Traits: LASER SITE
  Electrostun Weapons
  Electrostun weapons are used by
  Martian law enforcement agencies. They
  fire ionized bolts of plasma which are
  attuned to the human nervous system,
  rendering their target unconscious. The
  effectiveness degrades over distance.
  CONRAD ELS ELECTROSTUN PISTOL
  This is the standard weapon used by
  law enforcement officers on Mars. It
  holds one low yield powerpack. Traits:
  LASER SITE, DETONATION [1M]
  CONRAD ELT ELECTROSTUN CARBINE
  This is a higher powered variant of the
  ELS pistol. It holds one high yield
  powerpack. Traits: LASER
  SITE,
  DETONATION [2M]
  Grenades
  Grenades come in two varieties: self-
  propelled grenades (for use in grenade
  launchers) and hand grenades (thrown).
  The degree of success indicates how
  close the grenade has detonated to the
  target character.
  SMOKE GRENADES
  These grenades create a thick cloud of
  smoke which adds 1 to ranged weapon
  and perception based rolls. They can
  also cause injury from smoke inhalation
  (see fire rules in Section 8: Combat >).
  FLASH GRENADES
  These grenades create an extremely
  bright light which temporarily blinds
  those who see it and inflicts 2S. Lost
  their vision is regained after a number
  of turns equal to the roll of one die. 
  SONIC GRENADES
  These grenades create an extremely
  high pitched sound wave which
  temporarily deafens those who hear it
  and inflicts 2S. Lost hearing is regained
  after a number of turns equal to the roll
  of one die. 
  ELECTROSTUN GRENADES
  Used by law enforcement agents to
  quash riots, these grenades detonate a
  burst of ionized plasma which affects
  the human nervous system, often
  rendering a target unconscious. Traits:
  DETONATION [5M]
  INCENDIARY GRENADES
  These are outlawed on Mars, but have
  been used by liberation cells. Once
  detonated they blanket the area with a
  highly flammable liquid. Anyone within
  the detonation radius bursts into flames
  and will continue to burn (see fire rules in
  Section 8: Combat
  >). Traits:
  DETONATION [4M]
  PLASMA GRENADES
  Used by Virimar collaborators, these
  grenades release a super-heated ball of
  plasma which may also cause flammable
  substances to detonate. Traits:
  DETONATION [3M]
  
  35
  THE COLONIES
  TECHNOLOGY
  Explosives
  Explosives are an important part of
  any sabotage mission and come in a
  variety of shapes and sizes. Each
  functional piece of explosive is called a
  charge. Damage and blast radius vary by
  the type of charge, and all values are
  multiplied by the number of charges
  used.
  Explosions caused by explosives easily
  detonate flammable liquids and
  materials. Gamemasters must use their
  own judgment, but fire is a common by-
  product. Confined areas also increase
  the damage of all explosions, while
  vacuums starve fires of oxygen.
  GUN POWDER
  Although gun powder is no longer
  used, it can be easily made and is
  perfect for detonating flammable
  materials. Damage is 3W per charge;
  DETONATION [1M].
  NITROGLYCERIN DERIVATIVE
  These are basically sticks of dynamite
  and are easy to make. Damage is 8W
  per charge; DETONATION [3M].
  COCKTAILS
  Cocktails are bottles which contain
  flammable liquids, such as alcohol,
  combined with a wick. When lit, the
  bottle can be thrown causing it to break
  and a fiery liquid coating to spread to
  whatever, or whomever, is near.
  Damage is 2W per charge plus fire (see
  fire rules in Section 8: Combat >);
  DETONATION [2M].
  SHAPED CHARGES
  Shaped charges are made of synthetic,
  flexible fibers and can be molded to any
  shape. They can even be baked like
  ceramics and will only detonate by
  receiving sufficient electrical charge.
  Damage is 12W
  per charge;
  DETONATION [15M].
  RESPONSIVE ALLOY
  This type of explosive can only be
  detonated by a specific signal received
  from a connected POM. This is the
  safest form of explosive.  Damage is 4W
  per charge; DETONATION [10M].
  
  36
  THE COLONIES
  TECHNOLOGY
  Armor can be anything which
  provides protection to parts of the body.
  It is categorized as either partial or full
  armor and takes many forms.
  PARTIAL ARMOR covers a large portion
  of the body but leaves small gaps in
  crucial areas such as joints and the neck.
  It is very light compared to full armor
  and includes any combination of
  components that cover the chest, back,
  arms, and legs. For example, vests and
  jackets are partial armor. Partial armor
  provides moderate protection when in
  combat.
  FULL ARMOR consists of a matching
  set of protective components that cover
  most of the body. It can be very heavy
  and weighs an individual down. Full
  armor also usually includes a helmet.
  Full armor provides considerable
  protection when in combat.
  Individual components may also be
  used for protection when directly
  targeted by an attack.
  SKINS
  Skins are made from animal hides and
  offer a minimum of protection. They
  are primarily used for warmth.
  PRESSURE SUITS
  Pressure suits are used to protect
  individuals from the environment of
  space. They are completely sealed and
  include heating and oxygen units.
  COMPOSITE ARMOR
  Composite armor is formed by a
  kevlar-like material held together with
  an interlapping mesh of lightweight,
  super tough plastics. This is the most
  common form of armor used by the
  Mars Off-World Militia.
  ABLATIVE TREATED MATERIAL
  Ablative treated materials (ATM) are
  specially coated armor components,
  used to reduce the effects of laser
  weapons. Energy is dissipated by
  allowing a beam to burn off a highly
  susceptible, but minute protective layer.
  ATMs last for several hundred impacts
  but offer protection from laser weapons
  only. This makes them impractical for
  use against any other source of damage.
  An ablative coating will fail if more than
  4W is directed at it.
  ALLOY ARMOR
  This type of armor utilizes a new form
  of metal alloy designed to alter its form
  when it senses an impact upon itself.
  This causes a solid projectiles to be
  redirected away from the body. Once
  the kinetic energy of the projectile is no
  longer detected, the alloy returns to its
  original shape. Many times the
  projectile will still be embedded in it.
  This is a brand new technology and only
  found in use by Mars Defense Force
  marines.
  ENERGY FIELD
  Energy fields require nothing more
  than a small backpack to be worn. They
  dissipate the kinetic energy of high
  speed projectiles, metallic objects, and
  fragmentation caused by explosions.
  ALTERNATING FIELD
  Alternating fields are a step up from
  energy fields. They are considerably
  more stable and prevent both matter
  and energy from penetrating.
  Alternating fields were first developed
  by the Virimar and are in the
  experimental stages by Martian
  scientists.
  SECTION 5E
  TECHNOLOGY: ARMOR
  Armor
  Armor Technologies
  SKINS
  PRESSURE SUITS
  COMPOSITE ARMOR
  ABLATIVE TREATED MATERIAL
  ALLOY
  ENERGY FIELD
  ALTERNATING FIELD
  Partial Armor
  VEST AND SKIRT
  JACKET AND SKIRT
  Full Armor
  BODY SUIT
  ENERGY FIELDS
  
  37
  THE COLONIES
  TECHNOLOGY
  Exotech are powered armor suits used
  by the Martian Defense Force. Most
  form a skin tight fit and can act as a
  pressure suit, preventing any other form
  of armor to be worn. Not only is it
  armored, but it can also contain
  weapons, sensors, and thrusters. All
  units 
  include 
  a 
  POM 
  and
  communications system.
  Each official unit is serialized and is
  maintained under strict security
  protocols. No exotech units have been
  shipped with the Off-World Militia, but
  this does not prevent cells from building
  their own.
  Exotech units possess STRENGTH and
  STAMINA traits which override those of
  its user. DEXTERITY (not applied when
  using exotech weapons), PERCEPTION
  (not applied when using exotech
  sensors) and REACTION modifiers are
  also used to adjust the respective traits.
  Like implants, exotech also affects the
  SIGNATURE trait. (see Section 8: Combat for
  exotech combat rules >)
  Grades of Exotech
  GRADE ONE
  These are light exotech units. They
  can house one weapon and two sensors.
  b Grade One Exotech
  STRENGTH . . . . . . . 4
  DEXTERITY . . . . . . 1
  STAMINA . . . . . . . 20
  PERCEPTION . . . . . 1
  SIGNATURE. . . . . . . 1
  REACTION . . . . . . . 1
  GRADE TWO
  These are standard exotech units.
  They can house one small and one large
  weapon, two sensors, and one
  miscellaneous option.
  b Grade Two Exotech
  STRENGTH . . . . . . . 5
  DEXTERITY . . . . . . 1
  STAMINA . . . . . . . 30
  PERCEPTION . . . . . . 0
  SIGNATURE. . . . . . . 3
  REACTION . . . . . . . 1
  GRADE THREE
  These are special operations units.
  They can house two weapons, three
  sensors, and two miscellaneous options.
  b Grade Two Exotech
  STRENGTH . . . . . . . 6
  DEXTERITY . . . . . . . 0
  STAMINA . . . . . . . 40
  PERCEPTION . . . . . . 0
  SIGNATURE. . . . . . . 5
  REACTION . . . . . . . 0
  Weapons
  Any weapon can be added to exotech
  units, but all associated penalties and
  bonuses still apply. Small weapons can
  also be installed internally with the
  INTERNAL BAY option. Ammunition is
  handled normally unless the WEAPON
  STORE option is added.
  Sensors
  LASER RANGING
  This sensor works the same as a laser
  site (see weapon traits in Section 8: Combat
  >).
  EM SENSOR
  This sensor allows a character to
  detect old-fashioned radio signals, Link
  communication network transmissions,
  and signatures from implants and
  exotech. Detecting such signals is
  dependent on range and uses reasoning
  + perception or the skill of a search
  algorithm.
  BIOLOGICAL SENSOR
  This sensor allows a character to
  detect the presence of human life forms
  using heartbeats and bio-electrical
  readings. Detecting such signals is
  dependent on range and uses reasoning
  + perception or the skill of a search
  algorithm.
  MOTION SENSOR
  This sensor allows a character to
  detect objects which are in motion.
  Detecting such signals is dependent on
  range and uses reasoning + perception
  or the skill of a search algorithm.
  THERMAL IMAGING SENSOR
  This sensor allows a character to see
  in darkness by imaging heat sources.
  The vision is not perfect and requires a
  perception roll for objects with which
  the character is not familiar.
  TELESCOPIC IMAGING SENSOR
  This sensor allows characters to better
  identify objects at greater distances.
  Characters may add !
  to all
  perception related task rolls that would
  be affected by distant vision. This sensor
  may also be used as a scope (see weapon
  traits in Section 8: Combat >).
  SECTION 5F
  TECHNOLOGY: EXOTECH
  
  38
  THE COLONIES
  TECHNOLOGY
  AMPLIFICATION OPTION
  This sensor allows the character to
  increase the volume of all audible
  sounds. Characters may add ! to all
  perception related task rolls that would
  be affected by hearing.
  = Sensor Ranges
  p 3m  s 5m  m 10m  l 15m  e 25m
  Options
  REFRACTIVE CAMOUFLAGE
  This option makes visual detection of
  the exotech unit more difficult. All
  perception related rolls made to visually
  spot the unit receive 1.
  SIGNATURE: 2
  SEALED ENVIRONMENT
  This option allows the operator to
  survive for extended periods of time in
  the exotech unit without the need for
  oxygen. It also protects the character
  from toxins in the atmosphere.
  INTERNAL BAY
  This option allows weapons to be
  installed within the exotech unit. The
  weapon can either be hidden in a sealed
  compartment which must be opened for
  use or a partially hidden compartment
  with only the barrel visible.
  WEAPONS STORE
  This option allows exotech units to
  carry up twenty EP magazines, forty
  powerpacks, or ten grenades internally.
  SIGNATURE: 1 (for powerpack only)
  EM JAMMER
  This option prevents em sensors from
  detecting the exotech unit. All rolls
  made to detect the unit using EM
  sensors receive 2.
  SIGNATURE: 2
  DIAGNOSTICS
  This option provides a status report
  for the condition of the exotech unit.
  LIFE FUNCTIONS
  This option provides a status report
  for the medical condition of the exotech
  operator.
  ZERO-G THRUSTERS
  This option allows an operator to
  steer the exotech unit in space or
  maintain a stabilized position in a zero-g
  environment. This can also reduce the
  recoil from weapons by 1.
  SIGNATURE: 4 (when in use only)
  JUMP PACK
  This option allows an operator to
  jump several feet vertically or
  horizontally. Any task rolls involving
  charging an opponent receives @.
  SIGNATURE: 3 (when in use only)
  AUTO INJECTOR
  Drugs can be automatically injected
  into the character’s bloodstream. Drug
  vials  (1 x 1/2 inches in size) can be
  swapped out via a special bay.
  Exotech
  Grade 1 Exotech
  1 WEAPON
  2 SENSORS
  Grade 2 Exotech
  1 SMALL WEAPON
  1 LARGE WEAPON
  2 SENSORS
  1 OPTION
  Grade 3 Exotech
  2 WEAPONS
  3 SENSORS
  2 OPTIONS
  Sensors
  LASER RANGING
  EM SENSOR
  BIOLOGICAL SENSOR
  MOTION SENSOR
  THERMAL IMAGING SENSOR
  TELESCOPIC IMAGING SENSOR
  AMPLIFICATION OPTION
  Options
  REFRACTIVE CAMOUFLAGE
  SEALED ENVIRONMENT
  INTERNAL BAY
  WEAPONS STORE
  EM JAMMER
  DIAGNOSTICS
  LIFE FUNCTIONS
  ZERO-G THRUSTERS
  JUMP PACK
  AUTO INJECTOR
  
  39
  THE COLONIES
  TECHNOLOGY
  Drugs fall into a variety of categories,
  ranging from dangerous poisons to
  medical aids. Each formula is described
  by specific traits and may or may not
  include side effects. Drugs may be
  injected into the bloodstream, ingested,
  or inhaled.
  Drugs are measured by dosage. Each
  dose provides specific effects and lasts
  approximately one to four hours unless
  otherwise noted. Characters receives 2S
  for each extra dose used within a
  twenty-four hour period unless
  otherwise noted.
  Drug Traits
  ANTIDOTE
  Antidotes cause the effects of poisons
  to cease. Antidotes must be matched to
  the proper poison in order for them to
  work.
  COAGULANT
  Coagulants promote blood clotting.
  All wound damage greater than two
  sustained in a turn is reduced by one.
  Each dose lasts a number of turns equal
  to the character’s willpower rating
  multiplied by two.
  HYDRANT
  This is a preventive drug taken to
  increase efficiency in the body’s use of
  water. The effects of dehydration  (see
  hunger rules in Section 8: Combat >) can
  be delayed for an extra twenty-four
  hours. Characters receives 5S for each
  extra dose used within a seventy-two
  hour period. 
  NEURAL EXCITER
  This type of drug increases activity in
  the neural pathways of the brain,
  allowing greater creativity and memory.
  All reasoning rolls receive ! for a
  number of turns equal to the character’s
  willpower rating multiplied by two.
  NEURAL INHIBITOR
  Neural inhibitors reduce activity in
  the neural pathways of the brain. All
  reasoning rolls receive 2 for a number
  of turns equal to eighteen minus the
  character’s willpower rating.
  PAIN RELIEVER
  Characters using pain relievers can
  reduce the number of penalty dice
  received from stress by two.
  POISON
  All poisonous drugs inflict damage for
  a number of turns as indicated in their
  rating. The damage and turns involved
  are noted in the form of xS/t; where x
  represents the damage and t is the
  number of turns. Once unconscious, the
  character also looses wounds if the
  poison rating includes a W.
  . Example
  Jon makes a new poison from herbs. It has a rating of
  2S/10; it causes 2S each turn for ten turns. If the
  rating was 2SW/10, then it would also cause 2W per
  turn after the victim loses consciousness. This stops
  when the ten turns have passed.
  Poison must be delivered to the blood
  stream by injection, ingestion, or
  weapons that cause wound damage.
  Poison enters the bloodstream when at
  least 1W is inflicted by a weapon coated
  with the poison.
  SEDATIVE
  Sleep is the primary purpose of a
  sedative. Characters receive an amount
  of stress equal to seven minus their
  willpower rating per turn.
  SENSORY EXCITER
  This type of drug increases activity in
  the neural pathways of the sensory
  organs, allowing a heightened sensitivity.
  All perception rolls receive ! for a
  number of turns equal to the character’s
  willpower rating multiplied by two. The
  character also receives 1 on all
  perception rolls for a number of turns
  equal to ten minus his willpower rating
  when the dosage wears off.
  SENSORY INHIBITER
  Sensory inhibitors reduce activity in
  the neural pathways of sensory organs.
  All perception rolls receive 2 for a
  number of turns equal to eighteen
  minus the character’s willpower rating.
  STIMULANT
  Stimulants allow characters to remain
  awake and aware. Characters can avoid
  the effects of fatigue while the dosage is
  active. The character also receives 3S
  when the dosage wears off.
  Side Effects
  Side effects are present as long as a
  dose is active.
  SECTION 5G
  TECHNOLOGY: DRUGS
  
  40
  THE COLONIES
  TECHNOLOGY
  ADDICTIVE
  A character will become addicted to
  the drug if more than one week’s worth
  of doses are taken. Addiction means
  that once a dose wears off, the character
  will suffer 1S for every number of hours
  equal to his willpower rating that he has
  not taken another. If he chooses not to
  feed the addiction, he must make a
  willpower roll each time he receives
  stress in the manner explained above.
  AGGRESSIVENESS
  The character becomes hostile and is
  easily provoked. He must make a
  willpower roll in order to prevent
  himself from becoming violent when
  provoked or threatened.
  ANTI-COAGULANT
  This prevents blood clotting and will
  produce 1W each time the character
  receives more than 2W.
  HALLUCINOGEN
  The 
  character 
  has 
  sensory
  hallucinations. This can include
  distortions of color, size, voices, smells,
  etc.
  NEURAL INHIBITOR
  This functions identically to the
  neural inhibitor trait.
  PARANOIA
  The character believes that he can
  trust no one and that everyone is out to
  get him, including members of his own
  cell. He must make a willpower roll to
  put himself in a position in which he
  would need to rely on assistance from
  another person.
  POISON
  This functions identically to the
  poison trait.
  SENSORY INHIBITOR
  This functions identically to the
  sensory inhibitor trait.
  LIGHT ENHANCEMENT GOGGLES
  Light enhancement Goggles allow
  characters to see in darkness. The vision
  is not perfect and requires a perception
  roll for identifying objects which the
  character is not familiar.
  TARGETING GOGGLES
  Targeting goggles are use a laser
  display to track movement by
  individuals not transmitting a special
  code. All ranged weapon attacks using
  the goggles receive !.
  BINOCULARS
  Binoculars allow characters to better
  identify objects at greater distances.
  Characters may add !
  to all
  Perception related task rolls that would
  be affected by vision.
  WRIST COMMUNICATOR
  This is a function specific computer
  which allows communication to other
  devices through a central server which is
  usually part of a craft’s main computer.
  FLASH PACK
  This is a typical flash light which can
  either be carried or fastened to a rifle
  barrel or helmet.
  SUN PACK
  Sun packs are grenade size light
  sources which can be thrown or simply
  left on the ground to illuminate an area.
  MOBILE SUN PACK
  This is a variant of the sun pack which
  can hover over a specific location at a
  height up to three-hundred feet. It can
  be controlled by a POM.
  RESPIRATOR
  Respirators come in a variety of
  shapes and sizes. They all include an
  oxygen tank and air filtration mask.
  IONIC INTERFERENCE GENERATOR
  This barrel-sized device is used to
  disrupt photonic circuitry and has a
  range of only 20 meters. All implants,
  nanotech, and other devices which
  utilize photonics are rendered useless
  while in range of the generator.
  Tools
  CLASS 1 TOOLKIT
  This provides the tools required for
  mechanical projects such as pliers,
  wrenches, and screwdrivers.
  SECTION 5H
  TECHNOLOGY: MISCELLANEOUS
  
  41
  THE COLONIES
  TECHNOLOGY
  CLASS 2 TOOLKIT
  This provides the tools required for
  electrical and electronics projects such
  as crimpers, soldering irons, and
  electrical meters.
  CLASS 3 TOOLKIT
  This provides the tools required for
  photonics projects such as laser probes,
  magnifying lenses, and power meters.
  MEDICAL FIELD KIT
  This provides the tools required for
  medical examinations and emergency
  situations such as heart and pulse
  monitors, dermal regenerators, and
  bandages.
  CLASS 1 CONSTRUCTION
  EQUIPMENT
  This is heavy construction gear suited
  to mechanical projects such as welding
  gear, power drills, and bolt drivers.
  CLASS 2 CONSTRUCTION
  EQUIPMENT
  This is heavy construction gear suited
  to civil projects such as welding gear,
  cement mixers, and scaffolding.
  Personal Sensors
  EM SENSOR
  This sensor allows a character to
  detect old-fashioned radio signals, Link
  communication network transmissions,
  and signatures from implants and
  exotech. Detecting such signals is
  dependent on range and uses reasoning
  + perception or the skill of a search
  algorithm.
  BIOLOGICAL SENSOR
  This sensor allows a character to
  detect the presence of human life forms
  using heartbeats and bio-electrical
  readings. Detecting such signals is
  dependent on range and uses reasoning
  + perception or the skill of a search
  algorithm.
  MOTION SENSOR
  This sensor allows a character to
  detect objects which are in motion.
  Detecting such signals is dependent on
  range and uses reasoning + perception
  or the skill of a search algorithm.
  = Sensor Ranges
  p 3m  s 5m  m 10m  l 15m  e 25m
  Craft
  MOON HOPPER
  These are small craft designed to
  transport up to ten passengers over
  short distances such as between the
  Earth and Moon. It requires a minimum
  crew of one, but two is recommended.
  MDF DROPSHIP
  This is the official marine planetary
  assault craft. The dropship literally falls
  to Earth from low orbit and engages its
  thrusters to slowly stop the dead fall.
  Marines can either parachute down,
  drop in exotech suits from low orbit, or
  depart on the ground. It is armed with
  massive EP canons and can hold its own
  in any aerial battle.
  FLYER
  This is a typical aerial transport
  vehicle. It can travel as high as two-
  thousand feet.
  AUTO
  This is a typical ground transport
  vehicle and comes in a variety of forms,
  ranging from the combustible engines of
  the twentieth century to the mini-fusion
  powered hover units of pre-conquest
  Earth.
  
  42
  THE COLONIES
  COMPUTERS
  Photonics
  Photonics is the direct descendant of
  electronics. Photonic circuitry uses
  minute beams of light rather than
  electrical contacts, rendering a faster
  and more efficient device. Not only can
  multiple beams be used, but also beams
  of varying frequency, thus relaying even
  more data and at higher rates of
  transfer. Characters skilled in photonics
  can design and build computer systems
  as described in Section 7: Projects >. 
  Parallel Optic Matrixes
  Parallel Optic Matrixes, or POMs, are
  single computer units, sometimes
  referred to as matrixes or cyberscapes.
  They operate as a control structure,
  housing thousands or even millions of
  algorithms which are programmed to
  carry out a set of functions.
  Martian POMs directly command a
  security subset of algorithms which
  regulates all other algorithm usage and
  input/output services. Algorithms can
  only operate within the POM in which
  they are stored. POMs can request data
  and activation of a specific function
  from other units, however.
  Martian scientists have been unable to
  isolate the Earth model’s input/output
  control systems. This makes it necessary
  to hack directly into a system using it’s
  human interface components (keyboard,
  voice control, or direct access panel)
  because a character cannot access the
  commands of one POM from a different
  unit. All POMs maintain a directory of
  algorithms making it simple to detect
  intrusions. POMs can discover
  tampering by contesting a task.
  Mars Link
  The Mars Link is a communication
  system consisting of six satellites which
  receive, relay, transmit, and process
  communications all over Mars as well as
  in space. It is commonly referred to as
  the Link or World Wide Link.
  The Link offers a universal set of
  features to all users, such as data
  transfer, mail, database access, user
  information, and direct computer
  access.
  Communication with the Earth or
  Moon requires the use of a spacecraft
  fitted with a Link transceiver.
  Human Interface
  Computers can be accessed by
  humans via interface components.
  LASER DISPLAYS are monitors which
  display information and accept button
  presses. It is composed of a three
  millimeter wide pressure sensitive glass-
  like alloy which is available in a
  multitude of sizes and proportions.
  Because the display is computer
  controlled the on-screen buttons can
  change depending on the situation.
  VOICE CONTROL is built into every
  system. Universal systems recognize the
  more common languages such as
  English, French, and Spanish. Localized
  systems can also be added for other
  SECTION 6
  COMPUTERS
  
  43
  THE COLONIES
  COMPUTERS
  languages. Just about any type of voice
  imaginable can be found as can any
  personality. Voice control can be keyed
  to the voice of a specific individual,
  group of individuals, or remain open for
  anyone to use.
  DIRECT ACCESS PANELS are for use by
  the experts. The panels open to reveal
  direct access to the POM, bit by bit. 
  NEURAL INTERFACES are popular with
  hard core programmers because they
  provide the benefits of direct access
  control by shear thought. The actual
  control devices are always implanted in
  the back of the neck rendering them
  almost undetectable. Implantees can
  communicate with POMs as if a direct
  access panel was being used. Neural
  Interfaces can only be used to access
  Martian POMs, however.
  Personal Computers
  Personal Computers come in two
  varieties: smart and dumb. Smart
  computers have their own POM built in
  which allows its user to personalize it
  with his own set of functions.
  Dumb computers only store data and
  use commercial algorithm servers as
  data providers. Data requests are sent to
  the main server which then relays the
  request to an idle algorithm suited to
  the task.
  Personal computers also have two
  general appearances. The more
  common is the wristcomp which has
  replaced the wristwatch. The other
  appearance is that of the personal wallet
  which is a little bigger than that of a
  credit card. It is also used as a personal
  organizer, complete with ID and
  banking access.
  Autonomies
  Autonomies (slang is autons) are self
  sufficient 
  computer 
  algorithms
  (programs) which learn from their
  experiences. They were created to hack
  into Earth POMs. Autonomies operate
  within a POM but include a full suite of
  data transfer functions, allowing them to
  move from one POM to another. Off the
  shelf autonomies are equipped with the
  basic tools required to perform
  common tasks. They lack the
  experience, however, to perform
  advanced functions such as hacking into
  a high security data storage unit.
  Autonomies are given simple orders
  which they attempt to carry out in the
  most efficient way possible. When
  hacking into POMs they attempt to
  cloak themselves as routine algorithms.
  Autonomies have been known to remain
  dormant in systems for months, waiting
  for a safe moment to act. They literally
  have minds of their own.
  Players can give orders to autonomies,
  but gamemasters determine their
  actions.
  Algorithms
  Algorithms add functions to a POM
  and may require an interface
  component for use. Common
  algorithms are grouped by function.
  POMs are typically equipped with
  enough storage space to keep any
  number of algorithms. Hundreds of
  gigabytes of data can also be stored in a
  computer, but is often transferred to
  servers which specialize in secure data
  storage. The algorithms listed below are
  samples intended for use with Martian
  POMs and require access to the Martian
  Link or Link booster on a space craft
  within range. The gamemaster can
  assign a skill level to each algorithm if he
  wishes to make task rolls for them.
  Any algorithm can be used with an
  implanted POM, provided it has direct
  access to the required interface
  components and a neural processor.
  DATA ANALYSIS
  SITREP
  This algorithm can analyze visual
  sensor data resulting in the tracking and
  plotting of vehicle and personnel
  movements in direct line of sight or on
  the other side of non-metallic obstacles
  using infrared sensor. This also adds the
  scope trait to ranged weapons when in
  use.
  REQUIRES ACCESS TO A VISUAL SENSOR
  AND OPTIONAL INFRARED SENSOR
  RADAR SITREP
  This algorithm can analyze RADAR
  sensor data resulting in the tracking and
  plotting of vehicle and personnel
  movements in direct line of sight.
  REQUIRES ACCESS TO A RADAR SENSOR
  VOICE FILTER
  This algorithm listens for a specific
  voice pattern, word, or phrase and alerts
  the user when heard. 
  REQUIRES ACCESS TO AN AURAL SENSOR
  VOICE PRINT ANALYZER
  This algorithm can confirm the voice
  print of an individual by comparing
  samples. 
  REQUIRES ACCESS TO AN AURAL SENSOR
  VOICE STRESS ANALYZER
  This algorithm can confirm whether
  or not an individual is telling the truth
  by analyzing the stress patterns in his
  voice. A character can attempt to full
  the algorithm if he is aware of its use by
  making a hard roll using willpower +
  perception.
  
  44
  THE COLONIES
  COMPUTERS
  REQUIRES ACCESS TO AN AURAL SENSOR
  COMMUNICATION
  BEACON
  This algorithm can maintain a
  constant link with another POM
  allowing it to track the location of the
  system.
  INTERPRETER
  This algorithm can translate incoming
  data or sound from one common
  language to another. The included
  languages are English, French, Spanish,
  Arabic, Hebrew, and Gaelic (common
  among members of the New Gaelic
  Movement). Other languages are
  available separately.
  REMOTE CONTROL
  This algorithm can maintain a
  constant link with another POM which
  is part of a vehicle allowing it to be
  remotely controlled.
  MAPPER
  This algorithm can create a map of an
  area through which the characters move
  through or scan. Appropriate sensors
  are required.
  PERSONALITIES
  Personalities can be added used to
  make speech from a computer’s voice
  control interface sound more personal
  or even human.
  SLAVE
  This personality speaks as a
  submissive servant, offering words of
  praise and loyalty. Every announcement
  is followed by the words “master” or
  “mistress.”
  Some common phrases are:
  • “Yes, master.”
  • “I am humbly sorry, master.”
  • “I am sorry to interrupt you,
  mistress.”
  • “Here is the information you
  requested, master.”
  • “You have completed the maneuver
  with consummate skill, master.”
  PERSONAL ASSISTANT
  This personality speaks as someone
  who is employed to carry out tasks. This
  is the most common personality on
  Mars. Every announcement is followed
  by the words “sir” or “madam.”
  Some common phrases are:
  • “Someone is attempting to contact
  you, sir.”
  • “The data you have requested is
  now available, sir.”
  • “Access to the Mars Link is now
  available, madam.”
  • “You have two meetings scheduled
  for today, madam.”
  ROMANTIC
  This personality speaks as a lover or
  someone who is romantically interested.
  Some common phrases are:
  • “Sweetie, you have a message
  waiting.”
  • “I’m not one to be jealous, but your
  friend, Melissa, is calling you.”
  • “The data transfer is complete, my
  darling.”
  ORACLE
  This personality speaks as someone
  who has great knowledge or as a father
  figure.
  Some common phrases are:
  • “Approaching that vehicle would be
  quite foolish.”
  • “I don’t wish to dictate actions, but
  that way will lead no where.”
  • “It would be a pity to overlook an
  opportunity as rare this this.” 
  • “I would expect such a decision
  from him, but you are too clever to
  fall for that trick.
  
  45
  THE COLONIES
  PROJECTS
  The rules presented here allow
  characters to design technological
  devices and abilities which are described
  in previous sections, such as biotech,
  nanotech, or implants. New items may
  be invented by sending the idea to
  Politically Incorrect Games at
  INFO@PIGAMES.NET with “new invention”
  as the subject line. We will inform you if
  the proposed idea is feasible and how to
  implement it. Ideas submitted will be
  included in future supplements or as
  updates on WWW.PIGAMES.NET.
  Projects require certain skills, tools,
  and raw materials as noted in their
  descriptions. Once the materials and
  tools have been gathered, design and
  development can begin. Projects may be
  undertaken as prototype, documented,
  reverse engineering, or repair tasks.
  Prototypes
  Prototypes are projects which are
  constructed without previous design
  schematics. Prototypes are the most
  difficult to build and design due to the
  inherent lack of previous experience.
  Reverse Engineering
  Prototypes can also be based and
  tested on existing technologies which
  are disassembled and analyzed. Reverse
  engineering such technologies reduces
  the difficulty of the attempt.
  Documented
  Documented projects consist of ready
  made blueprints or design notes which
  provide considerable information and
  decrease the participant’s work load. A
  prototype which has been successfully
  completed becomes a documented
  project to all of its participating
  characters.
  Tools
  Each skill associated with a project
  can only be used if the appropriate tools
  are available. If the corresponding tool
  is not available the skill roll receives  §.
  If additional tools are required, they are
  listed with each project.
  = Required Tools
  ALGORITHMS . . . . . . . . . . . . . . . . . . . . . POM
  MECHANICAL. . . . . . . . . . . . . CLASS 1 TOOLKIT
  ELECTRICAL/ELECTRONICS. . . . CLASS 2 TOOLKIT
  PHOTONICS. . . . . . . . . . . . . . CLASS 3 TOOLKIT
  MEDICINE . . . . . . . . . . . . . . . . . . . . FIELD KIT
  CHEMICAL. . . . . . . . . . . . . . . . . . LABORATORY
  GENETIC . . . . . . . . . . . . . . . . . . . LABORATORY
  CIVIL . . . . CLASS 2 CONSTRUCTION EQUIPMENT
  ASTRO. . . . CLASS 3 CONSTRUCTION EQUIPMENT
  Repairs
  Repairs allow characters to restore
  damage components. Materials are not
  required but reduce the difficulty of the
  attempt. The degree of damage also
  effects the level of difficulty.
  Investment Costs
  Characters that have the necessary
  skills can initiate projects which are
  worked on during or between missions.
  In order to start a project, experience
  must be spent. The actual number is
  determined by the type of project, but
  each participating character must
  contribute at least one point (unless the
  investment cost is zero). This reflects
  the dedication of time and thought to
  the project and is called the
  INVESTMENT COST. The investment of
  experience is not necessary with repairs
  and requires only one successful roll for
  each associated skill.
  Design & Development Costs 
  A separate amount of experience
  points must be spent for each skill used
  to build it. This is called the FIELD COST.
  Characters must attempt a task roll
  for each skill associated. They may then
  contribute an amount of experience
  points to the FIELD COST, as determined
  by the success. Projects are completed
  when experience points are spent to
  cover all FIELD COSTS. Documented
  projects require only half of the
  required experience, rounding down.
  DEGREE OF
  MAXIMUM
  SUCCESS
  EXPERIENCE SPENT
  CRITICAL FAILURE. . . . . . . . . . . . . . . . LOSE 5
  FAILURE . . . . . . . . . . . . . . . . . . . . . . . . . . . 0
  POOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
  AVERAGE. . . . . . . . . . . . . . . . . . . . . . . . . . . 4
  GOOD. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
  EXCELLENT. . . . . . . . . . . . . . . . . . . . . . . . 16
  CRITICAL SUCCESS . . . . . . . . . . . . . . . . . . 24
  SECTION 7
  PROJECTS
  
  46
  THE COLONIES
  PROJECTS
  The difficulty of the roll is determined
  as follows:
  PROTOTYPE (BASE DIFFICULTY) . . . . . . . HARD
  REVERSE ENGINEERING. . . . . . . . . . . . . . . ¡
  DOCUMENTED . . . . . . . . . . . . . . . . . . . . . ¡
  MISSING TOOLS . . . . . . . . . . . . . . . . . . . . §
  REPAIRS. . . . . . . . . . . . . . . . . . . . . . . . . . ¡
  MATERIALS (REPAIRS ONLY) . . . . . . . . . . . ¡
  MODERATE DAMAGE (REPAIRS ONLY) . . . . §
  SEVERE DAMAGE (REPAIRS ONLY) . . . . . . . ∞
  Technologies
  BIOTECH
  INVESTMENT COST: 10
  FIELD COSTS:
  GENETICS (BIOTECH) . . . . . . . . . . . . . . 20
  MEDICINE (SURGERY) . . . . . . . . . . . . . 10
  Required to treat patient only.
  MATERIALS: genetic samples
  SPECIAL: Biotech prototypes will also
  produce one aberration for each poor success
  rolled past the second and for each critical
  failure. Documented projects will have the
  same number of aberrations, but can reduce
  the number by one for each critical success
  rolled. Also requires medical facilities.
  NANOTECH
  INVESTMENT COST: 20
  FIELD COSTS:
  PHOTONICS (NANOTECH) . . . . . . . . . . . 20
  ALGORITHMS . . . . . . . . . . . . . . . . . . . . 5
  MATERIALS: microscopic photonic circuits
  (rare), high tech alloys
  NANOTECH REMOVAL
  INVESTMENT COST: 25
  FIELD COSTS:
  PHOTONICS (NANOTECH) . . . . . . . . . . . . 5
  ALGORITHMS . . . . . . . . . . . . . . . . . . . . 2
  MEDICINE (SURGERY) . . . . . . . . . . . . . 30
  SPECIAL: Also requires medical facilities.
  This applies to one specific nanotech combine
  which must be decided beforehand.
  IMPLANTS: FIELD GRADE
  INVESTMENT COST: 0
  FIELD COSTS:
  ELECTRICAL (IMPLANTS). . . . . . . . . . . . 10
  PHOTONICS (IMPLANTS). . . . . . . . . . . . 10
  Electrical or photonics may be used if compatible.
  MEDICINE (IMPLANTS). . . . . . . . . . . . . . 5
  MEDICINE (SURGERY) . . . . . . . . . . . . . . 1
  Required to install implant only.
  ALGORITHMS . . . . . . . . . . . . . . . . . . . . 2
  Required to interface with POMs only.
  MECHANICAL . . . . . . . . . . . . . . . . . . . . 5
  Required for limbs only.
  MATERIALS: photonic or electrical circuits,
  high tech metals and plastics
  SPECIAL: Failed or poor surgical rolls
  require a roll on the Permanent Injuries Table
  (in the combat section). Critical Failures
  require two rolls. Poor and critical failures of
  electrical rolls increase the signature rating by
  one.
  IMPLANTS: MEDICAL GRADE
  INVESTMENT COST: 5
  FIELD COSTS:
  ELECTRICAL (IMPLANTS). . . . . . . . . . . . 15
  PHOTONICS (IMPLANTS). . . . . . . . . . . . 15
  Electrical or photonics may be used if compatible.
  MEDICINE (IMPLANTS). . . . . . . . . . . . . 10
  MEDICINE (SURGERY) . . . . . . . . . . . . . . 5
  Required to install implant only.
  ALGORITHMS . . . . . . . . . . . . . . . . . . . . 2
  Required to interface with POMs only.
  MECHANICAL . . . . . . . . . . . . . . . . . . . . 5
  Required for limbs only.
  MATERIALS: photonic or electrical circuits,
  high tech metals and plastics
  SPECIAL: Failed or poor surgical rolls
  require a roll on the Permanent Injuries Table
  (in the combat section). Critical Failures
  require two rolls. Poor and critical failures of
  electrical rolls increase the signature rating by
  one. Also requires medical facilities.
  IMPLANTS: MILITARY GRADE
  INVESTMENT COST: 15
  FIELD COSTS:
  ELECTRICAL (IMPLANTS). . . . . . . . . . . . 25
  PHOTONICS (IMPLANTS). . . . . . . . . . . . 25
  Electrical or photonics may be used if compatible.
  MEDICINE (IMPLANTS). . . . . . . . . . . . . 15
  MEDICINE (SURGERY) . . . . . . . . . . . . . . 5
  Required to install implant only.
  ALGORITHMS . . . . . . . . . . . . . . . . . . . 10
  Required to interface with POMs only.
  MECHANICAL . . . . . . . . . . . . . . . . . . . 10
  Required for limbs only.
  MATERIALS: photonic or electrical circuits,
  high tech metals and plastics
  SPECIAL: Each option costs 5 points.
  Failed or poor surgical rolls require a roll on
  the Permanent Injuries Table (in the combat
  section). Critical Failures require two rolls.
  Poor and critical failures of electrical rolls
  increase the signature rating by two. Also
  requires medical facilities.
  EXOTECH
  INVESTMENT COST: 10
  FIELD COSTS:
  ELECTRICAL (EXOTECH) . . . . . . . . . . . . 20
  MECHANICAL (EXOTECH) . . . . . . . . . . . 25
  PHOTONICS . . . . . . . . . . . . . . . . . . . . 10
  ALGORITHMS . . . . . . . . . . . . . . . . . . . 10
  MATERIALS: photonic and electrical
  circuits, high tech metals and plastics
  SPECIAL: Each option costs 5 points. Poor
  and critical failures of electrical rolls increase
  the signature rating by two. Also requires class
  1 construction equipment.
  PARALLEL OPTIC MATRIX
  INVESTMENT COST: 5
  FIELD COSTS:
  PHOTONICS (COMPUTERS) . . . . . . . . . . 10
  ALGORITHMS . . . . . . . . . . . . . . . . . . . 10
  MATERIALS: photonic circuits
  SPECIAL: Nanotech POM units provide
  repair rolls with ¡.
  CUSTOM ALGORITHM
  INVESTMENT COST: 1
  FIELD COSTS:
  ALGORITHMS (DESIGN) . . . . . . . . . . . . . 5
  SENSOR DEVICES
  INVESTMENT COST: 5
  FIELD COSTS:
  PHOTONICS . . . . . . . . . . . . . . . . . . . . 10
  ELECTRICAL. . . . . . . . . . . . . . . . . . . . . 10
  Electrical or photonics may be used if compatible.
  ALGORITHMS . . . . . . . . . . . . . . . . . . . 20
  Required to interface with POMs only.
  MATERIALS: photonic or electrical circuits,
  metals or plastics
  SPECIAL: Critical failures of electrical rolls
  
  47
  THE COLONIES
  PROJECTS
  increase the signature rating by one or reduces
  the range by half.
  WEAPONS
  INVESTMENT COST: 10
  FIELD COSTS:
  WEAPONS . . . . . . . . . . . . . . . . . . . . . . . 5
  MECHANICAL . . . . . . . . . . . . . . . . . . . 20
  PHOTONICS . . . . . . . . . . . . . . . . . . . . . 5
  Required for lasers, pulse detonators, and particle
  weapons only.
  ELECTRICAL. . . . . . . . . . . . . . . . . . . . . . 5
  Required for electrostun weapons only.
  CHEMICAL . . . . . . . . . . . . . . . . . . . . . 15
  Required for ep weapons and grenades only.
  MATERIALS: metals or plastics, photonic or
  electrical circuits (if compatible), coolant (for
  ep weapons), special chemicals for grenades
  SPECIAL: Each weapon trait costs 5 points.
  Critical failures of any roll decreases the
  damage ratings by two. Also requires class 1
  construction equipment.
  ARMOR
  (Projects are not required for skins.) 
  INVESTMENT COST: 10
  FIELD COSTS:
  CHEMICAL (ALLOYS). . . . . . . . . . . . . . . 15
  PHOTONICS (NANOTECH) . . . . . . . . . . . . 5
  Required for alloy armor only.
  MECHANICAL . . . . . . . . . . . . . . . . . . . 10
  MATERIALS: simple to high tech metals or
  plastics
  TOOLS: xxxx
  ENERGY FIELDS
  INVESTMENT COST: 20
  FIELD COSTS:
  PHOTONICS . . . . . . . . . . . . . . . . . . . . 20
  Required for energy fields only.
  PHOTONICS . . . . . . . . . . . . . . . . . . . . 40
  Required for alternating fields only.
  MECHANICAL . . . . . . . . . . . . . . . . . . . . 5
  ALGORITHMS . . . . . . . . . . . . . . . . . . . 15
  ELECTRICAL. . . . . . . . . . . . . . . . . . . . . . 5
  MATERIALS: simple to high tech metals or
  plastics
  EMERGENCY SHELTER
  INVESTMENT COST: 10
  FIELD COSTS:
  MECHANICAL . . . . . . . . . . . . . . . . . . . . 5
  CIVIL . . . . . . . . . . . . . . . . . . . . . . . . . . 5
  SURVIVAL (appropriate specialty) . . . . . . 5
  MATERIALS: simple to high tech metals or
  plastics
  DRUGS
  INVESTMENT COST: 5
  FIELD COSTS:
  CHEMICAL . . . . . . . . . . . . . . . . . . . . . . 5
  per drug trait
  MEDICINE (DRUGS) . . . . . . . . . . . . . . . . 5
  per drug trait
  MATERIALS: plants, chemicals
  SPECIAL: Poisons cost: 2 points per level of
  damage; 2 points per turn; 5 points for
  wound damage. Poor and critical failures of
  any roll adds one side effect.
  SIMPLE EXPLOSIVES
  INVESTMENT COST: 0
  FIELD COSTS:
  WEAPONS (DEMOLITIONS) . . . . . . . . . . . 0
  CHEMICAL (EXPLOSIVES). . . . . . . . . . . . . 1
  For gun powder and cocktails only.
  CHEMICAL (EXPLOSIVES). . . . . . . . . . . . . 5
  For nitroglycerin based only.
  MATERIALS: chemicals
  COMPLEX EXPLOSIVES
  INVESTMENT COST: 5
  FIELD COSTS:
  WEAPONS (DEMOLITIONS) . . . . . . . . . . . 2
  CHEMICAL (EXPLOSIVES). . . . . . . . . . . . . 5
  For shaped charges only.
  CHEMICAL (EXPLOSIVES). . . . . . . . . . . . 10
  For responsive alloys only
  PHOTONICS . . . . . . . . . . . . . . . . . . . . . 5
  Required for responsive alloys only.
  ELECTRICAL. . . . . . . . . . . . . . . . . . . . . . 2
  Required for shaped charges only.
  MATERIALS: chemicals
  Projects
  BIOTECH
  NANOTECH
  NANOTECH REMOVAL
  FIELD GRADE IMPLANTS
  MEDICAL GRADE IMPLANTS
  MILITARY GRADE IMPLANTS
  EXOTECH
  PARALLEL OPTIC MATRIX
  CUSTOM ALGORITHM
  SENSOR DEVICES
  WEAPONS
  ARMOR
  ENERGY FIELDS
  EMERGENCY SHELTER
  DRUGS
  SIMPLE EXPLOSIVES
  COMPLEX EXPLOSIVES
  
  48
  THE COLONIES
  COMBAT
  Game Turns 
  When combat occurs, characters
  perform actions in blocks of time called
  TURNS. Generally, one action may be
  performed per turn. The game TURN is
  an abstract measurement of time and
  the actual length is determined by the
  gamemaster. Each TURN can vary from
  five to fifteen seconds.
  Turns are used to help regulate the
  game by providing a structured system
  that allows actions and events to occur
  in a dynamic and simple manner.
  Combat Overview 
  Combat in this game is broken down
  into steps. First, all characters involved
  in the combat exchange declare their
  actions for the turn. They can attack,
  defend, use a special skill, or simply
  move or run away.
  Once actions are declared, the
  characters must determine the order in
  which characters may act. This is called
  the INITIATIVE ORDER. The characters
  may then proceed to attack or use
  abilities in this order.
  Each attack works like a skill task,
  consulting the success table to
  determine damage inflicted. Damage is
  then subtracted from the character’s
  STAMINA in either the form of STRESS or
  WOUND damage. If a character receives
  an amount of STRESS equal to or greater
  than his STAMINA, he falls unconscious.
  If a character receives an amount of
  WOUNDS equal to or greater than his
  STAMINA, he is dead.
  Once all steps are completed the
  other character(s) finish their actions,
  and the process repeats until all parties
  have ceased hostilities.
  = Combat Sequence
  1.
  Declaration of Actions
  3.
  Determine Attack / Task Rolls
  4. Determine Damage/Outcome
  Declaration of Actions
  Each character that is present in the
  combat exchange must inform the
  gamemaster of his actions. These
  actions may be: ATTACK, DEFER, BLOCK,
  USE SKILL, MOVE, AIM, READY WEAPON,
  RELOAD, or ESCAPE. Players need not
  know what the others have planned.
  Each character then rolls two dice and
  adds his REACTION rating. This is called
  the REACTION TOTAL.
  The players act in order from lowest
  to highest REACTION TOTAL with some
  exceptions.
  ATTACK
  The character must complete his
  attack.
  DEFER
  The character must defer his action
  until at least one other person has acted.
  He may use the action to block, parry or
  dodge an attack. He may also perform
  any other action so long as he has not
  been damaged by an attack.
  BLOCK
  This action is an attempt to stop an
  attack directed at the character. Shields
  and weapons may be used to block all
  weapon and unarmed attacks, but only
  non-weapon attacks may be blocked by
  an unarmed character. Only shields can
  be used to block ranged weapons. The
  character spends his turn waiting for an
  attack. The attack then receives 1 (2
  if blocked by a shield or similar object).
  USE SKILL
  The character must attempt a skill
  task. 
  MOVE
  The character must attempt to move
  or run to a specific area, duck, jump, or
  dive. Ranged Attacks may also be
  attempted while moving, but with 2
  on the task roll, and they do not receive
  aiming modifiers.
  AIM
  The character must attempt to aim his
  ranged weapon attack giving him ! on
  the next turn. If two turns are spent
  aiming he gets @. If the character is
  struck by an attack, his aim has been
  interrupted and loses the use of all
  aiming BONUS DICE.
  READY WEAPON
  The character must attempt to ready
  or draw his weapon and no other action
  is possible except for MOVE.
  RELOAD
  The character must attempt to reload
  his weapon and no other action is
  possible except for MOVE, which should
  SECTION 8
  COMBAT
  
  49
  THE COLONIES
  COMBAT
  be hindered by the gamemaster.
  ESCAPE
  This action can only be used if the
  character has been the victim of a
  grapple attack and is currently being
  pinned or otherwise restrained. If the
  escape is attempted immediately after
  being restrained, the character must
  make a contested strength roll against
  the original success of the grapple roll in
  order to break free. Otherwise, he
  enters into a contest of strength with his
  attacker, but receives 1. 
  If two or more characters get the
  same REACTION TOTAL the character
  with the highest reaction rating goes
  first. If they have the same reaction
  rating then the highest dexterity goes
  first.
  Since actions do not occur
  simultaneously, each one is affected by
  other characters’ preceding actions in
  the same turn. A character suffers a
  penalty on his actions if he has received
  enough injuries to do so before acting in
  a turn. Likewise, if a character was
  incapacitated before he gets to act, his
  action is forfeit.
  = Determining Initiative Order
  1.
  All Players Declare Actions
  ATTACK, DEFER, BLOCK, USE SKILL, MOVE, 
  AIM, READY WEAPON, RELOAD, OR ESCAPE
  2.
  Roll Dice and Add Reaction Rating to 
  Result
  WEARING HEAVY ARMOR . . . . . . . . . . . . 1
  KNOCKED DOWN. . . . . . . . . . . . . . . . . . 1
  ZERO-G OPERATIONS. . . . . . . . . . . . . . . 1
  SURPRISED . . . . . . . . . . . . . . . . . . . . . 2
  INJURED . . . . . . . . . . . . . . . . . . 1 to 5
  CARRYING MULTIPLE ITEMS. . . . . . . . . . 1
  CARRYING BULKY ITEMS . . . . . . . . . . . . 1
  3.
  Characters with Higher Results Act 
  First (unless defer was chosen)
  Attack Rolls
  There are three combinations of traits
  and skills used to make attack rolls.
  These are referred to as the ATTACK
  TOTAL.
  DEXTERITY+BRAWLING
  This is used for punch, kick, grapple,
  or melee attacks (club, knife, sword,
  rifle butt, etc.). These rolls are typically
  of average difficulty.
  DEXTERITY+WEAPONS:
  This is used for firearm, heavy
  weapons, bow and arrow, or crossbow
  attacks. The difficulty of these rolls is
  based on range. (see ranged weapons later
  in this section >)
  DEXTERITY+ATHLETICS:
  This is used for thrown weapons such
  as rocks, knives, spears, and hand
  grenades. The difficulty of these rolls is
  based on range. (see ranged weapons later
  in this section >)
  Various factors can effect the outcome
  of an attack. They can be environmental
  or situational in nature.
  TARGET MOVING
  Ranged attacks targeting moving
  characters receive §. 
  ZERO-G COMBAT
  Characters receive §
  when
  attempting brawling or athletics tasks
  where gravity is practically non-existent,
  such as in spacecraft or on the moon. 
  COVER
  Characters may take cover behind
  walls, rocks, and other obstructions for
  protection against ranged attacks.
  Characters shooting at targets taking
  cover receive § or ∞, depending on
  the quality of cover. Characters that are
  completely hidden from view may not
  be targeted.
  PARTIAL LIGHT
  Characters receive § on all combat
  actions attempted in partial light. Any
  attempt to attack in total darkness is
  considered an impossible difficulty. 
  AIMING RANGED WEAPONS
  Ranged weapons can be made more
  accurate by spending time aiming them.
  Characters can add ! to the attack roll
  for each turn spent aiming, up to a
  maximum of @.
  SURPRISED OPPONENT
  Characters caught off guard may only
  declare the DEFER or MOVE actions. The
  attacker receives @ for the attack and
  the victim receives 2 for his reaction
  roll.
  Surprise may occur if his opponent
  jumps out in front of him or quickly
  readies a weapon and attacks. If a
  character is surprised from behind, he
  loses his action for that turn.
  IN / UNDER WATER
  Characters may fight while submerged
  in water, but at a penalty. Combat
  situations that occur completely under
  water give the character 2, unless he
  has specialized in Swimming; in that
  case he only receives 1.
  If the attacking character is not fully
  submerged, but is at least waist deep in
  water, he receives 1.
  CRAMPED PLACES
  In areas that are narrow or compact
  larger weapons may not be used. In
  places that are particularly cramped or
  the character decides to use an
  inappropriate weapon for the space, he
  receives 1 or 2. The decision is up to
  the gamemaster.
  ON THE GROUND
  Characters that are knocked down,
  receive 2 on all brawling combat rolls.
  
  50
  THE COLONIES
  COMBAT
  INJURY
  Characters receive 1 for each group
  of STRESS or WOUND blocks completely
  checked. This penalty is applied to all
  rolls.
  DEGREE OF
  TASK
  INJURY
  MODIFIER
  FIRST BLOCK . . . . . . . . . . . . . . . . . . . . . . 1
  SECOND BLOCK . . . . . . . . . . . . . . . . . . . . 2
  THIRD BLOCK . . . . . . . . . . . . . . . . . . . . . 3
  FOURTH BLOCK . . . . . . . . . . . . . . . . . . . . 4
  FIFTH BLOCK . . . . . . . . . . . . . . . . . . . . . . 5
  WIELDING LARGE WEAPONS
  Some weapons are too heavy to be
  used by weak and average characters.
  Characters with a strength rating of two
  or lower may not use weapons
  designated as HEAVY WEAPONS.
  = Attack Rolls
  1.
  Determine Attack Type
  DEXTERITY + BRAWLING
  DEXTERITY + WEAPONS
  DEXTERITY + ATHLETICS
  2.
  Roll Dice
  TARGET MOVING . . . . . . . . . . . . . . . . . . §
  COVER (RANGED WEAPONS ONLY). . . § to ∞
  PARTIAL LIGHT . . . . . . . . . . . . . . . . . . . §
  ZERO-G COMBAT. . . . . . . . . . . . . . . . . . §
  INJURED . . . . . . . . . . . . . . . . . . 1 to 5
  AIMING (PER TURN; UP TO 2) . . . . . . . . . . !
  SURPRISED OPPONENT . . . . . . . . . . . . . @
  UNDER WATER . . . . . . . . . . . . . . . . . . . 2
  IN WAIST DEEP WATER. . . . . . . . . . . . . . 1
  CRAMPED PLACES . . . . . . . . . . . 1 to 2
  BRAWLING WHILE ON THE GROUND. . . . 2
  Using Armor
  Determining if an attack against a
  character wearing armor is successful,
  depends on the armor’s coverage and
  protective nature.
  SKINS
  Attack rolls which inflict STRESS
  damage receive 1 against both partial
  or full armor.
  PRESSURE SUITS
  Attack rolls which inflict STRESS
  damage receive 1.
  COMPOSITE ARMOR
  Attack rolls which inflict either STRESS
  or WOUND damage receive 1 against
  partial armor and 2 against full armor.
  ABLATIVE TREATED MATERIAL
  Attack rolls using laser weapons
  receive 1 against partial armor and 2
  against full armor.
  ALLOY ARMOR
  Attack rolls using EP weapons,
  arrows, or other thrown objects which
  inflict either STRESS or WOUND damage
  receive 2 against partial armor and 3
  against full armor.
  Attack rolls using particle streamers
  receive 1 against partial armor and 2
  against full armor.
  ENERGY FIELD
  Attack rolls not using laser weapons
  and pulse detonators which inflict
  WOUND damage receive 3. 
  ALTERNATING FIELD
  All attack rolls receive 4. Failed
  unarmed attacks cause the attacker 2S,
  while critical failures cause him 5S.
  = Optional Armor Rules
  EP weapon attacks directed at targets wearing
  composite or alloy armor inflict stress damage
  instead of wound damage for poor successes.
  This simulates non-penetrating hits.
  All attacks directed at targets using energy or
  alternating fields inflict stress damage instead of
  wound damage for poor successes.
  Ranged Weapons
  Since ranged weapons are used at a
  distance, their difficulty to hit is
  determined by the range to target as
  noted on the Success Table. Specific
  weapon ranges are noted with their
  descriptions. Each range value includes
  distances from the previous range plus
  one, up to the number listed. Ranges
  from closest to farthest are: point blank
  (p), short (s), medium (m), long
  (l), and extreme (e).
  . Example
  p 5m  s 10m  m 30m  l 50m  e 100m
  In the list above medium range would include 11 m
  (short’s 10 m + 1) to 30 m.
  Weapons such as the bow, crossbow,
  and dagger, can be shot or thrown at a
  target. This action may be performed
  once per round and in the case of bows
  and crossbows, must be reloaded before
  another use.
  EP weapons and other guns use
  ammunition or energy magazines which
  are capable of a specific number of
  shots. Each time one of these weapons
  is fired one round is expended from the
  magazine. Characters must keep track of
  all ammunition use.
  Hand Grenades
  Hand grenades detonate on the
  following turn once they are primed.
  They may be thrown immediately or on
  the next turn. If a character has been
  knocked down or disarmed before his
  grenade can be thrown, it falls to the
  ground. Everyone had better run!
  Two dice are rolled to determine in
  which direction a grenade lands if it
  misses its target. The distance which it
  lands from the target is equal to the roll
  of one die plus five in meters.
  
  51
  THE COLONIES
  COMBAT
  = Missed Hand Grenades
  Combat Stunts
  Characters may also perform COMBAT
  STUNTS, which are particularly difficult
  or require special training. These stunts
  are either combined with an attack or
  performed in place of one.
  CONTROLLED STRIKES
  Characters may attempt to limit the
  amount of damage they inflict upon
  their opponents from brawling attacks.
  The character must announce by how
  many levels he would like to reduce his
  success when the Controlled Strike
  stunt is declared. Although, this does
  not affect the success of his attack, it
  will reduce the amount of damage
  inflicted.
  CALLED STRIKES
  Characters may aim for specific body
  parts while attacking. The difficulty of
  the attack roll is §, and receives the
  appropriate penalty dice if the target is
  wearing armor at the specified location.
  QUICK DRAW
  A character may attempt to draw his
  weapon and attack the same turn. The
  difficulty of the attack is §.
  SECOND WEAPON
  Two weapons may be used in combat
  at the same time. Each weapon must be
  rolled for separately and the difficulty of
  each roll is §.
  SECOND ATTACK
  Two attacks may be performed at the
  same target. Each attack must be rolled
  separately and the difficulty of each roll
  is §.
  SECOND TARGET
  Two attacks may be performed at
  different targets. Each attack must be
  rolled for separately. The difficulty of
  the first roll is § and the difficulty of
  the second is ∞.
  CHARGE
  A character may charge an opponent
  in order to make a brawling attack.
  Characters that have deferred, may act
  before the attack connects (the attacker
  is still charging). This stunt must be
  used with the MOVE action.
  TACKLE
  A character may take a running leap at
  an opponent to knock him to the
  ground. The difficulty of the attack is
  §. Characters that have deferred may
  act before his attack connects. This
  stunt must be used with the move
  action. An AVERAGE success or better is
  required to knock the opponent down;
  otherwise he just sustains injury.
  GRAPPLE
  Characters may pin and lock
  opponents on the ground. The difficulty
  of the attack is §. Once pinned they
  may also choke their opponent. A
  success of AVERAGE or better is required
  to pin or lock the opponent; otherwise
  he just sustains injury. (see asphyxiation
  rules later in this section >)
  DISARM
  Characters may attempt to cause an
  opponent to drop his weapon through a
  brawling, athletics, or weapon attack.
  The difficulty of the attack is §.
  Taking an opponent’s own weapon from
  him is a contested roll against strength.
  THROW
  Opponents may be thrown to the
  ground with a brawling attack of
  AVERAGE success or better. The difficulty
  of the attack is §.
  SWEEP
  This stunt causes the opponent to fall
  to the ground. The difficulty of the
  attack is §. An AVERAGE success or
  better is required to knock the
  opponent down; otherwise he just
  sustains injury.
  PARRY
  This action is an attempt to redirect a
  punch, kick, or melee attacks targeted at
  the character. This modifies the
  difficulty of the attack by §. If the
  defender receives an amount of damage
  less than his willpower rating, he may
  counter-attack his opponent this round,
  in addition to parrying. This stunt may
  only be used if the character declared
  the defer action.
  DODGE
  This action is an attempt to avoid a
  melee, thrown weapon, or ranged attack
  directed at the character. This modifies
  the difficulty of the attack by § for
  ranged weapons and ∞ for thrown
  weapons and melee attacks. This stunt
  may only be used if the character
  declared the defer or move action.
  RECOVER FROM FALL
  If a character declared DEFER this turn
  and has not acted, he may choose to
  recover from being thrown or swept.
  The character succeed at a HARD
  athletics roll in order to return to his
  feet the same turn.
  12
  5
  6
  7
  8-9
  10
  11
  2-4
  
  52
  THE COLONIES
  COMBAT
  = Combat Stunt Modifiers
  CALLED STRIKES. . . . . . . . . . . . . . . . . . . . §
  QUICKDRAW . . . . . . . . . . . . . . . . . . . . . . §
  SECOND WEAPON (EACH ROLL) . . . . . . . . . . §
  SECOND ATTACK (EACH ROLL). . . . . . . . . . . §
  SECOND TARGET (1ST ROLL/2ND ROLL) . §/ ∞
  TACKLE . . . . . . . . . . . . . . . . . . . . . . . . . . §
  GRAPPLE . . . . . . . . . . . . . . . . . . . . . . . . . §
  DISARM. . . . . . . . . . . . . . . . . . . . . . . . . . §
  THROW . . . . . . . . . . . . . . . . . . . . . . . . . . §
  SWEEP . . . . . . . . . . . . . . . . . . . . . . . . . . . §
  PARRY (ATTACK ROLL). . . . . . . . . . . . . . . . . §
  DODGE (ATTACK ROLL; RANGED/THROWN & MELEE)§/ ∞
  Weapon Traits
  Some 
  weapons 
  have 
  special
  characteristics listed in their description
  which either affect damage or accuracy.
  BURST FIRE
  Certain firearms are capable of firing
  three round bursts which increases
  damage by 2W. The difficulty of the
  attack is § at m or l. All additional
  attacks of the weapon made the same
  turn receive 1 if it possesses the
  RECOIL trait.
  SPRAY FIRE
  Certain firearms are capable of fully
  automatic bursts (about twenty rounds)
  which increase damage by 4W when
  directed at one target. The difficulty of
  the attack is § at m and l, and ¡
  at p and s. No other attacks are
  possible in a turn that spray fire is used.
  SCOPE
  Weapons fitted with scopes can be
  used to hit distant targets with better
  accuracy. The difficulty of the attack is
  ¡ at m, l, and e when at least one
  turn is spent aiming at the target. The
  gamemaster may also add bonus dice to
  the roll for larger than normal targets,
  or penalty dice for smaller targets.
  LASER TRACKING
  Because laser weapons fire a tracking
  beam they can be used to strafe targets.
  The difficulty of the attack is ¡ at p,
  s, and m, and the difficulty of an
  attack made on a second target is ¡.
  This is the equivalent of firing
  approximately five rounds.
  LASER SITE
  Weapons fitted with laser targeting
  sites can be used to fire at targets with
  better accuracy. The difficulty of the
  attack is ¡ at p, s, and m.
  DETONATION
  Some weapons such as EP assault
  rifles and explosives produce a blast
  when detonated. The immediate target
  takes the full damage value, but anyone
  else caught within the listed blast radius
  is subject to half damage. 
  RECOIL
  Some weapons such as EP rifles
  produce enormous recoil when firing,
  making it difficult to control. Weapons
  with the recoil trait receive a number of
  penalty dice as noted with its
  description.
  STABILIZER
  Stabilizers are used only for heavy
  weapons that create recoil. They
  function to eliminate the recoil and
  corresponding penalties.
  = Weapon Trait Modifiers
  BURST FIRE. . . . . . . . . . . . . +2W / § at ml
  SPRAY FIRE . . . . . . . . . . . . . +4W / § at ml
  ¡ at ps
  SCOPE. . . . . . . . . . . . . . . . . . . . . . . . . ¡ at mle
  LASER TRACKING . . . . . . . . . . . . . . . ¡ at psm
  ¡ for 2nd attack
  LASER SITE . . . . . . . . . . . . . . . . . . . . ¡ at psm
  RECOIL. . . . . . . . . . . . . . . . . 1 to 3
  Determining Damage
  Damage is determined by referencing
  the degree of success with the damage
  chart of the weapon or attack used. Do
  not forget to reduce the success if a
  Controlled Strike was announced.
  Each type of weapon or strike has a
  different damage value for each type of
  success and the values are listed as
  either STRESS or WOUND damage. This
  damage reduces the character’s current
  Stamina and the player checks off a
  number of Stress or Wound boxes on
  his character sheet from largest to
  smallest (starting from the top) equal to
  the damage.
  . Example
  Jon is hit by an ep pistol and takes 5W. Until now,
  Jon was unharmed. He checks off 5 wound boxes in the
  following way:
  STRESS
  WOUNDS
  IIICC 1
  1
  CCDDD
  IIICC 2
  2
  CCIDD
  IIICC 3
  3
  CCIII
  IIICC 4
  4
  CCIII
  IICCC 5
  5
  CCCII
  Jon must now apply 1 to all rolls because the first
  block of boxes are completely checked off.
  If a character receives damage equal
  to or greater than his Willpower rating
  in one attack, he stumbles backward and
  falls to the ground. He may not stand up
  until next turn. While down, the
  character receives 1 on all combat
  rolls. 
  BRAWLING AND ATHLETICS ATTACKS
  Characters add their strength rating to
  the margin of all successful brawling and
  athletics attacks for the purposes of
  determining damage only. This excludes
  athletic attacks which detonate such as
  grenades.
  
  53
  THE COLONIES
  COMBAT
  FIRE
  Fire can cause either STRESS damage
  from smoke inhalation or WOUND
  damage from burns. Characters on fire
  take a number of WOUNDS equal to the
  roll of one die, until the fire is
  extinguished. Characters in enclosed
  areas gain a number of STRESS points
  equal to the roll of one die from smoke
  inhalation.
  EXPOSURE
  A character who is outdoors in bad
  weather for 24 hours is subject to
  exposure damage. The character gains
  Stress damage equal to the roll of one
  die per day until he has found shelter
  and receives medical attention.
  ASPHYXIATION
  Characters can hold their breath a
  number of turns equal to their
  willpower rating times two, less one.
  After that they receive 1S per turn.
  After becoming incapacitated, they
  receive 1W per turn.
  Characters who are being choked are
  not prepared enough to hold their
  breath. Therefore, they receive 2S per
  turn, and 1W per turn once they are
  incapacitated.
  In situations where oxygen has
  become stale, characters receive 1S per
  turn. After becoming unconscious, they
  receive 1W per turn.
  FALLS
  Characters take STRESS damage equal
  to the roll of one die per eight foot drop
  if he has fallen more than six feet. For
  example, if a character falls 24 feet, he
  takes STRESS damage equal to the roll of
  three dice.
  Characters falling into a body of water
  suffer STRESS damage equal to the roll of
  one die per eight foot drop if he has
  fallen more than sixteen feet.
  FATIGUE
  Stress can be gained from situations in
  which characters are excessively active.
  LACK OF SLEEP. After an initial
  eighteen hours, a character gains 1S for
  every block of hours equal to his
  willpower rating times two.
  WALKING/HIKING. The character gains
  1S for every block hours equal to his
  willpower rating times two. He also
  receives 1S if carrying a heavy object(s).
  ACTIVE COMBAT. The character gains
  1S for every number of turns in combat
  equal to his willpower rating times four.
  HUNGER. After an initial twenty-four
  hours, a character gains 1S for every
  block of hours equal to his willpower
  rating times two.
  Weapons Fire in Pressurized
  Environments
  Only a fool would use an EP weapon,
  grenade, explosive, or particle streamer
  in a pressurized environment such as
  that of a space craft or on the moon.
  Any such attempt may result in a hull
  breach, causing a loss of pressure. Any
  objects or people not secured will be
  pulled toward the breach with massive
  force. Characters that impact on the
  hull without being pulled through suffer
  falling damage. All other characters
  receive normal asphyxiation damage.
  To determine if a hull has been
  breached by weapons fire or
  detonations, roll two dice for each shot
  or volley fired. If the sum of the dice is
  equal to or less than the weapon’s
  damage (wound damage values only)
  then the hull has been pierced.
  Using Exotech in Combat
  Stamina is the only factor which
  changes in combat when using exotech.
  Instead of damage being inflicted on the
  character, it is sustained by the exotech
  unit. Only wounds are used, and any
  stress inflicted is ignored unless it is
  more than five points. In which case the
  exotech unit suffers 1W.
  Knockdowns function normally unless
  the unit has the ZERO-G THRUSTERS
  option which prevent knockdowns
  completely. Knockdowns inflict 2S.
  Breaches to the exotech unit may also
  occur when more than 5W is sustained.
  Roll one die and compare the result
  with the exotech unit’s current injury
  penalty.
  = Breach Damage
  Roll one die and compare with exotech’s
  current injury penalty.
  0 [1  1S] [2-6  0]
  1 [1  1S] [2  2S]  [3-6  0]
  2 [1-2  2S]  [3  1W]  [4-6  0]
  3 [1-2  2S]  [3  1W]  [4  2W]  [5-6  0]
  4 [1-2  3S]  [3-4  2W]  [5  4W]  [6  0]
  5 ALL DAMAGE IS APPLIED TO CHARACTER.
  Wound Recovery
  WOUNDS heal at a rate equal to the a
  character’s willpower rating per week,
  while STRESS heals at a rate equal to his
  willpower rating per day.
  Characters that have been killed (loss
  of all WOUND points) stand a chance of
  resuscitation by receiving medical
  attention. Individuals with the Medicine
  skill may attempt a hard roll in order to
  revive the character. A success indicates
  that the patient has been revived; he is
  unconscious and may heal normally.
  There is no way to revive a character
  
  54
  THE COLONIES
  COMBAT
  once a failed Medicine roll is made. 
  If a character was wounded by an
  opponent who achieved a critical
  success on his roll or was revived from
  death, there is a chance that the injuries
  will not completely heal. These effects
  are determined at the end of a campaign
  by rolling two dice and consulting the
  table below.
  = Determining Permanent Injuries
  2-4
  SMALL SCAR
  5-6
  DISFIGURING SCAR
  7
  AMPUTATION
  an arm must be amputated; dexterity is
  reduced by half until a new one has been
  regrown or implanted
  8
  AMPUTATION
  a leg must be amputated; dexterity is
  reduced to 0 until a new one has been
  regrown or implanted
  9
  ATROPHY
  -1 strength or dexterity
  10
  DAMAGED VISION
  -1 perception
  11
  INTERNAL DAMAGE
  -2 permanent stamina
  12
  HEAD INJURY
  -1 reasoning
  Collateral Damage
  All projectile weapons and explosives
  cause some degree of collateral damage.
  The gamemaster may decide the exact
  nature of damage but a few guidelines
  are included below.
  EP WEAPONS
  • broken windows
  • damage to wood structures and trees
  • possible hull breach
  • possible ignition of flammable materials
  LASER AND PLASMA WEAPONS
  • small areas of scorched concrete and wood
  structures
  • small areas of scarred glass and metals
  • possible ignition of flammable materials
  PULSE DETONATORS/PLASMA WEAPONS
  • large areas of scorched concrete and wood
  structures
  • large areas of scarred glass and metals
  • possible ignition of flammable materials
  PARTICLE WEAPONS
  • small punctures in most materials
  • possible hull breach
  EXPLOSIVES AND GRENADES
  • broken windows
  • damage to feeble metallic and wood
  structures
  • craters
  • embedded shrapnel
  • possible hull breach
  • ignition of flammable materials
  Weapons Listing
  -------------------------------------------------------------RANGE --------------------------------------------------------------
  ------------------------------------------------------------------------DAMAGE --------------------------------------------------------------
  WEAPON DESCRIPTION
  P.B.
  SHORT
  MEDIUM
  LONG
  EXTREME
  POOR
  AVERAGE
  GOOD
  EXCELLENT CRIT. SUC.
  CROSSBOWS
  10 m
  25 m
  50 m
  75 m
  120 m +
  1W
  2W
  3W
  5W
  7W
  BOWS
  10 m
  50 m
  100 m
  120 m
  160 m +
  1W
  2W
  3W
  6W
  8W
  THROWN OBJECTS
  5 m
  10 m
  15 m
  20 m
  30 m +
  1S
  2S
  3S
  5S
  7S
  SMALL BLADED WEAPON
  1W
  2W
  3W
  6W
  8W
  LARGE BLADED WEAPONS
  1W
  2W
  4W
  8W
  10W
  BLUDGEONING WEAPONS
  1S
  2S
  3S
  5S
  7S
  UNARMED ATTACKS
  1S
  2S
  3S
  4S
  6S
  
  55
  THE COLONIES
  COMBAT
  -------------------------------------------------------------RANGE --------------------------------------------------------------
  ------------------------------------------------------------------------DAMAGE --------------------------------------------------------------
  WEAPON DESCRIPTION
  P.B.
  SHORT
  MEDIUM
  LONG
  EXTREME
  POOR
  AVERAGE
  GOOD
  EXCELLENT CRIT. SUC.
  EP PISTOLS
  5 m
  10 m
  30 m
  50 m
  100 m +
  1W
  3W
  5W
  7W
  10W
  Terrel Labs “No. One”
  1 x 15 round clip
  Terrel Labs “Low-Cal”
  1 x 20 round clip
  Kresmeyer KP-5
  1 x 20 round clip, optional 50 round clip; burst fire, detonation [1m], recoil [1]
  SimTek 150
  2 x 20 round clips; burst fire, detonation [1m], recoil [1]
  EP RIFLES
  5 m
  10 m
  30 m
  50 m
  100 m +
  2W
  4W
  6W
  8W
  12W
  Kresmeyer KR-14
  1 x 70 round clip; burst fire, spray fire, detonation [1m], recoil [1]
  Clark M-2
  1 x 70 round clip; burst fire, spray fire, detonation [2m], recoil [2], optional scope, grenade launcher
  Clark M-14
  1 x 50 round clip; burst fire, spray fire, detonation [2m], recoil [2], scope, grenade launcher
  HEAVY EP WEAPONS
  5 m
  15 m
  40 m
  70 m
  150 m +
  4W
  6W
  8W
  10W
  15W
  SimTek 227
  2x 70 round clips; burst fire, spray fire, detonation [3m], recoil [3], optional stabilizer
  SimTek 227sn
  2x 70 round clips; burst fire, spray fire, detonation [3m], recoil [3], scope, optional stabilizer
  SimTek EP Field Unit
  2x 100 round clips; burst fire, spray fire, detonation [5m], recoil [4], scope, requires stabilizer
  LASER PISTOLS
  10 m
  25 m
  75 m
  150 m
  400 m +
  1S
  2S
  3W
  5W
  8W
  SimTek XS
  1 x low yield powerpack; laser tracking
  Clark L-30
  1 x low yield powerpack; laser tracking
  Yamato Razor 5
  1 x low yield powerpack
  Yuravitch ML-6000
  1 x low yield powerpack; laser tracking
  LASER RIFLES
  10 m
  25 m
  75 m
  150 m
  400 m +
  2S
  3W
  5W
  7W
  10W
  SimTek XTEN
  2x high yield powerpacks; laser tracking
  Yuravitch Sniper
  1x high yield powerpack; scope, laser site
  Clark L-500
  2x high yield powerpacks; laser tracking, scope
  Gonsalez Mark 4
  2x high yield powerpacks; laser tracking
  HEAVY LASER WEAPONS
  15 m
  35 m
  85 m
  150 m
  400 m +
  4W
  6W
  10W
  12W
  15W
  Clark L-1000
  8x high yield powerpacks on drum; laser tracking
  Yuravitch Field Cutter
  10x high yield powerpacks on drum; laser tracking
  PARTICLE STREAMERS
  15 m
  40 m
  100 m
  300 m
  600 m +
  4W
  6W
  8W
  10W
  12W
  1 x low yield powerpack
  HEAVY PARTICLE STREAMERS
  30 m
  100 m
  300 m
  700 m
  1000 m +
  6W
  8W
  10W
  15W
  20W
  1 x low yield powerpack
  PULSE DETONATORS
  5 m
  10 m
  20 m
  30 m
  50 m +
  4W
  6W
  8W
  10W
  12W
  -2w
  -4w
  -6w
  damage decreases with range
  Gonsalez Plasma Gun
  1 x high yield powerpack; laser site
  ELECTROSTUN WEAPONS
  5 m
  10 m
  15 m
  25 m
  40 m +
  2S
  5S
  8S
  10S
  12S
  -1S
  -2S
  -4S
  damage decreases with range
  Conrad ELS
  1x low yield powerpacks; laser site, detonation [1m]
  Conrad ELT
  1x high yield powerpacks; laser site, detonation [2m]
  GRENADES (THROWN)
  5 m
  10 m
  15 m
  20 m
  30 m +
  grenade launcher
  5 m
  10 m
  15 m
  25 m
  40 m +
  electrostun grenade
  detonation [5m]
  3S
  5S
  8S
  10S
  12S
  incendiary grenade
  detonation [4m], fire
  1W
  2W
  3W
  4W
  5W
  plasma grenade
  detonation [3m]
  4W
  6W
  8W
  10W
  15W
  
  56
  THE COLONIES
  COMBAT
  1.
  Declare Intent
  attack, defer, block, use skill, move,
  aim, ready weapon, reload
  2. Determine Initiative
  dice roll + reaction
  3. Determine Success
  margin = dice total - skill total
  4. Determine Damage
  compare degree of success with
  weapon/attack damage ratings
  add strength to brawling & athletics
  attack margin for damage only
  Combat Procedures
  1.
  Compute Skill Total
  trait + skill
  2. Compute Dice Total
  3. Compute Margin
  dice total - skill total
  4. Determine Degree of Success
  cross reference margin with difficulty
  Advanced Task Rolls
  1.
  Compute Skill Total
  trait + skill
  2. Compute Dice Total
  3. Determine if Successful
  dice total must be less than or equal to
  skill total
  Basic Task Rolls
  wearing full armor
  1
  knocked down
  1
  zero-g environment
  1
  surprised opponent
  @
  injured
  1 to 5
  holding multiple items
  1
  holding bulky items
  1
  Initiative Modifiers
  Less than -6
  -6 to -1
  0
  1-3
  4-5
  6-7
  8-9
  10-11
  12-13
  14 +
  MARGIN
  FAILURE
  FAILURE
  FAILURE
  CRITICAL
  FAILURE
  CRITICAL
  FAILURE
  Simple
  Extreme
  Long
  Medium
  Short
  Point Blank
  Easy
  Average
  Challenging
  Hard
  Impossible
  CRITICAL
  FAILURE
  FAILURE
  FAILURE
  FAILURE
  CRITICAL
  FAILURE
  CRITICAL
  FAILURE
  FAILURE
  AVERAGE
  AVERAGE
  POOR
  FAILURE
  CRITICAL
  FAILURE
  FAILURE
  GOOD
  AVERAGE
  AVERAGE
  FAILURE
  FAILURE
  POOR
  GOOD
  GOOD
  AVERAGE
  POOR
  FAILURE
  POOR
  EXCELLENT
  GOOD
  GOOD
  POOR
  POOR
  AVERAGE
  EXCELLENT
  EXCELLENT
  GOOD
  AVERAGE
  POOR
  AVERAGE
  EXCELLENT
  EXCELLENT
  EXCELLENT
  AVERAGE
  AVERAGE
  GOOD
  CRITICAL
  SUCCESS
  CRITICAL
  SUCCESS
  EXCELLENT
  GOOD
  AVERAGE
  EXCELLENT
  CRITICAL
  SUCCESS
  CRITICAL
  SUCCESS
  CRITICAL
  SUCCESS
  EXCELLENT
  GOOD
  CRITICAL
  SUCCESS
  DIFFICULTY
  Critical Suc.
  Excellent
  Good
  Average
  Poor
  MARGIN
  = SKILL TOTAL
  - DICE TOTAL
  RANGE
  CONTESTED SUCCESS
  target moving
  §
  cover
  § to ∞
  partial light
  §
  zero-g environment
  §
  aiming (per turn; max is @)
  !
  surprised opponent
  @
  under water
  2
  in waste deep water
  1
  in cramped places
  1 to 2
  brawling while on the ground
  2
  injured
  1 to 5
  Attack Modifiers
  
  57
  THE COLONIES
  COMBAT
  p 1m s 3m m 5m l 8m e 10m
  (multiply values by psionic rating)
  INITIAL / SUSTAINED
  critical failure
  5S / -
  poor
  2S / 2S
  average
  2S / 1S
  good
  1S / 1S
  excellent
  1S / -
  critical success
  -
  Psionic Range & Stress
  sensor ranges
  p 3m  s 5m  m 10m  l 15m  e 25m
  damage
  knockdowns (to character)
  2S
  more than 5S
  1W
  more than 5W (possible breach)
  0 [1  1S]  [2-6  n/a]
  1 [1  1S]  [2  2S]  [3-6 n/a]
  2 [1-2  2S]  [3  1W]  [4-6  n/a]
  3 [1-2  2S]  [3  1W]  [4  2W]  [5-6  n/a]
  4 [1-2  3S]  [3-4  2W]  [5  4W]  [6  n/a]
  5 all damage is applied to character
  Exotech
  burst fire
  +2W / § at ml
  spray fire
  +4W / § at ml
  ¡ at ps
  scope
  ¡ at mle
  laser tracking
  ¡ at psm
  ¡ for 2nd attack
  laser site
  ¡ at psm
  recoil
  1 to 3
  Weapon Traits
  Direction of Grenade Miss
  12
  5
  6
  7
  8-9
  10
  11
  2-4
  die roll x 5
  in meters
  p
  s
  m
  l
  e
  EP Pistols
  5m
  10m
  30m
  50m
  100m
  EP Rifles
  5m
  10m
  30m
  50m
  100m
  EP Heavy
  5m
  15m
  40m
  70m
  150m
  Laser Pistols
  10m
  25m
  75m
  150m
  400m
  Laser Rifles
  10m
  25m
  75m
  150m
  400m
  Laser Heavy
  15m
  35m
  85m
  150m
  400m
  Particle Streamers 15m
  40m
  100m
  300m
  600m
  Particle Heavy
  30m
  100m
  300m
  700m
  1000m
  Pulse Detonators
  5m
  10m
  20m
  30m
  50m
  Electrostun
  5m
  10m
  15m
  25m
  40m
  Grenade Launchers
  5m
  10m
  15m
  25m
  40m
  Crossbows
  10m
  25m
  50m
  75m
  120m
  Bows
  10m
  50m
  100m
  120m
  160m
  Thrown Objects
  5m
  10m
  15m
  20m
  30m
  Weapon Ranges
  poor
  average
  good
  excellent
  crit. suc.
  EP Pistols
  1W
  3W
  5W
  7W
  10W
  EP Rifles
  2W
  4W
  6W
  8W
  12W
  EP Heavy
  4W
  6W
  8W
  10W
  15W
  Laser Pistols
  1S
  2S
  3W
  5W
  8W
  Laser Rifles
  2S
  3W
  5W
  7W
  10W
  Laser Heavy
  4W
  6W
  10W
  12W
  15W
  Particle Streamers
  4W
  6W
  8W
  10W
  12W
  Particle Heavy
  6W
  8W
  10W
  15W
  20W
  Pulse Detonators
  4W
  6W
  8W
  10W
  12W
  m -4W l -4W e -6W
  Electrostun
  2S
  4S
  6S
  8S
  10S
  m -1S l -2S e -4S
  Grenades
  Electrostun
  3S
  5S
  8S
  10S
  12S
  Incendiary
  1W
  2W
  3W
  4W
  5W
  Plasma
  4W
  6W
  8W
  10W
  15W
  Crossbows
  1W
  2W
  3W
  5W
  7W
  Bows
  1W
  2W
  3W
  6W
  8W
  Small Blades
  1W
  2W
  3W
  6W
  8W
  Large Blades
  1W
  2W
  4W
  8W
  10W
  Bludgeoning Weapons 1S
  2S
  3S
  5S
  7S
  Unarmed Attacks
  1S
  2S
  3S
  4S
  6S
  Weapon Damage
  called strikes
  §
  quickdraw
  §
  second weapon (each roll)
  §
  second attack (each roll)
  §
  second target (1st roll/2nd roll)
  §/ ∞
  tackle
  §
  grapple
  §
  disarm
  §
  throw
  §
  sweep
  §
  parry (attack roll)
  §
  dodge (attack roll; ranged/thrown & melee)
  §/ ∞
  Combat Stunts
  FULL / PARTIAL
  skins
  1
  pressure suit
  (stress only)
  1
  subdermal plating
  (wound only)
  1
  composite armor
  1 / 2
  ablative material
  (lasers only) 1 / 2
  alloy
  (particle streamers) 1 / 2
  (ep, arrows, thrown) 1 / 3
  exoskeleton
  (particle streamers)
  1
  (ep, arrows, thrown)
  2
  energy field (except lasers & pulse)
  3
  alternating field
  4
  Armor Modifiers
  
  58
  THE COLONIES
  EXPERIENCE & ADVANCEMENT
  During the course of the game
  characters are given the opportunity to
  increase their traits and skills. 
  After Each Game Session
  The gamemaster will reward
  characters with EXPERIENCE POINTS
  after each game session. Characters may
  earn experience in a variety of ways:
  ROLLING A CRITICAL SUCCESS . . . . . . . . . . 2
  (Does not apply to rolling snake eyes.)
  GOOD ROLEPLAYING . . . . . . . . . . . . . . . . . 2
  USING TECHNOLOGY INSTEAD OF VIOLENCE . . . 3
  WINNING A FIST/FIRE FIGHT . . . . . . . . . . . 1
  SUCCEEDING WITH A SKILL RATING LESS
  THAN FIVE . . . . . . . . . . . . . . . . . . . . . . . . . 3
  SUCCEEDING AT AN IMPOSSIBLE TASK . . . . 5
  EXPERIENCE POINTS awarded after
  each game session may only be used to
  increase existing skill ratings, or reduce
  stress, aura, and aberration ratings.
  Some restrictions apply:
  • Existing skills may only be improved
  if they were used this game session
  and in a manner suggesting that the
  character learned something from
  the experience. Skills may only be
  increased by one point per game
  session.
  • Stress points may be restored
  provided the game session ended
  with the character at rest. He must
  not be in the middle of combat and
  Wound points may not be reduced.
  • A character’s aura or aberration
  rating may only be reduced if the
  game session ended with the
  character at rest.
  After Each Mission
  Like game sessions, a character is
  awarded experience points after the
  completion of an entire mission.
  ACT OF HEROISM. . . . . . . . . . . . . . . . . . . . 1
  ACT OF SACRIFICE . . . . . . . . . . . . . . . . . . . 3
  CREATIVITY . . . . . . . . . . . . . . . . . . . . . . . . 2
  COMPLETING MISSION. . . . . . . . . . . . . . . . 1
  FIVE FAILURES AT THE SAME TASK . . . . . . . 1
  ACCOMPLISHING ONLY PART OF MISSION . 2
  ACCOMPLISHING FULL MISSION. . . . . . . . . 4
  Points accumulated at the end of a
  campaign may be used to increase trait
  and existing skill ratings in addition to
  learning new skills and increasing one’s
  rank in the Martian Defense Force.
  Restrictions apply to improving traits
  and abilities:
  • Traits are improved when the
  character dedicates himself to
  intense training. Only one trait may
  be raised after each mission. Do not
  forget to change the rating of any
  computed traits that are calculated
  using the raised trait. 
  • New skills may be learned by
  undergoing training on Mars or the
  Moon.
  • Reputation may be increased if the
  character’s actions on the mission
  warrant it. This is entirely up to the
  gamemaster, who is also permitted
  to change it at will.
  Experience points can also be used to
  invent and design devices, equipment,
  and biotech procedures. (see Section 7:
  Projects >)
  Stress, wounds, aberrations, and aura
  are always reset at the end of a mission.
  = Post-Game Session Experience Costs
  Skill Increase
  USE COSTS LISTED ON HOMEWORLD PAGE
  (NEXT LEVEL x LISTED VALUE)
  Mars. . . . . . . . . . . . . . . . . . . page 13>
  Earth . . . . . . . . . . . . . . . . . . page 14>
  Cassiopia. . . . . . . . . . . . . . . . page 15>
  Serpenti. . . . . . . . . . . . . . . . . page 16>
  Reticuli . . . . . . . . . . . . . . . . . page 17>
  Orionis . . . . . . . . . . . . . . . . . page 18>
  Stress, Aura, & Aberration Reduction
  1 PER POINT
  = Post-Mission Experience Costs
  Skill Increase
  USE MARS COSTS ON PAGE 10
  (NEXT LEVEL x LISTED VALUE)
  Skill Increase
  USE MARS COSTS ON PAGE 10
  (LISTED VALUE x 3)
  New Skill
  (NEW SKILLS HAVE A RATING OF 1)
  FITNESS SKILLS . . . . . . . . . . . . . . . . . . 10
  TECHNICAL & PILOTING SKILLS . . . . . . . 15
  TECHNICAL & PILOTING SPECIALTY
  . . . . . . . . . . . . . . . . 10 x CURRENT LEVEL
  PSIONIC SKILLS . . . . . . . . . . . . . . . . . . . . 20
  Trait Increase
  strength, dexterity, perception, willpower, or reasoning
  (NEXT LEVEL x 5)
  psionics
  (NEXT LEVEL x 20)
  Reputation Increase
  5 PER POINT
  MDF Rank Increase
  (ONE PROMOTION PER MISSION)
  ENLISTED RANK. . . . . . . . . . . . . . . . . . 10
  OFFICER RANK. . . . . . . . . . . . . . . . . . . 20
  COMMAND RANK. . . . . . . . . . . . . . . . . 40
  SECTION 9
  EXPERIENCE & ADVANCEMENT
  
  Enlisted Ranks
  TROOPER
  CORPORAL
  LANCE CORPORAL
  SERGEANT
  LANCE SERGEANT
  STAFF SERGEANT
  MASTER SERGEANT
  Officer Ranks
  LIEUTENANT
  CAPTAIN
  MAJOR
  COLONEL
  MARSHALL
  Command Ranks
  BRIGADIER
  GENERAL
  COMMANDER
  COMMANDER GENERAL
  Divisions
  MARINE (STATIONED ON MARS)
  EXOTECH (EXOTECH AND PILOTS)
  EXPEDITIONARY (OFF-WORLD PERSONNEL)
  EXPEDITIONARY MARINE (OFF-WORLD)
  TECHNICAL SERVICES
  MEDICAL SERVICES
  INTELLIGENCE (TOP SECRET)
  59
  THE COLONIES
  EXPERIENCE & ADVANCEMENT
  Mars Defense Force Ranks
  {and divisions}
  • Worn on upper arm.
  • Division emblem appear under
  sergeant ranks only.
  • Worn on cuffs and left collar.
  • Division emblem worn on right collar.
  • Worn on shoulders.
  • Division emblem worn on both collars.
  Intelligence division has not emblem.
  Characters in the Martian Defense Force can spend experience
  points to receive promotions in rank.
  
  60
  THE COLONIES
  SAMPLES
  SECTION 10
  SAMPLE CELL AND MISSIONS
  Declan is leader of the cell. He is the
  archetypical idealist.
  STRENGTH
  4
  DEXTERITY 4
  REASONING 2
  WILLPOWER 4
  PERCEPTION 3
  PSIONICS
  0
  STAMINA
  16
  REACTION
  4
  BRAWLING [UNARMED] 6
  WEAPONS [SIDEARM, ARCHAIC] 7
  SURFACE CRAFT 4
  DECLAN TALBOT
  Nicholas is from Reticuli and lived just
  outside the alien ruins. He is an expert in
  photonics.
  STRENGTH
  1
  DEXTERITY 2
  REASONING 5
  WILLPOWER 4
  PERCEPTION 3
  PSIONICS
  0
  STAMINA
  8
  REACTION
  7
  CONTAGION 2
  ALGORITHMS 4
  PHOTONICS [NANOTECH, COMPUTERS] 8
  GENETICS [BIOTECH] 5
  BIOTECH: ENHANCED ENDURANCE, ACCELERATED
  HEALING, RADIOACTIVE, COCOON
  NANOTECH: TISSUE/CELL REPAIR COMBINE,
  RESPIRATORY COMBINE
  NICHOLAS BOHN
  Quad is from the colony of Serpenti
  and a member of the Pondsmith clan.
  STRENGTH
  2
  DEXTERITY 5
  REASONING 5
  WILLPOWER 5
  PERCEPTION4
  PSIONICS
  3
  STAMINA
  14
  REACTION
  3
  WEAPONS 5
  ATHLETICS 5
  MECHANICAL [IMPLANTS] 6
  PASSIVE PSIONICS [TELEPATHY] 3
  BIOTECH: ACCELERATED HEALING, ENHANCED
  RESPONSIVENESS
  QUAD
  Matt, or “meat head” as he is called by
  friends, is a mercenary from Mars. He
  was hired by the SimTek corporation to
  help the resistance.
  STRENGTH
  3
  DEXTERITY 5
  REASONING 3
  WILLPOWER 4
  PERCEPTION4
  PSIONICS
  0
  STAMINA
  14
  REACTION
  3
  BRAWLING 5
  WEAPONS 7
  ATHLETICS 5
  FINESSE 3
  SURVIVAL 5
  SPACE CRAFT 4
  SURFACE CRAFT 2
  BIOTECH:
  ACCELERATED
  MATT KRUCHENSKY
  Sierra escaped from Earth after being
  experimented upon by the Virimar. Their
  intention was to turn her into a super-
  soldier, but she was able to resist. Sierra
  has a long scar on her face and carries a
  particle streamer as a trophy.
  STRENGTH
  4
  DEXTERITY 5
  REASONING 3
  WILLPOWER 3
  PERCEPTION 3
  PSIONICS
  0
  STAMINA
  14
  REACTION
  4
  BRAWLING 7 [UNARMED]
  WEAPONS 6 [SIDEARM]
  MEDICINE 4 [FIRST AID]
  SURFACE CRAFT 4 [REPAIR]
  BIOTECH: REFRACTIVE PIGMENT
  SIERRA STUBBS
  Kerdan fled the Martian authorities
  after a botched banking scam. He is a
  technological genius. Kierdan and Declan
  do not usually see eye to eye and regards
  the other members of the crew as inferior
  to himself. He often comments on how
  the blind are leading the blind.
  STRENGTH
  2
  DEXTERITY 3
  REASONING 5
  WILLPOWER 3
  PERCEPTION 3
  PSIONICS
  0
  STAMINA
  10
  REACTION
  6
  WEAPONS 5
  FINESSE 5
  ALGORITHMS 8 [AUTONOMIES]
  ELECTRICAL 10
  MECHANICAL 8
  PHOTONICS [COMPUTERS] 10
  KIERDAN MILLER
  Siobhan is a liaison officer for the
  Martian Defense Force. She holds the
  rank of Master Sergeant and is a combat
  pilot. Siobhan wears alloy armor and
  holsters a MDF issued KP-5 EP pistol.
  STRENGTH
  3
  DEXTERITY 5
  REASONING 3
  WILLPOWER 2
  PERCEPTION 3
  PSIONICS
  0
  STAMINA
  10
  REACTION
  4
  WEAPONS 4
  SURVIVAL 5
  ASTRO ENGINEERING 5
  PHOTONICS 6
  ASTRO CRAFT [ATMOSPHERIC] 6
  SIOBHAN TAYLFORTH
  This sample cell is provided to demonstrate the diversity among liberation cells.
  These people live and fight together for a common goal. Players may use these
  characters in order to begin play immediately.
  
  61
  THE COLONIES
  SAMPLES
  Sample Missions
  “The City of Brotherly Love”
  MISSION DIRECTIVE
  Intelligence reports a resistance
  movement growing in the city of
  Philadelphia, Central America. Your
  orders are:
  1 Make contact with the group without
  drawing attention to yourselves. The
  leader reportedly goes by the name
  Aspen.
  2 Provide them with a Link compatible
  POM so that we can remain in
  contact with them.
  3 Report back with military and
  political structures of the city, as well
  as possible military targets.
  THE FOLLOWING INFORMATION IS FOR
  GAMEMASTERS ONLY.
  This is a brief synopsis of the
  adventure. The gamemaster is
  encouraged to fill in the blanks and
  customize the situation for the players
  before him. The city can be changed to
  reflect your home town.
  THE TRUTH
  While Aspen and the movement exist,
  the intelligence has actually been leaked
  by the provincial governor. Aspen has
  been captured by the governor’s forces
  and is being held at city hall. The
  characters will be met by Aspen’s
  daughter, Vera, who will try to capture
  the members of the cell. The governor
  has promised the release of her father in
  exchange for the cell.
  Vera is young and naive. At 18, she
  has a lot of courage, however. Aspen is
  killed by the governor, regardless if she
  succeeds. If this is discovered, Vera will
  help the cell and probably attempt to
  kill the governor.
  If the characters escape with Vera, she
  can take them to the remaining
  resistance fighters which have been
  reduced to a small gang. There are
  about a dozen men and women left. If
  the gamemaster wishes, have one of the
  players use a resistance fighter and then
  allow him to join the cell.
  The gamemaster could easily use the
  governor as a recurring villain, looking
  to quash the rebellion.
  PHILADELPHIA
  Philadelphia is broken down into two
  districts, the administrative and
  everything else. What was once called
  Center City is now the headquarters of
  the governor and his men. It is quite
  luxurious.
  All other parts of Philadelphia and its
  suburbs are now home to dilapidated
  buildings, scorched fields, and decaying
  mass transit monorail beams. The
  names of the old neighborhoods are still
  in use by the masses.
  DELAWARE RIVER
  SCHUYLKILL RIVER
  NEW JERSEY
  NORTHEAST
  PHILADELPHIA
  NORTH
  PHILADELPHIA
  ADMIN.
  AREA
  CHESTNUT
  HILL
  MANAYUNK
  GERMANTOWN
  OVERBROOK
  OLD
  UNIVERSITY
  CITY
  WEST
  PHILADELPHIA
  SOUTH
  PHILADELPHIA
  NORTHERN
  LIBERTIES
  OLD
  AIRPORT
  KENSINGTON
  PORT
  RICHMOND
  PASSYUNK
  SOUTHWARK
  EASTWICK
  TORRESDALE
  MAYFAIR
  SOMERTON
  PARKWODD
  NEW CHINA
  TOWN
  PENNYPACK
  PARK
  NORTH
  BUSTLETON
  SOUTH
  BUSTLETON
  FAIRMOUNT
  PARK
  TACONY
  PARK
  HUNTING
  PARK
  PHILADELPHIA NEIGHBORHOODS
  
  62
  THE COLONIES
  SAMPLES
  “The Sky’s the Limit”
  MISSION DIRECTIVE
  Intelligence reports a new orbital
  station nearing completion. It is to be
  used as a construction yard for
  interplanetary craft. Your orders are:
  1 Locate any space craft plans that may
  be stored on board.
  2 Remove the central POM and return
  it to base for future study.
  3 Destroy the station in a manner
  resembling an accident. Avoid all
  shows of force which may result in
  ground control discovering our
  positions on the moon. Once they
  lock on to your craft they will know
  that we are out here.
  “Breakdown”
  at least one character must have a limiter implant
  THE FOLLOWING INFORMATION IS FOR
  GAMEMASTERS ONLY.
  One team member is suffering from
  madness and must be subdued. He will
  attack anyone he sees. The cause is a
  failing limiter implant which must be
  repaired.
  The characters must scramble to find
  a qualified surgeon to repair the
  damage. If it is not repaired within 24
  hours, the character will die.
  This search can take place on the
  Moon, in Earth cities, or even the
  administrative zones. The team
  members are open targets while on
  Earth.
  “The Mole”
  THE FOLLOWING INFORMATION IS FOR
  GAMEMASTERS ONLY.
  The team leader is given clues which
  make him suspect that a mole has
  infiltrated his cell. The mole may or
  may not exist, but causes extreme
  paranoia within the group.
  The team leader may decide to set a
  trap or just keep it to himself until he
  can identify the mole.
  “Heroes Mean Nothing”
  THE FOLLOWING INFORMATION IS FOR
  GAMEMASTERS ONLY.
  While negotiating an alliance in an
  inner city neighborhood, the cell
  becomes the target of a gang. Because of
  the valuable gear carried by the cell, the
  gang wishes to take it from them.
  Ordinarily, gangs would be no match
  for a liberation cell. In this case, we’re
  talking about a gang of more than forty
  thugs. If the cell escapes, the gang will
  continue to terrorize the neighborhood
  and the freedom fighters until their
  prize is won. This would definitely
  hinder attempts to recruit resistance
  fighters and allow them to function.
  “Mad Gamble”
  MISSION DIRECTIVE
  Intelligence sources have been
  contacted by a small group of resistance
  fighters who captured a scientist
  working for the collaborators. He has
  the knowledge we need regarding
  Virimar technologies. Make contact with
  the group and return him to the Moon.
  THE FOLLOWING INFORMATION IS FOR
  GAMEMASTERS ONLY.
  Although he does understand alien
  technology, it is beyond the
  understanding of the characters and
  must be evaluated back on Mars.
  The scientist, Dr. Emilio LaPaglia is
  quite mad. His attention span is short
  and often babbles to himself regarding
  technical projects.
  “Heavy Water”
  MISSION DIRECTIVE
  A resistance group on Earth has
  discovered what they believe to be
  container of heavy water. This was
  always used with nuclear devices. It is
  possible that radioactive materials may
  also be present. Make contact with the
  group and track down any and all
  radioactive materials.
  THE FOLLOWING INFORMATION IS FOR
  GAMEMASTERS ONLY.
  If they discover anything, it needs to
  be shipped to Mars. No one near Earth
  has the necessary skills to build nuclear
  devices.
  Mission Ideas
  
  63
  THE COLONIES
  SAMPLES
  Sample Opponents
  The samples below are intended to be used as non-player characters by the
  gamemaster. They may be altered to fit the desired situation.
  Citizen groups often solicit for
  volunteers to enforce the peace within
  their neighborhoods. Many prefer to use
  the term sheriff because it stirs memories
  of the brave law men of the old west,
  rather than the often present corrupt
  public officials. Sheriffs have no official
  status other than that granted to them by
  the people. Areas without sheriffs often
  deteriorate to levels of chaos and anarchy.
  STRENGTH
  4
  DEXTERITY 4
  REASONING 2
  WILLPOWER 4
  PERCEPTION 3
  PSIONICS
  0
  STAMINA
  16
  REACTION
  4
  BRAWLING [UNARMED] 6
  WEAPONS [SIDEARM, ARCHAIC] 7
  SURFACE CRAFT 4
  GEAR: CROSSBOW OR EP PISTOL, CLUB
  SHERIFF
  Troopers patrol the city centers and act
  as law enforcement agents and body
  guards to high ranking collaborators.
  They answer to the policing department
  of the local administration.
  STRENGTH
  3
  DEXTERITY 4
  REASONING 2
  WILLPOWER 4
  PERCEPTION 3
  PSIONICS
  0
  STAMINA
  14
  REACTION
  4
  IMPLANTS
  ?
  BRAWLING [UNARMED] 5
  WEAPONS [SIDEARM, HEAVY] 8
  ATHLETICS 6
  SURFACE CRAFT 4
  IMPLANT [PAIN LIMITER]?
  GEAR: PULSE DETONATOR, PARTIAL ALLOY ARMOR
  TROOPER
  The guards answer directly to
  provincial governors and the Virimar.
  They operate, both openly and behind
  the scenes, to protect the administration
  and Virimar interests. Think of them as
  the Gestapo.
  STRENGTH
  4
  DEXTERITY 5
  REASONING 3
  WILLPOWER 5
  PERCEPTION4
  PSIONICS
  0
  STAMINA
  18
  REACTION
  3
  IMPLANTS
  ?
  BRAWLING [UNARMED] 7
  WEAPONS [SIDEARM, HEAVY] 10
  ATHLETICS 6
  SURFACE CRAFT 4
  SPACE CRAFT [ATMOSPHERIC] 6
  IMPLANT [PAIN LIMITER]
  GEAR: PULSE DETONATOR, ALTERNATING FIELD, 4
  PLASMA GRENADES
  PROVINCIAL GUARD
  STRENGTH
  4
  DEXTERITY 5
  REASONING
  1
  WILLPOWER 4
  PERCEPTION4
  PSIONICS
  0
  STAMINA
  16
  REACTION
  3
  BRAWLING [UNARMED] 4
  WEAPONS [ARCHAIC] 4
  ATHLETICS 6
  FINESSE 2
  GEAR: ANYTHING THEY CAN FIND AS WEAPONS.
  GANG MEMBER
  STRENGTH
  2
  DEXTERITY 3
  REASONING
  1
  WILLPOWER 4
  PERCEPTION 2
  PSIONICS
  0
  STAMINA
  12
  REACTION
  7
  BRAWLING [UNARMED] 3
  ATHLETICS 5
  FINESSE 2
  GEAR: ANYTHING THEY CAN FIND.
  STREET PUNK
  STRENGTH
  2
  DEXTERITY 2
  REASONING 4
  WILLPOWER 3
  PERCEPTION 3
  PSIONICS
  0
  STAMINA
  10
  REACTION
  7
  FINESSE [SECURITY] 4
  ALGORITHMS [DESIGN] 5
  CIVIL ENGINEERING [SURFACE] 5
  GEAR: CONFIDENTIAL FILES, PERSONAL POM
  TYPICAL COLLABORATOR
  STRENGTH
  2
  DEXTERITY 2
  REASONING 5
  WILLPOWER 2
  PERCEPTION 3
  PSIONICS
  0
  STAMINA
  8
  REACTION
  7
  ANY COMBINATION OF TECHNICAL SKILLS
  GEAR: APPROPRIATE TOOLKIT, RESEARCH FILES,
  BLUEPRINTS, PERSONAL POM
  TYPICAL CITY TECH
  STRENGTH
  2
  DEXTERITY 2
  REASONING 2-3
  WILLPOWER 2-3
  PERCEPTION2-3
  PSIONICS
  0
  STAMINA
  8-10
  REACTION 8-10
  ANY COMBINATION OF FITNESS SKILLS EXCEPT
  WEAPONS
  NO MORE THAN ONE TECHNICAL SKILL
  GEAR: NOT MUCH
  TYPICAL CITIZEN
  STRENGTH
  4
  DEXTERITY 4
  REASONING 2
  WILLPOWER 5
  PERCEPTION 3
  PSIONICS
  0
  STAMINA
  18
  REACTION
  5
  BRAWLING 8
  WEAPONS 5
  ATHLETICS 6
  MEDICINE [FIRST AID] 3
  GEAR: ANYTHING THEY CAN FIND AS WEAPONS.
  FREEDOM FIGHTER
  
  64
  THE COLONIES
  SOURCE MATERIAL
  APPENDIX
  This is a list of sources to inspire the
  development of characters, missions,
  and story lines. 
  Movies and Television
  BLADE RUNNER
  A Ridley Scott film with Harrison
  Ford in a world full of biotech and
  androids. Excellent for inspiration.
  the on-line fan club and museum site:
  HTTP://WWW.BLADEZONE.COM
  BLAKE’S 7 
  One of the best British science fiction
  programs ever made. It focused on a
  group of escaped domestic, corporate,
  and political criminals striking back at
  the corrupt Terran Federation. Not
  your typical series, considering they
  liked killing off the protagonists. One of
  the Federation villains even had a
  cybernetic arm with built-in blaster. If
  you can get past the lousy special effects,
  the dialogue and stories are thought
  provoking.
  the almost official site:
  HTTP://WWW.HERMIT.ORG/BLAKES7
  EARTH 2
  Another lame television series. It
  does, however, present the perils faced
  by colonists stranded on an unknown
  world.
  the Sci-Fi Channel site:
  HTTP://WWW.SCIFI.COM/EARTH2
  EARTH: FINAL CONFLICT
  Gene Roddenberry’s wife is making
  out pretty good by selling all of her late
  husband’s ideas. Not a great show, but
  interesting and good for ideas. More
  aliens and technology.
  the official site: HTTP://WWW.EFC.COM
  MAD MAX
  Not exactly the same world setting as
  the Colonies, but use it if you like it. 
  a very complete and informative site:
  HTTP://WWW.MADMAXMOVIES.COM
  STAR TREK: DEEP SPACE NINE
  This is one of the more interesting
  Star Trek series. An occupying army
  withdraws from an alien world. Star
  Fleet is called in to help rebuild and
  protect it, while the former resistance
  fighters 
  form 
  the 
  provisional
  government and militia. This series
  offers a complicated, unfolding story
  dealing with planetary alliances,
  conquest, and aliens viewed as prophets
  and gods.
  the official site:
  HTTP://WWW.STARTREK.COM
  TOTAL RECALL
  Although this has little to do with the
  conditions on Earth, it gives you a good
  idea as to how Martians live and what
  psionics are like.
  a good site:
  HTTP://WWW.ANGELFIRE.COM/NS/DOUGQUAID/RECALL.HTML
  V
  Both a telemovie and series, this
  began with an interesting story but soon
  went the way of all movie spin-offs. An
  alien species tries to take over the Earth
  and collaborators live in luxury.
  the Sci-Fi Channel site:
  HTTP://WWW.SCIFI.COM/V
  Roieplaying Games
  CYBERPUNK
  The first cyberpunk style roleplaying
  game to hit the market. Its dark and
  gritty future can be especially deadly for
  characters.
  the R. Talsorian site:
  HTTP://WWW.TALSORIAN.COM
  SHADOWRUN
  Another cyberpunk style roleplaying
  game mixed with magic and demi-
  humans (elves, dwarves, etc.). This
  game is a lot of fun.
  the official site:
  HTTP://WWW.SHADOWRUNRPG.COM
  2300AD
  A solid, hard-core science fiction
  game with lots of colonies and worlds to
  explore. Also features a number of alien
  species.
  the official site: HTTP://WWW.FARFUTURE.NET
  Web Sites
  ANDERS SVENSSON SCI-FI PAGE
  A good source of science fiction links
  for books, art, television series, movies,
  comics and fiction.
  HTTP://WWW-PP.HOGIA.NET/A.SVENSSON/SF/SF.HTML
  SCIFISOURCE: THE SCI-FI DIRECTORY
  A huge list of links for everything
  science fiction.
  HTTP://WWW.SCIFISOURCE.COM
  
  signature
  G G G G G
  G G G G G
  G G G G G
  G G G G G
  2
  1
  0
  @
  aura
  G G G G G
  G G G G G
  G G G G G
  G G G G G
  2
  1
  0
  @
  aberrations
  G G G G G
  G G G G G
  G G G G G
  G G G G G
  0
  1
  2
  ¯
  dependency
  G G G G G
  G G G G G
  G G G G G
  G G G G G
  @
  !
  0
  1
  contagion
  TECHNICAL
  NANOTECH
  G G G G G
  1
  1
  G G G G G
  G G G G G
  2
  2
  G G G G G
  G G G G G
  3
  3
  G G G G G
  G G G G G
  4
  4
  G G G G G
  G G G G G
  5
  5
  G G G G G
  willpower
  strength
  dexterity
  perception
  reaction
  FITNESS
  DESCRIPTION
  .......................................................................................................
  .......................................................................................................
  .......................................................................................................
  .......................................................................................................
  .......................................................................................................
  .......................................................................................................
  automatic
  activation and
  reset at 20
  BIOTECH
  DESCRIPTION
  .......................................................................................................
  .......................................................................................................
  .......................................................................................................
  .......................................................................................................
  .......................................................................................................
  .......................................................................................................
  NAME
  DESCRIPTION
  psionics
  reputation
  G G G G G
  G G G G G
  G G G G G
  G G G G G
  1
  0
  !
  @
  reasoning
  PSIONICS
  signature
  IMPLANTS / EXOTECH
  DESCRIPTION
  SIGNATURE
  .................................................................................
  IIII
  .................................................................................
  IIII
  .................................................................................
  IIII
  .................................................................................
  IIII
  .................................................................................
  IIII
  .................................................................................
  IIII
  .................................................................................
  IIII
  .................................................................................
  IIII
  GEAR
  EXPERIENCE / PROJECTS
  DESCRIPTION
  .......................................................................................................
  .......................................................................................................
  .......................................................................................................
  .......................................................................................................
  .......................................................................................................
  .......................................................................................................
  .......................................................................................................
  .......................................................................................................
  .......................................................................................................
  Engineering Skills
  Algorithms
  I design  I editing  I hacking  I autonomies ..............
  Astro
  I structural  I propulsion  I weaponry  I comm ..............
  Chemical
  I explosives  I alloys  I fuels  I coolants ..............
  Civil
  I surface  I orbital  I arcology ..............
  Electrical
  I implants  I exotech ..............
  Genetic
  I sampling  I biotech ..............
  Mechanical
  I propulsion  I exotech  I implants ..............
  Photonics
  I nanotech  I implants  I computers ..............
  Medicine
  I surgery  I drugs  I first aid  I implants ..............
  Piloting Skills
  Space
  I maneuvers  I gunnery  I atmospheric  I repair ..............
  Surface
  I maneuvers  I gunnery  I repair ..............
  Water
  I maneuvers  I gunnery  I submersibles  I repair ..............
  Kinetics
  I strike  I shield  I radiance  I sonics ..............
  Passive Psionics
  I empathy  I telepathy  I quiet ..............
  Active Psionics
  I trespass  I overload  I noise ..............
  Intrusive Psionics
  I implant  I trigger  I extract ..............
  Brawling
  I melee  I unarmed  I grappling  I zero-g ..............
  Weapons
  I sidearm  I sniper  I heavy  I demolitions   I archaic ..............
  Athletics
  I throw  I climb  I run  I swim  I zero-g ..............
  Finesse
  I forgery  I stealth  I security  I legerdemain ..............
  Survival
  I desert  I jungle   I arctic   I crash ..............
  TEAM MEMBER DOSSIER
  stamina
  S
  W
  S
  T
  R
  E
  S
  S
  W
  O
  U
  N
  D
  S
  © 2002 POLITICALLY INCORRECT GAMES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY.
  
  1
  2
  3
  4
  5
  ¯G G G G G G G G G
  ¯G G G G G G G G G
  ¯G G G G G G G G G
  ¯G G G G G G G G G
  ¯G G G G G G G G G
  stamina
  strength
  dexterity
  –F
  perception 
  –F
  reaction
  –F
  EXOTECH STATUS
  WEAPONS
  DESCRIPTION
  SIGNATURE
  .................................................................................
  IIII
  .................................................................................
  IIII
  .................................................................................
  IIII
  .................................................................................
  IIII
  SENSORS
  DESCRIPTION
  SIGNATURE
  .................................................................................
  IIII
  .................................................................................
  IIII
  .................................................................................
  IIII
  OPTIONS
  DESCRIPTION
  SIGNATURE
  .................................................................................
  IIII
  .................................................................................
  IIII
  .................................................................................
  IIII
  © 2002 POLITICALLY INCORRECT GAMES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY.
  EXOTECH MANIFEST
  signature
  G G G G G
  G G G G G
  G G G G G
  G G G G G
  2
  1
  0
  @
  signature
  1
  2
  3
  4
  5
  ¯G G G G G G G G G
  ¯G G G G G G G G G
  ¯G G G G G G G G G
  ¯G G G G G G G G G
  ¯G G G G G G G G G
  stamina
  strength
  dexterity
  –F
  perception 
  –F
  reaction
  –F
  EXOTECH STATUS
  WEAPONS
  DESCRIPTION
  SIGNATURE
  .................................................................................
  IIII
  .................................................................................
  IIII
  .................................................................................
  IIII
  .................................................................................
  IIII
  SENSORS
  DESCRIPTION
  SIGNATURE
  .................................................................................
  IIII
  .................................................................................
  IIII
  .................................................................................
  IIII
  OPTIONS
  DESCRIPTION
  SIGNATURE
  .................................................................................
  IIII
  .................................................................................
  IIII
  .................................................................................
  IIII
  signature
  G G G G G
  G G G G G
  G G G G G
  G G G G G
  2
  1
  0
  @
  signature
  1
  2
  3
  4
  5
  ¯G G G G G G G G G
  ¯G G G G G G G G G
  ¯G G G G G G G G G
  ¯G G G G G G G G G
  ¯G G G G G G G G G
  stamina
  strength
  dexterity
  –F
  perception 
  –F
  reaction
  –F
  EXOTECH STATUS
  WEAPONS
  DESCRIPTION
  SIGNATURE
  .................................................................................
  IIII
  .................................................................................
  IIII
  .................................................................................
  IIII
  .................................................................................
  IIII
  SENSORS
  DESCRIPTION
  SIGNATURE
  .................................................................................
  IIII
  .................................................................................
  IIII
  .................................................................................
  IIII
  OPTIONS
  DESCRIPTION
  SIGNATURE
  .................................................................................
  IIII
  .................................................................................
  IIII
  .................................................................................
  IIII
  signature
  G G G G G
  G G G G G
  G G G G G
  G G G G G
  2
  1
  0
  @
  signature
  
  THE COLONIES
  INDEX
  INDEX
  INDEX
  aberrations 11, 23-24
  actions 48-49
  advanced task rolls 7
  algoritthms 43
  armor 36, 47, 50
  asphyxiation 53
  attack modifiers 49-50
  attack rolls 49
  attack total 49
  aura 11, 21
  autonomies 43
  basic task rolls 7
  biotech 23-25, 46
  blast radius 35
  bonus dice 7
  box cars 9
  breaches 53
  Cassiopia 6, 12, 15
  character 7
  collateral damage 54
  combat stunts 51
  computers 42
  construction equipment 41
  contagion 11, 26
  contested task rolls 9
  craft 41
  damage 52
  degree of success 8
  dependency 11, 26
  design/development cost 45
  dice 7
  dice total 7
  difficulty 7-8
  documented project 45
  drugs 30, 38, 39-40, 47
  Earth 4, 12, 14
  exotech 37-38, 46, 53
  expansion 6
  experience 12, 45, 58
  explosives 35, 47
  exposure 53
  falls 53
  fatigue 53
  field cost 45
  fire 53
  gamemaster 7
  grenades 50
  hand grenades 50
  hull breaches 53
  implants 28-31, 46
  initiative 48
  initiative order 48
  investment cost 45
  ionic radiation 30
  liberation cells 6
  Link 42
  margin 8
  Mars 5, 12, 13
  Mars Link 42
  medical field kit 41
  missions 6
  nanotech 11, 26-27, 46
  removal 46
  neighborhoods 4
  neural interface 31, 42
  Orionis 6, 12, 18
  outcome 8-9
  parallel optic matrix 27, 31, 42-44, 46
  penalty dice 7
  permanent injuries 54
  personalities 43
  player 7
  POM see parallel optic matrix
  powerpacks 33
  projects 6, 45-47
  psionics 9-11, 21-22
  range 21, 29, 38, 50
  ranged weapons 50
  reaction total 48
  repairs 45
  resuscitation 53
  Reticuli 6, 12, 17
  reverse engineering 45
  roleplaying 7
  sensors 29, 7-38, 41
  Serpenti 6, 12, 16.
  side effects 39-40
  skill total 7
  skills 9, 11-12, 19-22
  costs 12-18, 58
  snake eyes 9
  specialization 9
  specialties 19-22
  stamina 10, 52-53
  stress 10, 52-53
  success 8
  success table 8
  task rolls 7-10
  technology 6, 23-44
  toolkit 40-43
  traits 10-11
  costs 12-18, 58
  drug traits 39
  exotech traits 37
  weapon traits 52
  turns 48
  untrained task rolls 9
  weapons 32-35, 47, 52, 54-55
  World Wide Link 42
  wounds 10, 52-53
  wound recovery 53
  
SOURCE: textdata/thevault/The Colonies/The Colonies Corebook.pdf